This Week in Pinball
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Guns N’ Roses Pinball Deep Dive!

Published on
October 5, 2020
Updated on
June 2, 2025
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Guns N’ Roses is the newest creation from Jersey Jack Pinball!  Below is an in-depth overview of the machine, and a dive into the features and rules – check it out!

Animated GIF
Guns N' Roses Pinball game overview title in bold red text
Guns N' Roses pinball machine with colorful artwork and standard edition logo
Standard Edition Cabinet
Guns N' Roses limited edition pinball machine with band artwork
Limited Edition Cabinet
Guns N' Roses themed pinball machine collector's edition
Collector’s Edition Cabinet
Guns N' Roses themed pinball machines with rock musician in leather jacket
Colorful Guns N' Roses pinball machine playfield with vibrant artwork
Standard Edition Playfield
Guns N' Roses pinball machine playfield with colorful, intricate design
Limited Edition Playfield
Colorful and intricate pinball machine playfield with musical and artistic elements
Collector’s Edition Playfield
Large red text reading "WHO'S WHO" on white background

Who's Who

Red text reading "Price n' Production" in large uppercase letters

Price N' Production

  • Standard Edition
  • MSRP: $6,750
  • Limited Edition
  • MSRP: $9,500
  • Collector’s Edition
  • MSRP: $12,500

Games are on the production line and available for sale today!

Red "FEATURES" text in large uppercase serif font on white background

Features

Colorful rock-themed pinball machine with vibrant lights and detailed playfield

All Models:

  • 21 Full-Length Studio Master Recordings of GNR Favorites
  • Exclusive Original Pinball Music created and performed by Slash
  • Exclusive Original Instrumentation and Sound Effect Recordings performed by Slash, Duff McKagan, and Richard Fortus
  • Game Narration By Duff McKagan and Melissa Reese
  • Additional Voice Recording by Axl Rose, Slash, Richard Fortus, Frank Ferrer, Dizzy Reed and GnR announcer MC Bob
  • Live Footage and Concert Screen Animations from the Not In This Lifetime World Tour
  • 27” Backbox Display
Guns N' Roses pinball machine screen with rock band themed gameplay
  • Jukebox Attract Mode Option
  • Selectable Content Settings: Family Friendly (default), Adult-Adds explicit songs, video content, and voice work
  • 120 Watt 2.1 Stereo Sound System
  • Bluetooth Headphone and WIFI Connectivity
  • Automatic WIFI updates to your machine – you are alerted when there is an update
  • Drumstick Ramp: 2 Real Frank Ferrer Thunderchucker Vater Drumsticks
Pinball machine with colorful lights, detailed playfield, and drumsticks
  • Divertable Ramp(s)
  • 2 Chrome Catwalk Steel Return Ramps
  • Inner Loop Jump Ramp
  • Direction-Sensing Spinning Platinum Record Playfield Toy
Colorful pinball machine with top hat, musical and gaming elements
Photo courtesy of pinballphotos.com
  • Sculptures: Slash’s Iconic Top Hat, Screaming Axl Rose, Concert Speaker Stack
  • 2 Guitar Pick-shaped RGB Lit Spinners
Guns N' Roses guitar pick in clear holder with blurred blue background
  • 30 RGB GNR Hexagonal Stage Lighting
Jersey Jack Pinball machine with glowing hexagonal lights and state logo
  • 1 Exposed Core Playfield Magnet
  • 3 pop bumpers
  • Lockdown Bar Action Button
  • 7” Stage Display Showcasing Additional Game Rules and Animations
  • Familiar In-Song Performance Assessment Rock-it Meter
  • New Non-Mechanical Ball Sensors
  • 75+ Mini-insert LEDs for World Tour Map and Music Notes
  • Unique Guaranteed-Progress Inlane Configuration
  • COMA Area Outlane Ball Save
  • Tool-less Moveable/Removeable Magnetic Rule and Pricing Cards

Standard Edition:

  • Monsterized Roadsters Cabinet Art Package
  • Black Textured Powder Coat
  • Blood Red Plastic Set
  • Hand-Drawn Monsterized Band SE Backglass
  • Unlimited Production
  • 200+ Individually Controlled RGB LEDs
  • Full Band On Stage Illuminable Toy
  • 3 Flippers
  • Bright White LED Controllable Hotrail Lighting
  • Laser-etched Glowing Fender Bass Ramp Decoration

