- Mar 17, 2012
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This is the master issues list for Cirqus Voltaire. This thread is maintained to aid FarSight in exterminating gameplay bugs, art issues, and sound problems from CV.
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. (Since this is the first of these threads, the posts that got in before I locked thread will remain, since there's nowhere else logical to put them.)
Latest Updates:
01 Mar 2014
Status key:
GAMEPLAY ISSUES:
07-001: Sneaky Locks counted as regular Highwire locks
First reported: 21 May 2012
Description: Ringmaster throwing ball into Highwire lock when lock is not lit displays regular lock animation instead of a Sneaky Lock animation.
Devices: iPad 3 (iOS 5)
Status: Fixed as of 22 Jun 2012
07-002: Playfield DMD has extraneous horizontal lines
First reported: 21 May 2012
Description: Playfield DMD has horizontal lines or waves in it that shouldn't be there.
Devices: Samsung Galaxy S II
Status: Not reproduced
Notes: Not reported on any other device, may be device-specific resolution issue.
07-003: Highwire Multiball camera locks to plunger
First reported: 21 May 2012
Description: Camera locks onto plunger when starting or shortly into Highwire Multiball.
Devices: Android, iOS, PS3
Status: Unknown
Notes: See also Issue # 07-007, 07-008, 07-010, 07-015 and 07-018.
07-004: HUD DMD does not persist across exits to table select screen
First reported: 29 May 2012
Description: If the HUD DMD is turned on, it turns back off after exiting to the table selection menu and re-entering Cirqus Voltaire. Some users additionally report that the DMD turns off after every game even without exiting to table select menu.
Devices: All
Status: Confirmed, open as of 17 Mar 2013
07-005: Table does not eject new ball after drain
First reported: 27 Jun 2012
Description: Table does not eject a new ball to continue play under certain circumstances. Chance of occurrence is increased when multiple modes and/or multiballs are stacked.
Devices: All
Status: Unknown
07-006: Multiple balls present in shooter lane during multiball
First reported: 05 Jul 2012
Description: Multiple balls appear in shooter lane. Plunger is not strong enough to clear balls from shooter lane. Calling attendant makes balls hop up and down but does not resolve issue.
Devices: Android, iOS, PS3
Status: Confirmed, open as of 17 Mar 2013
07-007: Neon Multiball camera locks to plunger
First reported: 02 Jun 2012
Description: Camera locks onto plunger when starting or shortly into Neon Multiball.
Devices: Android, iOS
Status: Confirmed, open as of 17 Mar 2013
Notes: See also Issue # 07-003, 07-008, 07-010, 07-015 and 07-018.
07-008: Camera remains locked on plunger after plunge
First reported: 13 Jul 2012
Description: Camera remains locked onto plunger after plunging.
Devices: PS3
Status: Unknown
Notes: See also Issue # 07-003, 07-007, 07-010, 07-015 and 07-018, along with thread This table still has camera problems.
07-009: Completing Step 1 of "Join the Cirqus" loads multiple balls in the shooter lane
First reported: 25 May 2012
Description: Finishing a round of "Join the Cirqus" with a ball in the shooter lane may cause a second ball to appear there. Other conditions may also cause multiple balls in the shooter lane during "Join the Cirqus".
I]Devices:[/I] Android, iOS, PS3
Status: Unknown
07-010: Camera sometimes attempts to return to plunger view during multiball
First reported: 02 Aug 2012
Description: Camera "twitches" as if attempting to return to plunger view during multiball, but unlike previously reported issues the camera does not lock onto the plunger and returns to normal view almost immediately. Chance of occurence is increased if a multiball is running and one or more balls are returned to play via the ball saver.
Devices: iOS, 360
Status: Confirmed, open as of 14 Mar 2013
Notes: See also Issue # 07-003, 07-007, 07-008, 07-015 and 07-018.
07-011: Backbox cannon sometimes fires ball out of backbox entirely
First reported: 29 Jul 2012
Description: During the "Cannonball Run" mini-game in backbox, the cannon sometimes ejects the ball from the backbox entirely.
Devices: All
Status: Confirmed, open as of 14 Mar 2013
07-012: Locks not reset properly between games
First reported: 02 Jul 2012
Description: If balls are present in the Highwire or Juggler locks at the end of a game, the ROM may begin in an inconsistent state at the beginning of the next game.
