Master List of Issues: Pinball FX

Pinballwiz45b

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Aug 12, 2012
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The previous Master List focused on recreations specifically for Williams tables. Given Zen's interview with Spooky Pinball on one of their episodes, we have a distinct possibility of other manufacturers appearing within the new FX. Without further ado, here is a new list completely separate from the in-house FX3 engine.

To the Zen development team, feel free to ask questions or need clarification about any given issue, and hopefully we'll end up with a much better long-term product.
To the players: Feel free to add in any of your reports and I'll see if I can confirm/replicate the issues.

NOTE: This list will be continuously updated as time progresses and new issues are found. The list has moved to a spreadsheet due to the previous announcement of the forum's closure, and to save space for the list of fixes in this thread.

As of version 1.0.4 (Steam, April 2023) :

https://docs.google.com/spreadsheets/d/1OipN3pMwiA06_SPkkcTtQcz1dhziqLE_3y6U3O5YguQ
 
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Pinballwiz45b

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Aug 12, 2012
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Forgot to import the list of fixes from the other Master List. Here we go, this fix list is a doozy.

Initial build fixes (imported from the FX3 Master List), v0.1.0 March 31, 2022:

Attack From Mars:

GI lights in the inlane plastics remain turned on during Strobe Multiball and other events.
3 stray GI lights at the far back of the playfield remain on during Strobe Multiball and other events. Consider revisiting your General Illumination strings for a more authentic lighting experience.


Black Rose:

GI lights in the backbox or playfield simply have on/off states. There should be states between the 1st and 8th settings that allow for different stages of GI light settings during certain events like Sinking a Ship, playing a Video Mode, or loading the Cannon.
Nudging is unusually stronger in Classic Single Player (both setups) to allow for Death Saves and other exploits.
Powerups: Multiball Scoring isn't turned off when going back to single ball play. Happens on any game mode with powerups.
Exploit in the game's multiball, such that one can nudge and play 2 or 3 ball multiball with a ball still in the plunger lane.


Creature From the Black Lagoon:

The Multiball Restart lamp has a green light attached instead of a yellow one, when lit or flashing.
The Rescue lamp has a yellow light attached instead of a green one, when lit or flashing.


Getaway: High Speed II:

Flashers on the Supercharger don't have a strobe effect from left to right.
Left slingshot and left inlane plastic GI is either dimmed or non-existent.


Indiana Jones - The Pinball Adventure:

When tilting the game, stray GI lamps remain active, including one on the top portion of Path of Adventure and one underneath the right ramp/plastic.

Medieval Madness:

Uncensored version: Video mode still says "1 Child Taken" instead of "1 Child Eaten".
Powerups: Royal Madness is NOT a multiball mode, but the game reads it as such until Multiball Madness is activated/ended afterwards.


Party Zone:

Plastic above the Back-2-Bop lane is not clear, instead leaving a dark hue.
Nudging is unusually stronger to allow for Death Saves.


Theatre of Magic:

Check the jet bumpers. Either Solendoids #11 and #13 are swapped, or switches #63 and #65 are swapped. (FIXED on Zen Pinball Party)
Check also the GI lights -- they should should NOT have gradual fading, and it makes certain light shows less satisfying during certain sequences.
Grand Finale glowing enhancements (red, green, blue glowing) around the center ramp are still there even while enhancements are disabled.
"March" in the table flythrough descriptions has a lowercase "m".
Powerups: Grand Finale is NOT a multiball mode. It should not toggle the Multiball power when equipped.


Other notes:

Black Rose:

A strong left ramp shot, followed quickly by a side ramp shot, will result in restarting the Locker Doubled sequence initially from the Left Ramp. Somehow the ball is hitting the left portion of the middle ramp gate, though normally, since it's a fraction of the entire mech, it would cause the game to detect a Sneak Attack, should the ball go partially up the left ramp and down the side ramp (Thankfully, it doesn't). Is the ball missing the Middle Ramp switch collision on the side ramp following the strong left ramp, or has the Middle Ramp gate not completely settled down to properly begin the Double Locker scoring?

NOT A BUG. I was able to replicate this on Pinball Arcade -- looks to be a timing error within the game's ROM before properly beginning scoring Double Locker awards.
 
