Quoted from UCFKnight71:Now that Godzilla is settling into the #1 spot in the top 100, how do you all feel about the pro version? The Premium/LE's are clearly the best, but is Godzilla Pro better than all of the other Stern Pro models? Is it better than Deadpool Pro and Jurassic Park Pro? I've only played Godzilla Pro a few times on location. It seems like Jurassic Park Pro might have a little more in it compared with Godzilla Pro, but I need more time with it.
I think the Pro is great, as it turns out I'm not sure I could have actually purchased a DP or JP Pro for delivery any time soon with the current backlogs, but I wouldn't have chosen either over GZ anyway. Very happy with my GZ Pro.
The Pro is solid, just against other pins:
- The building is a cool toy, even if it doesn't move and collapse. I like shooting through it, bashes feel both cool or frustrating depending on the situation (frustrating in a good way, bricking a shot you needed to hit all the way though the building and needing to regain control and shoot again), and the ramps passing through and doing damage is fun.
- The three spinners rock and are so far used well in the rules already. This is the best use of spinners in a game in years. (And I'd love continued use/incentive to shoot the spinners for the wizard modes we haven't seen yet). Charging up the Tesla strike spinner is awesome. Ripping all three spinners in the Ebirah mode (I think the number of spins required on the center spinner should be increased though) is really fun, I love that mode. Right spinner hits eventually add-a-ball in the main MB, needs a few good hits to lite, I love that rule.
- The whole middle right side of the Playfield with the tail whip shot/plunger lane is unique.
- Related to the last point, I like the positioning of the MechaGZ stand-up targets on the Pro and the fact you can always shoot the spinner. Very unique tight angles to shoot those targets directly, but also from the upper flipper directly or bouncing off the raised upper flipper from a center spinner loop shot. Not saying this better than the rotating ramp and targets on the Premium, but I like the way they did it in the Pro a lot.
- The magna grab does a lot of unique things you won't find in another game, plus it's fun to smack for its captive ball function, too.
- The crisscrossing ramps and habitrails are awesome, really fun to combo the ramps successively.
- Very uniquely in any other modern game I can recall, at least on mine, you pretty much can't post-pass. You have to hit shots and exercise ball control to transition the ball and make shots from the flipper you need.
- The lower mounted pop bumper is really cool. As it is themed as a UFO, its both a hazard and something you shoot directly. It works already, but I think adding a better UFO model on the pop will be a cool mod and make it even more of a toy itself than it is already too, and less of "just a pop bumper" like in most other games... The rule to lite the ufo with the hard to get switch in the lane behind/below it, then requiring a timed hit to destroy a ufo, leading to an extra ball and MB mode eventually is a pretty fun little mini-mode or goal. Let's face it, a nest of protected pops has been done to death. Of course Elwin has used pops well in his other games, but this is the most interesting pop bumper usage in his games yet imo.
- Repeating Loop-able upper loop that is a wide shot, but still challenging to hit and keep smooth for repeating. The magna-grab setting you up for loop shots in several different ways is just awesome.
- The scoop is well placed and challenging - it's hard to hit but not impossible and rewarding when you nail it.
GZ carries on the tradition of Keith's games having Pro models that can stand on their own. It's a fantastic shooter in my opinion. I think it's right up there with IMDN, which I think Pro or Premium is in the upper echelon of pinball machines. And GZ is unfinished with a ton of new rules/code on the way.