Cause: TPA programmatically returns all balls to trough at start of new game, but table ROM still believes ball(s) are present in locks.
Devices: All
Status: Confirmed, open as of 14 Mar 2013
07-013: Ringmaster malfunctions prevent completion of "Join the Cirqus"
First reported: 22 Aug 2012
Description: During "Join the Cirqus" the Ringmaster head may become unresponsive during Step 2. Alternatively, if the Ringmaster gets stuck in the raised position earlier in the game, Step 1 cannot be completed due to the Ringmaster blocking the WOW targets.
Devices: 360
Status: Unknown
07-014: Striking WOW target causes ball to exit table
First reported: 06 Aug 2012
Description: Ball was launched off the table after hitting WOW target. New ball served to plunger. This bug also occurs after hitting various other objects; the right cabinet wall is a prime offender.
Devices: All
Status: Confirmed, open as of 14 Mar 2013
07-015: Camera locks onto backglass after "Cannonball Run"
First reported: 22 Aug 2012
Description: Camera remains locked on backbox after "Cannonball Run" is completed.
Devices: 360, PC
Status: Reconfirmed on PC as of 27 Feb 2014.
Notes: See also Issue # 07-003, 07-007, 07-008, 07-010, 07-018 and 07-024.
07-016: Starting new game leaves table in attract mode
First reported: 20 Sep 2012
Description: Starting a new game sometimes leaves the table in attract mode with the camera panning over it. Plunger does not operate.
Devices: All
Status: Confirmed, open as of 04 Sep 2013.
07-017: Completing Standard Goals does not unlock "Cirqus Voltaire Master" trophy
First reported: 11 Feb 2013
Description: Completing all Standard Goals does not unlock the "Cirqus Voltaire Master" trophy.
Devices: PS3
Status: Unknown
07-018: Camera zooms in on Ringmaster during multiball
First reported: 27 Feb 2013
Description: Camera zooms in on the Ringmaster at inappropriate times, especially during multiball.
Devices: iOS
Status: Unknown
Notes: See also Issue # 07-003, 07-007, 07-008, 07-010 and 07-015.
07-019: Flipping as game is starting causes "ghost ball" behavior
First reported: 27 Feb 2013
Description: Flipping rapidly as a game is starting causes the ball to fire from the shooter lane, but a second invisible "ghost ball" appears. This ghost ball can be hit with the flippers, register switch hits, etc.
Devices: iOS
Status: Unknown
07-020: Highwire Multiball sometimes starts after locking only 2 balls
First reported: 27 Feb 2013
Description: After the second ball is locked on the Highwire ramp, the table may go into a ball search, release the two locked balls, launch a third ball from the trough, and start Highwire Multiball.
Devices: iOS
Status: Confirmed, open as of 14 Mar 2013
07-021: Shooting ball into Sideshow during a multiball freezes the flippers
First reported: 27 Feb 2013
Description: Shooting a ball into the lit Sideshow causes the flippers to freeze and all balls to drain.
Devices: iOS
Status: Unknown
07-022: Camera does not return to plunger after first Highwire lock
First reported: 04 Sep 2013
Description: If the first Highwire lock is made and a new ball is to be plunged, the camera does not move to the plunger area to allow a skill shot attempt. The ball can be put into play via right flipper, but this is a full-strength plunge that will not make the skill shot. This behavior does not occur if 0 or 2 balls are in the Highwire lock.
Devices: iOS
TPA Version: iOS v2.7.0
Status: New
07-023: Second ball in Highwire lock will not stand still
First reported: 04 Sep 2013
Description: The second ball in the Highwire lock often will not settle, instead vibrating against the first ball, producing a constant clicking noise. Nudging the table will often settle the ball and allow play to continue.
Devices: iOS
TPA Version: iOS v2.7.0
Status: New
07-024: Camera does not move to backbox for Cannonball Run
First reported: 04 Sep 2013
Description: The camera sometimes will not move to the backbox for Cannonball Run. Chance of occurrence is increased if flippers are activated while Cannonball Run is starting.
Devices: iOS
TPA Version: iOS v2.7.0
Status: New
Notes: See also Issue # 07-018.
