Stern Godzilla Rulesheet

I want to have the Xillians make these comments, “I question your life choices in wasting your life playing pinball, earthling. Ah ha ha ha.” and “Does your property insurance cover Godzilla tail whip damage? What is your deductible Ah ha ha ha.”

Feel free to omit some of the ah ha ha has since they might get annoying after the hundred and thirtieth time ;).

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Is carnage value loss primarily due to the fact that the multiplier is based on how many monitor inserts you completed on the current ball? Still a little fuzzy on how the carnage / destruction JP scoring works.

Also, the rulesheet states:

Each Annihilation Bonus is added into the Carnage Bonus value, and has a base value of 20M if the ball drains while any of them are active.

Not sure I understand this bit. What is this 20M “base value”? Where is it awarded? (From my experience, it seems like the base values for the annihilation-based carnage values are 1M, not 20M)

The Carnage Bonus is calculated from:
Destruction Jackpot value + Tesla Strike Annihilation Bonus total + Bridge Attack Annihilation Bonus total + Tank Attack Annihilation Bonus total. Each Annihilation Bonus activated on the current ball adds a +1x multiplier to the Carnage Bonus that disappears when the ball drains, and activating them all adds an additional +1x that carries over until collected.

Also, edited the Annihilation Bonus section to display 1M - I think 20M corresponds to Earth Bonus.

Is Destruction Jackpot value the “base value” on the Carnage Bonus collect screen?

Does RAID count as a +1X as well, making it a max of +5X?

Can you really stack Anguirus activations? I thought that once you’d collected/banked Anguirus AAB, that the Anguirus green insert remains solid, and is no longer cycled as a collectable Ally – until you use your Anguirus AAB.

Mecha super JP is incredibly pivotal now. I’ve played two games on the latest code. One I got the super, one I didn’t. Felt like two entirely different games. Both were good, long games, but one was really long due to Terror. The other I made it to the 4th city and put up a decent score, but it felt a bit flat since I was stuck on power-up progress.

I like that it’s worth playing Mecha now, but man, it’s maybe a bit too important. Opened up 400+ mil extra on a mode where I can’t lose the ball.

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Yes, Destruction Jackpot is the base value. And RAID doesn’t count, only the other three.

I wouldn’t be surprised if this ends up being a sore enough of a spot that some sort of change is implemented.

Failing to get a SJP in a multiball where getting an SJP can be, in my opinion, challenging (particularly depending on game state - no add a ball and/or heat ray making it harder) = locked out of any additional awards until you get around to re-qualifying and and trying again seems exceptionally harsh.

Can people think of similarly punitive progress blocking situations in other games? Makes missing the third instant open for the visor in jackbot and having to hit it 25 times instead feel like an incredibly minor inconvenience by comparison (and I used to think that was pretty rough).

EDIT: Here’s a risk reward way to potentially address (if this ends up being something the good Mr. Elwin thinks should be addressed):

When you reach level 5 power up without having qualified terror you have the choice to either

  1. stay at level five so that you can still try to get terror (basically, you choose no award and no advancement)

or

  1. choose to skip terror / level five, so progress toward power-ups are again possible beginning at level 6, however you can never play terror that game.

If you choose option 1, then the scoop won’t light again for a power-up on that ball unless/until you qualify terror via an SJP.

If you drain a ball, the scoop will again be lit for power-up level 5 with the same behavior/choice as described above (this execution would allow you to pivot strategies if you decide on later balls to move on from the SJP pursuit. I prefer this execution over potentially on ball one having to lock in whether or not you will block power-up progress for the rest of the game if you end up never being able to get the mecha SJP).

Thoughts?

Well this is an unfortunate circumstance of Monster Zero being pulled from the update due to not being ready. powerup 5 normally unlocks with EITHER mecha super (tough) or Godzilla super (super easy). powerup 10 unlocks with both being collected. If you have both unlocked at powerup 5 then you get to choose which you want to play. All will be right in the world when M0 gets in the next update.

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Thanks for the heads up! Also wanted to state that I like the risk / reward going on here, Mecha MB is way tougher to consistently score Super Jackpots in (at least to me) so the added incentive for scoring Super Jackpots in both modes to get your choice is a very good one. Does each Super Jackpot correspond to a different mini-wizard?

Sounds like it. I assume that in order to get to the final wizard, you have to play both.

Would appreciate some scoring info for Terror of Mechagodzilla.

Speaking of appreciation, @sk8ball can you highlight which of the three targets I still need on mecha to get the add a ball in GZ mb? I see that the led’s are used for target highlights after round 1 of mecha mb to start again. Something similar would be ideal for the add a ball in GZ mb

For GZ add a ball, you just need to hit the lights and spinner twice. The lights go out as you hit them.

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Wow, this explains so much. For the longest time I’ve assumed the GZ add-a-ball was just from getting enough spins on the right spinner. I’ve been regularly baffled by why/whether I didn’t get a ball added when I felt like I hit that shot a good number of times.

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I think it may have used to be that. So confusion is understandable.

I will clarify. My suggestion is for the premium/LE. I haven’t played a pro. There are no lights on the targets that I see. Currently, I have to guess (or always look up) at which targets I have hit to activate the turntable for the spinner. I don’t think there is a neighbor rule either.

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This was a mistake on my end so you know who to blame - the targets you need for add a ball are clearly indicated by the green flashing inserts. Then you shoot the right spinner to cash out the add-a-ball after shooting all three.

Maybe your lights aren’t working correctly? In Godzilla Multiball, the 3 lights in front of each target on the turntable blink green until hit. Video of this

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Has anyone documented the fixed order of the first few Maser Cannon Mystery Awards that are given during Competition Mode on Godzilla?