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Pinball FX (4)
Master List of Issues: Pinball FX
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<blockquote data-quote="Pinballwiz45b" data-source="post: 296958" data-attributes="member: 1051"><p>Forgot to import the list of fixes from the <a href="http://www.digitalpinballfans.com/showthread.php/13946-Master-List-of-Issues-Williams-Pinball" target="_blank">other Master List</a>. Here we go, this fix list is a doozy.</p><p></p><p>Initial build fixes (imported from the FX3 Master List), v0.1.0 March 31, 2022:</p><p></p><p><strong>Attack From Mars:</strong></p><p></p><p><span style="color: #008000">GI lights in the inlane plastics remain turned on during Strobe Multiball and other events.</span></p><p><span style="color: #008000">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.</span></p><p></p><p><strong>Black Rose:</strong></p><p></p><p><span style="color: #008000">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.</span></p><p><span style="color: #008000">Nudging is unusually stronger in Classic Single Player (both setups) to allow for Death Saves and other exploits.</span></p><p><span style="color: #008000">Powerups: Multiball Scoring isn't turned off when going back to single ball play. Happens on any game mode with powerups.</span></p><p><span style="color: #008000"><strong>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.</strong></span></p><p></p><p><strong>Creature From the Black Lagoon:</strong></p><p></p><p><span style="color: #008000">The Multiball Restart lamp has a green light attached instead of a yellow one, when lit or flashing.</span></p><p><span style="color: #008000">The Rescue lamp has a yellow light attached instead of a green one, when lit or flashing.</span></p><p></p><p><strong>Getaway: High Speed II:</strong></p><p></p><p><span style="color: #008000">Flashers on the Supercharger don't have a strobe effect from left to right.</span></p><p><span style="color: #008000">Left slingshot and left inlane plastic GI is either dimmed or non-existent.</span></p><p></p><p><strong>Indiana Jones - The Pinball Adventure:</strong></p><p></p><p><span style="color: #008000">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.</span></p><p></p><p><strong>Medieval Madness:</strong></p><p></p><p><span style="color: #008000">Uncensored version: Video mode still says "1 Child Taken" instead of "1 Child Eaten".</span></p><p><span style="color: #008000">Powerups: Royal Madness is NOT a multiball mode, but the game reads it as such until Multiball Madness is activated/ended afterwards.</span></p><p></p><p><strong>Party Zone:</strong></p><p></p><p><span style="color: #008000">Plastic above the Back-2-Bop lane is not clear, instead leaving a dark hue.</span></p><p><span style="color: #008000">Nudging is unusually stronger to allow for Death Saves.</span></p><p></p><p><strong>Theatre of Magic:</strong></p><p></p><p><span style="color: #008000">Check the jet bumpers. Either Solendoids #11 and #13 are swapped, or switches #63 and #65 are swapped. (FIXED on Zen Pinball Party)</span></p><p><span style="color: #008000">Check also the GI lights -- they should should NOT have gradual fading, and it makes certain light shows less satisfying during certain sequences.</span></p><p><span style="color: #008000">Grand Finale glowing enhancements (red, green, blue glowing) around the center ramp are still there even while enhancements are disabled.</span></p><p><span style="color: #008000">"March" in the table flythrough descriptions has a lowercase "m".</span></p><p><span style="color: #008000">Powerups: Grand Finale is NOT a multiball mode. It should not toggle the Multiball power when equipped.</span></p><p></p><p>Other notes:</p><p></p><p><strong>Black Rose:</strong></p><p></p><p><span style="color: #800080">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?</span></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Pinballwiz45b, post: 296958, member: 1051"] Forgot to import the list of fixes from the [url=http://www.digitalpinballfans.com/showthread.php/13946-Master-List-of-Issues-Williams-Pinball]other Master List[/url]. Here we go, this fix list is a doozy. Initial build fixes (imported from the FX3 Master List), v0.1.0 March 31, 2022: [B]Attack From Mars:[/B] [COLOR="#008000"]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.[/COLOR] [B]Black Rose:[/B] [COLOR="#008000"]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. [B]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.[/B][/COLOR] [B]Creature From the Black Lagoon:[/B] [COLOR="#008000"]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.[/COLOR] [B]Getaway: High Speed II:[/B] [COLOR="#008000"]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.[/COLOR] [B]Indiana Jones - The Pinball Adventure:[/B] [COLOR="#008000"]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.[/COLOR] [B]Medieval Madness:[/B] [COLOR="#008000"]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.[/COLOR] [B]Party Zone:[/B] [COLOR="#008000"]Plastic above the Back-2-Bop lane is not clear, instead leaving a dark hue. Nudging is unusually stronger to allow for Death Saves.[/COLOR] [B]Theatre of Magic:[/B] [COLOR="#008000"]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.[/COLOR] Other notes: [B]Black Rose:[/B] [COLOR="#800080"]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?[/COLOR] 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. [/QUOTE]
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Pinball FX (4)
Master List of Issues: Pinball FX
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