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Thread: Master List of Issues -- Williams Pinball

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    Master List of Issues -- Williams Pinball / Williams FX3

    Just to keep track of issues that Zen might or might not be aware about. Most of these issues will not necessarily be harmful to gameplay itself (most of the time), but the tables are not necessarily 100% accurately emulated from the ROM onto the table. Feel free to ask questions about any issue that I initially reported on, or if there are any clarifications needed for said issue. Will mainly keep track based on FX3 (Pinball FX release -- PENDING).

    Color-coded issues: RED for universal issues, BLUE for mobile-specific issues, and TEAL for Pinball FX Unreal-specific issues.

    As of Steam update, December 9, 2021 (Theatre patch update 12/13/2021):

    General:

    • Not necessarily a bug, but would it help to include an Operator's Menu specifically for debugging Williams tables?
    • Manual plungers need mouse support -- click and drag. Oddly enough, FX2 had this feature before FX3 dropped support for it.
    • Pre-DCS Sound games: Too many audio or sound outputs can either cause a change in music or a loss of an audio channel, the latter requiring a ball drain to completely restore. Relevant in Getaway and Party Zone.
    • Check the dates on each Williams table -- some are not in line with the current date and times of today.
    • Somehow, after playing RoadShow, I feel that the fading sound effects are reversed. The sound effects that are supposed to fade (ie the inlanes on Roadshow, flying saucer during the Match sequence on AFM, etc.) are getting louder instead of softer until we can't hear it anymore. Could this be why the ROMs are so quiet?
    • PC: Alt-tabbing away from a table while in attract mode can speed up the game engine.
    • All Volume 6 tables' ROM audio are linked to the SFX slider.
    • Nudging desperately needs an overhaul. Currently, they're strong enough to move balls from switch to switch, even in the ball trough and physical locks.
    • Manual plungers, when pulled at full strength quickly, doesn't make the specified targets at times. See: Theatre of Magic and Black Rose ramps.


    Attack From Mars:

    • GI lights in the inlane plastics tied to a backbox insert, instead of them tied to the Lower Playfield GI. Refer to the GI section in the Operator Menu.
    • GI lights in the backbox or playfield don't fade at all -- they simply have on/off states. There should be states between the 1st and 8th iterations that allow for fading GI during certain events like Multiball and lowering a saucer shield.
    • Mobile: Total Annihilation martians display the "censored" animation with the martian still intact, blinking his eyes after being fired on.


    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.
    • GI lights may not be 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.
    • If enhancements are toggled off, they are not fully turned off. If one starts a game with enhancements turned off, the sound effects from the enhancements still play.
    • If the Left Ramp is made followed by a side ramp shot, the side ramp might not be registered and will instead restart the Locker Doubled sequence from the Left Ramp.
    • 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.
    • Mobile: Check the strength of the Cannon kicker. It might be too weak to make the ball go up ramps or even up to the Broadside.
    • Mobile: GI fades instead of flashes like the others, apart from Theatre of Magic.


    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 its design; FX3 is preventing this.
    • Table Guide/Wizard Mode: There are 4 stages, not 5.
    • Tournament settings: Complete orbit shots, left or right, impossible on current settings, especially on Juggler Multiball. https://youtu.be/1XKvwfaHCCw


    Champion Pub:

    • Mobile: Boxer order is always the same.


    Creature From the Black Lagoon:

    • Physical light bulbs on RESCUE and MULTIBALL RESTART at the Snackbar shot are swapped. Actual lights when flashing are in the correct placements.
    • Getting the Popcorn item from the Snackbar results in the following sound played: "Here's your char-broiled burger!"


    Dr. Dude:

    • Magnetic Personality magnet is EXTREMELY powerful. I've had a ball get magnetized from a trap on the right flipper. I highly recommend limiting the range of the magnet to only Magnetic Personality.
    • Music played while either pausing or in Attract Mode appears again after the game ends.
    • Uncensored/non-family mode versions currently unavailable.
    • 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. X2 Playfield, as an example, is never solidly lit.


    Fish Tales:

    • Playfield GI is tied to any or all three backbox GI locations. Refer to the Operator Menu / GI testing for further details. https://www.youtube.com/watch?v=2ZJXiJH5uhM
    • Backbox GI is not tied to the ROM emulation. It's just there, lit, and not interacting at all.
    • Classic Arcade/Tournament: Ball travels very slowly on the Caster's Club/Fishing Rod kickouts.
    • Post between the right orbit wall and the spot targets should not cause the ball to go off course as it travels down the wall. Similar issue to what was fixed on Theatre of Magic.


