Stern Godzilla Rulesheet

games that have an soft kickback tend to fire on outline switch and not drain

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I see where you’re going, but remember that Rampage has a ridiculously long ball save at the start of the mode. Easily the longest in the game. Seems like at least a minute. So it would make sense that’s there’s absolutely no grace period for that, not even for a triggered outlane switch. Enjoy your worry free 50 seconds of collecting jacks, then start paying attention.

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It’s not the case. I just took the glass off, trigged the wallop, ball save came on, triggered the right outlane switch, game immediately fired another ball into play. Nothing hit the trough (since I was doing this by hand).

This isn’t a question of should ball save be long or not. It’s about the ball save behavior.

As I followed up above, during other times during the game (including at least: after plunging, after a wallop, mothra), triggering an outlane switch with ball save active sends a new ball into play. During rampage, triggering an outlane switch does not send a new ball into play. So the behavior is inconsistent for no obvious reason, which is why I don’t think it’s intentional. From a design perspective, having the same cause produce a different effect can confuse the player.

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If the ball save is in a mode or MB, no outlane immediate launch.

Wallop, initial, mothra (these are instances that are neither a mode or a MB), immediately serves the saved ball.

Seems fairly consistent depending on the type of ball save that’s occurring.

No idea if it’s intentional or not.

But probably is more that I think of it.

Mode and MB ball saves are multiple use and simply on a timer.

Initial, mothra, and wallop are single use, hence the immediate outlane ball serve.

Initial is not single use. I’ve seen at least four times after the plunge (different/fun clips each time).

Interesting. Always turns off after the first use for me.

You’re comparing brief ball save behavior, 5 seconds or less, to one about a minute long. Apples and oranges. No idea if it’s intentional, but I don’t suspect it will be changed. If you’ve reached Rampage, you’ve already had a good game. Casuals will never see this. Keith is good about sprinkling in EB’s along the way when having a good game, but I don’t suspect he’ll extend a one minute ball save for a closed outlane switch.

I’m tempted to say it’s already a long playing game, don’t fix it, but you may have been the only person this happened to. I’ve never seen that situation. Can’t see a problem if he does fix it. Is this your game? Is it steep enough?

ding ding ding!

Tier 2 modes act differently as you only get one ball save so they are triggered off outlane switches as well

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so they don’t all use the same common code / libraries / functions ?

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Do you keep misrepresenting what I’m writing on purpose or are you doing it unintentionally? Whichever it is, I’d appreciate your cutting it out.

I’m not asking for a ball save to be extended.

I’m not writing about how long a game plays or whether it should play longer or shorter.

I’m simply describing a ball save behavior that seems to be inconsistent and is a little confusing to understand what’s going on. It’s what people have done for decades when trying to understand rules and one of the purposes of this thread.

To summarize, my current understanding of ball save behaviors during single-ball play:

Multi-Use: Yes (2: Plunge, Rampage), No (2: Mothra, Wallop)
Timed: Yes (3: Plunge, Rampage, Wallop), No (1: Mothra)
Outlane Triggers Yes (3: Mothra, Plunge, Wallop). No = 1 (Rampage)

If the idea is multi-use, timed ball saves aren’t supposed to have outlane triggers, then wallop’s would be removed.

I don’t think the plunge ballsaver is really ā€œmulti-useā€ … I’ve seen the occasional re-plunge after an initial ballsave, but only when the player immediately drains the plunged ball, as if the game thinks the plunge didn’t make it into play. I’ve seen this occurs on other Sterns besides GZ… perhaps it’s built into the Spike 2 trough code?

Wallop triggering on an outlane switch seems itself a bug, isn’t it for SDTM protection only?

I thought Dwight was the only coder that allowed the multiple initial ball saves?

It’s called ā€œtarget game timeā€ and Godzilla it’s defaulted on. You can get quite a few ball saves if your first ball was crappy enough

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There’s also a ā€œnumber of ball savesā€ that defaults to 2 on Star Wars and Led Zeppelin

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Good to know. I wonder how mine got turned off. I bet I did it early on and forgot.

Where is the ā€œunder flipperā€ shot?

left spinner.
confused me too for a minute but by process of elimination that was all I could gather it could be

It’s good to hear those settings and adjustments exist. We’ve thankfully done away with ball 3 charity multiballs, but this still throws a bone to casuals. Charity MB’s were good for casuals, but not good for league and tournament play.

Just a request; would love to have city combos available to see while ball is active on playfield.
Mock-up of combos displayed in upper right.

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