Godzilla

Stern Pinball, 2021 — shot-by-shot rules and strategy guide.

Open Godzilla in the Pinball Genie app →

Designed by Keith Elwin, Godzilla is a campaign-style machine built around destroying four cities (Tokyo, New York, London, Paris), fighting a roster of kaiju, and chasing the game's signature Destruction Jackpot. It ships in Pro, Premium, and LE editions; all three share 3 flippers (including an upper-right flipper) and 1 pop bumper. Premium/LE add a powered building elevator that physically locks 3 balls, a rotating Mechagodzilla toy with a magnetic-chest ball-lock, and a breakaway Bridge ramp (a 3rd ramp). Pro has 2 ramps and routes Bridge Attack through the right ramp instead.

The core loop

Play is organized as a city campaign. Each city has an objective tracker on the Monster Monitor — RAID (start a Kaiju Battle), POWER (complete the Tesla/Powerline targets), BRIDGE (destroy the bridge), and TANKS (Tank Attack). Completing these across cities is the spine of wizard-mode qualification. Conquering a city grants +1 Bonus X, +1x on the Super Spinner, and a scaling award. Leaving a city banks the Carnage Bonus.

Kaiju Battles (RAID)

Shoot either ramp twice to light a Kaiju Battle at the scoop, where flippers + the action button pick the fight. The four Tier-1 monsters are:

Winning conquers the current city and adds +1x to the Destruction-Jackpot multiplier. Tier-2 battles (Ghidorah/Gigan/Megalon match-ups, some 3-ball multiballs) unlock as you rotate cities, several using the classic "Fight or Flee" risk/reward decision. Winning two Kaiju Battles awards an Extra Ball.

The five regular multiballs

Award and collect systems

The Destruction Jackpot is the big-points chase: shoot the building when lit, then bank it on the upper loop. Its multiplier is fed by battles, saucer/Jet-Fighter thresholds, loops, and combos — but it resets when you change city, so cash before switching. Other systems include Jet Fighter Attack (inlane missiles → hurry-ups), Trains (left-ramp train-wreck; Prem/LE 5th train = Super Train Loops, Pro = 50M), Monster Rampage (spell R-A-M-P-A-G-E at the left spinner), Magna-Grab / Imposter Battle (magnet capture released for 5x loops or a left-spinner award up to 250M), Hedorah, and dozens of City/Secret Combos.

Allies and multipliers

Allies are lit at the halfway point of any battle (and via the Super Secret skill shot, Jet-Fighter milestones, etc.), cycled with the right flipper and collected at the scoop: Rodan (2x playfield, the only whole-playfield multiplier, ~60s), Mothra (left-outlane save), Anguirus (action-button add-a-ball). Other multipliers: Bonus X (+1 per conquered city), in-mode shot color ladders, and the Super Spinner — the first center-spinner rip after firing Heat Ray scores 2x/spin +1x per conquered city. Heat Ray itself is charged on the center spinner and, when the meter fills, held-and-released to collect everything currently lit (disabled during Planet X and Tier-2 battles).

Skill shots

Every skill shot scores points and adds ball-save time, and each unique type raises the multiplier on all of them — variety beats repetition. Easy ones feed the pop bumper; the money shots sit near the upper flipper. The best is the Super Secret Skill Shot: full plunge into the left spinner lane, then reflex to the scoop for ~10M, 2 Power-Ups, and an instant Ally.

Power-Ups and wizard modes

Godzilla Power-Ups are earned from dozens of tasks and collected at the scoop (choose 1 of 2). They gate the wizard modes: level 4 lights Monster Zero or Terror of Mechagodzilla (given the matching multiball Super Jackpot), level 8 lights King of the Monsters. The wizard ladder runs: the two mini-wizards → Planet X Multiball (complete all four city objectives) → King of the Monsters (final wizard: all four monsters at once, then a 4-ball bounty multiball) → Monster Island Madness (ultra-wizard: a 75-second 6-ball frenzy).

Recommended play

The consensus opener is the Gigan ramp line: plunge for a skill shot, shoot both ramps to light the scoop, start Gigan, and loop ramps — the safest path, which simultaneously damages the building toward Godzilla Multiball. Grab Mothra first for outlane insurance, hold Rodan for your biggest scoring window, spend Heat Ray whenever the playfield is well-lit, and cash the Destruction Jackpot before changing cities.

