Stern Godzilla Rulesheet

I assumed it happened after he missed the DJP and while it was still lit.

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I had to read it a couple times but it sounds like ball was on magnet, countdown started, but got interrupted by rampage starting.

Correct. However, I assume the only thing that is intended to disqualify the destruction jackpot is draining or timing out. So my thinking is this would benefit from a fix. Heck, I believe lit tail whips, saucers, and powerups can still be collected after rampage begins (powerups for sure). So wiping out an active destruction jackpot seems like an unintended outcome.

EDIT: Note, I haven’t tested this with glass off to confirm what I think happened, happened. May do later unless someone else confirms the behavior first.

If shooting a spinner to collect the last rampage letter (and start rampage) doesn’t actually register until the spinner stops spinning, I could see this happening.

During rampage, if you nail the lit center spinner fast, sometimes you have to wait for it to stop before making another shot that counts. Again, how are your spinners?

Think saucers are turned off too during rampage, so please double check that with the glass off.

I haven’t played rampage in a while, but I thought it locked everything out.

Rampage locks everything out with a few exceptions (as far as I know:)

  • If “Saucer Attack” is flashing when Rampage starts, the timer will continue into Rampage. Saucer Attack can’t be manually lit during Rampage however.
  • Maser Cannon can be advanced towards and awarded.
  • Upper loop awards can be advanced towards and awarded.
  • City Combos can be scored.
  • The Heat Ray can be advanced and used (but why would you use it now?).
  • Oxygen Destroyer can be used if lit, though Rampage continues to run during the hurry-up timer.
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I doubt it kills jet fighters if already running. You can also qualify and collect allies off loops, too.

Lots of things can happen during rampage, particularly things that are already running before starting it. For this reason, I remain persuaded that starting rampage shouldn’t kill an active destruction jackpot collect (if in fact it does - playing solo and not watching the screen the whole time, I’m not 100% this is what happened though I think it was).

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Not sure what you mean about Rodan being turned off. You mean Allies in general? M0 is supposed to be harder to blow up than Terror. You can break a bil but you have to be aggressive building the jackpot to do so.

Jackpots are multiplied by current number of balls in play >2

15% of your rampage total goes into DJP value. If you can blow up rampage when first entering a city your destruction jacks will be huge

Next update has a few scoring changes. Look for loops to be potentially OP if you control Paris and select 2x loops from power 7 and the actual super spinner rule is implemented (no more cap)

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Well if you haven’t juiced your spinners yet, this should put you over the top. 50m super spinner shot is relatively easy with Rodan running and a fast middle spinner on current code. Not sure 100m SS would be possible with no cap, but I can see 60-70m. Hell yes.

Going to have to control some cities to get 60-70 :slight_smile:

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Control cities = play all four monster monitors? :smiley:

… if only

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I had a hunch there might strings attached. It makes sense. Shouldn’t get a 50m rip on ball one.

Would be nice to carry the 2X into the jackpot build up, but I could see why you wouldn’t want someone to have add a ball during the super phase. Looking forward to seeing how you address the loop scoring value in general.

Pro tip, if you light the Tesla spinner, you can carry that into rampage. It’s the easiest way to complete Tesla considering the generous ball save. :sunglasses:

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Thanks for the heads up - I also noticed that you can collect RAMPAGE letters during the tier 2 battles but haven’t completed RAMPAGE while one was going on. Do those stack?

Didn’t change the scoring but doubled the cap. So if you play a long game they get pretty high in value

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Good deal. I just posted this to pinside after someone asked about exploits in GZ. More based on score balance and making us play the entire playfield.

  1. Light all ally’s is too strong in late game to be a level 9 award. You can get 1+ billion DJ collects running Rodan. I would like to see you trade this off with the level 5 or 7 award.

  2. Loops are pretty worthless at a current fixed value compared to the risk. Would be nice if you made them worth increasing value as you shot loops. Would make the 2X loop value worth taking.

  3. A bonus beyond the standard combo 2X for completing gigan perfectly (7 straight combo shots). Maybe 40 mil in addition. Make me want to try and pull this off and reward me for doing so.

  4. Put some logic in the magna post. If I clip it and it doesn’t grab the ball, I only score the points and lose the chance at the imposter. Give me the points but turn the magna grab back on to grab the ball on the next hit.

4a. Let me blow off all animations when the magna post actually grabs the ball. It will only swing reliably for a few seconds. Lost many opportunities because the bridge animation was playing or the titanosaurus finisher shot was lit.

  1. Monster zero left spinner should be worth a greater jackpot value than the other shots that are safe and repeatable. Two to three times more value. Same goes for the last shots in rampage. 2X value for left spinner. Right now most people will shoot another shot and time it out.

  2. For Ebriah, a bonus for “shatzing” the right inlane to finishing the mode (like the double saucer award). Having Neal make a call out accusing you of stealing his technique would be an especially nice touch!

  3. If I already have all three ally’s, then collecting a fourth should add 60 seconds to my Rodan time (currently running or not activated yet). I’d settle for 30 seconds. :laughing:

  4. Briefly show me what ally is lit if I make the super secret skill shot. When I miss, you can just remove the light.

These adjustment requests are like someone saying to clean the protective glass on the Mona Lisa. The game is already fantastic.

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After an epic game, I can confirm that Rampage only awards points after 24 shots.

@sk8ball I may regret saying this, but if you want to make jets less exploitative with right ramp all day, then I would suggest “un-lighting” the right ramp after a successful shot. After shooting another shot other than right ramp, then the right ramp could be lit again. Jets isn’t worth a lot of points, so if you leave it alone to make it easier for players, then that’s cool too. :wink:

Not sure how you exploit jets? Unless you finish all 6 shots you get no energy and not many points.

Being able to repeat Jet Fighters on R ramp requires skillful setup, and it’s only available on the Premium. Unless the ski jump is working on the Pro.

I don’t view this as an exploit.

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