    FunHouse:

    • Missing audio channel for the percussion portion of the music, leaving the Million Plus/High Score light sequence misbehave compared to the real machine. It's worked in the beta before release.
    • ROM can crash or reset in the middle of gameplay.
    • Similar issue with the GI that's happening on Theatre of Magic, and similarly on other tables before they got patched. Needs to be more like Dr. Dude and Space Station in how they flash.
    • Secondary plunger can't make it up all the way around the Superdog lane, Classic Single Player. (EDIT: It's a >60 FPS issue.)
    • Holding up the flipper after a successful Trap Door loop will cause the ball to make it in the Trap Door, for the first time. Classic Arcade.
    • Typo in the "LITE EXTRA BALL" insert on the set of Gangway Award lights -- as "LITE EXRA BALL". Said insert is also supposed to be red instead of orange.
    • Non-enhancement side walls on the inside of the cabinet are supposed to be blue instead of black.
    • Uncensored/non-family mode versions currently unavailable.


    Getaway: High Speed II:

    • Flashers on the Supercharger don't have a strobe effect from left to right. Fixed on Williams Mobile.
    • Left slingshot and left inlane plastic GI is either dimmed or non-existent.
    • GI isn't properly applied. During the Multiball Start sequence, the GI flashes all at once instead of having two separate strings that alternate, including at the bumpers. https://youtu.be/Dhk6rcqi128?t=333
    • Mobile: Supercharger light on the left ramp appears warm white rather than yellow.


    Hurricane:

    • None at the moment.


    Indiana Jones - The Pinball Adventure:

    • TBD


    Junk Yard:

    • A hard shot up the middle shot can trigger multiple hits on that lane if the ball rolls back far enough to reach it. Traditional Zen physics.
    • On the enhanced table version the screws on the roof of the magic bus are not animated with the bus when the bus moves. Fixed on Williams Mobile.


    Medieval Madness:

    • Uncensored version: Video mode still says "1 Child Taken" instead of "1 Child Eaten". Fixed on Williams Mobile.


    Monster Bash:

    • The insert on the left outlane, containing the names of different people, is off-center from its original placement.


    No Good Gofers:

    • A little bit of detection issues with the left ramp switches (Bud included?) and the entire subway. Had 2 balls out during a non-multiball setting. Seems to be rare, though.
    • Autoplunger can send the ball straight down the middle, Classic Tournament physics.


    Party Zone:

    • GI lights in the backbox or playfield only have on/off states. There should be states between the 1st and 8th iterations that allow for different stages of GI light settings during certain events like Laff Attack, making an Ozone ramp shot, and the Big Bang. Applies to the Red set of GI lamps underneath the plastics as well.
    • Some DMD animations remain censored if the table is uncensored -- specifically the DRINK mugs on the DMD.
    • Plastic above the Back-2-Bop lane is not clear, instead leaving a dark hue.
    • Nudging is unusually stronger to allow for Death Saves.
    • Mobile: Screws on bumper caps seem to be duplicated, one set moves down with the pop cap when the bumper solenoid activates but another set of screws stays floating in place.


    RoadShow:

    • Ball can get stuck between Ted's open jaw and the piece leading to the scoop.


    Safe Cracker:

    • View 2 is surprisingly lower down than View 1.
    • Vari target is difficult to push and successfully break through into the Cellar. (Seems better, will keep an eye out and experiment.)
    • VAULT letters don't carry from game to game.
    • No separate leaderboards for Assault on the Vault.


    Space Station:

    • Typo, "completing", in the table guide under Stop & Score.
    • Some audio sounds are still popping, specifically during the starting sequence for multiball.
    • Exploit in Condition Green multiball, where nudging upwards right after scoring a successful Rescue Jackpot can result in scoring another.


    Tales of the Arabian Nights:

    • Plunger is too strong/skill shot surface area is too bouncy, sometimes leading the ball back to the plunger lane at full power.
    • Not sure if the magnet is supposed to act randomly after starting a tale, when it shows the instructions on completing such tale. I've seen it on some machines, and some not.
    • Camera directly warping to the Lock area while the ball gets magnetized can throw players off.


    Theatre of Magic:

    • The habitrail switch feeding into the right inlane does not properly register if the ball makes it all the way around the left orbit. Switch 1a, page 2-39 on the manual.
    • 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.
    • When the ball gets magnetized in the Spirit Ring from the Right Ramp, it's not visible from the top once held by the magnet.
    • 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".
    • The magnets above the inlanes let go of the ball too soon, when saving the ball from an outlane drain. Note the sound effect that toggles when releasing the ball and dropping it down an inlane.
    • Powerups: Grand Finale is NOT a multiball mode. It should not toggle the Multiball power when equipped.


