Stern Godzilla Rulesheet

It’s a captive ball behind it. And the switch before the magnet in the wallop lane tells it to come on too.

I played several games on the new code tonight and was thinking that the magnagrab was dropping balls very frequently. I think it missed the grabs more than it grabbed.

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I know there’s a captive ball, but shots to the building, to light lock or destruction jackpot, don’t move that ball. If magnet holds, building comes down or DJ starts countdown. If magnet doesn’t grab, no building drop or DJ countdown.

If another switch is made after the wallop switch, DJP animation is canceled. At least that’s how my pro behaves. If that happens the DJP stays lit at the building for another try.

Mag grab just runs while you do other stuff. So you miss out on that one unless you can stick it back to the magnet while it’s still running.

Building grab works fine. Shots to magna grab seem to capture less than before.

Just hit a bug that locked me into a light show and wouldn’t come out of it to reflect current state of game.

Was ball 1 and defeated monster while in Godzilla MB, immediately went into Bridge MB. When coming out of BMB it locked into the light show.

I took a video of rhe light show, but it won’t let me upload here

Email it here.

Bug.Report@sternpinball.com

Just sent

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That makes sense and would be cheaper than adding an eddy switch, but it seems like it cancels before another switch is closed. Went ahead and downloaded a manual and there is no other switch. I’ll watch closer in the future for that canceling switch hit.

Anyone else having super secret skill shots (the behind the flipper then straight to the scoop) not register on current code? I assume it’s just some problem on my machine (last four times doing it, clean one-time shot that doesn’t touch the pop bumper) only registered the behind the flipper part, but figured doesn’t hurt to ask.

Might be a bug…

Ball 3
Super trains was active and drained out right outlane activating Oxygen save. Building was in position for through shot but moved as the shot was made. Ball became “trapped” as building moved and did not register the shot. Ball was eventually freed and Oxygen mode timed out.

This may not be a bug, but the building moving during the 12 second window seemed to disallow the shot which seems like it would have awarded the ball save.

Yeah there’s definitely no Eddy switch.

I’ve had it not register when the ball goes through the spinner too slow to score the initial skill shot.

Speaking of spinners, the spinners on the premium I usually play were getting slower. Someone notified to op and they got juiced. Made a massive difference, but there is one small negative. For shots to the middle spinner, successful battle shots technically don’t complete until the spinner stops spinning. Meanings you can give it a wicked rip, live/ drop catch the left orbit return, then you’ll have to wait a few seconds for it to stop spinning before you can make another shot that counts. The upside is that you can often finish the left and right spinners with a single rip during Ebirah. Another upside is any decent super spinner shot will get you 25m every time. Very satisfying shot on a number of levels. I played another non-juiced premium recently and the spinners were noticeably slower. Juice at least your side spinners, if not all three.

One of my local Godzillas has a center spinner that won’t spin as much as it should, how can this be fixed?

A small drop of light oil on each axle of the spinner works wonders. Synthetic oil is preferred as it takes longer to get gummy.

I prefer this. Never gets gummy and you’ll only have to apply once. And it’s even from Elk Grove IL!

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3 in 1 or even 30W will do in a pinch.

Manufacturers should be lubing them at the factory IMO. All players love fast spinners. The petroleum grease Williams used on some outhole kickers lasted at least 10 years before it started crusting up. Synthetic oil on spinners would last years and if used lightly, wouldn’t attract dirt.

@sk8ball, is Rodan intentionally turned off before monster zero? I understand the reason to turn it off before Terror, but I think leaving it on for monster zero could present an interesting decision for someone who qualifies both at level 4. Getting that jackpot value up to 10 mil with an 8X super could rival a great Terror. It would run out before the super phase so it would reward good shooting without the chance of an exploit. I also notice Manila is turned off during that mode. My last question pertains to the jackpots during the victory lap phase. At one point I’m pretty sure I saw a double jackpot when collecting the yellow shots (may have been on .96 code). What determines this?

I may have found a bug. I think this just happened to me and vaguely recall it happening once a while back.

Destruction jackpot is qualified. Shoot building. Destruction countdown begins. Start rampage. Red insert on upper loop vanishes. Shoot upper loop shot. No jackpot is awarded.

I don’t think this was a case of the destruction jackpot timing out. I had the +3 seconds powerup and made the loop shot pretty much as quickly as possible after inadvertently triggering the rampage start.

Maybe starting another mode turns off the active DJP? Seems legit to me.

Sounds like you made a spinner shot to collect last rampage letter and start rampage, but it didn’t register until after the magnet grab. Rampage disables most everything else while running. Are your spinners lubed?

I’m getting better at collecting the EB during rampage, but I still don’t like it. I have cities to conquer.

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