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.
I’ve been in the same boat since the original code. Bummer was that I actually did the 5 buildings one (achievement notification popped up screen). But for whatever reason, it didn’t get saved to my profile.
I’m assuming it was easier to qualify multiballs in early code and that’s why I was able to get it then. Even in long games now I play maybe 3 godzilla multiballs. But maybe if I tried for nothing but that achievement I’d have success, since every objective (except the ones that lead to extra balls) distract from the path and create chances to drain.
Loving the game and the new code. A few questions related to .85:
Is there a way to tell which ally is selected before an ally is qualified? It’s definitely not the same one every time at the start of the game (I assume it’s random).
Does flipping the right flipper change the selected ally prior to it being qualified? My assumption is it would, but no way to tell (unless someone has an answer to question 1)
Is there a way to tell when wallops are qualified?
You can see them once qualified. I’m asking if you can tell before they’re qualified (since super secret skill shot will award the selected one, which can’t be seen the conventional way)
Keep at it. I got the triple super last night. Seemed to be the only shot on the playfield that was lit at the time, though that may have just been coincidence. And unlike most times I achieve something, I didn’t just immediately crap out after. Kept going a while where shots were 5x jackpots and getting up there in value. Ended up with a 640m godzilla multiball that destroyed my previous highest.
This is one of the awesome secret functions of the building - it has a floor where the vertical up kicker will kick the ball from the base of the building back through the top floor and down the habitrail!
I’m pretty sure why @gdd asked that particular question a moment ago
Ended up playing a game four on Godzilla, taking a first on it, and that put him in a tiebreak … then he won the tiebreak and is in the final now. Go @gdd !!
A follow up on this. You were correct. The Building Exit switch and Godzilla Target (Newton ball behind the magna-grab magnet) input wires were installed reversed from the factory. When I went over to look for myself, the switch test revealed the problem.
I was told with the original code Godzilla MB working on this game. If that’s true, then I think the original code may not have required both switches (building hit opto and building exit) to start Godzilla multiball, and the newer code (around 0.80) did require both switches, so the problem didn’t show up until after the code update. Or the original code could have used the “Building Hit Opto” and “Godzilla Target” or “Building Exit” to start the multiball which masked the problem.
After resoldering the wires correctly it’s all fixed and working now.
And the input wire is listed in the switch test and operator manual as WHT/ORG, but the installed wire (which we moved from Godzilla Target to Building Exit) on this game is Green/Orange!
Hopefully Planet X in the next update. The other wizard modes are tied to powerups so will be a bit longer. Not sure what a city battle is. Each city will have it’s own minor perk reward for defeating whatever kaiju is there as well as number of cities controlled will also have a major perk attached (Example +1 permanent bonus X and turbo heat ray enabled for controlling 3 cities)