(Topic ID: 317288)

How to score a billion on Godzilla… and more!

By Beyndtstng

1 year ago


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  • Quickest way to get to Planet X 25 votes
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  • Lighting and cashing Destruction Jackpots 14 votes
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#1 1 year ago

Godzilla made easy!

Update: I will be posting strategies every couple of weeks focusing on certain parts of the game. All with the goal in mind to get you to a billion and beyond! Ben has posted the videos to YouTube. See below.

Are you enjoying Keith Elwin’s latest masterpiece but finding the scoring confusing? Do you play GZ mb and primarily focus on the jackpots? Are you playing the tier 2 mb battle and trying to accomplish the objective? Are you staying in Tokyo and trying to accomplish all the major objectives before changing cities? Well, I’m here to tell you that you are playing the game wrong!

GZ is great in so many ways but the ruleset can be confusing for most casual players and even some tournament players. I will be going through the game for casual and advanced players, and I will be giving away all my strategies for free! Learn how to score a billion on GZ through easy to understand explanations and strategies.

I will be visiting the chromecandy twitch stream next week. We will be broadcasting a live tutorial Friday, June 24th at 10 am eastern. It’s an awkward time so it will be available as VOD afterwards. Bring your questions and curiosity to the chat.

Since some people don’t understand sarcasm (see my Elwin post about the IFPA fix), my opening sales pitch should not be taken seriously (but it is true). This game is almost universally liked, but I see a lot of posts in the owners forum about not knowing the rules and being happy to get 300 million. I have an LE and have put about 700 games on it. I have enjoyed all of the Elwin games because of the multiple ways to play them. The most misunderstood concept about GZ is the annihilation and carnage bonus. I’ll be explaining these two concepts and how to maximize their potential based on your skill level. I will leave a link to his stream below. If the time and or day changes, I will update this post. Finally, I have included my insider stats on the game. Not that I believe this validates my understanding of the game, but some of you might find it reassuring or pretentious. If it was either, then it was worth including.

Update: There are three tutorials available to view on youtube. The first is me playing through a game and explaining the concepts and paying particular attention to the annihilation bonus. The second tutorial has Ben from chromecandy playing with me offering advice in the background. The last video (which was chronologically the first) was me playing his game the day prior to the tutorial. My gratitude to anyone who wants to timestamp the video with what is being explained.

Video 1 (tutorial explanation starts around 32:00)

Video 2 - Walking Ben through a few games.

Video 3 - Some nice stacking in this video

http://www.twitch.tv/ChromeCandyPinball

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#6 1 year ago
Quoted from silver_spinner:

Make sure to set it up hard. no ball savers, no extra balls, steep pitch, no out lane posts, tight sling switches, tight tilt, etc. then scores will matter

Speaking of those settings, this is how my machine is setup with the exception of a ball saver for making one of the skill shots. The machine I’ll be playing on is on stock settings. It may take me a few games to break my habit of only making very small moves while playing. We’ll make sure nothing is slowly down the loop shot, so I won’t be able to get an ally on demand.

#7 1 year ago

Stream will be tomorrow around 10:00 am eastern. Annihilation bonus will be explained and maybe Ben could put some cool graphics with it. Put up a quick video this afternoon for those of you who can’t make it tomorrow. Feel free to post questions here.

http://www.twitch.tv/ChromeCandyPinball

#10 1 year ago
Quoted from Sorokyl:

After you beat the tier 1 boss in NYC you would have had the option to change city. But sounds like you chose to fight a tier 2 battle instead.
Since you've already "Completed" Raid and stayed in that city, I believe you'd have to do another city feature (Bridge, Tanks, or Power) to relight city select

Correct, if you choose to stay in a city, then you need to complete another insert before it will let you leave. Once all four are collected, you will have to leave once you hit the scoop.

#12 1 year ago
Quoted from DK:

Good luck making sense after the new code update today lol
This update was f'ing nuts

Should be no problem. I agree with the monster zero adjustment for the jackpots. Oxygen destroyer should be a cool addition. I’ll probably be starting early tomorrow. If there is enough interest, I may do a repeat stream Saturday morning.

#14 1 year ago

Just went live with the tutorial. Come check it out.

http://www.twitch.tv/ChromeCandyPinball

#15 1 year ago

We just posted another quick tutorial with Ben playing as I commentated. Feel free to leave questions about strategy here or feedback. I didn’t get a chance to explain or parts of the game that will help you get that billion. I enjoyed doing the tutorial. Maybe we do another in the Fall with finished code.

Ben said he will try to upload the video to YouTube. You should have access on Twitch over the next few weeks.

#16 1 year ago
Quoted from LeMansFan:

Here's a question. Yesterday I had a pretty decent game, beat two tier one kaijus (did I spell that right???), and had done one in Tokyo and the other in New York. Had quite a bit go on after that, started but didn't complete a tier 2 battle. At no point though did I get an option to switch to a third city, and I wasn't really sure what I would have to qualify to move on. Any tips or advice on that would be appreciated.

You need to play the tier 2 kaiju before you can change cities. The one exception is Tokyo which is why I think it confuses people. If you want to get out of each tier 2 to get to another city, then here is what you do:

King G - This is my favorite to play. You only need to finish one of the five lit shots before the scoop lights to collect the value. Easiest would be the building. First shot is green, second yellow, and red third. Shoot the scoop to end it.

Tier 2 mb mode - Forget the characters but it is the second choice. It’s a mb so just keep draining until you have one ball left on a trapped flipper.
Third Tier 2 - This is a switch hit and collect mode. If you have chromecandy juiced spinners, should only take one rip of the heat ray or mecha spinner. If you have mine or most routed games, you’re looking at two to three rips. Shoot the red building shot to flee and end the mode.

This is the safest way to another city (or Planet X), but don’t miss out on these modes if you aren’t playing for Planet X. Check out last Friday’s chromecandy stream for a nearly perfect king G with Rodan stack for almost half a billion in under sixty seconds!

#22 1 year ago
Quoted from Sorokyl:

+1. definitely learned a lot and have not made it all the way through yet. i have a hard time avoiding "traps" on the easy to drain shots "ooh, pop bumper is flashing!.... drain" so it was nice to hear as you play stuff like "don't shoot that... focus on this". The center spinner + attack bridge combo was great too. I am getting the bridge a lot faster now
Sorry if you mentioned this at some point and i missed it. Do you always try to have your big annihilation on the second city? ever on the first city? Should i just try to Kaiju and change to second city as soon as i can? (while building up to buy not playing bridge/power/tanks)

Change out of Tokyo ASAP (after defeating the kaiju). You probably have started none of the monster features (Tesla, bridge, tank) but your progress on each carries to the next city. London is the best because it’s boosts your DJ base value by 4 million when you win. This also gives another shot at a tier 1 monster which means another chance at an ally after finishing over 50% of a kaiju. Ideally, you want your biggest bridge and/or tank/Tesla in the last city. By then, you should have hit at least 3-5 DJ’s. Some GZ are hard because the ball is dropped too far from the flipper. There were a couple that I could have had if I timed it perfectly. Imagine that 290 bridge mb with an annihilation bonus at 10% (5 DJ’s plus conquering Tokyo). That would have been 87 mil if I was running the other two and can be doubled to 174 if I had Rodan going during the collect. Remember, I get to collect the sum of those annihilation bonuses at the scoop for the carnage bonus. This value can be multiplied by up to 5x if you collect by running everything on the same ball. That is where you get the 2+ bil carnage collects!

#23 1 year ago
Quoted from GroggyFrogFace:

This was such a helpful video - thank you! I keep going back and rewatching and taking notes.
And my score has vastly improved!

Glad to hear it. Would love to see some before and after score pictures!

I watched some of the video today. Made a few errors. The next train award after super trains is 1x destruction jackpot. Didn’t get a chance to talk about how the train insert it lit. Made a terrible choice going for king g instead of finishing titanosaurus because I thought I had Rodan running in addition to the 15 second boost. Didn’t get a chance to talk more about Hedorah and how Godzilla power ups work. Just means more content for the next stream in a few months!

#26 1 year ago
Quoted from DNO:

I like to try to finish the k-battle in tokyo, so you get the extra ball when you defeat the next k-battle in the second city.

Let me clarify my advice. Change out of Tokyo after you defeated the kaiju was what I meant. You can change out sooner, but you definitely want the reward you described plus the extra 1% annihilation bonus from controlling Tokyo.

#31 1 year ago
Quoted from ZoraShinoda:

Beyndtstng what pitch is your game at?

My personal one is about 6.8 to 6.9.

@twenty84, what is the pitch for the machine on the stream?

#32 1 year ago
Quoted from Kent_Diego:

Beyndtstng Great video. Repetition is the key to learning so would love to see more low level detailed videos soon. The commentary during game is awesome. Can you make one on the tricks to reach planet X?

Would love to, Kent. Unfortunately I don’t have any steaming equipment. Ben has been asking me to build one but I’m not the mechanical type. Maybe someone needs to start a go fund me page to pay someone to build it for me haha. I enjoyed doing the tutorial and wish I could do it more often.

The “trick” to reach Planet X is to burn through the tier 2 modes as I described above. Play titanosaurus and megalon with GZ or Mecha mb focusing on completing the mode. Get your extra balls from 2nd city conquered, 10 jets, and 3 saucers. That will give you six balls to get to Planet X which equates to 1.5 balls per tier 1. My best tip to get there would be to ALWAYS choose Mothra and don’t waste him flailing around in mb. I didn’t get a chance to cover my ally strategy on stream but will do so in this topic.

Now if you are wanting to get to Planet X with a lot of value, then there is a different strategy for that.

#38 1 year ago
Quoted from DK:

I’ve looked at tilt forums twice and didn’t see this. Thank you!

No problems Yancy. He is correct, first imposter awards you 15 mil but more importantly an ally.
Second is 20 million and +1% to your annihilation bonuses for the game. 3rd is 30 million plus a 1X increase to your DJ multiplier. Fourth is 250 million!

