I thought the SJP lights after a certain number of jackpots (perhaps it’s a combo of # of jackpots and multiplier of jackpots collected, ie you need 10 jackpots, which can be 5 singles, a double and a triple). And only increments for each SJP collected. So to get a 3x SJP would be possible only after collecting a single and a double SJP, or shooting backwards when a 2x SJP is lit.
Edit: Wrong according to rulesheet -
Qualify super jackpots by shooting enough Jackpot shots - 5 for the first one, but 5 more than the last are needed for subsequent super jackpots. Collect the Super Jackpot (red arrow) at the building, worth the total value of jackpots collected x the lowest multiplier active at the jackpot shots (ie. if all five shots are lit green, then 2x super jackpot will be scored for 10 million points, etc.).
So the jacks start blue, then green then yellow then red. So they all need to be yellow and then get the backdoor doubler for a 6x SJP? 5x exactly doesn’t seem possible with how everything works.
All lit arrows start blue. I shoot each once for +1x to the super? So that would mean I’m at 4x after collecting all the reds. How will I know I’ve done that? Will they go from flashing to solid when your collect a red arrow?
Just play tested. If I collect all the jackpots possible it’s only 3 on each shot (triple jackpots). Then I have to collect a super. After that I can get to 4x jackpots (orange color). Collecting the super backwards only gave me a 4x super. Or at least that’s what it said on the display. Maybe another round of jackpots gets me setup with a 4x super then a backwards collect gets the 5x?
sorry no, unlighting each arrow (3 jackpots) on each shot is a +1. But the further you go the easier it is to get the +1 since there are fewer arrows to collect.
So take the first super (1X or 2X) quick, then go for the triple when it takes less shots. I can do that. Makes sense that this achievement and destroying 5 buildings in a game are the toughest. Not going to get either on accident. Has anyone plowed through 5 buildings yet?
@sk8ball what about giving the player an award for destroying all the tasks in a city before changing cities? Maybe let the DJP value carry over to the next city?
Right now is there an incentive to trying to complete everything in a city before moving on? Is that the thought with the Annihilation jackpots I guess?
I know this isn’t really a mod group, but this is a mod I added to my Godzilla. Trains turned on when the train insert is lit. The LEDs give a fire effect and I painted the vinyl bank to match ZY’s art on the playfield.
This an extraordinary game in every possible way that a game can be great, and in some new and creative ways too.
Also, I think that the PAPA Carnegie headquarters carpeting pattern in the building is very cool and absolutely hilarious. I also really appreciate the cannon mystery shot in that it’s at a good angle to be shot at from the flipper, and at a bad angle to get a lucky unearned hit off of a slingshot. Also, Keith’s games’ mystery awards are far more meaningful than many other mystery awards on many other games.
Kaiju battle lit as a mystery award and when hitting the scoop it shows the initial battle select screen, but then kicks you out. I had defeated one kaiju at this point.
Another bug on the Pro, though this was on older code than .85 - during Megalon, if you shoot the last building shot required to light Godzilla Multiball, the timer for the multiplied shot won’t freeze.
Any ideas for preventing this ball trap? I get it from time to time at different levels of steepness, and have been able to bump it out without tilting only once in at least a dozen tries.
I wonder if the challenge is being able to detect when all balls are out of the player’s control (whether in the scoop or on the magna grab) and so not wanting to pause timers on hurry-ups (both megalon and the fighter jets)? If not, then pausing timers would be #1 on my wishlist for fixes because it’s painful to helplessly watch the megalon combos and hurryups time out and count down.
One thing that could mitigate the issue would be allowing the player to double flip to blow off videos/animations playing, because there are a bunch you cannot. For example, I just started godzilla multiball and the game had to catch up playing 5 or 6 consecutive things (first multiball video, extra ball, rampage animation, something related to kaiju battle, something else I’m forgetting, second multiball video) before releasing the ball from the magnet.
Edit: ball save time while in the scoop, too. Hit the super secret skill shot and the five added seconds will nearly expire while two videos play (super secret skill shot, whichever ally you got)
And saucer attack. Are there any timers that do get paused?
Game locked up today. Completely lost the playfield, restarted and seems fine. I’ve had around 4-5 resets, but I think this is the first time the whole playfield went dead and stayed dead.