Pinballwiz45b
Well-known member
- Aug 12, 2012
- 3,681
- 34
Based on the one from Pinball Arcade, except for Stern tables (and then some newer games). Help is appreciated!
All versions in RED; Advanced lighting issues (consoles, PC) in TEAL; PC version in BLUE; mobile versions in ORANGE
Version 1.2.8 Bugs:
General:
All versions in RED; Advanced lighting issues (consoles, PC) in TEAL; PC version in BLUE; mobile versions in ORANGE
Version 1.2.8 Bugs:
General:
- Challenge Mode - when selecting Last Action Hero, it displayed a bizarre screen of data/zeros, then awarded 100 points for the table, then crashed when next table was selected.
- Challenge Mode - random crashes when selecting next table.
- When two balls are next to each other on a flipper, a glitch in which one ball "phases" through the flipper occurs. Uncommon.
- Balls entering the drain area at the same time may not cause the game to read how many balls have entered the trough, causing balls to be missing and an end to the current game.
- The sound of the rolling ball across the newer Stern tables is still present, even if the ball is drained. Happens when pausing/unpausing a game?
- PC: Crash upon entering LAH twice in a row. Uncommon, though I did so after spanning between table entry for a time.
- PC: When trying to select menu items in the controller setting menu with mouse or controller, the selected item moves up/down 2 line items instead of one.
- iOS: You can only save one highscore when you reach a score that is in the default list. Afterwards it won't update anymore, even if it lets you input your initials.
- iOS: Nudging is wonky. It does work partly but it is very unpredictable and unusable in a game this way.
- Lighting on the inserts up top needs to be adjusted to clearly tell which lights are turned on or off.
[*]Left Ramp flasher is tied in with the Yellow flasher on the left side.
[*]The yellow flasher on the left side is dim.
[*]Thunderstruck blue lights need looked into; they're hard to read or tell if they're lit or not.
[*]GI lights at Hell don't interact at all.
[*]GI lights around the plastics on the main playfield don't interact at all or have very little effect. Needs MAJOR work.
[*]Lights underneath the right ramp long plastic don't exist.
[*]Flasher on the Rock and Roll Train head is dim.
[*]Jukebox kicker flasher at the back doesn't exist.
[*]Left Ramp Left Side Flasher doesn't exist.
[*]Left Ramp Right Side Flasher doesn't exist.
[*]Right Ramp Right Side Flasher doesn't exist.
[*]Bell Arrow Flasher doesn't exist.
[*]Flasher in the pop bumper area is too dim.
[*]Right Ramp Flasher flashes the Red flasher near the cannon. The one that's supposed to flash instead doesn't exist.
[*]Red flasher near the cannon is dim.
[*]Lights at the sides of the Jukebox are dim.
[*]White bulb at the upper right corner is tied in to the red lights at the Jukebox.
[*]Red light in the plunger lane isn't supposed to be there. - Emulation speed is slower when compared to the real thing. Noticeable at the Jukebox when the lights are supposed to be in the rhythm of the song.
[*]Instant Info doesn't work when trapping a ball on the flipper for an extended amount of time. Some platforms.
[*]Some wizard goals could be toggled at the start of a new game, after finishing a previous game with all Standard Goals complete.
[*]Super skillshot by holding up the right flipper sometimes doesn't work.
- Emulation speed is slower when compared to the real thing. Playing Don't Cross the Streams, thus, is abysmal.
[*]Music and sounds are distorted. Improved upon on consoles, but other platforms have yet to see this.
[*]Resetting a game leaves a rolling ball sound, if a ball was present.
[*]Lights can go out when Tobin's Guide, Extra Ball, and a Left Scoop mode are collected at the same time.
[*]Ball can interfere with or clip into the captive ball zone, sometimes interfering with balls locked in the rollover area.
[*]Some light is tied in to the Terror Dog light beneath the ramp.
[*]Stray GI lights around the middle and right-center playfield. Pay attention when in Video Mode or end of ball bonus.
