(Topic ID: 317288)

How to score a billion on Godzilla… and more!

By Beyndtstng

1 year ago


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  • Latest reply 87 days ago by prentice
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#45 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?

If you can hit loops, hit 6 of them.

#64 1 year ago
Quoted from Beyndtstng:

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.

Hedorah can be amazing if you have a ball that goes forever.

I'm not aware of any non-random rules governing MC awards (in normal play - I assume competition would make their order predetermined or deterministic).

#66 1 year ago
Quoted from Sorokyl:

Hedorah is always the next award if you have 2+ secret combos. i don't know any rules for it other than that.

correct

#74 1 year ago
Quoted from UltraPeepi:

I wouldn't call it an 'exploit' - but I play with lock lit.
Gigan: it allows me to repeat the right ramp 8 times. It's not an exploit because comboing left/right ramps garners quite a few more points. If you play it near perfectly, in 1x, Gigan can be worth >135M points. If you loop the right ramp (with lock lit), it's worth about 75M at 1x.
Titanosaurus with lock lit is good because the far right target is a tight shot. With lock lit, the right ramp feeds the left flipper. So keep hitting it until you hit it late enough that you clip that right target.
Jet Fighters with lock lit is good - again because you can repeat the right ramp until you get 5 jets.

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.

#76 1 year ago
Quoted from Beyndtstng:

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

Ha. Missed that. Great minds...

#77 1 year ago
Quoted from Beyndtstng:

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!

Just skimmed through this. Lots of good info. And the great irony is that anyone with the skill level to pull this off to get a billion wouldn't need to. Because they'd already be capable of getting a billion (a few, really) just playing through the game casually, accomplishing stuff here and there without squeezing every last point out of every city

1 week later
#104 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.

Interesting idea! The other day, I had a five-ball going and was wondering when/if Keith would introduce a six-ball multi. Per your post, he technically already has!

2 months later
#176 1 year ago

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.

#178 1 year ago
Quoted from Beyndtstng:

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

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

#180 1 year ago
Quoted from Beyndtstng:

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.

Assume it will happen at some point. I think my high is around 800m

2 months later
#202 1 year ago

Ugh.

Beat all the monsters in King of Monsters Part 1 so I have of a base bounty of 1.8 billion. In Part 2, I complete every shot except all three of the under the flipper ones (of course).

My brain tells me I'm going to die trying to clear those three out. I tell my brain to shut up.

Even made shots for these can end your ball since there isn't a safe return to a flipper, but I hit the first two cleanly without losing control. I hit the third one and the scoop lights for the kill end shot.

The ball ball is doing the full loop around the mecha side lane and returning toward the center. All I have to do is get it onto my left flipper to shoot my now no-longer rejecting scoop (removing protector worked like a charm), collect the bounty, and end the game.

I lift my left flipper based on how the ball is coming in. The ball hits perfectly horizontally exactly into the side of the tip of my flipper. It drops straight down into the center drain. Game over.

Ugh.

#204 1 year ago
Quoted from KneeKickLou:

Big ole' oof there man, sucks. I made my second Planet X recently which I was able to get through a couple stages still not very close to KotM though.

Starting to feel like I'm cursed.

Next time prepping for King of the Monsters. I have angirus, mothra, and heat ray. No warnings. Shoot building to start KotM. It doesn't start. Instead, godzilla mb starts. Apparently, it takes precedence over the final wizard mode. Coming out of it, I have to make a double danger save. So now I start KotM with two warnings. One shot remaining in part two before the scoop when ball goes inlane but doesn't stay in. Pops out and I can't make a move to try to save it. Game over.

1 year later
#228 88 days ago
SEC-139-2024.01.25.pdfSEC-139-2024.01.25.pdf
#231 87 days ago

Wrong thread!

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