Stern Godzilla Rulesheet

Good to know! Def would love megalon to pause b/c it has the most interesting rules, but like @beyndtstng I almost inevitably lose the combo when the ball gets held

Ball save does not seem to pause because the bonus time you get from hitting the first part of the super secret skill shot all but runs out after hitting the scoop while the minimum two videos (super secret skill shot, ally) play.

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Does anyone know why the skill shot round the left loop doesn’t always register. Is it software related or due to a switch registering somewhere before the plunge. Seems to happen around 20% of the time and have had it happen on more than one machine now.

Second question, if you complete a battle but stay in the same city (usually choosing by accident), how do you reactivate a battle as you then seem to be locked out? Will it reactivate after playing one of the MBs? I’ve been able to get to a new battle later on in the game so something must activate it but doesn’t seem to be the ramps like normal.

You have to register that gate switch next to the flipper. It’s possible to sneak the ball past that without registering it.

You have to change cities to start the next battle. In the first city, Tokyo, once you’ve beaten the tier 1 battle, you must change cities to battle again. Then future cities allow tier 1 and 2 modes. To light change city, you have to light of the four monster inserts in the center of the playfield.

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Thanks Eric.

Yeah realise it’s the gate that registers the skill shot but sometimes either it’s not registering the switch or another swtch is being registered first to cancel ths skill shot. Just wondered if anyone else has had same problem and found a solution or definitive cause. As I say I’ve experienced it on two different machines now. Think I’ve seen the light go out before you plunge so something is cnacelling it. Not saying this happens all the time, it fails to register so not sure if it is just this or a combbination of both!

Re change cities, yeah clear on all that except the change once completed battle 1 and you choose to stay. Think you missed the key word - is it light ONE or ALL of the four monster inserts in the center of the playfield?

Thanks for your reply and help.

If the white arrow is still flashing when the ball goes through it, it’s still active. If it’s not, then yes, you have a switch issue that needs to be addressed.

Light one monster insert. Just one.

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I’ve only seen it physically missing the gate switch. Would it be possible to swap in a wider piece to make it so a shot that passes through the gate always trips the switch?

that’s on the list to fix, no need to mod the game

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Why?!? What is the purpose/benefit of this? Just had it happen in the middle of a great game, bridge dumped the ball SDTM. I don’t fully understand this mode and would just ignore it, except it locks me out of almost everything else.

Add this to draining twice in that same game on tail whips that rattled and found the right outlane, super frustrating. I guess the answer is “don’t shoot trains or tail whips.”

Shoot the right ramp for super trains

Preferably with lock lit on premium or LE as successful right ramp shots will return to the left flipper. Rinse, repeat. Someone posted earlier (with pics) that got 74 consecutive train loops and a 13B+ GC score. It was on slightly older code, but I’m sure paying more attention to super trains now.

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Played the second tier two battle to try to better understand the scoring and see if there was some unknown points bonanza. I didn’t succeed, but I did get to the fourth phase which is beyond what’s in the wiki. I noticed that the left ramp was lit red (rather than yellow, as all the previous jackpot shots had been).

The red shot seemed to be on a timer since it eventually turned yellow after I failed to it hit. When this happened, it also lit another shot yellow as I believe when the red shot was active it was the only shot lit.

Has anyone seen this behavior or just what happens in later stages of the battle? I almost never play it because it seems to be so low scoring compared to the other two. But maybe it gets really good if you progress fair. And/or maybe it will just be beefed up in future code updates.

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Not going to score buff a multiball then that’s all anyone would pick lol. If you want risk/reward huge points you do the fight or flee single ball battles. If you want safe points you do the multiball.

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Fair enough, I like your thinking there. More of a “break” while playing through the risky single-ball modes instead of something you’d actively go for.

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Decided to add a “rules overview” to the top of the document. I don’t want people to read a giant essay to understand what they’re doing and these overviews tend to be far more accessible to the average reader.

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good call, that’s much more accessible for someone trying to get an idea of what theyre doing without having to become a complete expert.

Small edit. I don’t think changing cities does anything to the destruction JP multiplier. Can’t anyone confirm?

Corrected.

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I can confirm that this was a very good idea, it makes players incentivize the risk-reward heavy modes instead of just playing a relatively safe multiball. It almost feels like a breather mode before Planet X Multiball the way it’s currently implemented.

Also can I just say I love the new easter eggs you added in this code? I cracked up when I first saw the goat in the UFO.

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Possible bug.

4th city. Had battles lit at scoop. Rampage started. Ramps lit solid for light battle. No matter how many times I hit them, scoop wasn’t lit. Only rampage.

After draining during the mode, next ball I had to hit the ramps again before the scoop would light for battle.

I don’t remember rampage locking me out of anything before.

Also at one point in one of my games, the verbal was the destruction jackpot increased to 3X. But within seconds of going for the destruction jackpot, the LCD showed 2X. Not sure what was awarded, but seems like a minor bug.