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Pinballwiz45b

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Aug 12, 2012
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Fixed, as of 0.1.0 (45736):

Pressing any button on the controller or keyboard makes the mouse warp to the upper left corner of the screen. This makes for using the mouse impractical for Free Camera View, unlike FX2 and FX3.

Throwing in White Water and RoadShow issues for the time being, due to news from Zen Studios. Initial list of issues ported over from the previous Master List, with some of them reappearing...
 
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Pinballwiz45b

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Aug 12, 2012
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Fixed, as of 0.1.1 (World War Z release, April 21, 2022) :

Indiana Jones:

GI fades instead of flashes like individual lamps, very similarly to how Theatre of Magic used to be. This should NOT be the case.

Medieval Madness:

Merlin's Magic saucer / feed from the jets is rolling right into the right slingshot.
Catapult objects linger/glow a bright yellow in the non-enhancement setting. Check for any other stray audio/visual effects in the non-enhancement setting.


Party Zone:

Might want to check your Plumb Bob settings for nudging. Tilt is currently inactive no matter how many times the machine is nudged.
Way Out of Control gate is supposed to be one-way, NOT two-way, leading to uninbackdoor. Note the details of how the gate looks.


Safe Cracker:

Flips Challenge: Counter is not deducted for every time the ball drains.

-----

New issues:

Score pop-ups still appear in the non-enhancement settings. I think what's going on, is that we currently have FX3 Single Player settings applied instead of Classic Mode settings that allow for this to happen.

Updated tables with enhancement effects lingering.


Safe Cracker: Center scoop can act in a way such that the ball falls back in the scoop after an attempted kickout. Unintentionally useful during the Cyberdog attack.

Medieval Madness: Added in an issue related to table slope.

Monster Bash:

"Launch Ball" button not flashing when the ball is in the plunger lane.
"Start" button not flashing at all.
Texturing/Free Camera: Slingshot rubbers can disappear/reappear at a certain point when moving the camera up and down.


Theatre of Magic: Added spinner texture swap.

-----

Hotfix: Flippers / ball launch not working after resetting a table, updated 0.1.1.46500
 
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Pinballwiz45b

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Aug 12, 2012
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EDIT: Of all of the notes listed here, I noticed a LOT of stealth fixes in the process. PLEASE, Zen, we need proper patch notes. It sucks going through each table and finding fixes that weren't listed.

Fixed, as of update 0.1.1.47645 (Williams graphics/lights, May 5, 2022) :

Attack From Mars:

Table flyover before starting a game: I'm getting flashes of yellow on my screen as the camera gets closer to the machine. (Looks like a non-TAA issue with the bloom effects.)

Black Rose:

General Illumination lights are not in the correct strings. Note how the middle playfield is lit during Video Modes -- they look like they're a part of the backglass. There are sections for the following: Jets/Back Ramp, Top PF, Lower PF, Left/Top Insert, and Bottom Insert.

Creature / Black Lagoon:

Hearts at the KISS shot appear when completing the sequence & light "F"ILM, on the non-enhancement setting.
Holographic pinball can appear when getting an Extra Ball or draining multiball early on the non-enhancement setting.
One CREATURE letter at the whirlpool? Come on, Zen, you can do better than THAT! (Ball abnormally slows down on the wireform leading to the whirlpool.)
Ball abnormally slows down midway through a successful right ramp shot.
Getting the Popcorn item from the Snackbar results in the following sound played: "Here's your char-broiled burger!" (Might be late, but better now than never)


Getaway:

GI isn't properly applied. During the Multiball Start sequence, the GI flashes all at once instead of having two separate Playfield strings that alternate, including at the bumpers. https://youtu.be/Dhk6rcqi128?t=333

Indiana Jones:

Texturing/Free Camera: Carpet flooring can be seen through the drop target cutout.

Junk Yard:

Check the "W" logo on the flippers -- they seem to be flipped/rotated by 180 degrees, leaving a dark marker on its proper orientation.

Medieval Madness:

Texturing/Free Camera: Slingshot rubbers can disappear/reappear at a certain point when moving the camera up and down.

Monster Bash:

"Start" button not flashing at all.
Texturing/Free Camera: Slingshot rubbers can disappear/reappear at a certain point when moving the camera up and down.