I have only done 3 once (and before I created a profile). The problem with most GZ’s, including mine, is the ball won’t swing enough to pull it off. If your ball is swinging, the key is to hit flippers at about 135 degrees from the far right of the post on the upswing. Next time I’m in Rochester, I’ll make sure we get a few on stream.

Here’s a pro tip that Yancy alluded to:

If the magna grab animation is on and the ball didn’t stick to the post, get a trap on the right flipper (you’ll have about 8 seconds to do this). Shoot the left spinner shot but flip both flippers at the same time. This simulates the magna drop and the game thinks it swung from the post. I have done this more than a few times. This also works on the skill shot if you don’t hit enough switches (I’m guess three) when you plunge the ball. Elwin may get wise to this and cancel this “trick” by disabling both when the left spinner activates… but I think it should stay considering most of us struggle to get a GZ to swing the ball properly.

In the next tip installment, we will be talking about jet fighters and why the premium is worth 2k more for one of its features haha.

#39 1 year ago

How to get the Super in Mecha MB and qualify Terror!

Terror of Mecha is one of the most enjoyable modes about Godzilla. It requires you to get to a level 4 power up and score a super in mecha mb. Some people are struggling to get there, so here are my tips to get that super in mecha mb!

Mecha mb works by hitting one teal shot then a mecha target. The next teal shot will be one of the two remaining. Hit that shot and a different mecha target. The final stage is to hit the remaining teal shot and the last mecha target. This starts a timed super jackpot build phase with a short ball saver. Shot any spinner to build the super jackpot value. Once it is finished, the super will light at the mecha side lane (the switch to the right of the mecha on the playfield). Shooting through the mecha spinner gets you a 1x super. Shooting it from the side flipper scores a 3X super. Either will qualify terror.

Flailing around is only going to get you the center mecha jackpot and one or two mecha targets at best. The hardest initial teal shot to get is the left ramp. Get a ball trapped on the right when it starts. Let the other balls drain during the ball save. Shoot the left ramp first and get the side mecha target by shooting the center (heat ray) spinner and holding the side flipper up. Right ramp should be next followed by the target closet to the scoop. You can shoot either target but I find this one to be the second hardest to randomly hit. Then hit the center jackpot at the building and the middle mecha target. Once you reach this stage, you get a ball save to build up the jackpot. DON’T DO THIS if you are struggling to collect the super. Just get a ball trapped on the left flipper. Wait for the buildup stage to end. Shoot the mecha spinner for the single super and qualify Terror.

I would not use the heat ray on the super unless I was running out of time or the ball was draining. I would use it on the left ramp. He (Elwin) should make the heat ray deterministic (take out the hardest shot to hit first) but I believe it is random. The only way to purposely use it on the left ramp is to have that be the only shot lit. That means taking out the other two teal shots first.

This is the awesome (or annoying) part of this game. Elwin is the last thing from a flailer. He wants you to hit purposeful accurate shots. Both the left ramp and right ramp are as far up the playfield as possible with steep angles (right) or tight entries (left ramp). You’ll get much higher scores the more controlled you play.

Once you get there (and you will!), check out the beginning of my tutorial on chromecandy to see how to get great value out of Terror!

#42 1 year ago
Quoted from NoSkills:

Do you only get a time bonus on the tier 1 battles if you complete them the 1st attempt?

You get the time bonus whenever you complete the tier. If you do it on the first try, then it is 500,000 points multiplied by the time remaining. If you have to replay the tier 1, it’s only 50,000 points multiplied by the time remaining. You can compensate for this by choosing the 5X time bonus as the level 2 power up.

#46 1 year ago
Quoted from UltraPeepi:

I finally achieved the 500M for King G. I played it in 1x and managed to get about 575M.
I tried to do it in 2x, but every time I was in 2x I did poorly. Besides, my 2x would run out before I was ready to cash out anyway - and it's the cash out value I want 2x'd.
So my question is, what is the best way to START 2x during King G?
First Jet Fighter attack awards an ally, but it would be difficult to get to King G without doing the first Jet Fighter attack. If you do it 'right' you should have all three allies when you start King G. Here is my strat:
- Start Titanosaurus. Get an ally, and preferably complete.
- Start jet fighters. Get another ally.
- Hit scoop with allies (Mothra and Anguirus - I often mess this part up by having Rodan selected), switch cities (don't care which).
- Start Gigan with lock lit, or light lock during Gigan. Loop right ramp 8 times. Ally lights at 4.
- Avoid scoop
- Hit left ramp/right ramp to light Kaiju
If I do all of this, I will start King G with 2x. But my GOAL is to start 2x DURING King G, so I can get up to 10x then cash out at 2x.
So, how can I light an ally / start 2x DURING King G?
Starting another Jet Fighter attack will award an extra ball. So that's no good. And concentrating on 3rd Jet Fighter attack is a losing strategy, because it becomes really hard to earn jet fighters.
I suppose if I do Titanosaurus, then Ebirah I could avoid ramps. In Ebirah, hit enough shots to light ally, but don't complete. Ebirah is a good choice, because I can get Heat Ray ready while waiting for it to time out. Now I can start King G without hitting another ramp. This means, I hit the ramps for the 3rd time DURING King G, Jet Fights should start (hopefully). I should hit scoop before earning Jet Fighter ally, select Fight. THIS time, I should hit enough Jet Fighters to light ally. So 2nd scoop should START 2x, select Fight. Then on my 3rd scoop, I should be at >10x, and I should get it done DURING 2x. It should be worth a lot.
If Jet Fighter won't START during King G, I may be able to start Jet Fighters before starting King G. Then I'd have to make sure to hit 1st scoop before collecting 5th jet fighter. Either way, the goal is to start 2X during King G, then cash out before 2x runs out.
Thoughts?

Jet fighters will not start in any tier 2. If you started it prior to hitting the scoop, then I’m not sure if the scoop would be lit for a tier 2 (haven’t tried it). If you were trying to blow up king g, then you want the power ups +10 seconds on tier 2 (3), Rodan +15 (7) and light all ally’s (9). After you select power up 9, light the scoop with the ramps and choose king G. This gives you 75 seconds to clear two waves. Doable with a heat ray and you are hitting 3 consecutive loops in addition to your ramps. You only need to take one beyond red to light the scoop for the collect. If you couldn’t get through two waves in time, then I would collect at the scoop before Rodan expires. A billion point king G is possible, but you need to play it about perfect. The add a ball wouldn’t be much value, but Mothra and the oxygen destroyer would be very helpful. The only way to get the ally in King G would be the six consecutive loops as blueberry describes.

A cheap way to get two ally’s is to start super train (assuming you have the premium) and collect two train jackpots. You would definitely need the first two power ups I mentioned. I would not recommend this as a strategy for a super high scoring game or a tournament… but it would be cool to pull off. Good luck!

#48 1 year ago
Quoted from UltraPeepi:

I didn't suspect so. I think I noticed the red light on the inlanes go out sometimes, and figured the tier 2 would be one of those times.

I had it lit once and was interested to find out, but I bricked and insta-drained.

Oh heck no. In order to pull that off I would be very deep into the game. I am trying to do it as my 1st tier 2. I do expect the +10 seconds on Tier 2; but nothing beyond that before getting into King G. Also, I do expect to have the heat ray ready.

May be time to practice loops. The most consecutive loops I've been able to pull of is 5. So 6 while in King G is running, will be a bit of a challenge.

Yes, I have premium. I did notice in Super Trains I managed to get two allies (I think I got 5 supers) - but it takes quite a while. This wouldn't work too well while Tier 2 was counting down; but might be interesting to setup before going into King G.

Yep. Just for fun.

You can’t start super trains in a tier 2. It would need to be before. You get an ally for each train jackpot in super trains, so you should have had three lit at the scoop with 5 jackpots.

If you can carry jet fighters into a tier 2, then that would be my recommended way to do it. Start it like that. Keep shooting the right ramp to collect the jet fighters and the king shot. This will light an ally at the scoop. Do not collect Rodan until you have cleared all shots. Chose fight to hopefully get you back to 60+ seconds. Now with Rodan, clear the second wave. Use a heat ray to take away all shots once. That might be 800+ mil if you hit all shots and collect at the scoop with 2X running. You’d probably have to go through some of the third way and collect before Rodan expires to get the bil. You’re making me want to try this tomorrow haha.

You may be able to use one heat ray early and light another if your center spinner is juiced, and you always feed your side flipper with the center spinner shot. You have to collect super spinner before starting another heat ray. I don’t recall if you can do that in a tier 2 or if you have to be in regular play. Go find out and report back if you pull it off!

#50 1 year ago
Quoted from mcvetyty:

Beyndtstng - I really enjoyed your Godzilla video and learned a lot.. Also own JP so I've been watching your video on that at the moment. Quick question for you - I am looking to replace my flipper rubbers in the near future - curious if you have any preferences when it comes to rubber brands & manufacturers. Appreciate your help!

I always stick with stern rubbers, since that is likely what you will find on location. I didn’t have a chance to go into too much depth on JP. Will do so in a future video. Ben is working on trying to get the videos uploaded to YouTube. I forgot that we streamed some the day before the tutorial. There’s some good stuff there too.

#55 1 year ago
Quoted from UltraPeepi:

...and you can't start Kaiju battle once you've started super trains.
I was making this too hard. All you need to do is NOT collect 5 jet fighters during the first Jet Fighter attack. It's OK to start Jet Fighter attack - just collect 2 or 3 jet fighters. Then before hitting the scoop to start King G, make sure to start another Jet Fighter attack.
I didn't even do that well in King G and got 720M. I know I can get over 1B in King G.[quoted image]

Perfect! You can roll it into King G and delay the start of the 2X until after your first wave. Yes, 1 bil easily with a heat ray on the second wave. Nice!

#57 1 year ago
Quoted from rai:

Could you do a written treatment of your rules strategy?

Very situational based. Tell me what your goal is and I could write a strategy for it.

#59 1 year ago
Quoted from rai:

I'm just starting out don't really understand, what is the early game strategy?

