GNR is Not the GOAT, and If you think it is you’re kidding yourself. It definitely doesn’t play very well out of the box, and JJP really needs to focus some R&D on their flipper alignment, mechs, power, etc…
That said, droop the flippers (like sterns), adjust the flipper power, get a good pitch (6.9-7.1), adjust the booster mb difficulty +1each, dial in the shots, increase the powerchord timer, and you’ll find quite a gem inside GNR, a pretty amazing one at that. Fun and amazing shots, combos, fun upper looping shot, one of the coolest deadpol’esk whirly do shots (center spinner through the pops to lanes), one of the best mini pf’s in pinball, and a lot of different things to go for and try. The 2 biggest cons of the game is slash solo (cool mode but really needs to be stackable with other game modes), and the game really shines at the 20+ minute style games which is Keefers staple. But holy hell is it a risk/reward - Adrenalin seeker wet dream.
Not everyone’s cup of tea, but the ones that get it, get it.