Party Zone:

Check for the kickout at the upper right saucer -- ball can get indefinitely stuck behind the Ha-Ha-Ha saucer while another ball occupies it, leading to an indefinite loop.
If a ball collides with another occupying the kickout at the Ozone ramp, the mechanism no longer properly functions. In other words, Big Bang currently softlocks the game.


Safe Cracker:

Missing history/trivia in the flyover, before starting a game.

Theatre of Magic:

Trap door enhancement effects are still present in the non-enhancement setting.
Spirit Cards enhancement effects are still present in the non-enhancement setting.


---------------

New issues:

General:

Challenges: Info of any specific challenge covers up part of the Trivia portion of the table's flyover sequence. Includes the Practice mode.

Attack From Mars:

(Issue also present on FX3) Flasher behind the MAR targets lacking a glow texture on the plastic covering it.

Creature / Black Lagoon:

Plunger is TOO STRONG.
Left slingshot plastic incorrectly set with a green hue instead of a standard white/yellow-ish glow.


Getaway:

Bumpers are lacking general illumination. The top 2 bumpers should have "Playfield 1" applied, and the lowermost bumper, "Playfield 2".
It is currently impossible to Shift Down, only Up, on keyboard. That said, shifting down on controller can lead to difficulties shifting back up.
Shifting Gears in Video Mode needs to be more reliable when pressing the Launch button repeatedly/rapidly. FX3 does not suffer from this issue.


Indiana Jones:

Stray light active on the left side of the backglass, when tilting the machine?

Medieval Madness:

The ease of scoring Extra Balls from Castle Multiball is making game times unusually long. Consider either making the lock shot for Castle Multiball more difficult to aim for, or make obtaining Extra Balls from Castle Multiball more difficult (or remove them altogether) to reduce game times. See Yakass's 16 billion point score.

Monster Bash:

Manual camera issue, will be addressed in the next update.
 
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Pinballwiz45b

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Aug 12, 2012
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Fixed, as of version 0.1.2.49572 (Swords of Fury/Tournaments/Cabinet Mode, May 26, 2022) :

Cirqus Voltaire:

Timed Challenges: Game can get stuck after 1st phase of Join the Cirqus or after Ringmaster Battle, when a player wins. All the balls have to drain by design; FX game code is preventing this.

Monster Bash:

Manual camera issue, will be addressed in the next update.
"Launch Ball" button not flashing when the ball is in the plunger lane.


White Water:

Left inlane feed from Insanity Falls, with a raised flipper, traps the ball perfectly thanks to backspin on the ball. EDIT: 10 times out of 10, I played a real White Water recently and this does NOT happen, albeit with a shallower flipper angle when held up. Consider revising. https://youtu.be/P3-juCHTwWQ?t=773

---------

New issues (Added Volume 4 and 5 re-releases, & remaining tables yet to be ported to FX):

Cirqus Voltaire:

No plunger camera.
Defeated the Ringmaster, activated the Side Show while it was ready. There are no subways or additional textures rendered beneath the Ringmaster. This issue does NOT exist in FX3.
Ball is ejected out of the trough twice instead of once when putting a new ball in play. Solendoid for the ball trough might be too strong that's causing the ball to jam and fall back in the trough. Will be an interesting case for 4-ball multiball play. This issue does NOT exist in FX3.
Check any stray General Illumination lights -- the backglass partially turns off when tilting the machine. Nudge the machine or tilt to replicate this.


Creature:

Gate guarding the Move Your Car exit should be strictly one-way.
Ball can often not conform to the SLIDE habitrail. The ball seems like it travels in a shallow arc after it is ejected and it doesn't conform to the path the rail intends.


Hurricane:

Flipper sounds currently using those from Safe Cracker, which is odd.

Indiana Jones:

(late addition) Added an issue regarding insta-catching.

No Good Gofers:

Ball can skip the landing area in the Putting Green scoop and go straight into the subway. Rare issue.
Rocket effects still active in the non-enhancement setting, when starting multiball.
Swirling star/dazed animation still active in the non-enhancement setting, when losing the last ball.


RoadShow:

All ramps that feed to an inlane result in an insta-catch when holding the flipper up. Consider revising.