Start at 32:00 minutes on this video. Ben uploaded them to YouTube. Let me know what specific questions you want answered.

#63 1 year ago
Quoted from Arcade:

Maser cannon is random awards.
Here is a copy past from Captain Bzarre's sheet.
Collect mystery awards at the Maser Cannon standup target when flashing. Qualify the target by either rolling over the switch directly right of the pop bumper - and / or hitting the standup target itself - 3 times + 1 per collection.
Awards:
5M
+1 Bonus X
+1 Tail Whip
Advance Fighter
Advance Train
Advance RAMPAGE
Destroy Saucer
Light Ally
Light Destruction Jackpot
Light Inlanes
Light Kaiju Battle
Spot Powerline
Spot Bridge Attack
Spot Tank
Start Mechagodzilla Battle (activates the Neo Barrier, only available once per game)
Start Hedorah (see below)

The only two of these awards worth the danger of shooting this intentionally would be light DJ and light ally. I don’t know if there are rules that govern which award you get (I assume there are some) or if it is random. Hedorah is not worth a lot unless you are getting switches to build up the value. You should try to start that one but only in mb or single ball with a ball save.

#67 1 year ago
Quoted from Sorokyl:

Still haven't hit a billion. I want a refund!
I'm very new to pinball, but I've already put 300 games on Godzilla(out of maybe 400 games of pinball ever). A good game so far is 500-800m, have several of those.
My issue with following the tutorial exactly is I have such a hard time getting the scoop, getting it many times in 3+ balls is not happening. I just eventually drain. So trying to get to the second city before stacking up annihilation is not working well.
Im trying to shift my focus to just getting the non-raid inserts going and not avoiding mg/gz multiballs, and just go for the scoop when I have a ball save.
Hopefully I'll keep getting better at ball handling and get better at the scoop shot and not draining so I can eventually get through the cities easier...

How to get a billion without using the scoop… this will be tough because the power ups are tied to them. Assuming you can only start one tier 1, this would be my play on a premium:

Center spinner or left spinner to open the game up depending on where the tank is. You don’t want tank on the left spinner since it has bad shot difficulty to chance of drain if missed ratio (I’ll release my scale at some point haha). If the tank is there when you start, then use the ball save to collect that tank. It will also probably collect the first attack bridge with a successful shot because it hits the magna post.

Now you want to go right ramp/left ramp but don’t start a kaiju battle. You will want to start jets first. Once you start jets, then follow my tutorial by shooting the right ramp. Hold the right flipper up as it comes down and nudge the machine towards the backglass/translite to hop the ball over to your left flipper. Five jets lights your first ally… do NOT go for the sixth jet. Go ahead and get your mecha going now. The mecha spinner is a safe dead bounce to the right flipper from the left on a return. Do that until the turntable spins around. During this you should be hitting the attack bridge magna post when it is lit to work your way to bridge mb.

Get the ball trapped on the left and make sure Rodan is selected. Use the right flipper to change what ally you get. Here you will have to hit the scoop. You’ll probably be close to the first power up as well.

Take Rodan with Megalon. Your GZ mb should almost be ready to go with all that jet work. You should need just one shot to the building to light the lock. Shoot the building to light your lock. Lock a ball. Now you should be able to use the ball save from the skill shot to see where megalon is. Your goal is to at least get 5 in a row as that is the multiplier at which he maxes out at. If he is on a shot you don’t like (i.e., left spinner), lock another ball and use your ball save to setup the shot. Lock a third ball to start mb if he is on another undesirable shot. During GZ mb focus only on him. It will be hard because yellow arrows denote a level jackpot in GZ mb. I believe the megalon will blink faster though.

After the fourth shot, you will light another ally. We are going to take add a ball here, but you will not use it in GZ mb. If you can finish megalon with 2X, you’re looking at 250+ million depending on switches in the mb. Overall score should be about 325-350 at this point. Out of the mb, collect the destruction jackpot and see which mb you are closer on, bridge or tank. Use your ball to get both ready to go (even if you lose a ball doing so). You should have a heat ray around this time. Since you don’t like the scoop, let’s take bridge mb first.

If you can get to the first super without using your heat ray, then that would be ideal. If so, then do what I am about to describe during the second round of bridge mb If you usually don’t get the super, then do as follows:

When bridge starts, use your heat ray to take all the single jackpots away. Skill drain till you get a ball on the right flipper and hit the magna post twice. You’ll probably still have a ball save going after doing this. Check out the tutorial for the ideal super timing on having a ball trapped on both flippers. Now right ramp for the super. Let’s the balls drain with the ball save so you can keep hitting right ramps. It will max out at 24 mil. Coming out of bridge, take your destruction jackpot. Your bridge should be at least 50 or 100 if you hit 3-4 supers or got through the next wave with supers. DO NOT use the add a ball yet. Now you need to hit the scoop for tank mb. Sucks if you drain… so don’t haha. If you miss the shot, remember if you are early or late and make the adjustment.

During tank mb, four tanks lights an untimed super at the maser cannon. Try to collect one super which will give you about 40 million. Now instead of going for the second super, focus on getting Tesla targets. Use your ball save here to complete the set and hit the strobing target five times. Hopefully you light the center Tesla spinner and pick off some targets. When out of the mb, you should have some Tesla shots to complete. I would NOT risk the DJ here because hopefully you are still running bridge as well. Here’s where we want to start mecha. One shot to each target… you’ll have to survive this to get your bil. Once in the mb, the jackpots are the same shots as some of the Tesla shots. Focus on completing Tesla first. If you can get a mecha super then great, but the key is to focus on completing Tesla. I like to use my second heat ray on that left spinner shot for Tesla. You’ll be about 500-600 million at this point. If you didn’t drain after bridge, then you’ll be running 3x annihilation. See my tutorial on how that scoring works.

You’ll probably have about 150 mil waiting at the scoop for your carnage bonus (depending on if you beat the kaiju on the same ball). Here’s where you make the choice, collect at the scoop for an overall score around 750 or make a push to raise the carnage value. If you can hit those ramps, then skip the scoop and go for another GZ mb. Watch the tutorial to see how to handle a rejected left ramp shot. This time it will take at least two shots to the center to light the building after maxing out the ramp shots. Start GZ mb and just focus on lighting the attack bridge for your 3x annihilation bonus. Bridge will be the highest value if you just have an average tank and Tesla. The bridge collect should be at least 10 million with the 3X. Don’t forget the add a ball in GZ mb. You can probably pick up the super in the mb as well. Coming out of it, you’ll be at around 900 mil. Shoot the scoop to collect probably a 300-400 mil carnage bonus.

If you drain while trying it to collect, then don’t worry about it. You’ll still get a 2X carnage collect (instead of 3-5X) because you played all the inserts before moving on. That should be worth 100 million and now you got your billion… with only three scoop shots. Would have been much easier to explain this in a video. Hope this helps. Go get it!

#69 1 year ago
Quoted from Haymaker:

I've gone over a billion on GZ a couple times now but always on older code so I'll have to study up. What I really need to know is how to score big points on RUSH. I just don't really get how some of these people are putting up monster scores in that game

I’ve only put about 10 games in on Rush at a friend’s house. One of the things you want to do is collect records of the same color before shooting the time machine to start a mode. The record color changes every time you hit a RUSH target on the far right. Try to get at least three of the some color, and use your mb’s to play the modes out.

#75 1 year ago
Quoted from blueberryjohnson:

Also not an exploit, but during ball save on bridge I'll try to quickly hit enough easy jackpots to qualify the magnet, intentionally drain, and then hard plunge the balls into the magnet as they return to the shooter lane to complete the two hits required to light the super on the right ramp. Not uncommon to end up with the super lit before ball save expires.

I posted this 24 hours ago in response to avoiding the scoop for a billion. I’m calling copyright infringement haha.

#78 1 year ago
Quoted from rai:

I appreciate reading and discussing all these rules, I can't really make all the shots that are required (need to practice more).
I have a general question, can you think of an example of a rule that is 'too powerful' or that is a loophole to big points that seems like cheating?
I was thinking about BM66 which is great, there is an exploit path if you get Freeze (minor villain) you can basically spam the commissioner Gordon target and make the bat-phone collect basically as high as you want because the hurry-up never decreases (there is a risk because you could lose it all since it's a dangerous shot and can't do it during multiball.).
Do you think GZ has a rule feature that is so powerful that it seems almost unfair because it's a big exploit potential?

One of the best thing about the Elwin games is the lack of a manageable exploit. JP has one built way deep in, IMDN had the Icarus bug… don’t recall if he fixed that one. While GZ doesn’t have a big one, there are some things I would adjust:

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 him trade this off with the level 5 or 7 award.

2. Loops are pretty worthless at a current fixed value. Would be nice if he 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.

5. 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.

6. 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!

7. If I already have all three ally’s collecting a fourth should add 60 seconds to my Rodan time.

8. 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 one of the best ever. These are some tweaks to balance the game out more.

#79 1 year ago
Quoted from UltraPeepi:

The beautiful thing is, Godzilla is getting a lot of play. There was one exploit, if I recall correctly, that was dealt with in one of the recent updates. Maybe someone else can confirm / provide more info. It was Bridge multiball. Hit all of the jackpots to light super jackpot at the right ramp. This also kicks out a 3rd ball. My understanding is, as long as you keep hitting the super jackpot, the jackpot timer gets reset. So you'd cradle two balls on the right flipper, hit the right ramp, and when the ball feeds into the cradle, tip one over to the left flipper - repeat. But like I said - that 'exploit' has been dealt with.

I own the LE so the bridge drops the ball on the playfield after the super. Always seems to go anywhere but the left flipper haha.

#81 1 year ago
Quoted from ABE_FLIPS:

You could write that in the tiltforum, then it will be seen.

Did it last night.

#82 1 year ago

J E T S…. Jets, jets, jets!

As promised, my full jets strategy.