Limited Edition and Collector’s Edition:

  • 4 Flippers
  • Individually Controllable RGB LED Hotrail Lighting
Green-tinted JP Hotrails logo on complex mechanical background
  • Triple-Kinetic Diverter Fender Bass Head Mini Playfield
  • Triple Path 4-String Bass Ramp Wireform
Colorful pinball machine detail with Fender guitar neck and vibrant graphics
  • 2 Full Motion Articulating RGB LED Stage Spotlights
Pinball machine detail with colorful lights and mechanical components

Hexagonal LED lights and technical equipment with high-voltage warning sign
  • High Hat and Cymbal Interactive Drum Kit Pop Bumper Toys
Miniature cymbal drums with colorful lights in background
  • Analog + Bluetooth Headphone Connectivity
  • Shaker Motor
  • Invisiglass

Limited Edition:

  • GNR Tour Poster Cabinet Art Package
  • Red Brick Powder Coat
  • Blood Red Plastic Set
  • Hand Drawn Skeletal Band LE Backglass
  • Individually Numbered and Limited to 5000
  • 350+ Individually Controlled RGB LEDs
  • Gibson Headstock Upper Playfield with 6 Ball Lock
Colorful, illuminated pinball machine interior with musical instruments and lights
Detailed close-up of a pinball machine with colorful lights and metallic components
Rock musician figurine standing on skulls with colorful pinball machine background
Intricate metallic pinball machine with reflective surfaces and detailed components

Collector’s Edition:

  • Appetite for Destruction Mirrored RadCal Cabinet Art Package
  • Appetite-Purple Powder Coat + Laser-cut Cabinet Trim
  • Purple Emotion Plastic Set
  • Hand Drawn Band vs Barron CE Mirrored Backglass
  • Individually Numbered and Limited to 500
  • 600+ Individually Controlled RGB LEDs
  • JJP Sparkle Gibson Headstock Upper Playfield with 6 Ball Lock
  • Signature Card Signed by Axl Rose, Duff McKagan, and Slash
  • Drumstick Ramp Signed by Frank Ferrer
  • Unique CE-Exclusive Playfield Artwork featuring JJP Sparkle
  • Skull and Rose Shooter-housing Sculpture
Spooky skull decoration on a vintage arcade machine with buttons
  • Individually Controllable RGB LED Under & Rear Cabinet Lighting Kit
Silhouette of a musician playing grand piano with dramatic stage lighting
Person standing on stage with large display screen and dramatic lighting
  • Sideblades Interior Cabinet Artwork
  • 60Watt JJP Sound Bar with Individually Controllable RGB LED Lit Topper
Guns N' Roses pinball machine with flames and logo at arcade
  • Rose Flowers Action Button Sculpture
  • COMA Outlane Ball Save Physical Lock-up Feature
Red and white text saying "RULES N' CODE" in large letters

Rules n' Code

NOTE: Subject to change.

Guns N’ Roses Instruction Card and Flowchart

Check out instruction card and the beautiful Jersey Jack Pinball Flowchart for Guns N’ Roses!

Guns N' Roses game rules with stages and decorative rose border
Guns N' Roses pinball game rules and playfield diagram

Skill Shots

Soft plunge to any of the Crowd Meter inserts to achieve the Skill Shot.  Soft plunge to the blinking Crowd Meter insert for the Super Skill Shot.

Songs in the game

The songs in the game are primarily from the following four albums:

There are 21 songs in the game, and each song has its own rules and all are heavy on risk/reward (more on that below). The game ships with 15 songs enabled – the 6 containing explicit content are disabled by default, and can be unlocked when explicit/adult settings are enabled. The songs in the game include:

  • Sweet Child O’ Mine
  • Welcome to the Jungle
  • Paradise City
  • November Rain
  • Live and Let Die
  • Don’t Cry
  • You Could Be Mine
  • Civil War
  • COMA
  • Double Talkin’ Jive
  • Estranged
  • It’s So Easy
  • Mr. Brownstone
  • My Michelle
  • Nightrain
  • Out Ta Get Me
  • Rocket Queen
  • This I Love
  • Better
  • Chinese Democracy
  • Patience (this song is from G N’ R Lies, and is the only song that is not on the four albums featured in the game)

