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JLP Pinball Cards

Al's Garage Band goes on a World Tour

Alvin G. & Co 1992 DMD
Strategy updated: August 31, 2026

Strategy

Focus on getting and staying in MB as often as possible. Light the locks at the 3 standup targets to the left of the center CD ramp, lock 3 balls on either the CD center ramp or the right ramp. During MB, shoot the right ramp until ROCKROLL is spelled to start playfield X and then shoot CD ramp jackpots until the MB ends.

Skill Shot

The DMD rotates the skill shot reward, press the launch button just before the award you want to lock in as it registers when the ball hits the CD at the top of the game. (1M, 2M, Jam Jackpot, 3M, 4M).

Ideally, you want Jam Jackpot, after the ball hits the CD you need to shoot up the CD ramp into the back of the game to collect 5M times the ball number.

Key Rules

Multiball

  • Qualify locks by hitting the 3 standup targets to the left of the CD center ramp.

  • Initially 1 of the 3 will be flashing, and this rotates through the bank, hitting the flashing target locks in the award

    • The awards from top target to bottom are: 1M, 2M, light Extra Ball

  • Hit the other two flashing targets to complete the bank qualify locks and earn the reward

    • If you collect a JP during MB:

      • future locks require completing the standup bank 3 times

      • and, future ball 3 locks must be made at the CD ramp

  • Lock balls at either the center CD ramp or the right ramp, the CD ramp lock will boost the base jackpot 2X or 3X, so this is the preferred lock

  • Lock in the Jackpot value by shooting the CD ramp and collect the Jackpot. Future Jackpots are worth 2X, 3X, and then repeatedly 4X.

  • Scoring a Jackpot is made harder by the CD rapidly spinning, diverting the ball from making the CD ramp

ROCKROLL Letters

  • Any time the CD ramp or right ramp is made a letter in ROCKROLL is spotted.

  • Complete the letters to start a 2X playfield for 10 seconds, complete again for 3X for 10 seconds

Modes

  • Shoot the lane under the guitar (Metal Monster lane) to start a mode

  • Subsequent modes require 3 shots to that lane to start, there are 4 modes total, all 25-second timed

    • Super Skins: 5M + 1M for each pop bumper hit

    • Trippin' Targets: Every standup is 1M

    • Rockin' Ramps: CD and right ramp score 3M each

    • Lightning Loops: orbits score 3M

  • If you play all 4 modes, as soon as Lightning Loop ends, a 100M hurry-up begins, shoot the Metal Monster lane to collect

World Tours (Orbits)

  • Each shot to an orbit adds to the city count, awards are given at:

    • 3: 3M

    • 6: Base bonus held

    • 8: Light video mode at the right ramp (mash flippers for 8 seconds during video mode)

    • 15: Starts MB

    • 20: Lights Brain Damage Wizard mode at the CD ramp

  • Brain Damage wizard mode is the MB plus all 4 modes running at once

Bonus X

  • Complete MIX lanes in the upper playfield for +1 Bonus X (Max: 10X)

als-garage-band-pf.jpg playfield
Playfield image by Ken (scottamus)
Backglass image by Wildman