Background: Jets are more lucrative on the premium/LE than the pro because of the way you need to light them after the second cycle. When you start the game, you will see both inlanes lit for jets under the triangular jet inserts. You need three of each inlane to start jets. You can tell how many jets you have by the plastic jet inserts at the bottom of each inlane. Once jets is started, three shots will cycle back and forth on the playfield on a points hurry up. You need to hit a shot before the points are gone (there is a small grace period on the timer). Each shot scores the displayed value and increases the value of the next shot. The safest way to get most of the jets is by shooting the right ramp and hoping the ball over from the right flipper to the left flipper with a nudge (see tutorial video for demonstration). After collecting five jets in a cycle, a sixth jet will light at the left spinner to collect all previous values. Do NOT shoot this dangerous shot! After collecting your fifth total jet, you will light an ally.

On the second cycle of jets, only one of the two inlanes will be lit. If the right inlane is lit, and the building is not in the lock position, then shoot the right ramp to collect all three jets. The insert will now switch to the other side. Instead of trying to shoot the left ramp three times, shoot the white arrow(s) to get the building into the lock position. Now the right ramp will feed the left inlane. Shoot the right ramp three more times to start jets again. During the second cycle, focus on the right ramp to get five more jets. Your 10th total jet awards extra ball!

For every cycle after this, you need to light one of the jet insets by going down the mecha side lane. This is easy on the premium/LE when the mecha spinner is available. You need to light/collect six times to start the third cycle of jets. Your 15th total jet collected increase your DJ by 1x.

Strategy: The first three awards are in sets of 5. Therefore, you don’t need the sixth jet in any cycle. The left spinner shot is very dangerous, especially after going down the right inlane. Another reason to always shoot the right ramp is that your hurry up points go back to max value each time you go down an inlane during jets.

Jets are unique in that they continue to run even when a ball is sitting in the shooter lane after a lock. You’ll notice that the mecha side lane is lit red for a skill shot after a lock. You can wait for the jets to cycle to the side lane before plunging the mecha side lane to collect the skill shot and another jet!

Anytime the mecha spinner is open, I am usually going to shoot it for progress on mecha and to light my next jet. You cannot light more than one jet a time. You need to collect the lit jet before lighting the next one. Despite the insert being lit, jets are not inlane collectible in multiballs, rampage, MZ, TOM or super trains. Before starting a mb, see where your jets are. If you are only one of two away, then it may be a good idea to start that jet cycle before getting into the mb. You will almost certainly collect 5 jets in mb. This also makes the sixth jet worth going for (with the ball save).

Pay attention to whether a jet is lit prior to launching a ball. If it is not, then consider taking the mecha lane skill shot. This will give you points and light your next jet. For advanced players (and you Maverick’s out there), your 21st , 33rd, and 45th jet lights an ally. Collecting Rodan in late game can make destruction jackpots worth a ridiculous value. Of note, 5% of your jets value is added to the temporary DJ. More about DJ value later.

That is all… aha, ha, ha, ha!

#84 1 year ago
Quoted from Sorokyl:

When do you try to have 15 jets done by??

Mid to late game. The later in the game, the higher your DJ multiplier should be. If I had a really good rampage, GZ mb, or Mecha mb, then I may activate it earlier.

#86 1 year ago
Quoted from noysboy:

Last night I started a DJ worth 60m+ x 10...with Rodan running. Of course, I missed it after three attempts. ARGH!

This is one of the reasons this game is so epic. He gives you these pinball moments.

Just played a pro. The mecha spinner feeds the jet relight so I have updated the latest post. Guess the building and the dropping bridge is your justification for premium. That and this will probably be the best game ever after 1.0 code.

#88 1 year ago
Quoted from ZoraShinoda:

Beyndtstng i noticed in your stream tutorial that you said always choose London as the second city. What is the reason behind that?

Each city gives you a perk when you complete it. Similar to JP. London increase your base DJP value. New York boosts your saucer value and Paris increases your loop value. Both worthless compared to London. You can argue whether Paris or NY is the third city, but London should always be the second. Plus one of the combos (right ramp, left ramp, scoop) is something you are trying to do anyway.

#89 1 year ago

Pulled this off yesterday with a tweak to my upper flipper power. Entered me in the “exclusive” one billion club. Let’s see some of those scores from you all!

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#91 1 year ago
Quoted from Sorokyl:

Average score 1 billion...dang..I set a new high score of 859m tonight

You’re getting close though! How did you set it up?

#94 1 year ago
Quoted from Sorokyl:

Generally I am getting all the inserts in the first city since i have a hard time finding the scoop. On this game like many I drained before getting much done in second city. I just try to focus on whatever shots are easiest / advance me the most on inserts... This game I got the jet and saucer EB but still only had about one good ball! I have yet to get a really killer bridge/Tesla score that I can get a bunch of annihilation / carnage from.
Interestingly, this score came after my first ever pinball event, pingolf at local league..which was the first time playing a non GZ since I got it a few weeks ago (350 plays). So maybe I need to get out of my house more

Have you thought about using your heat ray and the very start of bridge? This will collect all single jackpots and light the magna post for the two double jackpots. When the balls exits the trough, pull your plunger all the way back to collect the first double. You should get the second double with a ball save. Then shoot the right ramp to collect a few supers. Should come out of it with 50 mil. I try to play Tesla in a mb or stacked with jets. You’re getting close!

#95 1 year ago
Quoted from PinballBJB:

Topped one billion for first time last night!
Absolutely have Beyndtstng to thank for it, as I got there trying to follow his advice in this thread and the main tutorial vid on YouTube.
Tips like putting more emphasis on tanks and bridge (though surprisingly my billion last night was with NO bridge!), better understanding of jets and Tesla, doing London second, etc.
Thank you Beyndtstng

Glad to hear this! Next step is to collect the super in mecha and qualify terror. Easy 200 million even if not played well. Congratulations.

#98 1 year ago
Quoted from ZoraShinoda:

I think people know this but in case not, if you have a good multiball going, especially tank or bridge and have the Anguirus Ally, if you wait until your second to last ball drains, basically as soon as it gets down to 1 ball, then hit the lockdown button immediately to use the ally to add a ball if you want to keep it going and it will add 2 balls.

Yes. You can also resurrect bridge and tank mb even when you get down to one ball. You just have to make sure you do so before it shows you the total score with animation. About a 1-2 second grace period.

#100 1 year ago
Quoted from ZoraShinoda:

Yes! Exactly what i was referring to, that you have a one to two second delay where you can resurrect the the multi-ball and then actually it gives you two balls back and not only the one that drained.

Mine was slightly different. The game actually recognizes you only have one ball left but still gives you one ball back. If you do it as soon as the ball hits the trough, then the game credits you for two in play and you get two back. Either way we are both playing some more mb!

#103 1 year ago
Quoted from WJxxxx:

Pro Challenge for your next stream.
Play GZ MB with all 6 balls at once.
I've only managed it once, but it's fun trying to get it done.

A double anguirus…. This should be on the Stern Insider! It’s goal and points suicidal but would be fun. You would need to time the add-a-ball from GZ mb with an already qualified anguirus and another ally waiting for you to pick. You’d have to avoid the scoop until you used the first anguirus and hit it immediately to get and use the second. This would be fun haha

#106 1 year ago
Quoted from WJxxxx:

The way i did it.
Have Anguirus already lit before starting mb, then just before starting the MB, start Jet Fighters.
Add 1 ball from the current Anguirus straight away, then complete Jets, hit scoop for next add a ball, then get the 'standard' add a ball from the mech spinner.
Making sure not to drain any balls.
All done on a Pro

Interesting. Forces you to delay jet fighters. The better RR ratio would be:

1. Light mode at the scoop.
2. Shoot ramps to light jet fighters. Collect the 5 fighters on the right ramp.
3. Shoot the scoop to lock anguirus and pick titanosaurus.
4. Shoot center to light your locks.
5a. If you have a premium, use your skill shot and ball save to hit the left and right stand up target prior to locking ball 3.
5b. If you have a pro, shoot the center to start mb without the safety of taking out the first two stand ups.
6. During mb, get the first two targets (if not already done) and focus on hooting the three mecha targets.
7. When the mecha spinner is lit, use anguirus.
8. Use a heat ray to take out the third target and light an ally.
9. Shoot mecha spinner for add a ball.
10. Shoot the scoop for anguirus. Add a ball immediately. Mission accomplished.

You would need to accomplish 7-10 within about 15-20 seconds to keep the continuous ball save and all six in play. Fun stuff!

#108 1 year ago
Quoted from chuckwurt:

I like to take a heat ray right at the start of bridge, plunge two quick balls into the magnet, then right ramp for days while the ball save and added ball save from the add a ball run. With 2x playfield, this sequence alone can be a great way to have a solid Annihilation bonus ready afterwards.

I like this strat for an intermediate player. Top level players should consider saving the heat ray initially. Flailing away you’ll hit center spinner and building. You only need to pick off one more with intent before lighting the two doubles at the post. I like the mecha side lane via the mecha spinner here. You could even beat the auto plunge with a short plunge to steal it. Now plunge two quick balls (or one if you don’t have the ball save) to get the double. I do an almost perfect double to bridge super in my tutorial. Spam the right ramp for the super.

Get a ball trapped on the right and left flipper. Use the heat ray to take out all single jackpots in the second round. Now you just need to survive one double jackpot to get the ball back to the right flipper. Do the double/super sequence again for supers at a higher value. Each right ramp you shoot increases the value of the jackpots throughout the mb.

Start this video at 59:40. I do exactly what is described above including getting your 2X on the second round. The animations stole what my final two bridge supers were worth. I almost got into a third round of doubles. 292 million in total.

#110 1 year ago

New poll has been added. Which of the five choices would you like to learn more about? Planet X is comfortably winning in the GZ fb group. Let your voice be heard!