Band Members

There are seven band members in the game, and seven shots that correspond to those band members:

  • Axl Rose – spell A-X-L on the top lanes
Pinball machine backstage view with colorful artwork and golden cymbals
  • Slash – spin platinum record
Steampunk-style pinball machine with top hat, glowing lights, and musical theme
  • Duff McKagan – bass ramp on the upper playfield or two left ramps
Colorful pinball machine with intricate metallic components and vibrant artwork
  • Dizzy Reed – keyboard
  • Melissa Reese – keyboard
Pinball machine with skeleton figure, illuminated keys, and colorful graphic design
  • Richard Fortus – center guitar pick spinner
Guns N' Roses guitar pick with band logo mounted on metallic stand
  • Frank Ferrer – pop bumpers or right (drumstick) ramp
Drumsticks, cymbal, and clock on a blurry musical instrument display

The band members correspond to the circular inserts just above the flippers:

Guns N' Roses pinball machine layout with skeletal band members

Qualify different band members by hitting their respective shots. When all seven band members are qualified, you shoot the center scoop to start Song Mode (see below for more on Song Modes).

After you’ve qualified a band member, the upper playfield (on the Limited Edition and the Collector’s Edition) is opened up for locking a ball for that band member. On the Standard Edition, complete two left ramps for a ‘virtual lock’. You can lock up to six balls, so each song can potentially be a multiball, up to six balls.

Pinball machine detail with Lock and Lights display in blue tones

If you lock six balls it will automatically start Song Mode.

J-A-M Award Band Members

Complete J-A-M on the right inlane can also award you band members. If you complete J-A-M and you hit the target just to the left of the middle scoop it will advance band members. Based on how you hit that target – if you hit it on the fly after you’ve completed J-A-M or you make an orbit shot after you’ve completed J-A-M and combo it to hit the JAM target with the upper right flipper, it could complete all the band members or fully complete instead of just advancing a band member a little bit.

Arcade game buttons with VAM letters in glowing white circles
Red text reading "SONG MODES" on a white background

Song Modes

Once Song Mode is qualified, you shoot the center scoop and choose your song by hitting the action button.  If you shoot the center scoop and don’t hit the action button, the game automatically selects the currently qualified song from the last Album stand-up target you’ve hit.  Album stand-up targets are the four targets flanking the ramps (one at either side of the left ramp entrance, one at either side of the right ramp entrance) .  There is artwork depicting which target represents which album.

Close-up of colorful pinball machine with illuminated buttons and cartoon characters

All of the songs have unique rules and light shows. You play the entire song, which range from Live and Let Die (which is between three and four minutes long) through November Rain (which is between nine and ten minutes long).

Song Mode Stages

Each song has unlimited “stages” or “levels” that you can progress through. [For example, hit three specific shots to complete the first stage/level.]

The Song Modes are heavily based on risk vs. reward. In single ball play, after you complete a stage you can shoot the center scoop for the option to end your song and cash out your jackpot – OR you can decide to risk it and keep playing the song. If you keep playing, you will add a ball and build up your jackpot which get excessively higher each time you complete a stage and decide to keep going.

Think of it like the tv show Deal or No Deal – your first jackpot value may be 8,000 points depending on how you’re doing in the mode. If you keep going, the second jackpot value may be 30,000, then 90,000, then 200,000.

If you’re in multiball during a Song Mode, after you complete a stage and you shoot the center scoop, it will automatically start the next stage and add a ball. That will continue until you get down to one ball.

Rock-It Meter

During Song Modes, you will see a Rock-It Meter on the right side of the display that keeps track of how well you’re playing. [Note: This is similar to the Rock Meter if you’re familiar with Guitar Hero or Rock Band.] The Rock-It Meter is always decreasing. You can increase the Rock-It Meter level by successfully making shots.

There are several different gameplay features that affects how quickly your Rock-It Meter is draining. Booster Multiballs can help slow the rate that your Rock-It Meter decreases (more on Booster Multiballs below). Every time your flipper is in the “active” position – such as when you’re trapped up, your Rock-It Meter drains faster than normal.

