- Mar 17, 2012
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This is the master issues list for Terminator 2: Judgment Day. This thread is maintained to aid FarSight in exterminating gameplay bugs, art issues, and sound problems from T2.
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:
01 Mar 2014
Status key:
GAMEPLAY ISSUES:
35-001: Cannon inoperable if either flipper is held
First reported: 26 Aug 2013
Description: If either flipper is held up, the cannon cannot be fired.
Devices: Android, iOS
TPA Versions: Android v1.17.0, iOS v2.7.0
Status: Fixed in iOS v2.7.1.
Note: Sean cannot reproduce this bug on his iPad 3 - the cannon always works fine.
35-002: Flipper rubbers are too bouncy
First reported: 25 Aug 2013
Description: The ball attains excessive heights when bouncing off the flippers.
Devices: All
TPA Versions: Android v1.17.0, iOS v2.7.0
Status: Working as designed. Bounciness is within range of a physical T2.
35-003: Cannon does not descend far enough
First reported: 30 Aug 2013
Description: The cannon does not swing down far enough - it should swing below the lowest target.
Devices: All
TPA Versions: Android v1.17.0, iOS v2.7.0
Status: Could not reproduce. Community has determined reporter's machine is not adjusted correctly.
35-004: Cannon occasionally inoperable if special button is positioned too high
First reported: 24 Aug 2013
Description: If the special button is located on the upper half of the screen, it may not register when pressed when attempting the Super Jackpot shot.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Unknown
Note: Sean cannot reproduce this bug on his iPad 3 - the cannon always works fine. But see also thread http://digitalpinballfans.com/showthread.php/5610-Bug-cannon-x2.
35-005: Lit kickback does not fire if ball arrives from below
First reported: 26 Aug 2013
Description: If a ball comes screaming into the center drain such that it rolls up to the kickback in the left outlane, the kickback does not fire.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Unknown
Note: This is extremely rare behavior for a properly-adjusted real machine. I've seen it maybe once in 200 games. It seems plausible to me that some T2 machines might not do it at all.
35-006: Machine does not load cannon properly after placing multiple balls in skull
First reported: 03 Sep 2013
Description: If two balls are shot into the skull in rapid succession, the table does not exhibit the proper cannon loading behavior. See linked thread for details.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Unknown
35-007: Ball shot into skull sometimes goes out the back of the skull
First reported: 26 Aug 2013
Description: A hard shot to the skull sometimes ends up tunneling through it, to end up either in the left orbit, or more rarely to the top lanes.
Devices: All
TPA Versions: Android v1.17.0, iOS v2.7.0
Status: Confirmed, open as of 07 Sep 2013
35-008: Ball "disappears" during play
First reported: 02 Sep 2013
Description: At some unspecified point during play, the table loses track of the number of balls, leading to a "missing" ball that the ball search and Attendant can't find. Chance of occurrence is increased if the ball is shot into one of the locks during multiball.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Unknown
Note: Sean cannot reproduce this bug on his iPad 3.
35-009: Attempting Super Jackpot shot causes event camera to not activate on next cannon shot
First reported: 05 Sep 2013
Description: Once the Super Jackpot shot is attempted (hit or miss), the next cannon shot does not cause the camera to zoom in on the cannon/target area (assuming event camera is on, of course).
Devices: Android, iOS
TPA Versions: Android v1.17.0, iOS v2.7.0
Status: Confirmed, open as of 07 Sep 2013
35-010: Weak shots up the right orbit rarely end up on right habitrail instead
First reported: 26 Aug 2013
Description: Making a weak shot up the right orbit rarely causes the ball to end up coming down the right habitrail instead.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Unknown
35-011: Right flipper occasionally is unresponsive
First reported: 26 Aug 2013
Description: The right flipper randomly is unresponsive. Chance of occurrence is increased if last shot made was the right ramp.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Could not reproduce
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:
01 Mar 2014
- Updated status of many issues.
- Eleven issues added.
- Placeholder list added.
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:
35-001: Cannon inoperable if either flipper is held
First reported: 26 Aug 2013
Description: If either flipper is held up, the cannon cannot be fired.
Devices: Android, iOS
TPA Versions: Android v1.17.0, iOS v2.7.0
Status: Fixed in iOS v2.7.1.
Note: Sean cannot reproduce this bug on his iPad 3 - the cannon always works fine.
35-002: Flipper rubbers are too bouncy
First reported: 25 Aug 2013
Description: The ball attains excessive heights when bouncing off the flippers.
Devices: All
TPA Versions: Android v1.17.0, iOS v2.7.0
Status: Working as designed. Bounciness is within range of a physical T2.
35-003: Cannon does not descend far enough
First reported: 30 Aug 2013
Description: The cannon does not swing down far enough - it should swing below the lowest target.
Devices: All
TPA Versions: Android v1.17.0, iOS v2.7.0
Status: Could not reproduce. Community has determined reporter's machine is not adjusted correctly.
35-004: Cannon occasionally inoperable if special button is positioned too high
First reported: 24 Aug 2013
Description: If the special button is located on the upper half of the screen, it may not register when pressed when attempting the Super Jackpot shot.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Unknown
Note: Sean cannot reproduce this bug on his iPad 3 - the cannon always works fine. But see also thread http://digitalpinballfans.com/showthread.php/5610-Bug-cannon-x2.
35-005: Lit kickback does not fire if ball arrives from below
First reported: 26 Aug 2013
Description: If a ball comes screaming into the center drain such that it rolls up to the kickback in the left outlane, the kickback does not fire.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Unknown
Note: This is extremely rare behavior for a properly-adjusted real machine. I've seen it maybe once in 200 games. It seems plausible to me that some T2 machines might not do it at all.
35-006: Machine does not load cannon properly after placing multiple balls in skull
First reported: 03 Sep 2013
Description: If two balls are shot into the skull in rapid succession, the table does not exhibit the proper cannon loading behavior. See linked thread for details.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Unknown
35-007: Ball shot into skull sometimes goes out the back of the skull
First reported: 26 Aug 2013
Description: A hard shot to the skull sometimes ends up tunneling through it, to end up either in the left orbit, or more rarely to the top lanes.
Devices: All
TPA Versions: Android v1.17.0, iOS v2.7.0
Status: Confirmed, open as of 07 Sep 2013
35-008: Ball "disappears" during play
First reported: 02 Sep 2013
Description: At some unspecified point during play, the table loses track of the number of balls, leading to a "missing" ball that the ball search and Attendant can't find. Chance of occurrence is increased if the ball is shot into one of the locks during multiball.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Unknown
Note: Sean cannot reproduce this bug on his iPad 3.
35-009: Attempting Super Jackpot shot causes event camera to not activate on next cannon shot
First reported: 05 Sep 2013
Description: Once the Super Jackpot shot is attempted (hit or miss), the next cannon shot does not cause the camera to zoom in on the cannon/target area (assuming event camera is on, of course).
Devices: Android, iOS
TPA Versions: Android v1.17.0, iOS v2.7.0
Status: Confirmed, open as of 07 Sep 2013
35-010: Weak shots up the right orbit rarely end up on right habitrail instead
First reported: 26 Aug 2013
Description: Making a weak shot up the right orbit rarely causes the ball to end up coming down the right habitrail instead.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Unknown
35-011: Right flipper occasionally is unresponsive
First reported: 26 Aug 2013
Description: The right flipper randomly is unresponsive. Chance of occurrence is increased if last shot made was the right ramp.
Devices: iOS
TPA Versions: iOS v2.7.0
Status: Could not reproduce
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