#115 1 year ago
Quoted from Sorokyl:

What it does not tell you, is if you intentionally shoot at the pop bumper, the ball will drain. 90% of the time, when the third saucer is ready to destroy for EB, the ball will go immediately from pop bumper to drain, negating the EB and killing annihilation bonus, etc.
So my strategy: if i need the scoop and the saucer is flashing, ill shoot for the scoop. If i clip the top part of the saucer, it's usually safe. Otherwise I try to avoid shooting for the saucer. Over a good game you'll usually get the EB anyway, and i haven't found the saucer MB to be particularly lucrative.

Try this one instead. Shoot the Manila shot first then the shoot the saucer with the three second ball save you are given. The first two times you shoot manila on a single ball, you will get a brief ball save. Danger removed!

#116 1 year ago
Quoted from astro_judge:

Yep, and saucers can be destroyed from Power-Ups as well. If you shatz the right inlane to destroy it you'll get credit for two.

Yes, only the level 1 power up is selectable for destroy saucer. I haven’t figured out the logic for which two awards it presents you. This is one of the better awards. You can also destroy a saucer from the mystery award. I wonder if it is deterministic. Perhaps it gives that to you when destroy saucer is lit and you hit the maser. With that said, pretty sure I have destroyed a saucer without it being lit.

#118 1 year ago
Quoted from ZoraShinoda:

haha, so true where shooting the pop deflects SDTM. I cringe when i need to shoot the last ebirah shot. I sometimes clip the pop as well when shooting the scoop, and agree over a decent game i usually get the saucer EB anyway. Was just making sure i knew the proper way to destroy saucers in case i wanted to try on purpose to get the EB/Saucer MB.
Something else I noticed will occasionally work is when the ball is coming down the right lane behind Mechagodzilla, if you give the machine a nudge side to side you can get it to hit the pop on the right side (the shooter lane side).

I love the design of the game on so many levels. One of the reasons is the saucer collect. The safest angle I have found is by shatzing the right inlane for the double collect. If you think about, the ball is moving in an upward direction which gives you time to save it on the return. What you describe is the perfect situation that I try to aim for. Slightly clip the left side of the saucer straight into the scoop. One of two speciality shots you should absolutely learn on every copy of the game you play. The other is the Manila shot.

#119 1 year ago
Quoted from ZoraShinoda:

Saucer attack question, here is what tilt forum says
Saucers control the monsters that the Xiliens brought back to life. They can be destroyed by collecting Saucer Attack, which lights for 10 seconds - 2 seconds per saucer collected on the same ball after hitting the bumper 5 times (by default, +3 per saucer collected) or rolling over the switch at the exit of the right spinner lane by itself (in single ball play only). They can also be instantly defeated from a mystery award.
So basically shoot the pot bumper a bunch of times until it says saucer attack and then shoot it once more to destroy the saucer?

Shooting the saucer intentionally without it being lit is only for a masochist. Shooting the tail whip shot is relatively less dangerous and will collect a tail whip if the loop was hit at any point prior. Much better RR ratio!

#121 1 year ago
Quoted from Apinjunkie:

What you said. I find the saucer shots quite satisfying when lit. I've had a lot of luck, backhanding that shot from the right flipper, clipping the saucer and then into the scoop, +1. The saucer multi-ball is one of my favorite modes, what is the best way to milk that for points?

Don’t just flail around in the beginning. You are getting credit only for the jackpot shots to light the maser cannon. I’ll let some balls get out of the way and focus on lighting the maser with ball save. First two rounds give you an additional ball save once you hit the saucer (X jackpot shots + 1 maser cannon + 1 saucer). Third round (and beyond) is the best to use your heat ray for. Once the jackpot shot is side flipper and mecha side lane, better work on your staging technique. There are not massive points in the mb, but 300 million is achievable if played well. You can also bring in anguirus to extend play too.

#122 1 year ago

Quickest path to Planet X got over 60% of the votes (88 total) on the GZ players fb page. I will write that first followed by the explanation of Destruction Jackpot value. Look for the former to drop later this week.

#124 1 year ago
Quoted from UltraPeepi:

First tier 1: Megalon.
This is usually difficult to finish quickly. So get it out of the way, before you have the "5x time bonus for tier 1" power up.
I started doing Megalon as my first tier 1, because it was the hardest to complete. And my approach is to get to another city ASAP. So I'd play it patiently, and try to just get 4 shots to light ally. I'd make SOME progress toward (but NOT start) Bridge, Tanks, Powerline, before moving to another city. But in doing this, I discovered something...
I knew you can't time out the modes. But I came to realize the roaming shots roam even when the timer is paused (just like Jet Fighters). I use this to my advantage in Megalon. I just cradled up, and wait for the shots I like. Occasionally, the roaming will toggle back and forth between the Right Spinner, Both Ramps, Left Ramp. When that happens, I usually hit the Center Spinner to build the Heat Ray a bit. That usually ends up changing the roaming cycle. With this approach, I seldom drain, and I pretty much never run out of time.
You can't really leverage this approach to get a huge Megalon total, because Rodan 2x would run out quickly. Just another reason to play Megalon first - before you should have any allies.

Interesting. I don’t like him as a first approach because the shots are random. You really need to to hit 3-4 shots in a row to get value. The other three you know exactly where to shoot and I believe there is less risk to get the ally. You know you can put megalon where you want when he goes into hiding after not hitting the lit shot. Shoot the right ramp will put him in the building for a combo shot while left ramp will put him on the right ramp. Megalon is also a switch hit value mode. The more switches you hit while he is hiding, the more the value of the next shot. If the context of your statement is referring to getting to Planet X, then I see the appeal of starting him first. He’s better to play in mb, especially GZ MB where the jackpots are all of the eligible megalon shots.

#126 1 year ago
Quoted from Sorokyl:

Finally, it is done. After 600 +games of learning how to play pinball (seriously 600 Godzilla games out of maybe 700 pinball ever) I finally hit a billion.
I beat Ebiriah in Tokyo and quickly went to London
I started Gigan with Rodan and went into Bridge multiball. 81M Gigan and 107M bridge. Both personal high scores. Tesla strike during that too, tank right after. Unfortunately, before I could milk that amazing bridge jackpot for annihilation and carnage, I flailed it into the scoop. Only got 100M carnage. On my maybe 5th monster zero attempt I finally got 3 ball multiball but only got about 150m out of it which pushed me over a billion.
On my next and final game I finally had an OK king G battle for maybe 150M (I've never cashed out on that mode before)
Feel like the pressure is off a bit after hitting that milestone and I can relax a bit more and explore the game and maybe stop choking when I have a good game going (I seem to always have 1 good ball and waste the rest after)
Anyway thanks Beyndtstng for all the effort to record and write and answer questions!
[quoted image]

Stories like these makes me want to come out with more material. Thank you for sharing and congratulations! As for having a great ball and junking the others, most people have this issue. The trick is to try and play the same way and ignore the additional pressure. When you feel nervous, you will usually be early on a shot. When you recognize this, then try telling yourself to be a bit later than you think. Focus on micro goals (getting an ally, starting a mode) instead of thinking about getting to Planet X or something huge after a great ball. You’ll find more success that way.

#129 1 year ago
Quoted from CashMoney:

Beyndtstng I'm playing a GZ pro in a tournament this weekend. I know you mentioned on stream that you don't really play in tournaments these days, but what would be your go to strategy in a tournament setting? Focus on getting Rodan and bringing him into GZ multiball with a mode (perhaps Titanosourus)? Would you still focus on exiting the city ASAP to build your DJP?
I've noticed with some GZ's on location, the spinners are garbage, making Ebirah very tough... I've also noticed the magnet is all over the place when it comes to holding the ball to cash out DJP's.
I'd expect the outlanes to be in the most open position (all the way out), so perhaps focusing on Mothra wouldn't be a bad idea either.

I don’t do tournaments because I have young kids. Being gone for 8 hours isn’t ideal. The other reason is that when I play pinball on location I want to play. I’m ADD so watching people play isn’t the best use of my time haha.

Be happy to write you a custom strategy. I assume you have played this game on location. Can you answer your comfort level on the following shots below. 1 being not comfortable at all and 5 being very comfortable.

Left ramp from right ramp -
Left ramp from a trap -
Destruction Jackpot shot from the magnet -
Scoop shot from a return on the left ramp -
Scoop shot from a trap -
Live catch from the center spinner -
Trapping the ball after a return from mecha spinner -
Shooting right ramp, hopping the ball over to left flipper -

I assume EB is turned off. On some pros, you can shoot the center spinner and hold the upper flipper up to hit the tail whip shot. Can you do it on this copy? If not, then will it hit the side mecha target instead? I’ll write a strategy based on your answers.

#133 1 year ago
Quoted from CashMoney:

Wow awesome thank you! Here are the answers to your questions:
Left ramp from right ramp - 4
Left ramp from a trap - 4
Destruction Jackpot shot from the magnet - 4
Scoop shot from a return on the left ramp - 1
Scoop shot from a trap - 5
Live catch from the center spinner - 5
Trapping the ball after a return from mecha spinner - 5
Shooting right ramp, hopping the ball over to left flipper - 5
EB will be turned off. Tilts will be tight.
"On some pros, you can shoot the center spinner and hold the upper flipper up to hit the tail whip shot. Can you do it on this copy? If not, then will it hit the side mecha target instead?"
- I have not played this exact version of GZ pro. On my Premium and other GZ Pro's I've played it hits the top Mecha target 9 times out of 10 so i'd assume the same for this copy.
Also, I'm much more of a "trap and shoot/controlled" type of player. (Hence why I rated shooting the scoop shot on the fly a "1")

The premium and pro are the same design for the tail whip, but I have played a couple of pros where a nudge as it hits the side flipper will send it to the tail whip on a clean shot from the center spinner. My LE will not do it, and chromecandy’s LE needed a nudge to even hit the side mecha target.

Thanks for the information. First off, I would highly recommend you get some time on the machine before you play it in a tournament. That is beauty of pinball and separates it from video games. No two machines play exactly the same. You seem really comfortable with most of the main techniques in the game. Let me ask it a different way, what percentage of each of those shots or skills can you pull off out of ten attempts? Also going to add one more.