Booed Off Stage

If you’re not playing well and your Rock-It Meter gets to the bottom, you will be booed off stage. The flippers will die, the song will end, the balls will drain. It doesn’t end the ball that you are on, but it will reset so the ball starts in the shooter lane. At that point you will need to re-qualify band members to get back into a song.

Encore

If you play really well and finish the entire song, and your Rock-It Meter is maxed out, you will reach Encore, and you get to go right into the next song.

Active Band Members and Band Frenzy

During Song Modes, there are featured band members that you can collect. Whoever is the featured band member currently playing in the song has their corresponding playfield feature enabled to collect them as an Active Band Member. If you collect all seven band members you start Band Frenzy.

You can identify the current featured band member and the other band members you’ve collected on the playfield inserts, and on lower right of the display. On the display you can also view the who the next featured band member will be.

Guns N' Roses themed video game screen with rock music and performance statistics

Booster Multiballs

To increase scoring during Song Modes, you can play different Booster multiballs before starting a Song Mode. These Booster multiballs are all two ball multiballs and are represented by the Crowd, Lights, Amps, and Pyro inserts on the playfield.

Close-up of illuminated game interface with words Lights, Pyro, Angos, Crowd

CROWD: Make Some Noise Multiball

To qualify CROWD, make a certain number of skill shots. Shoot under the right upper flipper to start Make Some Noise Multiball which will build your crowd meter. Jackpots are based on cyan colored shots in this multiball.

Futuristic design with car wheel, lightning arrow, and colorful geometric shapes

LIGHTS: Throw the Lights Multiball

Hit the Lights target to spell L-I-G-H-T-S to start Throw the Lights Multiball which will build your lights meter. Jackpots are based on ramp shots in this multiball.

Pinball machine close-up with vibrant blue lights and 'Lights' logo

AMPS: Turn It Up! Multiball

Spell A-M-P at the outer left inlane to start Turn It Up! Multiball which will build your amp meter. Jackpots are based on yellow flashing hurry-up shots in this multiball.

Closeup of pinball machine buttons with illuminated letters

PYRO: Ignite the Flames Multiball

Hit the Pyro target to spell P-Y-R-O to start Ignite the Flames Multiball which will build your pyro meter. This multiball is a switch frenzy mode.  The jackpot is a timed-action-button sequence.  Hit in the sweet spot at the right time for a Triple Jackpot.  Slightly outside sweet spot is 2x jackpot, outside that range is a regular jackpot.

Red text saying "Album Modes" on a white background

Album Modes

Guitarist in red shirt with winged logo playing electric guitar

Album Modes are all single ball modes, and all have unique music composed and performed by Slash for the pinball machine.

Of the 21 songs in the game, 20 of them are from the albums Appetite for Destruction, Use Your Illusion I, Use Your Illusion II, and Chinese Democracy. Each album has a corresponding mode:

  • Appetite for Destruction: Thirst for Carnage Mode
Arcade fighting game screen with monster robot battling in burning city
  • Use Your Illusion I: Desert Demolition Mode
Zombie racers in colorful cars compete on dusty track with timer showing
  • Use Your Illusion II: Tear Down the Wall Mode
Guns N' Roses pinball machine screen with cannon and score display
  • Chinese Democracy: Shall We Play a Game? Mode
World map showing propaganda operation plan with US and China highlighted

In order to qualify an Album Mode, you must play three minutes worth of songs from that album. For example, if you play Sweet Child O’ Mine for 2:30 and play Welcome to the Jungle for 0:30 (both of which are on the Appetite for Destruction album), you’ve qualified the the Appetite for Destruction Album Mode, Thirst for Carnage. When an Album Mode is qualified it is lit at the center scoop, and will run separate from Song Modes.

Depending on how many minutes worth of songs you’ve played from a particular album before starting the Album Mode, you can start a Album Mode in Silver Record Album Mode, Gold Record Album Mode, Platinum Record Album Mode, or Diamond Record Album Mode. The scoring increases based on which album certification threshold you achieve.

All Album Modes are required to be played in order to get to Not In This Lifetime Wizard Mode.

Album Progress

You can track your album progress on the bottom left of the display – there is a vinyl record that is filling up. When it is filled you level up from the Silver threshold to the Gold threshold, then from Gold to Platinum, and so on.

