Stern Godzilla Rulesheet

This wouldn’t even need to be an insider connect thing TBH. Modern sterns already offer a player menu that let’s you choose things like competition mode, so this could be as simple as giving the operator the ability to add new options to that menu or to change how the existing “competition mode” option works.

e.g. let the operator configure the machine such that player-triggered competition mode also disables EBs, disables chase balls, turns on virtual locks, whatever other things they want to tweak.

Regardless of exactly how such a thing would be implemented, I agree that it would be super nice to have. Even when operators are present, it can be too cumbersome / time-consuming to manually turn off all EBs and then turn them all back on again for every minor event that is held at a location (especially at locations with 30+ games in the mix).

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It would be really nice to advance settings beyond the UI from 20 years ago. I should.be able to save multiple profiles and swap between them in about 5 seconds.

that will need an newer UI but disables chase balls may be an thing you don’t want.
and you need to train players to use the menu each time vs just hitting start

Under comp mode you would want all multiballs to default to the lowest timer settings.

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you mean comp difficultly install? not basic comp mode

Most TDs turn down all the multiball timers down to their minimum setting that is all I am saying…

Hi folks… just a gentle suggestion: if you want to discuss settings changes and UI/UX around that, I’d recommend starting a new thread, since this really has nothing to do with Godzilla specifically, it’s applicable to all games.

Thanks for helping keep our threads tidy. :grinning:

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Could’ve just tilted his ball if they didn’t have keys instead of giving him 15-20 flips at millions upon millions of points :expressionless:

or just have an plunge rule that is used all the time for EB’s

A potential bug I’ve noticed on the Pro since updating to 1.07:

Once the final stage of Rampage (left spinner stage) finishes, the mode ostensibly ends. But a second later, the mode restarts for the final stage. Same 15sec timer, still need to hit switches to keep it moving, shot values seem to stay at the same place they left off.

Anybody else notice this?

I think the wording is either wrong or confusing for King of the Monsters.

Once either one or both of the above mini-wizard modes have been played, and Godzilla Power-Up #8 or #11 has been collected, King of the Monsters can be started by shooting the building.

After playing only one of the mini-wizard modes, King of the Monsters was not lit on Powerup 8. Terror of Mechagodzilla was the only option available.

My guess is I needed to play and beat Planet X before getting to Powerup 8. Can anyone confirm this? Has anyone played KotM without Terror of Mechagodzilla or Planet X?

Your guess is correct. KOTM becomes available as a powerup choice, at either level 8 or 11+, once you’ve played Planet X multiball. You can’t reach KOTM without Planet X. You don’t have to beat Planet X, just play it.

(Reaching powerup level 8 will require having done either of Monster Zero or Terror of MechaGZ back at level 4. If you then do the other at level 8, then KOTM will wait until level 11+.)

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Yup. Played the new code for the first time. Rampage always goes another left spinner cycle after the mode is supposed to end.

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Confirmed this happens every time.

Also, just experienced what looks like a bug for the first time. I have the flat/dead spot at the back of my game, so the ball often gets stuck there and I have to go glass off to free it. I have coin door ball save turned on.

Playing mechagodzilla multiball. One ball on flipper, the other caught in the dead spot. I open the coin door. Flipper dies and that ball drains. I drain the ball from the top, put the glass back on, and close the coin door.

Typically (at least outside of multiball), the game would now autoplunge the ball. In this case, because it was during multiball, it would need to plunge two balls. However, it just sits there for a while, and then goes to bonus.

Haven’t glass off tested to see if the problem is just when there is a stuck ball with multiple balls in play. Anyone else experience or have thoughts?

is the trough working good? an long wait may be an switch issue

I believe so. Not a particularly long wait. Just a little longer than when I have to do it in single ball play (which always works). So my suspicion is it relates to the game ending multiball.

I would disable the interlock to avoid this in the future, but yeah, sounds like a bug.

There’s an easy workaround to any coin door ball save problems on any modern Stern.

Before closing the coin door, manually push the trough eject coil to pop a ball into the shooter lane (or more than once if in a multiball.) It will simply autoplunge once you close the coin door, with no risk of anything getting misinterpreted and going to bonus.

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Saw a friend get a 375 million Mechagodzilla super jackpot. Is that a “normal” sized jackpot? Looking at the rules, it seems unbelievable that they could get it that high. I think 2x scoring was on, but 187 million is still a lot.

It’s reasonable. There is a super jackpot build phase of 20 seconds where shooting any of the spinners raises it, I think it’s 500k/spin. And if you shoot the mecha lane from the upper flipper (don’t hit the spinner on the way in), the super is 3x.

100 spins (3-4 good shots) during the build phase gets the base to 50m, then x3 for the upper flipper shot and x2 for Rodan gets you into the 300m range.

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