Intentionally shooting the Manila shot -

I can write the strategy for you with that information.

#139 1 year ago
Quoted from Sorokyl:

Several reasons (for me at least)
1. I can't usually survive long enough to do each insert on every city. So I go for one good round of inserts(with as much annihilation/carnage out of it as you can.), so which city?
2. You at least want to control Tokyo (1% annihilation bonus) and if you control Tokyo and have all the inserts done, putting the ball back into the scoop (off a slingshot, etc) will end your run on that city which is unfortunate after all the work to stack inserts and bonuses. Going to next city will give you a bit of a buffer from accidental city change(since you have to do tier 2 before moving on).
3. The second city Kaiju battle will give you another ally and another DJ (another 1% annihilation)
4. For me it's a natural pace . On a good game i immediately right ramp, left ramp, scoop, and finish tier 1. There's not much point in waiting before going on. Even if i flail a bit trying to get the left ramp or scoop, its somewhat rare that I accidentally start a insert mode before i can move cities. But once i'm at the second city most are close to starting

Pretty close. The only two things you are really missing out on by leaving Tokyo early are:

1. Starting a total of 4 tank mb’s, 4 Tesla strikes and 4 bridge mb’s for the entire game. Out of 700+ games, I have only pulled this off three times on a Pinburgh tilt.
2. The 3 destruction JP’s you would get for starting those three before leaving Tokyo. So essentially 3% loss on annihilation bonuses. Again, not worth the risk to stay.

Even if you destroy one of those three, your annihilation % is so low that you really won’t get much value in early game. As posted above, moving to another city (should always be London) gives you a chance to defeat another kaiju, light an ally, and most importantly carryover ALL progress for shots to start tank mb, switches to start bridge mb, and targets to start Tesla strike. You can even have bridge mb ready to start on a ramp, and it will carry over when you decide to switch cities. The key to scoring well in this game is to have all three close to starting then start each back to back to back. Similar to having sparky ready to go after playing snake or grave mb on MET.

#140 1 year ago
Quoted from Haymaker:

Yeah man you really need to do more videos. I like the way you explain things, it makes it easy to understand. I'm an idiot and games with rules much more complicated than like deadpool or elvira get confusing to me quick. I try to read the rulesheets on tiltforums but it just takes a really really long time for it to click with me.

Thank you. I probably should start a gofund me for the money to build a rig haha. I know a video is way better than an explanation but right now this is all I got. I plan to make a couple of more videos when I am out his way again.

#141 1 year ago
Quoted from CashMoney:

Yes great point, I’ll try to get a game or two on this Pro ahead of time. I feel like the same goes for the DJP from the magnet. Some GZs you can make it all day and some drop the ball too far out from the flipper to get a successful shot.
Here are the answers but now successful tries out of 10 shots:
Left ramp from right ramp - 6/10
Left ramp from a trap - 8/10
Destruction Jackpot shot from the magnet - 8/10
Scoop shot from a return on the left ramp - 2/10
Scoop shot from a trap - 9/10
Live catch from the center spinner - 10/10
Trapping the ball after a return from mecha spinner - 10/10
Shooting right ramp, hopping the ball over to left flipper - 10/10
Intentionally shooting the Minilla shot - 7/10
Hope that helps, thanks again for the strategy tips!

Exactly what I needed. Not sure the caliber of player you are up against, but I’ll assume B to lower A in Pinburgh.

First thing to do is look at the start of the game for the tank shot. If it opens up on left spinner, then you should shoot this shot right away with a ball save. Short plunge to the mecha switch will give you a small extended ball save while the plunge to behind the upper flipper will give you a longer save. Do the former if tank is on the left spinner and the latter if anywhere else. The left spinner give you the tank shot (if lit) plus switches to first bridge. I recommend this because if you leave it on left spinner, then it won’t move off of there until you hit the shot. With your bridge attack lit, now shoot both ramps to light a mode. If you miss the left ramp early, you will at least get progress to bridge. Since you are 10/10 on live catch from center spinner and don’t like the left ramp to scoop shot, then you should always shoot center spinner, live catch, then shoot the scoop to start the kaiju. First choice should be either ebriah or gigan. I base that decision on where my tanks are. Whichever has the more tanks is the one I take. If the tank is on the post, I count that towards Gigan since a missed Gigan shot will collect it…. but a successful left spinner shot to Ebriah will get it too. I miss the left ramp more than I hit the left spinner so that is why I count it to Gigan.

I think this would be best if I broke it up into separate posts (it will get long). Any questions so far? For the second part, do you just want a successful kaiju strat or one for failure as well?

#143 1 year ago
Quoted from CashMoney:

Oh man, this is perfect! Hopefully other's reading this strat can benefit as well. I like your approach of seeing where the tank shots are at the beginning of the game, I will definitely look for that as well.
My only question was going to be on when to start Jet Fighters, but it sounds like that is coming up. Usually I try to get an ally before I start a mode, but I will try your approach and get into the mode before getting an ally then possibly stack Gigan with Jet Fighters.
I'm about 8/10 in terms of success rate on finishing Ebirah and Gigan, so lets go with the assumption that I successfully completed either of those 2 modes in the beginning (ball 1 or 2).

Good deal. I also like Gigan because he is getting you progress on GZ mb with successful shots. On a premium it is even better, as a lock lit while playing Gigan gives you right ramp all day. As for jets, it’s all about successful left ramp shots to light the three on the left. I’m impartial on starting it before first kaiju, during or after.

Once you make half progress on either, you are going to take Mothra as your first ally. It will be hard to set any GC’s that way, but you care about winning the game not setting records. The safety of left lane ball save is critical on GZ. The only time I wouldn’t take it initially is if I was right about to start a mb. Your mode won’t be worth a lot until your level 2 power up. After taking Mothra finish out the kaiju and collect the DJ at 2X. If you fail on ball one, then restart the kaiju but don’t take the DJ immediately. It will only be at 1x and you won’t be able to collect it again after winning. You want to win because of the city perk and DJ multiplier. After the DJ, check where the tanks are. If any is on a ramp, then you might as well change cities so that ramp will be worth a kaiju start AND a tank. Be sure NOT to collect ten tanks or it will lock you out of changing cities. You want to prime it before changing. Also, when you are battling first kaiju, don’t forget to make progress on bridge attack. This should be easy for you if you are great at the live catch from center spinner. Again, don’t start bridge, just have it ready.

Center spinner to live catch on the left flipper, scoop shot to change cities. ALWAYS pick London. It’s perk is a permanent boost to your DJ. The other two increase loop value (Paris) and saucer attack value (NY). Significantly less value than London. You may need to shoot the building shot one more time to light GZ mb. Now here is where I focus on jets since I need the ramps to light my next kaiju anyway. Light the scoop with one ramp each and finish out the remaining inlane jets. Now before you start the mode, go get your five jets by right ramp all day. Check out my tutorial video for an example. Do not go for the sixth jet, it is too dangerous. The ONLY reason to do it is if your GZ power up is not lit at the scoop for level 2. You will want level two before starting the next kaiju. You should have your heat ray by now. Do not use it yet.

Hit the scoop with Rodan lit. Try and avoid collecting the 10th tank until you pick the next kaiju. Pick titanosaurus because it’s the least amount of shots, builds up value in mb, and is predictable on sequence. For the level 2 power up choose the 5x tier 1 option. Dead bounce from the left flipper to right flipper after the scoop. Now either start bridge mb, shoot one more tank for tank mb, or make it easy on yourself and start GZ mb. I prefer the latter because the add a ball on GZ mb is the same shots as increasing the value on titanosaurus. If playing GZ mb, just focus on left and right standup on titanosaurus. Once you get to side standup, use your heat ray to take it out. Now go for the maser and the magna post to finish. It’s 300+ million if you do it somewhat quickly. Now guess what is lit at the scoop, anguirus! You do want to try and get the super for GZ MB to light monster zero at level 4. Do NOT waste anguirus to get it though. We want him for bridge or tank mb after GZ mb. Good so far?

#149 1 year ago
Quoted from CashMoney:

Wow this is awesome. This makes total sense to me. Tons of strategy here on when to start modes vs. MB.
Really like the idea of taking Rodan into Titanosaurus as well. Can't wait to see what's next.

Appreciate the compliments.

You’ll have a DJ lit at the building with an additional multiplier for winning. Worth noting, 3% of GZ mb total is added to your temporary DJ value on the same ball. I’ll come out with a description of DJ values in the next couple of weeks. If you feel confident, then I would take a chance at collecting the DJ for the additional annihilation percentage increase, especially if you still have Mothra lit. Now we are ready to do “the triple stack”.

I like to do bridge first if I didn’t burn my heat ray on that stand up in titanosaurus because it determines whether you are going to stick around and collect additional annihilation value or move on. You don’t want to sit around and not use your heat ray. Remember that bridge will always be 2% higher than the others. See my tutorial video for a detailed explanation of annihilation bonus and carnage bonus. Let’s pretend you still have the heat ray.

See which ramp bridge mb start is on and go ahead and start it. Now here is where it gets interesting. If you want to play it safe, then use your heat ray right away to collect all single jackpots. Do a hard plunge to collect a double at the magna post. One more double lights your bridge supers at the right ramp for about 12 seconds. First super collect is an add a ball. This is where you “skill drain” to get the other balls out of the way as you continue to shoot the right ramp. Keep an eye on your ball save. Second round requires 4 singles before the doubles light. I prefer
center spinner, building, side loop and mecha side lane (through mecha spinner). If you get to the second round of supers, then you’re looking at 100 mil + for bridge.

Now if you are playing a great player, then do this. For the first round of bridge, you only need three single jackpots to light the two doubles at the magna post. Easiest are building, center spinner and either side loop or mecha side lane. You can cheat the latter by doing a short plunge (like the skill shot) with the added ball. The other two you can get flailing. If quick enough, you may still have a ball save before getting into your doubles. Now take the two double jackpots. This is where you want to use anguirus if you happen to lose the other ball. Now do the same thing as the previous paragraph for the supers. Keep an eye on the ball save because you will want to set it up to where you have a ball on each flipper. For the second round, use the heat ray to cash in on all single jackpots. Now you only need to survive two double jackpots to get to another round of supers. If you haven’t used anguirus, then you can use him here. Start the video link below at 59:30 and you can see me get into a third round of bridge and choke before getting to a third round of supers haha.