Swords of Fury:

During the Enter Initials screen, one can prematurely go right to the "Exit/Play Again" UI screen, when pressing the launch button on keyboard. Might be a conflict with the "Williams Attract Mode" feature.
Upper playfield flipper is colored black instead of white, non-enhanced. Red rubber is fine as is.


TotAN:

Camera warping effect mentioned above is present in the non-enhancement setting.
Fading General Illumination effect is present.
Captive ball targets not working.
Ball can get stuck inside of the right slingshot.


White Water:

Audio balance needs worked on, BADLY. Music is overblown while everything else is quiet.
Boulder Garden bumper caps only have on/off states and are unaffected by any General Illumination changes.
 
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Pinballwiz45b

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Aug 12, 2012
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Fixed, as of 0.1.2.50485 (Events/Weekly Challenges) :

Champion Pub:

(unlisted) Manual Camera can cause the flippers to disappear.

Cirqus Voltaire:

No plunger camera.
Ball is ejected out of the trough twice instead of once when putting a new ball in play. Solendoid for the ball trough might be too strong that's causing the ball to jam and fall back in the trough. Will be an interesting case for 4-ball multiball play. This issue does NOT exist in FX3.


TotAN:

Plunger is too strong/skill shot surface area is too bouncy, sometimes leading the ball back to the plunger lane at full power.
Camera warping effect is present in the non-enhancement setting.
Captive Ball targets not registering.
Ball can get stuck inside of the right slingshot.


Notes / new issues:

General:

Enter Initials: Check if the DMD is properly sized and centered.

Black Rose:

Opening the Locker at the side ramp consecutively can cause the percussion audio channel to be missing for the remainder of the ball, at the moment the skeleton speaks. Similar issue to Getaway.

Cirqus Voltaire:

Ringmaster Defeated / Side Show activation still persists. Check to see if the ball is passing through and activating Switch #47 for shots going underneath the Ringmaster.

Hurricane:

Moving ducks above the drop targets persist in the non-enhancement setting. Hit the drop targets to make their enhancement effects go off, and completing the bank makes them appear.

RoadShow:

Explosive enhancement effects at the Blast Zone persist in the non-enhancement setting.
"Every Little Thing" can be played in the End of Ball Bonus, when skipping to the end quickly.


TotAN:

Lightning lamp glowing enhancement effect persists on the non-enhancement setting.
Both yellow Bazaar targets are floating in mid-air.
Check the reliability of balls ejecting from the trough and into the plunger lane during Genie Battle. Two balls can be in the plunger lane at the same time during Genie Battle.
Snake plastic is disoriented, such that it protrudes above where the glass is normally located. Texture flipped/mirrored?


Theatre of Magic:

(modified) Spinner is disoriented: Wire should be facing downwards with the image of the cards out in front, not as seen above.
 
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Pinballwiz45b

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Aug 12, 2012
3,677
33
With the forum winding down indefinitely, I backed up my Master List data into separate files (one for the overall list and one for fixes), and another backup of this list exists in the cloud.

Pinball Arcade Fans / Digital Pinball Fans, it's been great. Possibly the last revision of the Master List here on this forum, unless Zen applies more fixes before the forum closes.

Fixed, as of version 0.1.3.52386 (Bride of Pin*Bot/Volume 6, June 30, 2022) :

General:

(unlisted) Potential leaderboard fix involving removed scores.

Attack From Mars:

(unlisted) Saucer targets now have lighting attached.

Creature / Black Lagoon:

Plunger is TOO STRONG. Consider revising -- I've never seen a ball travel that fast around the orbit.
Ball can often not conform to the SLIDE habitrail. The ball seems like it travels in a shallow arc after it is ejected and it doesn't conform to the path the rail intends.
Gate guarding the Move Your Car exit should be strictly one-way. https://www.youtube.com/watch?v=d2tVDj8xiKA


Dr. Dude:

The X2 Playfield and all of the Dude-O-Meter lights don't flash properly, such that it's difficult to tell if it's blinking or solidly lit.

FunHouse:

MAJOR score tracker issue: If you go through the Status Report and reach the Bonus Count (X Rudy Hits) portion, it adds bonus points and no longer accurately tracks your score on the alphanumeric display, as if you drained a ball. Happens on ALL game modes, pop-up scores show proof.
Non-enhancement side walls on the inside of the cabinet should be blue instead of black.


