Stern Godzilla Rulesheet

There isn’t one Godzilla I’ve played where you can’t ski jump it with a nudge. You would have to be playing at a 6.3 or less pitch with a pinburgh tilt not to haha. You also get the advantage of the jet value being reset as you go down the inlane after just shooting the right ramp. Like I said, don’t mind if he keeps it that way. Points aren’t that significant, but the awards at 5,10,15 are quite nice. Is it +2 power up to finish?

From what I’m gleaning, the ski jump is so strong that you’re getting both lanes for the price of one? How are you spotting your left inlanes? How are you handling your 3rd trip where you need to shoot the Tail Whip lane to relight your inlanes?

No, that would be nice lol. Once you have activated jets, you only need to shoot the right ramp, ski jump to the left flipper and repeat (pro or premium). You’ll get at least 3-4 jets in a row before they are not on the right ramp (the left ramp, building, center spinner combination). When this happens, you still shoot the right ramp even when it is not lit. When the ball comes down the right inlane, it resets the current jet value back to maximum points (or perhaps it adds a set value). Shoot the right ramp 1-2 more times to get your 5, collect your reward and skip the sixth jet. The awards are worth way more than the danger of shooting the sixth jet. The only reason to go for the sixth is on fourth cycle where the ally is at the 21st jet (5+5+5+6). Now if he tied a decent power up to the sixth jet (+2), then there may be some value to go for sixth in early game to get that 5X tier 1 award. I get that the sixth is the sum of five prior, but unless you are running 2X throughout, it’s not worth the side to side action you risk with a miss to collect.

That requires making the right ramp 3-4 times in a row. Good luck.

And if you have heat ray, it only takes two jets for the ally. Heatray spots the other 3.

I’ve made it 71 times before… and I’ve seen you play, you are very capable of this as well! :sunglasses:

In a crazy long game with EBs sure, but have to consider what the average game plays like. Some are impossible to hit over and over. Others are easier.

I just glass off confirmed that starting rampage while a destruction jackpot collect is active (insert on the loop red and counting down) wipes out that collect. @sk8ball Is this the desired behavior? Other things running prior to starting rampage (jets, tesla, saucer, etc) don’t get wiped out.

EDIT: And now I just re-confirmed it glass on with it wiping out a 700m collect

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You are saying you missed the DJP and accidentally started Rampage and it unlit DJP?

Yes

On the premium, Rage combo is enabled when Bridge is lit on right ramp. Is this intentional? Not sure on behavior if Bridge is lit on left.

Just heard the Xiliens say “ooh dirty pool!” while partner was playing a GZ multiball… anyone know what sets that off?

Just read back a bit, this is from a shatzed saucer kill?

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Yep.

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Just noted in Rampage:

Draining with ball save active doesn’t serve another ball until the current one hits the trough. This can lead to draining with active ball save and still losing your ball.

  1. Ball drains out the right outlane with ball save active
  2. Ball trips the right outlane switch
  3. Ball rolls slowly back toward center
  4. Ball save ends
  5. Ball hits trough
  6. Rampage ends and game goes to bonus

KME: “Drain faster.” :wink:

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Yes! Found this out in a best game tournament by slamming a 110m saucer shatz (4.9m saucer + 50m Extra Ball, both doubled by Rodan). Most lucrative shatz I’ve pulled off since I’ve needed to do it for 6x playfield on a Mandalorian that had a broken left ramp diverter. :slight_smile:

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A cheeky response that wouldn’t surprise me. However, I suspect in this case, the current behavior is not the intended/desired one:

When you plunge your ball and ball save is active, the moment you trip an outlane switch the game fires another ball into play. This is makes sense because, well, you drained with ball save running. This is also what happens with multiballs and, I assume, wallop shots (though I’d have to glass off test that to get an outlane drain before ball save expires). I don’t see a rules logic reason for Rampage to behave differently.

Wallop has no grace period either. Maybe rampage was the same thought process?

It’s not a grace period issue. It’s an issue of hitting the outlane switch will active ball save (potentially multiple seconds of it) and your ball still ending.

Double check me, but I believe the only instance where a ball is served from an outlane switch is your initial ball save.

So that means, any mode that has a ball save in the game, the outhole is what needs to register in order to get the save.

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^ That seems accurate to me.