Tomorrow I’ll talk about tank mb and how you will use it to start and/or complete Tesla strike.

#151 1 year ago

Was going to post this tomorrow, but since your tournament may be tomorrow, here we go!

Once bridge is complete, you will have a DJ lit at the building. You really don’t want to lose the ball at this point. I would say the 40+ million and 1% increase would not be worth it in a tournament setting. The DJ’s do NOT stack so you will lose this one. The better value is starting tank mb.

During tank mb, 4 jackpots light the super at the maser. Each jackpot advances to the magna post. Every time it advances (left spinner to the right, right scoop and right ramp to the left) you lose some value of the jackpot (believe 250k). I like to start out with a drop catch from the scoop and shoot the right ramp. The next one I want to clear is left spinner because it only takes two rotations to get to the magna post. Once a tank reaches the magna post, you’ll have about 8 seconds to hit it (on first cycle) before it reaches Godzilla and reduces your super jackpot to 100% (2X super) value of your collected tank jackpots. If you collect all four before one ends at the magna post, then you get 3X super value which is 150% of your tank jackpot total. Every tank that ends there reduces the super by an X.

IF you still have your heat ray, do NOT use it until four tanks appear. If you use it at three, you’ll still need to get another tank to light the super. Wait till four, use it and the super will be lit for you at the 3X value. The super is untimed as long as two balls are in play. Take your time and hit it, best case is about 35 million. Keith really nerfed it after a few of us put up 400+ million tank mb’s. Second round requires one additional tank jackpot to light the super and the tanks move faster. Also make note that two tanks can stack on the magna post which requires you to hit twice to collect both.

Now here’s your decision point. Did you play a good bridge mb? I would say good bridge is anything over 80 million total. If so, then you can either choose to go for one tank super and do the following tip or skip the tank super altogether and focus on this:

Tesla can be started and completed in single ball or mb. You need two complete sets of targets to start the roving target. Once that starts, hitting five roving targets will light Tesla on the center spinner. You should always try to play Tesla (or frankly progress Tesla) while in mb. So instead of going for that second tank super, just focus on either lighting the Tesla strike by hitting the roving target (one ball trapped, the other aiming at Tesla) or shooting the center spinner to light the Tesla strike shots. If you have a ball on either flipper, I would leave the right flipper up with the trapped ball. That is because the center spinner will feed the left flipper for a live catch. Seems like a small detail but will make a big difference in your success rate. If you are 10/10 on the live catch, then you should be able to take your time and pick off the remaining shots. I leave left spinner for last since it is the hardest shot with the least predictable return after making it. You may also have another heat ray available depending on where you used it before. The heat ray will only take out one Tesla shot and I don’t know if he made it random or deterministic. Your only goal is to complete Tesla because if you do, you’ll be at 3x annihilation until you drain or collect at the scoop.

If you don’t have a good bridge, then you need to go for a big tank. You just need one of them to be good to really rack up the points. Let’s say you get out and survive, what do you do? We need to get into a mb to rack up those annihilation bonuses. Do you dare go for the mecha targets or ramp out and shoot the building a few times to start GZ… YOU DO NEITHER!

Because you are in your second city, you’ll notice that your ramps are lit to start another kaiju. You hate left ramp to scoop so you will shoot the left ramp first followed by right ramp. Now hold the right flipper up, do the “jet fighter hop” (JFH) and trap the ball on your left flipper. Now hit the scoop to start your tier 2 battle.

Should you do King G that is worth the most… NO. Do you do the third mode that is switch hit based and can have good value… NO! You pick the most worthless mode in the game (on it’s face) with the jet jaguar character… because it is a MB 1:08:00 in the video). Whatever the screen tells you to do, completely ignore it! You are just in there to shoot flashing tank shots, strobing Tesla targets, and most importantly (if you had a good mb) bridge attacks at the magna post. You will be getting triple value for each task you do. Take advantage of the ball save but don’t be stupid about it. Last thing you want to do is drain both balls at the same time. Take your time and pick off tank (if you get two supers) or bridge if you got to the second round of supers. When you get out, you’ll have a decision to make, cash out at the scoop at 5x your total DJ value, Tesla strike collects, bridge collects, and tank collects… OR risk it some more by playing another GZ or starting mecha MB.

Watch the video below for the similar situation I was put in. I had one more mecha target to light mecha mb but it was the most dangerous target of the three. I choose to cash out at 700 mil… but I still think about the what if haha. This is best thing about GZ among all the other fantastic things. He’s constantly daring you to go for more or lose it all! Even before the cash out, you’ll be well over a billion and have won 98% of tournament games. Let me know if you have any questions or would like my advice on specific situations.

One final piece of advice, if you bomb out of one of the three or are on a ball where you already started tank and bridge on a previous ball, then change your city ASAP. Once you drain, your annihilation value for anything you started drops to 20 million regardless on how well you did in any of the three. That’s why it is all or nothing. Good luck in your tournament. Let me know how you do!

#154 1 year ago
Quoted from ZoraShinoda:

Is it possible to do monsters zero and terror of mechagodzilla in the same game? I've gotten to power level 4 and had the option to choose either and later in the game was never able to choose the other, granted I only got the power up number 6 but is there a way to trigger the second mini wizard mode?

Yes, if you have the option of both at level 4, whichever you don’t pick will be qualified once your get to level 8. Level 9 is light all ally’s or 2X destruction jackpot. I sacrificed for the group on a massive verified game to confirm that taking destruction jackpot 2X does NOT light a destruction jackpot as well. What a waste haha.

#155 1 year ago

New code update dropped today. I will modify my post this week to achieve Planet X the easy way. @cashmoney, how did you do in your tournament?

1 week later
#164 1 year ago
Quoted from ZoraShinoda:

Cracked 2 billion for the first time, thanks a lot in part to your videos and this thread! (previous GC was 1.8)
Anybody have any tips on beating megalon? The shots aren't difficult, the problem i have is that it is not always obvious where you need to shoot. The first shot is displayed on the LCD but the next shots are not always displayed, it takes me 2 attempts a fair amount of time, not due to draining but due to not knowing where to shoot. Bringing in GZ multiball is a catch 22 as you seem to get lucky and hit the shots but that also makes it harder to know what to shoot with all the flashing GZ MB jackpot arrows, if you have jet fighters going too, oh lord, so much is blinking.
[quoted image]

Awesome! Work has been crazy but I’ll post my Planet X strategy soon.

Megalon maxes out at 5X which means if you hit 5 shots in a row, then that value is multiplied by an additional X. You don’t get anything more than 5X for consecutive shots six and seven. Erik is correct about any switches between successful shots increase the value of the next shot. If you time out a shot, then you lose the the multiplier (resets to 1X) and both ramps light. Hitting one of the ramps gets you a guaranteed placement of the next shot based on which ramp you hit. Right ramp will light the building and left ramp will light the right ramp. I avoid the pop bumper unless it is lit for a saucer (2 for 1) or you are at least at 3X multiplier. You should never shoot it less than 3X since 5X is the cap (7-2). Also consider shooting the Manila shot instead of the pop bumper. It will spot the shot and give you a ball save. Don’t let Keith trick you!

1 week later
#167 1 year ago
Quoted from lockeness:

Beyndtstng Thanks for this thread. I got my premium a week ago. I’ve read the tiltforum rules and this thread, alternatively, about 3 times now. Even with that I will say I understand about 35% of the rules. However, last night I somehow topped $1 billion. I wish I could bullet point out everything that happened, but I definitely benefited from this thread in helping me navigate what was going on. I’ll keep on studying and hopefully scoring higher.
[quoted image]

Great to hear man, congrats! Checkout the tutorial video starting at 32:00 minutes. New code has changed some things but it is still very similar. The greatness of the game is the annihilation bonus and carnage bonus. I go into explanations of both in-depth.

I should be posting my Planet X strat this weekend. Stay tuned!

1 week later
#168 1 year ago

After much delay, the Planet X strategy is coming in 48 hours. Check out the tutorial video until then (start at 32:00). I will also include my FC Ebriah strat designed for speed and safety!

#170 1 year ago
Quoted from KneeKickLou:

Excited for this, I started the second tier 2 battle for the first time ever tonight. Gave me some confidence I’ll someday get to Planet X

48 hours has turned into 96… but it’s almost here! Think we can pull this off while only starting 3-4 mb’s for the entire game.

1 week later
#171 1 year ago

Planet X strat

After a long delay, the Planet X strategy is here.
I will release this in four parts to allow for questions and clarification.

Part 1

This strategy is written for beginner and intermediate players. It will be based on the premium/LE version of the game. The focus will be on getting to Planet X regardless of score. I’m making the assumption that you have watched my video and understand the foundational rules of the game. If you haven’t, then click the video below and start it at 32:00.

First thing you do in ANY GZ game is check to see where those two tanks are. Whichever tank is on the left or center spinner (if either) will be the first shot of the game for you. This is important because you will have a ball save and you want to light the first stage of bridge and collect it if you are early on the left ramp shot. For this entire strategy, you will be plunging for the mecha side lane skill shot. This because it gives you a decent ball save and you should be able to hit it 90% of the time.

Start: Plunge the ball for the skillshot, shoot one of the spinners to light the bridge and collect a tank(if there). Now it’s ramp time. Left ramp is the second hardest shot in the game. If you are going to miss it, then be slightly early and clip the left side of the magna post. Once you have both ramps lit, then shoot the scoop to start a mode.

NOTE: Left flipper to scoop is the most critical shot in the game. You’ll need to learn where it is on the flipper on whatever copy it GZ you play. If you miss it, then you want to be early. The pop has a high probability of random death!