Guns N' Roses album progress graphic with band members and rock imagery

As a reminder, if your flipper is activated, your Rock-It Meter drains much more quickly. Translation – if you try to trap up and “time out” a Song Mode to reach the corresponding Album Mode, your Rock-It Meter is going to drain and you’ll be Booed Off Stage.

Red text reading "Tour Modes n' Tour Multiball" on white background

Tour Modes N' Tour Multiball

Shoot the orbits to advance along the concert tour map in the center of the playfield.

Pinball machine with glowing blue lights and Travel logo

There are 53 small insert lights in the map, and every tour location has unique promotional poster artwork – the posters they actually used during their tours. You start Tour Modes as you progress (by completing continents and such), and you can also find hidden band member power ups along the way, which will help you in Song Modes.

Colorful complex graphic design with mechanical elements, skulls, and text

Once you have visited all cities, you will qualify Tour Multiball, which is required to be played in order to get to Not In This Lifetime Wizard Mode.

Slash Solo text in bold red letters on white background

Slash Solo

Rock Band video game screen with electric guitar and game score

Shoot the guitar pick spinners and the spinning record to make progress towards Slash Solo. Slash Solo is first qualified after 2,000 spins. This is a timed mode and is required to get to Not In This Lifetime Wizard Mode.

Red text displaying the words Extra Balls, Patches, Coma

Extra Balls, Patches, Coma

COMA Ball Save Mode and Multiball

You can qualify COMA by hitting the COMA stand up target. If COMA is qualified and you drain out the left outlane of the game, you get a chance to save your ball. During COMA you have 30 seconds to hit a certain number of switches. Then after you’ve hit those switches you have to hit two random lit shots.

Coma movie poster with hospital bed, IV bag, and pinball game elements

If you complete the switch hits and the two shots, you will start COMA Multiball. You will play that multiball, and after the multiball is done you’re back in active play and have successfully saved your ball.

If you do not complete the switch hits or the shots, the flippers will die and your ball will drain.

Patches

Complete G-N-R in the inner left inlane to earn Patches that you can add to your 80s denim jacket. There are 39 different Patches that each have a unique award corresponding to that patch. You can change the Lit Patch using the Action Button. You can also collect Patch Combos to earn unique awards.

Guns N' Roses pinball logo with roses on denim background

One example of a Patch award is the GnR Lies Patch. If you earn that patch, you will unlock Patience as a selectable song. If you play Patience, it earns 1/4 time toward ALL albums (for every four seconds played, you’ll get one second progress towards each Album Mode).

Extra Balls

There are several ways to light Extra Balls, including:

  • Earning a Concert Tour Poster and T-Shirt patch combo
  • From a random mystery award
  • Complete the 9 inlane lights during a song (inlanes are not moveable at this time, so you must roll through each inlane 3 times), then a ‘Light Extra Ball” is included in your jackpot cashout option

To collect the extra ball, you must shoot the center top lane – directly from the flipper – no pop bumper hits first!

Pinball machine close-up with blue-tinted lights and backstage sign
Red text reads "NOT IN THIS LIFETIME WIZARD MODE" on white background

Not In This Lifetime Wizard Mode

To reach Not In This Lifetime Wizard Mode, you must play the following modes:

  • Tour Multiball
  • Appetite for Destruction Album Mode: Thirst for Carnage
  • Use Your Illusion I Album Mode: Desert Demolition
  • Use Your Illusion II Album Mode: Tear Down the Wall
  • Chinese Democracy Album Mode: Shall We Play a Game?
  • Slash Solo

Playing those modes will light Not In This Lifetime Wizard Mode at the center scoop.

Bloody red graphic text saying "NOT IN THIS LIFETIME" with splatter effect
Red text announcing Buffalo Pinball Gameplay Reveal

Our friends at Buffalo Pinball will be hosting the Guns N’ Roses gameplay reveal on Wednesday at 8:00PM Eastern on their YouTube Channel – click below to view it!!

Guns N' Roses Pinball Gameplay Reveal Poster with Roses and Brick Background
Video game match scoreboard with dramatic sunset and apocalyptic landscape
Yellow guitar pick with Game Over text on black background
Microphone with "Game Over" text against dark background
Guns N' Roses pinball logo with red roses and New Jersey silhouette