Stern Godzilla Rulesheet

So what triggers the goat animation? Very funny.

haha I’m not sure but it makes me laugh every time. I think a goat pops up briefly sometimes during the building attack screen too. Maybe something planned for a later code update? Or maybe just something silly for S&Gs

Does anybody else find it frustrating that you can’t stack light allies?
This usually happens to me when I reach half progress on defeating a monster as well as starting raid, or hitting 3rd shot on rage combo.

Meaning that you have to break off from your main objective or lose a light ally award.

Sticking with allies, it would be nice if you got a bonus for having all 3 allies active at the same time, maybe triple scoring, a timed ball save active, a points award, or godzilla power up (whatever that entails at a later date).

Does anyone have any confirmation of what any of the secret combos are? The notification comes on the screen but I’ve not yet been able to tie that to what has just happened prior :grin:

They are supposed to stack. Will be fixed eventually.

yes it will, when you collect it it will show the correct value collected.

That’s because Rodan doesn’t effect bonuses, just playfield values.

5 Likes

Thanks for the explanations!

1 Like

Yeah I hate to say I find these more annoying than anything. Every city has a unique set of combos AND there are 10 other secret ones peppered throughout? Never been able to figure out how I get them, and typically they just delay the playback of other awards/clips already in the display queue, or whatever the programing term is.

Related to that, I love that there’s so much going on, so much to do, but it’s less satisfying to ā€œdo the stuffā€ when your callout for doing it is so often in the backlog. Maybe some lower priority callouts/clips should just be tossed when you do something big that warrants immediate feedback. I actually kind of like it in older games where they don’t gracefully queue callouts and just let the most recent one stomp the others. Harder these days I guess when so many callouts have an associated video clip that probably needs to play in full. I’m thinking of like, kaiju battle ready, which sounds great and looks funny, but is seldom synced to the ramp shot in my experience.

Am I missing anything significant by just snap-quitting train loops every single time?

The unique city combos can be found in the status report, but not the unique combos, not even when you’ve collected them.

There was a similar issue with the DNA combos in JP which was later added in a further update - let’s hope the same happens here :crossed_fingers:

Points

Found something on new code that I don’t think is intended. Failed to get Ebirah on my first attempt. Completed all of my other inserts including a 315 bridge mb. Hit the scoop to battle Ebirah again and it forced me to change cities. I assume that is because all four inserts were lit. This would be fine if I had collected the monster… but I really wanted those 7% bridge collects!

One other thing was cancelling out of super trains collected my third lock… a punishment for not playing the mode :sunglasses:

Seems like by doing all the other stuff you chose not to complete the monster for more bonus. Just takes playing them to get the insert and allow changing cities. I believe that’s intended.

This was the case on the previous version of the code as well. To me, if feels like allowing the player the option to rematch a monster before switching cities would make sense.

On battle rematches, doesn’t what percentage you finished the first try factor in? Less than 50%, try again. 50% or more, move along?

You can though. Just do it before playing all the other stuff.

Not that I’ve seen.

The monster got bored and left while you were taking forever to destroy the city :wink:

8 Likes

Or scared off by that 315 bridge! Not sure how he controls a city by hiding in the ocean…. :sunglasses:

1 Like

ā€œHey wait a minute, this isn’t Jurassic Park!ā€

ā€œYou’re in the wrong game!ā€

3 Likes