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. (Since this is the first of these threads, the posts that got in before I locked thread will remain, since there's nowhere else logical to put them.)
Latest Updates:
01 Mar 2014
- Updated status of flasher art issue # 07-511.
- Reconfirmed Cannonball Run camera issue # 07-015.
- Added neon art issue # 07-510.
- Added flasher art issue # 07-511.
- Added highwire lock issue # 07-022, highwire lock issue # 07-023 and camera issue # 07-024.
- Added art issue # 07-509.
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:
07-001: Sneaky Locks counted as regular Highwire locks
First reported: 21 May 2012
Description: Ringmaster throwing ball into Highwire lock when lock is not lit displays regular lock animation instead of a Sneaky Lock animation.
Devices: iPad 3 (iOS 5)
Status: Fixed as of 22 Jun 2012
07-002: Playfield DMD has extraneous horizontal lines
First reported: 21 May 2012
Description: Playfield DMD has horizontal lines or waves in it that shouldn't be there.
Devices: Samsung Galaxy S II
Status: Not reproduced
Notes: Not reported on any other device, may be device-specific resolution issue.
07-003: Highwire Multiball camera locks to plunger
First reported: 21 May 2012
Description: Camera locks onto plunger when starting or shortly into Highwire Multiball.
Devices: Android, iOS, PS3
Status: Unknown
Notes: See also Issue # 07-007, 07-008, 07-010, 07-015 and 07-018.
07-004: HUD DMD does not persist across exits to table select screen
First reported: 29 May 2012
Description: If the HUD DMD is turned on, it turns back off after exiting to the table selection menu and re-entering Cirqus Voltaire. Some users additionally report that the DMD turns off after every game even without exiting to table select menu.
Devices: All
Status: Confirmed, open as of 17 Mar 2013
07-005: Table does not eject new ball after drain
First reported: 27 Jun 2012
Description: Table does not eject a new ball to continue play under certain circumstances. Chance of occurrence is increased when multiple modes and/or multiballs are stacked.
Devices: All
Status: Unknown
07-006: Multiple balls present in shooter lane during multiball
First reported: 05 Jul 2012
Description: Multiple balls appear in shooter lane. Plunger is not strong enough to clear balls from shooter lane. Calling attendant makes balls hop up and down but does not resolve issue.
Devices: Android, iOS, PS3
Status: Confirmed, open as of 17 Mar 2013
07-007: Neon Multiball camera locks to plunger
First reported: 02 Jun 2012
Description: Camera locks onto plunger when starting or shortly into Neon Multiball.
Devices: Android, iOS
Status: Confirmed, open as of 17 Mar 2013
Notes: See also Issue # 07-003, 07-008, 07-010, 07-015 and 07-018.
07-008: Camera remains locked on plunger after plunge
First reported: 13 Jul 2012
Description: Camera remains locked onto plunger after plunging.
Devices: PS3
Status: Unknown
Notes: See also Issue # 07-003, 07-007, 07-010, 07-015 and 07-018, along with thread This table still has camera problems.
07-009: Completing Step 1 of "Join the Cirqus" loads multiple balls in the shooter lane
First reported: 25 May 2012
Description: Finishing a round of "Join the Cirqus" with a ball in the shooter lane may cause a second ball to appear there. Other conditions may also cause multiple balls in the shooter lane during "Join the Cirqus".
I]Devices:[/I] Android, iOS, PS3
Status: Unknown
07-010: Camera sometimes attempts to return to plunger view during multiball
First reported: 02 Aug 2012
Description: Camera "twitches" as if attempting to return to plunger view during multiball, but unlike previously reported issues the camera does not lock onto the plunger and returns to normal view almost immediately. Chance of occurence is increased if a multiball is running and one or more balls are returned to play via the ball saver.
Devices: iOS, 360
Status: Confirmed, open as of 14 Mar 2013
Notes: See also Issue # 07-003, 07-007, 07-008, 07-015 and 07-018.
07-011: Backbox cannon sometimes fires ball out of backbox entirely
First reported: 29 Jul 2012
Description: During the "Cannonball Run" mini-game in backbox, the cannon sometimes ejects the ball from the backbox entirely.
Devices: All
Status: Confirmed, open as of 14 Mar 2013
07-012: Locks not reset properly between games
First reported: 02 Jul 2012
Description: If balls are present in the Highwire or Juggler locks at the end of a game, the ROM may begin in an inconsistent state at the beginning of the next game.
