- Mar 17, 2012
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This is the master issues list for Black Hole. This thread is maintained to aid FarSight in exterminating gameplay bugs, art issues, and sound problems from BH.
This thread is locked to keep it clean and focused on actual issues, as opposed to opinions about such issues. Report art issues in the Art forum, and all other issues in a new thread in this table's forum. I will add newly-reported issues to this thread at regular intervals. In addition, each bug has a link to the thread it was reported in; discussion of bugs should take place there.
Latest Updates:
29 Nov 2013
Status key:
GAMEPLAY ISSUES:
01-001: Lower playfield bonus sometimes is skipped or interrupted
First reported: 05 Apr 2012
Description: The bonus sometimes does not finish adding before the game moves on to the next ball, next player, or the end-of-game UI. Alternatively, the bonus is sometimes skipped over completely.
Devices: All
Status: Acknowledged
01-002: Game sometimes loses track of number of balls on playfield
First reported: 20 Jul 2012
Description: See linked thread for exact description.
Devices: Vita
Status: Unknown
01-003: B-L-A-C-K and H-O-L-E drop targets don't always drop
First reported: 20 Feb 2012
Description: Occasionally, shots to the upper playfield drop targets won't register or cause the targets to drop. Reported frequency of occurrence varies greatly between different players.
Devices: All
Status: Fixed (perhaps not yet on 360)
01-004: Ball gets stuck in lower captive hole during multiball, leads to unplayable table
First reported: 21 Apr 2012
Description: Shooting the lower playfield's captive hole during multiball causes it to remain there. When multiball ends, the ball remains stuck in the captive hole, so the table is unplayable. Some players also report that multiball is not a necessary condition for this bug to occur.
Devices: All
Status: Unknown
01-005: Ball counter behaves oddly when multiple extra balls are earned
First reported: 27 Apr 2012
Description: If multiple extra balls are earned, especially on ball 1, the ball counter may become blank until the third-to-last ball is to be played (which will be called "ball 1").
Devices: All
Status: Unknown
01-006: Shooting upper captive hole may result in ball phasing through wall into spinner and gravity tunnel
First reported: 20 Oct 2012
Description: Shot to upper lock may phase through to gravity tunnel.
Devices: Unknown
Status: Unknown
01-007: Plunger unable to launch balls to playfield
First reported: 20 Oct 2012
Description: The camera does not move back to plunger after a drain. If this happens, the plunger may not have the strength to propel the balls up to the lanes.
Devices: Unknown
Status: Unknown
01-008: Ball teleports to upper playfield from lower playfield
First reported: 04 Nov 2012
Description: Shooting the lower captive hole may result in the ball suddenly appearing on the upper playfield. If this happens, the camera remains locked to the lower playfield, making it difficult to play.
Devices: All
Status: Acknowledged
01-009: Framerate degrades on certain Android devices
First reported: 10 Dec 2012
Description: On certain Android devices, the framerate degrades after entering the lower playfield. Pausing and resuming the game will temporarily correct the issue.
Devices: Android (Galaxy Note 2, Nexus 7)
Status: Unknown
01-010: Ball gets stuck behind lower playfield flippers after preliminary camera weirdness
First reported: 24 Mar 2013
Description: See linked thread for screenshot and narrative.
Devices: iOS (iPad 4)
Status: Acknowledged
01-011: Ball phases through top right flipper
First reported: 24 Mar 2013
Description: If a ball is under the top right flipper and the flipper lowers, the ball will phase through it and roll down the top of it.
Devices: Android, iOS, 360
Status: Acknowledged
01-012: Re-entry gate closes from hits to various targets that should not close gate
First reported: 16 Jun 2012
Description: Certain lower playfield targets can close the re-entry gate. They are not supposed to do so.
Devices: All
Status: Fixed (not yet on 360)
01-013: Ball is sometimes "pulled" through one-way gate onto playfield after soft plunge
First reported: 11 Jul 2012
Description: A ball that is soft-plunged to barely hit the one-way gate will be suddenly pulled through it and onto the playfield.
Devices: All
Status: Working as designed. This feature is to prevent balls getting stuck in the one-way gate.
01-014: Shooting upper captive hole when a ball is already present leads to second ball getting stuck
First reported: 17 Apr 2013
Description: A ball that is shot into the already-occupied upper captive hole has a chance of getting stuck behind (alternatively, on top of) the locked ball.
Devices: All
Status: Acknowledged
This thread is locked to keep it clean and focused on actual issues, as opposed to opinions about such issues. Report art issues in the Art forum, and all other issues in a new thread in this table's forum. I will add newly-reported issues to this thread at regular intervals. In addition, each bug has a link to the thread it was reported in; discussion of bugs should take place there.
Latest Updates:
29 Nov 2013
- Updated status of issues # 01-001, 01-008, 01-010, 01-011, 01-014, 01-501, 01-502, 01-503, 01-504, 01-505, 01-506, 01-507, 01-508, 01-702 and 01-703.