Space Station:

Typo, "completing", in the table guide under Stop & Score.

Theatre of Magic:

Spinner is disoriented: Wire should be facing downwards with the image of the cards out in front.

New issues (Volume 6 initial list moved to main version) :

Bride of Pin*Bot:

Crescent moon on the playfield artwork missing above the flipper area.
All General Illumination strings fade instead of flash like individual lamps, very similarly to how Theatre of Magic was. This should NOT be the case.
Voices on the ROM sound terrible compared to the trailer. Audio emulation issue?
Going into or exiting Table Guide/Manual Camera disorients the current Head orientation. If this happens, the game orients turning heads backwards (3-2-1-4) and breaks the game sequence.

Sparkling enhancement effect on the far left plastic lingers in the non-enhancement setting.


Dr. Dude:

Holographic backglass effects do not exist.
Whooshing effect on the extra ball enhancement animation lingers in the non-enhancement setting.
Glowing effect from the Excellent Ray lingers in the non-enhancement setting.


FunHouse:

Rudy model is unfinished; eyes and jaw don't move alongside the head on the playfield.
Right slingshot plastic completely missing.
Sparking enhancement effects on the Steps, Mirror and Trapdoor linger in the non-enhancement setting.
Extra ball enhancement animation effects linger in the non-enhancement setting.
Enhancements: An additional pinball appears centered on the playfield, where the SuperDog targets are located.
Table Guide: Trapdoor section cuts off early.
Date set in the ROM is not correct.
Williams logo on the floor does not spin.


Space Station:

Williams logo on the floor does not spin.
Floor can be seen through the plunger wireform, drop target, and STATION target cutouts on the playfield.
Music before starting a game is very loud.
 
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Zaphod77

Active member
Feb 14, 2013
1,316
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I've tried two tables on this. the free versions in classic.

Creature. It is stupidly difficult to get the kiss skillshot because you can't just pull back the plunger and hold it and wait for the right light to light up unless you use an analog stick. i know it's done this way to give you control to hit the paid lanes on keyboard, but it really interferes with kiss. This is otherwise pretty well tuned. In theory you can pwn the game. in practice, it's very easy to choke.

Safe Cracker: The main entrance is completely %@#$! impossible to aim for. I must have played 50 games of it, and hit it maybe ONCE from a trap. Even clean looking shots just bounce right out, while random bounces go right in. It's WAY overtuned. I was able to hit it more often in real life than here in new FX. The game is already brutal enough with the teeny flippers. there's no need to make that shot such a PAIN. About the only thing i can aim at with any sort of consistency is the ramp, and not even that is easily loopable. And i've gotten 4x multiplier on creature, i'm good enough that i should be able to hit that darn scoop.

General: insta catch on a williams should only work in the following three cases.

1) after whirlpool in Creature (you got this right)
2) the kickout that feeds the upper flipper in swords of fury. In most machines in real life, this kickout CAN be instacatched, because the u-turn path gives the ball counterclockwise spin, which helps it die on the flipper and roll back. In this one case, ball spin is your friend. Yes, this does decrease the difficulty of the game significantly, But it is true to life. That said, i told the TPA people to NOT allow that insta-catch, just to add some challenge.
3) MAYBE path of adventure in IJ. it's been a while, but based on where the ball is placed, i think it is likely to work. But i am able to pwn the path in fx3 by catching it each time (at least on zen physics). the path of adventure is not so easily forevered in real life. :)
In all other cases, trying to insta-catch never works in real life ever on a Bally/Wiliams flipper ever. The normal result after a ramp shot the drops a ball normally to an inlane is for the ball to BARELY trickle off the end and be unsavable if you try it.
 
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Pinballwiz45b

Well-known member
Aug 12, 2012
3,677
33
Version 0.1.4.53875 Fixes:

General:

Challenges: Info of any specific challenge covers up part of the Trivia portion of the table's flyover sequence. Includes the Practice mode.