The first mode to start is Ebriah. This is the hardest of the two modes you should play on single ball play (Gigan being the other). I choose Ebriah because of what I call the “Tokyo” rule. Regardless of the progress you make on the kaiju in Tokyo, you have the option to leave the city. So if you lose your ball during Ebriah, then don’t worry about it. During Ebriah, focus on the mecha spinner and center spinner to light your ally. You will ALWAYS choose Mothra for this strat. A half loop is designed to go straight to the left outlane. The protection with Mothra is worth far more than anguirus and we don’t care about score with Rodan.

Keep an eye on your tanks and bridge throughout the game. Ebriah is also a great first choice because one good shot will light your next bridge attack. It takes four bridge attacks to start your first mb. Regardless of whether you succeed in Ebriah or not, shoot the scoop and change to the next city. Try not to light tank mb or you will be locked out of changing cities. Since score doesn’t matter, choose whichever city you want to destroy next. Make note how many tanks you have and how many bridge collects you have remaining.

Leave questions and comments in replies. On part two, should I continue the strategy on ball 1 with a successful Ebriah or ball 2?

#175 1 year ago
Quoted from yancy:

Curious to see where he's going with the focus on tank & bridge. Is it just to stack them with level 1 modes? Because I can't think of any other relevance they have for reaching Planet X.

Solid guess here. If Planet X is this goal, then titanosaurus and megalon should be played in mb only. Will release part 2 soon.

#177 1 year ago
Quoted from blueberryjohnson:

If you're taking requests, I'd be interested in seeing your approach to Terror of Mechagodzilla. I'm surprised at how not good I still am it.

Can do. I figured out the trick to at least average 400 mil on it. Need patience in the build up stage.

#179 1 year ago
Quoted from blueberryjohnson:

Got it. Maybe I'm too hard on myself. Don't believe I've hit 1b on it.

Haha, a bil…. You would need some juiced spinners for that and at least two successful waves on the ramps to even have a shot at it.

#181 1 year ago

Part 2

Let’s play almost worst case scenario. You lost your ball trying to complete Ebriah, but you at least made halfway progress to qualify an ally. When you plunge ball two, take the same skillshot and use the extra ball save to hit the scoop. You want to qualify Mothra. You can change which ally is lit by pressing the right flipper button prior to the scoop and even right before the scoop registers the ball. Once you hit the scoop, you’ll be ask to stay in Tokyo or change cities. Change your city to whichever you want. If we were playing for score, then you would choose London for the permanent DJ boost.

You need to qualify a kaiju by hitting both ramps. Watch my video to see how to handle 90% of missed left ramp shots. It only doesn’t work when the ball hits the inlane plastic instead of the flipper. Shoot the scoop to start the kaiju. If you lose the ball here, then just restart the game (probably free for ya anyway!)

The next kaiju to pick is Gigan. You are going to want to shoot the right ramp and ski jump the ball over to the left flipper and repeat till you defeat him (8 shots total). It’s no big deal if you have to use a Mothra outlane save here (that’s why you have it). If the ski jump is challenging, then consider shooting the building to get GZ mb ready to go. On a premium/LE, it will change the right ramp return to the left flipper which will makes this much easier. Do NOT start the mb yet. If you have the ball on the right flipper, hit the magna post when attack bridge is lit. You should be about 75% of the way there at this point. Watch my video to see how to barely clip the post on the left to get a consistent dead bounce return to the right flipper or live catch to the left flipper. You will need to defeat Gigan for this strategy to work most of the time. Congratulations, you either have conquered your second city and earned an extra ball, or you have your first city.

At any point jets could start during the Gigan battle since it is asking you to shoot ramps. You can tell which inlanes you need by the plastic inserts with jets on them near your flippers. If you do start jets, then you want to do the right ramp ski jump and just continue to shoot the right ramp. There are three shots that cycle left to right then right to left. Even if the right ramp isn’t lit shoot it anyway. Every time you go down an inlane it resets your hurry up points which gives you more of a chance to make jet shots. You want five jets… because it lights an ally! Guess what ally we want… MOTHRA! If you already have Mothra, then take anguirus for the add a ball help in mb.

This would be a good time to see where you are at with tanks. You are probably 1-3 tanks away from mb. We would like to use tank mb during a kaiju, but we can also use bridge mb or GZ mb. Let’s shoot some ramps because it is time to play a tier 2 kaiju. Tokyo does NOT have a tier 2 kaiju while the other three cities do. If you manage to get ten tanks prior to starting the tier 2 kaiju, then you will need to play tank mb. If that happens, then just make sure you come out of the mb with a ball on the left flipper. Another note, if you hit the final bridge attack prior to mb, then one of your ramps will be lit to start bridge. Again, just make sure you come out of the mb with a ball on the left flipper. Shoot the scoop to start the tier 2. We are going to pick the third battle to start. You should at least have two mb’s almost ready to go, GZ and bridge or tank.

Part 3 coming soon. Leave comments and questions in the post.

#184 1 year ago
Quoted from rob3:

What’s your thinking on not sticking around in Tokyo until you finish the Battle - to ensure the EB after battle #2. Or maybe you get it for finishing any 2 tier 1 battles?

Good question. Ebriah is the toughest kaiju to beat based upon the need to shoot the left spinner shot once and on some copies twice. There is no safe return from any of the three shots. The safest is mecha, but most copies have a return that lacks momentum to be trapped on the right flipper after a dead bounce from the left. We want to get this battle out of the way. If you’ve already lost a ball trying to beat him, then why risk the other? Gigan and titanosaurus are much easier to beat and will give you the extra ball after completing the second city. This strategy is only written to get you to Planet X and ignores any scoring goals. Tokyo’s benefit of 1% annihilation bonus is meaningless to this. In part 3, I will discuss why you should never take a shot at the DJ if you are just trying to get to Planet X.

#185 1 year ago
Quoted from scootss:

Was wondering exactly that after a good game last night that was seriously lacking in the EB department.

Easiest extra balls are 10 jets, third saucer, and two conquered cities in that order. Rampage is doable for an intermediate player. I find city combo to be the toughest since most combos involve dangerous side action to achieve.

Any two conquered cities will give you the extra ball. It does not have to be Tokyo.

#189 1 year ago
Quoted from scootss:

Thanks. Really appreciate all the help!
It definitely paid off for me. Finally joined the billy club! Thank you!![quoted image]

Congratulations!

1 month later
#190 1 year ago

Instead of posting the next part of the Planet X strategy, I will be doing it live on chromecandy’s twitch stream. In addition to this tutorial, I will be doing a overall tutorial on 1.01 code and tournament strategy for all levels of players. Link to the stream below. Will probably start Wednesday late morning. Dates to be posted when known.

https://m.twitch.tv/chromecandypinball

#191 1 year ago

Ben and I are going to go live on his twitch with a GZ Q&A. Schedule for tutorials to be posted tomorrow morning.

https://m.twitch.tv/chromecandypinball

#192 1 year ago

Instead of making three separate tutorials, we will be doing one all encompassing stream for Godzilla on the chromecandy twitch stream. I will not cover the basics as in-depth as the original since it’s mostly the same. I will highlight important changes from older code. Stream will go live at 9:30 AM eastern. Here’s a link to the original tutorial and the Chromecandy’s twitch stream.

Original Tutorial (0.97 code)

Channel for live tutorial
https://m.twitch.tv/chromecandypinball

#194 1 year ago

Stream will be up within the hour. Apparently I’m still
stuck on central time.

https://m.twitch.tv/chromecandypinball

1 month later
#208 1 year ago
Quoted from scootss:

Beyndtstng - have you done something like this for JP? Or have a tutorial to recommend? I understand the rules but I’m definitely not optimizing scoring…. Thanks!

Check out chromecandy’s YouTube channel. I played JP for a couple of hours. I did not go as in-depth on that but there are some good tips there.

2 weeks later
#212 1 year ago
Quoted from sullivcd40:

Thanks Jim!
[quoted image]

Great job!

#213 1 year ago
Quoted from jackd104:

Got a pretty crazy 2bil Monster Zero tonight! Most prior around 500mil. Wish I could clearly explain how the math added up. I do remember I built up to the 8x super jack pot and got a lot of red shots before multiball started. Jackpots were around 12 mil at the start. I had Rodan when I got the wallop super jack pot and that one shot alone awarded about 400m (!). I somehow got a second SJP and guess Rodan ended because it was 200m ish the second time. Along with the record came a 1bil+ Rodan record. So, Rodan clearly had a lot to do with it.
This game is surprising me how a couple of good mode outcomes can really blow up the score. I do love that, though, so much better than the chopping wood feeling many games can’t escape from. For now, I remain thrilled, somewhat mystified, and sadly feeling like I’ll never top the mode score.
[quoted image]

This is a crazy monster zero. I always lock the first ball before the ball save ends since you are getting very little value (1x) for each red build up shot. This is critical since losing your ball in this stage is death. After that you can play around with it. I like to use the heat ray on the third level. Gives you every shot on the playfield into your jackpot value. Two 8X collects here would be huge. Also a smart place to use it when the three jackpot collects are on the hardest random shots to hit (loop, left ramp, spinner). Remember you are getting multiplied value for the jackpot with every ball on the playfield!

#215 1 year ago
Quoted from evanc:

Finally crossed a billion after understanding all of the rules of any mode I had made it to before and watching your videos! Just had to learn to play better haha. Ball one I quickly started gigan and immediately drained and was discouraged. But just like the videos say, doesn’t matter! Any ball can blow the game up. I didn’t cleanly stack or prepare much, but I did get to battle ghidorah for the first time and played monster zero for only the second time, so I was very happy with this game. I played bridge, godzilla, tank, mechagodzilla and victory multiball all right in a row. I was multiball’d out! I left an extra ball on the table like a dummy by draining during jets needing just two more easy ramps… had battle in my third city lit and missed my scoop shot into a drain without mothra on two dangers. Thanks for the instructions and videos!
[quoted image]

Congratulations!

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