Quoted from Freakyguy666:A much better objective review….going just on the pinside concensus, you’d never know Godzilla has less than half as many coils as TS4….
Because it takes cites and applies them poorly.
ToyStory has a lot of coils - but it doesn't have a lot of actual play features. TS4 is complex in that most of those drivers are tied up in elements players don't find exciting
It has 4 pop-bumpers to GZ's 1
It has a knocker to Sterns' fake knocker
It has two coils tied up in Benson posts
It has a lock post and the divertor
two saucers
Plus 7 more coils tied up in general playfield stuff (flippers, trough, slings,etc)
So 18 them are kind of boring...
Then you get into the real 'play features' and you get
a kickback
a scoop
jump ramp
gabby (which takes 2 coils)
drop target (which takes 2 coils)
spinning disc
So you really only get people seeing a spinning disc, jump ramp, gabby, and a controlled drop.. and if you want to highlight the ramp diverter and a physical lock. TS4 didn't bring play elements people weren't already very familiar with.
While TS4 has 18 coils of mechs tied up into boring almost pedestrian stuff.. GZ optimizes to only spending 9 coils on vanilla playfield stuff
3 flippers
1 pop
2 slings
trough+plunger
VUK
Feature wise godzilla delivers a all-time play experience only using
1 saucer
1 bridge coil
2 magnets
2 motors (shield and building)
So Godzilla using only 4 coils and 2 motors packs more experience than TS4's 7 coils and one motor in that same category of fun.
If anything it shows how TS4 spends a lot of BOM on elements that don't resonate with players as necessarily exciting (saucers and more controlled drops) vs the punch of Godzilla's design where one motor serves multiple features and there is more levels and play variation.
Godzilla shows how you can get so much more by being savy and TS4 shows how you can spend a lot and get a lot flatter experience.
Coils can be a indicator of complexity - but an indicator that shouldn't be extrapolated in all directions (see Hobbit too)