Deep cut: you can use Anguiris to get a ball in the shooter lane then short plunge get an easy 3x mecha super
ooh - presumably might also work if you just drain out the second ball at the right time and plunge the ball saved ball (maybe needing a few very short plunges while waiting for the sjp to light)
but not when main ball saver is on?
Once you use Anguiris, yeah, you can drain and then short plunge the ball-saved ball. Otherwise Iâm pretty sure there arenât any scenarios where ball save would be running while mecha sjp is lit.
Maybe like this: Ball save period during build phase that precedes SJP being lit. Drain one of the balls just as it is running out, ball would be sent to the shooter lane. Small delay before SJP lights. Maybe could time it just so to manually short plunge as it lights. Could cheese it by doing repeated very short plunges to have it return to the shooter lane while waiting for SJP to light
Boom, DQâd
Did I somehow trigger a known easter egg where the game is saying âWaisonâ instead of âGodzillaâ?
Also besides Anguirus, Mothraâs left outlane ball save could also put a ball into the shooter lane to short-plunge the 3x super.
Other possibilities: Is there an adjustment to enable the reverse-building-shot ball saver during multiball (like on Rush)? Or is there any way to start another multiball during the grace period after MechaGZ while the super is still lit?
Can anyone confirm rodan timer doesnât pause when started prior to planet x and then selecting it? Thatâs a series of long, unskippable content that eats up a lot of seconds.
Could be intentionally punitive, as I recall Keith or someone from the design team saying your allies donât travel to Planet X with you. Makes sense, from a theme integration standpoint. I guess they didnât want to be as harsh as ending a currently running Rodan.
hmm, I would think they should end then - there are a variety of other things that in the game that, when triggered, kill other running things (example, rampage start killing active destruction jackpot collect)
Can someone explain the timed element of KotM? I just played it and at some point started getting a countdown. I had angirus lit and, when the countdown reached zero, the game plunged another ball into play, consuming my lit angirus.
I assume it was related to not finishing a set of shots quickly enough. However, during the countdown I did finish a set, which didnât stop the countdown.
When I was down to a single ball, I still had two sets of shots that were not complete. However, it did not seem like time was a concern as I played a long time before completing one of the sets (much longer than it had taken me when I was counted down) without triggering a countdown.
When you drain down to one ball in KOTM, you get a grace period of 20 seconds to use your Anguirus to resurrect the multiball. This will happen automatically after those 20 seconds run out if you havenât done it manually.
Once Anguirus has been used, the next time you drain down to one ball, there is no timer, you can complete all the shots with a single ball and take as long as you want. The downside is that youâll no longer qualify for a multiplier on the final hurryup (itâs balls in play and youâll only have 1.)
The point is that you canât keep Anguirus available indefinitely - you canât use it to save your single-ball drain, you have to use it to keep the multiball going (after that grace period.) Itâs also a reward in that if you finish the entire mode without losing the multiball, you can use Anguirus right at the end for one additional ball to boost the final hurryup multiplier.
Curious as to how this is supposed to work.
Ebirah has just the pop to finish and MB starts. Both Heat ray and Anguiris are available at the action button. Ebirah is in final 3 seconds as MB is started, as soon as balls went into play I held down the action button but instead of using heatray it added a ball into play.
Is the heatray locked out at this moment? How would one use it instead of add a ball which really makes little sense to even use at the start of a MB. TIA
Must have been locked out for a short period.
But holding the button should bypass add a ball and do heat ray instead. Had the same thing the other day but no mode. The button was only red and then green to start the MB, then once the balls were out there for a second, it was flashing for HR
Just discovered what one might call a bug in that it with Monster Zero:
During the build phase, first lock sequence. I hit the two green shots to light the third green shot at the building to lock a ball and move to the next phase.
Ball save runs out.
My objective is now to collect the last green arrow to ensure that Iâll play the multiball.
I hit the ball fast through the building. It registers the made shot and displays onscreen that the super multiplier is now 3x. The ball blows past the magnagrab and straight down the center. But instead of beginning the second set of green shots as expected, the flippers die monster zero total is shown, and the ball ends.
The game registers the shot and the onscreen display shows the message about the super multiplier going to 3x. Here is when the player would now go through the second set of green arrows. Instead, my flippers die, it shows monster zero total onscreen, and ends the ball.
Iâm not sure that would be a bug. Itâs normal for a through-the-building shot to not count if the magnet was expected to catch it but failed to do so. This happens for Destruction Jackpots, if the magnet doesnât catch it, the shot was never counted as made (the DJ sequence doesnât start even though the game already called it out.) I think this can also happen for the shot that lights the regular locks (on a premium) or starts Godzilla MB (on a pro), doesnât count if the magnet doesnât catch. Itâs just unfortunate that in Monster Zero it makes the difference between ending the ball or not. (Also I assume your case was on a Pro, since on a premium itâll get physically locked.)
Except the shot did count. The screen displayed the info that coincides with moving to the next phase (super jackpot now 3x or however it reads). So there was no other shot to register. I presume the ball save just isnât code to come on until after the magnasave drops the ball, and so the logic gets messed up when the shot blows by the magnasave.
So while not precisely a bug, it seems to me a situation where the behavior does not line up with what the designer intended/expects (lock at least one ball = you will play multiball).
And yeah, this is for the pro.
Played a few games recently and does not seem like you can collect secret combos during (at least some) multiballs. Had a two-ball going with one trapped and the other hiring what would normally be a SC and it not registering
Actual King of the Monsters qualification rules:
You must have gotten a super jackpot in both Godzilla Multiball to light Monster Zero, and have gotten a super jackpot in Mechagodzilla Multiball to light Terror of Mechagodzilla. You must beat Planet X (you donât need to beat Planet X Victory mode). Afterward you need to use activate Powerup Level 8 or Level 11 and select King of the Monsters.