Cause: TPA programmatically returns all balls to trough at start of new game, but table ROM still believes ball(s) are present in locks.
Devices: All
Status: Confirmed, open as of 14 Mar 2013
07-013: Ringmaster malfunctions prevent completion of "Join the Cirqus"
First reported: 22 Aug 2012
Description: During "Join the Cirqus" the Ringmaster head may become unresponsive during Step 2. Alternatively, if the Ringmaster gets stuck in the raised position earlier in the game, Step 1 cannot be completed due to the Ringmaster blocking the WOW targets.
Devices: 360
Status: Unknown
07-014: Striking WOW target causes ball to exit table
First reported: 06 Aug 2012
Description: Ball was launched off the table after hitting WOW target. New ball served to plunger. This bug also occurs after hitting various other objects; the right cabinet wall is a prime offender.
Devices: All
Status: Confirmed, open as of 14 Mar 2013
07-015: Camera locks onto backglass after "Cannonball Run"
First reported: 22 Aug 2012
Description: Camera remains locked on backbox after "Cannonball Run" is completed.
Devices: 360, PC
Status: Reconfirmed on PC as of 27 Feb 2014.
Notes: See also Issue # 07-003, 07-007, 07-008, 07-010, 07-018 and 07-024.
07-016: Starting new game leaves table in attract mode
First reported: 20 Sep 2012
Description: Starting a new game sometimes leaves the table in attract mode with the camera panning over it. Plunger does not operate.
Devices: All
Status: Confirmed, open as of 04 Sep 2013.
07-017: Completing Standard Goals does not unlock "Cirqus Voltaire Master" trophy
First reported: 11 Feb 2013
Description: Completing all Standard Goals does not unlock the "Cirqus Voltaire Master" trophy.
Devices: PS3
Status: Unknown
07-018: Camera zooms in on Ringmaster during multiball
First reported: 27 Feb 2013
Description: Camera zooms in on the Ringmaster at inappropriate times, especially during multiball.
Devices: iOS
Status: Unknown
Notes: See also Issue # 07-003, 07-007, 07-008, 07-010 and 07-015.
07-019: Flipping as game is starting causes "ghost ball" behavior
First reported: 27 Feb 2013
Description: Flipping rapidly as a game is starting causes the ball to fire from the shooter lane, but a second invisible "ghost ball" appears. This ghost ball can be hit with the flippers, register switch hits, etc.
Devices: iOS
Status: Unknown
07-020: Highwire Multiball sometimes starts after locking only 2 balls
First reported: 27 Feb 2013
Description: After the second ball is locked on the Highwire ramp, the table may go into a ball search, release the two locked balls, launch a third ball from the trough, and start Highwire Multiball.
Devices: iOS
Status: Confirmed, open as of 14 Mar 2013
07-021: Shooting ball into Sideshow during a multiball freezes the flippers
First reported: 27 Feb 2013
Description: Shooting a ball into the lit Sideshow causes the flippers to freeze and all balls to drain.
Devices: iOS
Status: Unknown
07-022: Camera does not return to plunger after first Highwire lock
First reported: 04 Sep 2013
Description: If the first Highwire lock is made and a new ball is to be plunged, the camera does not move to the plunger area to allow a skill shot attempt. The ball can be put into play via right flipper, but this is a full-strength plunge that will not make the skill shot. This behavior does not occur if 0 or 2 balls are in the Highwire lock.
Devices: iOS
TPA Version: iOS v2.7.0
Status: New
07-023: Second ball in Highwire lock will not stand still
First reported: 04 Sep 2013
Description: The second ball in the Highwire lock often will not settle, instead vibrating against the first ball, producing a constant clicking noise. Nudging the table will often settle the ball and allow play to continue.
Devices: iOS
TPA Version: iOS v2.7.0
Status: New
07-024: Camera does not move to backbox for Cannonball Run
First reported: 04 Sep 2013
Description: The camera sometimes will not move to the backbox for Cannonball Run. Chance of occurrence is increased if flippers are activated while Cannonball Run is starting.
Devices: iOS
TPA Version: iOS v2.7.0
Status: New
Notes: See also Issue # 07-018.
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