- Apron texture is mirrored (compare the motorcycle gauges between TPA and the real one, for instance). Rule cards are fine as is.
- Higher-pitched music and sounds than the real thing. See here.
- Tilting yields the "Patch is lit" callout. Incorrect?
- Tilting the game right after the ball drains causes confusion in the game and the ROM. Don't tilt.
- Draining a ball right after hitting the target to light the Slot machine raises the ramp too far up, and thus causes the Slot Machine to become impossible to shoot.
- The Crane should be slowed down to about 60-80% of its original speed. The Crane Runaway almost never counting down is a good sign that it is moving too quickly.
- "MOVE THE CR---" (Explanation: After the crane arrives at its destination, the stopping sound interrupts the rest of the introductory sounds.)
- Helicopter sound does not stop upon the attempt/completion of the skill shot.
- Main music continues to play, even after a Dynamite Feature is collected and a mode is thus awarded with supposed different music.
- Music keeps looping after the end of a game and into Attract Mode.
- Artwork of the playfield, below the right slingshot, reveals a small object (looks like a nut). Very disorienting; it's not supposed to be there.
- Creature of Frankenstein's quote, "Graveyard..." at the beginning of the Graveyard mode is replaced by "Jackpot Lit" by Frankenstein.
[*]Bad ramp physics lead to balls jumping the ramp and onto the plastic above, leading to the habitrail and in the right inlane. This leads to successful ramp shots being impossible to make without direct shots (even then, the upper flipper can make that ball jump the ramp).
- Emulation speed is slower when compared to the real thing.
[*]Some wizard goals could be toggled at the start of a new game, after finishing a previous game with all Standard Goals complete.
[*]Holding a ball on the right flipper makes the ball not lie still.
[*]Super skill shot sometimes has the ball hit the wall up top by the Ford roll over lanes and drops in the pop bumper area instead.
[*]No GI interaction whatsoever. - Android: Unable to select mode before launch as the right flipper is inactive at plunger view, so you have to start with drag race every game.
- Right habitrail interferes with the metal piece around the spinner. In fact, the habitrail needs to be moved down; a bit of the first part is hidden under the plastic ramp. This is how it should be.
- Missing plastic beneath the upper right portion of the ramp. For these two issues above, compare here and here.
[*]Resetting the table from the pause menu kills table audio.
[*]Backglass lamps 1-4 are missing.
- No music plays at the Enter Initials interface. This happens when the Menu Music is turned off.
- Ball can get stuck somewhere in the upper playfield area (not sure where, however. Will look into the issue.).
- The Super Jackpot voiceover is played twice during the sequence. One has the actual callout, while the other is tied in with the Super Jackpot fanfare sound.
- Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
- No GI interaction whatsoever.
[*]The laser light show on the playfield during Klingon Multiball should follow a more circular and clockwise pattern than just straight lines.
[*]Pop bumper counter/score bug can sometimes occur, similar to that of Iron Man's pop bumper counter/score bug. Could be a ROM issue.
[*]Emulation speed is slower when compared to the real thing. Note how the display isn't synced to the light show for Medals awarded, upon starting a wizard mode.
[*]Instructions: Warp Ramp Extra Ball at 7, not 3.
[*]Instructions: Vengeance Battle is the 3rd mode, not 2nd.
[*]LE: Cabinet is without the set of lights on the left and right sides of the cabinet, according to XB1 screenshots (or so they appear).
[*]Pulling the plunger back causes the ball to go too far down, leave the switch prematurely and lock the selected mission in.
[*]PS4: Cannot see Status Report when a ball is held/flipper is up for a time.
- The Bug counters on the playfield need to be brightened. They work like digital numeric displays, and simple GI lighting won't do it.
- One of the flashers on "Starship" ties in with the "Troopers" set of flashers.
- The main theme music is getting cut off early. This video shows that there is more: https://www.youtube.com/watch?v=QoDUY4AIED4
- After starting a new game, sometimes, the 3 seconds music sample intro is repeated infinitely and is not replaced by the main music theme.
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