Status key:
- New - Issues that are newly reported.
- Unknown - Issues from a long time ago that have not been followed up in a while so that no one really knows what happened to them.
- Confirmed / Open - Issues that either I've personally reproduced, that so many people have reported that the existence of the issue is not in doubt, and/or that members have posted a demonstration (like a YouTube clip) of the issue.
- Acknowledged - Issues that have been acknowledged by FarSight, but for which no fix exists yet.
- Fix Pending - Issues that have fixed by FarSight, but the fix is in testing or submission process and is not yet available to players.
- Fixed - Issues that have been resolved by FarSight. Note that not all platforms receive bug fixes at the same time, so an issue that is "Fixed" may still be unresolved on some platforms.
- Could Not Reproduce - Issues that were reported, but the issue has not been successfully reproduced.
- Working as Designed - Issues that are bugs or quirks in the actual table, as well as other issues that result from design or licensing constraints.
GAMEPLAY ISSUES:
01-001: Lower playfield bonus sometimes is skipped or interrupted
First reported: 05 Apr 2012
Description: The bonus sometimes does not finish adding before the game moves on to the next ball, next player, or the end-of-game UI. Alternatively, the bonus is sometimes skipped over completely.
Devices: All
Status: Acknowledged
01-002: Game sometimes loses track of number of balls on playfield
First reported: 20 Jul 2012
Description: See linked thread for exact description.
Devices: Vita
Status: Unknown
01-003: B-L-A-C-K and H-O-L-E drop targets don't always drop
First reported: 20 Feb 2012
Description: Occasionally, shots to the upper playfield drop targets won't register or cause the targets to drop. Reported frequency of occurrence varies greatly between different players.
Devices: All
Status: Fixed (perhaps not yet on 360)
01-004: Ball gets stuck in lower captive hole during multiball, leads to unplayable table
First reported: 21 Apr 2012
Description: Shooting the lower playfield's captive hole during multiball causes it to remain there. When multiball ends, the ball remains stuck in the captive hole, so the table is unplayable. Some players also report that multiball is not a necessary condition for this bug to occur.
Devices: All
Status: Unknown
01-005: Ball counter behaves oddly when multiple extra balls are earned
First reported: 27 Apr 2012
Description: If multiple extra balls are earned, especially on ball 1, the ball counter may become blank until the third-to-last ball is to be played (which will be called "ball 1").
Devices: All
Status: Unknown
01-006: Shooting upper captive hole may result in ball phasing through wall into spinner and gravity tunnel
First reported: 20 Oct 2012
Description: Shot to upper lock may phase through to gravity tunnel.
Devices: Unknown
Status: Unknown
01-007: Plunger unable to launch balls to playfield
First reported: 20 Oct 2012
Description: The camera does not move back to plunger after a drain. If this happens, the plunger may not have the strength to propel the balls up to the lanes.
Devices: Unknown
Status: Unknown
01-008: Ball teleports to upper playfield from lower playfield
First reported: 04 Nov 2012
Description: Shooting the lower captive hole may result in the ball suddenly appearing on the upper playfield. If this happens, the camera remains locked to the lower playfield, making it difficult to play.
Devices: All
Status: Acknowledged
01-009: Framerate degrades on certain Android devices
First reported: 10 Dec 2012
Description: On certain Android devices, the framerate degrades after entering the lower playfield. Pausing and resuming the game will temporarily correct the issue.
Devices: Android (Galaxy Note 2, Nexus 7)
Status: Unknown
01-010: Ball gets stuck behind lower playfield flippers after preliminary camera weirdness
First reported: 24 Mar 2013
Description: See linked thread for screenshot and narrative.
Devices: iOS (iPad 4)
Status: Acknowledged
01-011: Ball phases through top right flipper
First reported: 24 Mar 2013
Description: If a ball is under the top right flipper and the flipper lowers, the ball will phase through it and roll down the top of it.
Devices: Android, iOS, 360
Status: Acknowledged
01-012: Re-entry gate closes from hits to various targets that should not close gate
First reported: 16 Jun 2012
Description: Certain lower playfield targets can close the re-entry gate. They are not supposed to do so.
Devices: All
Status: Fixed (not yet on 360)
01-013: Ball is sometimes "pulled" through one-way gate onto playfield after soft plunge
First reported: 11 Jul 2012
Description: A ball that is soft-plunged to barely hit the one-way gate will be suddenly pulled through it and onto the playfield.
Devices: All
Status: Working as designed. This feature is to prevent balls getting stuck in the one-way gate.
01-014: Shooting upper captive hole when a ball is already present leads to second ball getting stuck
First reported: 17 Apr 2013
Description: A ball that is shot into the already-occupied upper captive hole has a chance of getting stuck behind (alternatively, on top of) the locked ball.
Devices: All
Status: Acknowledged
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