Bride of Pin*Bot:

"2020" left in the copyright years -- was this planned for FX3 at one point?
Crescent moon on the playfield artwork missing above the flipper area.
Going into or exiting Table Guide/Manual Camera disorients the current Head orientation. If this happens, the game orients turning heads backwards (3-2-1-4) and breaks the game sequence.
Sparkling enhancement effect on the far left plastic lingers in the non-enhancement setting.


Creature From the Black Lagoon:

The plastic texture of the lagoon is off-center, leaving a small gap on the left side compared to the right. (Stealth Fix)
Bubbles in the lagoon can disappear entirely when quickly turning enhancements off and on again. (Stealth Fix)


Dr. Dude:

Uncensored/non-family mode versions currently unavailable.
Whooshing effect on the extra ball enhancement animation lingers in the non-enhancement setting. (Stealth Fix)
Hitting any of the bumpers leaves a silhouette during the interaction with the ball.


FunHouse:

Typo in the "LITE EXRA BALL" light along the set of Gangway Award lights -- it should be "LITE EXTRA BALL".
Uncensored/non-family mode versions currently unavailable.
Right slingshot plastic completely missing.
Sparking enhancement effects on the Steps, Mirror and Trapdoor linger in the non-enhancement setting.
Extra ball enhancement animation effects linger in the non-enhancement setting.
Enhancements: An additional pinball appears centered on the playfield, where the SuperDog targets are located. Default positoning until the Extra Ball enhancement animation plays.
Table Guide: Trapdoor section cuts off early.
Full power plunger strength is causing the ball to be airborne and collide against the ramp plastic and (potentially) the far back wall, sometimes unintentionally causing Rudy's Hideout skillshots to be earned. Consider toning the plunger down to FX3 levels.


Space Station:

Pop bumpers are not lit during Condition Green multiball -- they're currently tied to the Playfield General Illumination, not the Insert GI.
Exploit in Condition Green multiball, where nudging upwards right after scoring a successful Rescue Jackpot can result in scoring another.
Williams logo on the floor should spin.
Floor can be seen through the plunger wireform, drop target, and STATION target cutouts on the playfield.
Music before starting a game is very loud.
Check the 2nd gate on the left orbit just to the left of the "U" light and behind the post holding up the upper playfield -- it should be one-way. Had a ball go up the "A" lane and down the left orbit.


Theatre of Magic:

Nudging upwards causes the captive ball area to score 500,000 points, as if a ball hit it even with a little force. FX3 does not suffer from this issue.
Switch #87, Left Lane Exit, does not properly register if the ball makes it all the way around the left orbit and onto the wireform ramp. Located directly above the rightmost pop bumper.
Switch #76, Right Ramp Entry, is too close to the one-way gate. When the ball falls back down the right ramp on a failed shot, it triggers that switch again as it hits the one-way gate.


New Issues:

General:

Alphanumeric audio: There is a distinct but faint popping noise on all tables.

Bride of Pin*Bot:

Rotating head is now delayed compared to its first release. Sometimes when failing the Metamorphosis phase, the game begins to rotate to Face 1 before correcting itself back to Face 2 on the eyes.
Date set in the ROM is correct, but the day is not.
Screw on the habitrail bracket rotates alongside the head. Only visible on the playfield with Face 2.
Screw on the lower right corner of Face 1 should rotate when necessary.


Dr. Dude:

Magnetic Personality: magnet plastic texture is supposed to be transparent.

FunHouse:

Date set in the ROM is correct, but the day is not.

Swords of Fury:

Challenges: End of Ball Bonus did not apply before applying results. Happened during the Events.
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,677
33
Wait, the forum got saved?! I'll be darned. Regardless, from here on out, the Master List here will only focus on fixes, not necessarily new issues. Any new issues will be added to the spreadsheet in the main post.

Version 0.1.4.54994 / 0.1.5.55986 Fixes:

General:

STEALTH FIX: Enhancement settings aren't saved after resetting or starting a new game.
STEALTH FIX: Camera setting is sometimes not saved after resetting/starting a new game.
Rationalized values in user-generated tournaments (Timed Challenges)


Black Rose:

Cannon enhancement effects still present in the non-enhancement setting.
The "globe spinning" sound effect, when hitting the left ramp, remains in the non-enhancement setting.
A sparkling visual effect on the left side of the playfield lingers in the non-enhancement setting. Looks like a remnant from Black Rose's sword.
Hidden Treasures: Collecting a Jewel (specifically, at a non-Broadside or Ramp, preferably a target) shows coins flying over the playfield and the resulting splash effect on the right plastic, in the non-enhancement setting.
ROM audio is crackling during certain parts of the game, making it unbearable to listen to.