    White Water:

    • Music/sounds: Cymbals/hi-hat portions sound more like "dings" than actual cymbals. http://www.cgmusic.net/archives.html
    • Nudging the machine can spot the No Way Out hazard, if 2 balls are locked.
    • Classic Arcade/Tournament: Ball doesn't have enough speed from No Way Out kickout to make the grace period for any Multiball jackpot shots.
    • Left inlane feed from Insanity Falls, with a raised flipper, traps the ball perfectly. This...actually might happen, but I'm not sure of.
    • Exploit in the Lost Mine kickout by nudging just before the ball gets ejected from the scoop, allowing players to earn free items for Gold Rush Multiball.
    Last edited by Pinballwiz45b; 01-12-2022 at 10:45 PM.

  2. #2
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    Thanks for submitting this Wiz, great list.

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    Senior Member lio's Avatar
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    Junkyard (at least on iOS and purely cosmetic):
    On the enhanced table version the screws on the roof of the magic bus are not animated with the bus when the bus moves.

    Party Zone (at least on iOS and purely cosmetic):
    Screws on bumper caps seem to be duplicated, one set moves down with the pop cap when the bumper solenoid activates but another set of screws stays floating in place.

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    Senior Member MBeeching's Avatar
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    Getaway: High Speed II
    Supercharger ready light appears warm white rather than yellow.

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    Senior Member Pinballwiz45b's Avatar
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    Quote Originally Posted by lio View Post
    Junkyard (at least on iOS and purely cosmetic):
    On the enhanced table version the screws on the roof of the magic bus are not animated with the bus when the bus moves.

    Party Zone (at least on iOS and purely cosmetic):
    Screws on bumper caps seem to be duplicated, one set moves down with the pop cap when the bumper solenoid activates but another set of screws stays floating in place.
    Can confirm Party Zone, need to upgrade Junk Yard to Level 3 for confirmation. Will put it in just in case.

    Quote Originally Posted by MBeeching View Post
    Getaway: High Speed II
    Supercharger ready light appears warm white rather than yellow.
    Can confirm on mobile.

    EDIT: Added an issue pertaining to the left ramp and side ramp on Black Rose.
    Last edited by Pinballwiz45b; 02-28-2019 at 08:43 AM.

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    Thanks guys, Party Zone duplicate screws are of particular interest to me. No bug is okay, but this one is what I like to call a fun bug.

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    Senior Member Pinballwiz45b's Avatar
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    Added issues pertaining to nudge strength on Black Rose and Party Zone, Classic Single Player, both physics settings.

    Apologies again for the late additions; I think of these issues but usually forget about them

    EDIT: One more, regarding audio on pre-DCS sound games, highlighted in General.
    Last edited by Pinballwiz45b; 03-05-2019 at 05:35 PM.

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    Senior Member Pinballwiz45b's Avatar
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    Williams Volume 3 bug list additions: (Some might be taken as notes, like those pertaining to ROM state.)

    Theatre of Magic:
    Habitrail switch feeding into the right inlane does not toggle if the ball makes it all the way around the left orbit.
    Check the jet bumper animations -- one bumper animates another.
    Check also the GI lights underneath the plastics -- they should have set stages and not gradual fading. Black Rose on mobile also has this issue.
    When the ball gets magnetized in the Spirit Ring from the Right Ramp, it's not visible from the top once held by the magnet.

    Safe Cracker:
    Views 1 and 2 seem to be very similar.
    Board game lighting issue: Leftmost Candy 2000 and Cyber Dog light colors are swapped. Candy 2000 is supposed to be Yellow and the Cyber Dog is supposed to be red.
    Is the vari target difficult to push and successfully break through?
    EXTREMELY delayed response time to the ROM from the Wheel. Even on hard spins.
    VAULT letters don't carry from game to game.
    No separate leaderboards for Assault on the Vault?

    Champion Pub:

    Jump rope inconsistencies on classic?
    Just had a ball sent FLYING off by a mechanical fist during a Fight.
    Boxer order is always the same?

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

    As far as fixes, I'll check them out when I get back home. I confirmed Black Rose's enhancement fix during the beta but I am not sure if that made it in the new release.
    Last edited by Pinballwiz45b; 03-19-2019 at 11:19 AM.

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    Senior Member MadScience2006's Avatar
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    On Theatre of Magic on Zen Pinball 2 (macOS at least), the textures for the "Drama Masks" (upper right of table), both on the table and in the mirror reflection are not correct if the "Visual Quality" for the table is set to "Standard". What is shown on the table are the mask textures but with a solid yellow blob around them (no transparency). The mirrored reflection shown is just a solid yellow blob with no mask texture at all and no transparency. This seems a bit extreme if this severe reduction of quality on this one part of the table was used to reduce detail to gain performance. I've seen nothing of this sort of drastic-ness on any previous Williams Pinball table for Zen Pinball 2.