How Godzilla plays

Godzilla is a city-conquest pinball where you destroy four cities, win Kaiju Battles, and build the Destruction Jackpot multiplier. Victory means conquering all cities, stacking multipliers, and reaching the final wizard mode King of the Monsters.

The loop

  1. Shoot either ramp twice to light the scoop, then start a Kaiju Battle at the scoop.
  2. Win battles to conquer the current city and add +1x to the Destruction Jackpot multiplier.
  3. Damage the building with ramps and building shots to start Godzilla Multiball.
  4. Collect jackpots and super jackpots in multiballs to qualify mini-wizard modes.
  5. Cash the Destruction Jackpot at the building and upper loop before changing cities.

Reading the lights

  • Kaiju Battle Arrows (shot arrows) — lit: Ramps light to qualify a Kaiju Battle, and the scoop lights to start it. · then: Shoot the lit ramps during the battle to deal damage and win. · control: Either flipper button: Cycles through available monsters before starting the battle. (When the scoop is lit and a battle is ready.)
  • GODZILLA Lane Inserts (letters) — lit: Inserts above the flippers spell GODZILLA; the 'Z' aligns with and feeds the scoop. · then: Collect letters by making shots that light them; the 'Z' feeds the scoop for a collect.
  • Monster Rampage Letters (letters) — lit: Left spinner lights R-A-M-P-A-G-E letters; completing the spell starts Monster Rampage. · then: Rip the left spinner to collect letters and start Monster Rampage.
  • Heat Ray & Super Spinner (multiplier) — lit: Center spinner charges Heat Ray; when full, hold the action button to fire and collect all lit shots, then the first rip on the center spinner is the Super Spinner. · flashing: Center spinner flashes when Heat Ray is fully charged and ready to fire. · then: Rip the center spinner immediately after firing for 2x/spin plus 1x per conquered city. · control: Action button: Hold to fill the meter to 100%, then release to fire Heat Ray. (When Heat Ray is charged.)
  • Rodan 2x Playfield (multiplier) — lit: Scoop lights when an Ally is available; cycle to Rodan and collect for 2x playfield scoring. · then: Shoot the scoop to collect Rodan and activate 2x scoring for about 60 seconds. · control: Right flipper button: Cycles the unlit Ally insert to Rodan. (When the scoop is lit for an Ally collect.)
  • Jet Fighter Attack (lanes) — lit: Inlanes flash to collect missiles; after six missiles, roving red arrows light shots to destroy jets. · flashing: Inlanes flash when missiles are available; the fifth hurry-up lights the left spinner for a 5x final. · then: Shoot the lit red-arrow shots; take the fifth shot at the left spinner for the 5x finish.
  • Magna-Grab 5x Loops (multiplier) — lit: Complete the three Powerline targets, pass the right inlane to light Magna-Grab, let the magnet catch the ball, then press both flippers to drop it for 5x-value loops. · flashing: Magna-Grab flashes when lit and ready to catch the ball. · then: Immediately rip loops for 5x value. · control: Both flipper buttons: Press both flippers to release the captured ball from the magnet. (After the magnet has caught the ball and 5x loops are lit.)
  • Destruction Jackpot (status) — lit: Building lights when the Destruction Jackpot is lit; shoot it to stage the ball, then shoot the upper loop to bank the value times its multiplier. · flashing: Building flashes when the Destruction Jackpot is lit and ready to stage. · then: Shoot the building first, then the upper loop before the stage window closes.
  • Multiball Starts (mode) — lit: Each shot lights when its multiball is ready: building for Godzilla, right spinner for Mechagodzilla, Magna-Grab for Bridge Attack, pop bumper for Saucer Attack. · flashing: The specific shot flashes when its multiball start is available. · then: Shoot the lit shot to start the corresponding multiball.
  • Oxygen Destroyer (status) — lit: Right outlane lights for the Oxygen Destroyer last-ball save. · then: Ball is saved and returned to play.

Lane change: not verified for this machine yet.

Start scoring

The Action Button on Godzilla

Center of the lockdown bar.

Godzilla's button is a hold-and-release control more than a tap control. Its marquee job is the Heat Ray — squeeze it until the meter fills, let go, and every lit shot on the playfield pays at once. It also picks your Kaiju Battle at the scoop and cashes in the Anguirus ally.

Goals in Godzilla

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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