Bride of Pin*Bot:

Rotating head timing is off compared to its first release. Rotating forward in sequence (1-2-3-4) is delayed, while rotating backward (3-2) is earlier (and sometimes results in almost rotating the head to Face 1). Note the mechanical sound effect.
Screw on the habitrail bracket rotates alongside the head. Only visible on the playfield with Face 2.
Screw on the lower right corner of Face 1 should rotate when necessary.


Cirqus Voltaire:

Ringmaster Defeated / Side Show activation still persists. Check to see if the ball is passing through and activating Switch #47 for shots going underneath the Ringmaster.
STEALTH FIX: Check any stray General Illumination lights - the backglass partially turns off when tilting the machine. Nudge the machine or tilt to replicate this.


Hurricane:

Flipper sounds currently using those from Safe Cracker, which is odd.
Moving ducks above the drop targets persist in the non-enhancement setting. Hit the drop targets to make their enhancement effects go off, and completing the bank makes them re-appear.


Safe Cracker:

STEALTH FIX: Tokens aren't saved every other reset. After setting a Manual Camera View, it always happens. "That Sparkled" table award is currently impossible to attain.

Theatre of Magic:

The magnets above the inlanes let go of the ball too soon, when Hocus Pocus saves the ball from an outlane drain. Note the sound effects that play when grabbing the ball, and another separate sound when the magnets drop the ball down an inlane.
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,677
33
Early Access came and went; here is the complete list of fixes for the Williams tables between March 2022 and December 2022:


With 1.0 now introduced, we have an unofficial changelog, including any and all originals!

 

Crazy Newt

Member
Dec 2, 2012
351
12
There is an additional game-breaking bug in Twilight Zone where it seems a ball is stuck in the gumball machine and there does not appear to be a way to get it out. It moves slightly in the gumball machine and even a tilt and hard nudging after tilting does not progress the game. You have to quit and lose your score/progress and nothing counts. Naturally, this happened when I scored my best game up until the bug.

Someone else captured this same issue in a video. (see link below) It just happened to me with a fully updated Steam version. I play in view 2 with medium-sized dmd at top left at 120 fps (game locked) at 2560x1440. I have the table animations deactivated. The game was running perfectly and this was the 6th consecutive game I had played on this table in a tournament in Classic setting.

 
Oct 15, 2013
287
11
So are most of the stand alone Williams releases bugged? How's Indy? Basically are the stand alone Williams tables worth getting if I already have them in the Pinball Arcade on PS3? Already got the two big Williams packs and Monsters in the new FX. To me they seem to be the best versions of these tables yet. Especially with the improved physics, lighting upgrades and censorship gone. Yet I'm not hearing very good things about TZ, BoP, etc. It seems the stand alone ones are coming out badly bugged.
 

Crazy Newt

Member
Dec 2, 2012
351
12
They all have a few bugs, but only a couple tables have game breaking issues, and even then, you might not experience them. Check out the Master List from @Pinballwiz45b. It is amazingly thorough, and compared to Pinball Arcade, seems to be in better shape overall. It is early, and I think most of the major issues will be resolved.

In my opinion the new FX tables play the best, and they are definitely worth getting. BoP is the only real game with a glaring bug that stops progress, Funhouse is only a problem with excessive nudging, and TZ stuck plunger bug was patched, leaving only the one I mentioned above, and this one is not always repeatable.
 

Crazy Newt

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Dec 2, 2012
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Denied access.
Same TZ gumball machine lost ball. I nudge a lot, so I probably got it stuck somehow. It always happens when I’ve set a new scoring record. It is anecdotal, but the game breaking issue has never happened on just a good score, only when I’ve passed my personal best score, at least in the classic tournament I’ve been playing. I have to start over, as the game is stuck, and I lose my score progress. I can play 6 games and then on the 7th game when I surpass my current high score, sometime later the ball gets stuck. Doesn’t seem to be mode specific.
 

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