ATOMIC BOY
Banned
- Feb 20, 2013
- 9
- 0
Having been playing Cirqus Voltaire on iOS a lot more recently, I find it almost entirely unplayable. This is worse than any beta testing release of any game I've ever seen.
There are various threads here about bugs in this table, but I've got so many, I thought I'd just try to document what I've discovered in one thread. Please add to the list or keep this list apprised of fixes, workarounds, and updates:
- Camera Bug - Plunger
Around 80-90% of the time the camera does not return to the plunger after a ball is locked, or after a ball is drained. The ball can be shot out by hitting a flipper, but gives no control over strength of the plunger for a potential skill shot.
- Camera Bug - Ring Master
Even when camera angle is 'locked', camera always zooms into the face of the Ring Master when he's activated. This includes during multiball, hiding all action of the multiple balls active on the table.
- Camera Bug - Backglass
When the Cannon Ball side show is activated, the camera will not move to the backglass if a flipper is hit. Instead it lingers on the playfield where nothing is happening. Again, it happens 100% of the time if a flipper is hit as the camera would otherwise start to move.
- Camera Bug - Neon Multiball
When Neon Multiball is activated, 90% (possibly 100%) of the time the camera will move to the plunger, freezing the flipper controls, and stay at the plunger while the balls drain off the playfield, off-camera. WORKAROUND: This can be avoided by hitting the flippers when the camera tries to move. When you hit the flippers at that time, the camera immediately jogs back to it's original position and flippers stay activated.
- Cannonball Backglass Bug
When the Cannonball is activated on the backglass, it will sometimes fire right out the top of the machine instead of it's pre-ordained trajectory. Odd.
- Game Start Ghost Ball
If the flippers are hit rapidly as a new game is starting, the ball will fire out from the plunger, but the table will register scores and hits not from the ball in action, but from an unseen 'ghost ball' that is apparently bouncing around and is able to be hit by the flippers.
Never having played an actual table, here are some behaviors that appear to be bugs, but happen so consistently that they may actually be a feature of the real game:
- Two Balls Locked Multiball
Multiball from the wire ramp always activates by locking only two balls, though it announces "Ball two locked, one more for Multiball". At this point it will pause, the entire playfield will go through some sort of automated process of raising, lowering, shifting ramps and objects. This happens while there is a ticking sound playing under it all. Eventually an alert will come up on the scoreboard that the balls will be released, and then they are released. At this point a third ball is shot in automatically from the plunger or a previously locked ball from the Juggler will be released. Obviously 'one more ball' is not ever locked, nor is there ever a chance to do so.
- Side Show Locks Flippers During Multiball
When a multiball is occurring, and a ball is shot into the sideshow, it locks the flippers and all active balls on the playfield drain. Either a bug or a prioritizing of events built into the original table.
There are various threads here about bugs in this table, but I've got so many, I thought I'd just try to document what I've discovered in one thread. Please add to the list or keep this list apprised of fixes, workarounds, and updates:
- Camera Bug - Plunger
Around 80-90% of the time the camera does not return to the plunger after a ball is locked, or after a ball is drained. The ball can be shot out by hitting a flipper, but gives no control over strength of the plunger for a potential skill shot.
- Camera Bug - Ring Master
Even when camera angle is 'locked', camera always zooms into the face of the Ring Master when he's activated. This includes during multiball, hiding all action of the multiple balls active on the table.
- Camera Bug - Backglass
When the Cannon Ball side show is activated, the camera will not move to the backglass if a flipper is hit. Instead it lingers on the playfield where nothing is happening. Again, it happens 100% of the time if a flipper is hit as the camera would otherwise start to move.
- Camera Bug - Neon Multiball
When Neon Multiball is activated, 90% (possibly 100%) of the time the camera will move to the plunger, freezing the flipper controls, and stay at the plunger while the balls drain off the playfield, off-camera. WORKAROUND: This can be avoided by hitting the flippers when the camera tries to move. When you hit the flippers at that time, the camera immediately jogs back to it's original position and flippers stay activated.
- Cannonball Backglass Bug
When the Cannonball is activated on the backglass, it will sometimes fire right out the top of the machine instead of it's pre-ordained trajectory. Odd.
- Game Start Ghost Ball
If the flippers are hit rapidly as a new game is starting, the ball will fire out from the plunger, but the table will register scores and hits not from the ball in action, but from an unseen 'ghost ball' that is apparently bouncing around and is able to be hit by the flippers.
Never having played an actual table, here are some behaviors that appear to be bugs, but happen so consistently that they may actually be a feature of the real game:
- Two Balls Locked Multiball
Multiball from the wire ramp always activates by locking only two balls, though it announces "Ball two locked, one more for Multiball". At this point it will pause, the entire playfield will go through some sort of automated process of raising, lowering, shifting ramps and objects. This happens while there is a ticking sound playing under it all. Eventually an alert will come up on the scoreboard that the balls will be released, and then they are released. At this point a third ball is shot in automatically from the plunger or a previously locked ball from the Juggler will be released. Obviously 'one more ball' is not ever locked, nor is there ever a chance to do so.
- Side Show Locks Flippers During Multiball
When a multiball is occurring, and a ball is shot into the sideshow, it locks the flippers and all active balls on the playfield drain. Either a bug or a prioritizing of events built into the original table.