    If the "Visual Quality" is set to "Enhanced", the textures and transparencies on the table and mirrored reflection are correct.

    EDIT:
    Having just downloaded/installed the iOS version of Williams Pinball, Theatre of Magic has the exact same issue I mentioned above.
    Last edited by MadScience2006; 03-19-2019 at 05:57 PM.

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    Utterly trivial typos, but may as well get added to the list - Champion Pub and Theatre of Magic have first letter of month of release as lower case rather than upper case in the bit with the history before starting a game.

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    Senior Member MBeeching's Avatar
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    Champion Pub - Various grammatical errors

    No Fear™ - Both words should be capitalised

    'The Champion Pub was released in April, 1998 and were produced 1369 units.'

    '...and a speed bag mini playfield where plastic fists are punching the ball'


    Unconfirmed issues
    Champion Pub - If you shoot a ball up the balcony ramp during a fight it is possible to trigger a punch on the boxer (This has only occurred once so far).

    Theatre of Magic - Using Tournament settings it is possible for a fast ball to go missing in the orbit (not Vanish feature). A new ball will spawn eventually.
    Last edited by MBeeching; 03-19-2019 at 05:34 PM.

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    ANYTHING that carries over from game to game, like the Jackpots in Party Zone and Black Rose, and the VAULT letters in Safe Cracker, gets reset everytime. The only thing that sticks are the secondary initial high scores (loop champion, etc).

    Another thing that bothers me is that the time machine in Junk Yard always starts on December 14, 2018. It should be the current day.

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    Senior Member Tarek Oberdieck's Avatar
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    Champion Pub skillshot upgrade bug?


    Is this a bug or my mistake? Anyone able to upgrade the skillshot for Champion Pub on Steam? I've unlocked this by accident. Don't ask me how. Is there a relieable way to reach level 10?

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    Senior Member shogun00's Avatar
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    Quote Originally Posted by Tarek Oberdieck View Post
    Champion Pub skillshot upgrade bug?


    Is this a bug or my mistake? Anyone able to upgrade the skillshot for Champion Pub on Steam? I've unlocked this by accident. Don't ask me how. Is there a relieable way to reach level 10?
    Not a bug! You need to aim for the 'M' (1 million).

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    Senior Member Tarek Oberdieck's Avatar
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    Quote Originally Posted by shogun00 View Post
    Not a bug! You need to aim for the 'M' (1 million).
    Thanks, that worked. I think it should mentioned in the table guide.

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    Theatre of Magic:
    In classic singleplayer/tournament settings: When shooting the orbit around the trunk from left side the ball always exits towards the left flipper. Watching several videos of the table on Youtube this never happens on a real table.
    Spacies arcade also commented on this in his first look Strangely in normal single player the ball always exits to the right flipper.

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    Quote Originally Posted by Tarek Oberdieck View Post
    Champion Pub skillshot upgrade bug?


    Is this a bug or my mistake? Anyone able to upgrade the skillshot for Champion Pub on Steam? I've unlocked this by accident. Don't ask me how. Is there a relieable way to reach level 10?
    Haven't got to level 10 yet, but when equipped its not working in single ball challenge - hit M and it scores 1M when its not equipped, and 1M when it is equipped - haven't played the other types of challenge yet, I've been running Safe Cracker more - interesting, I found out its possible to win more than 1 token in a single game in 5 minute challenge after taking about 2 hours to get the first token!

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    Senior Member Pinballwiz45b's Avatar
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    Adding the following:

    Theatre:

    Gate from right orbit isn't one-way. The ball should be fed into the jets and not down the right orbit itself, if the ball fails to make it up the habitrail.
    Grand Finale glowing enhancements (red, green, blue glowing) around the center ramp are still there even while enhancements are disabled.

    Safe Cracker:

    Ball can bounce off the gates at the top lanes at unusually high speeds. https://clips.twitch.tv/WimpyBlazingCatPunchTrees
    Last edited by Pinballwiz45b; 03-25-2019 at 07:53 PM.

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    Member abouttreefitty's Avatar
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    On Theatre of Magic on iOS, is anyone else having issues with the plunger? It seems to be way too weak. Sometimes it takes a good 5 tries to get the ball onto the playfield.

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    Senior Member Fungi's Avatar
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    Quote Originally Posted by abouttreefitty View Post
    On Theatre of Magic on iOS, is anyone else having issues with the plunger? It seems to be way too weak. Sometimes it takes a good 5 tries to get the ball onto the playfield.
    Yes

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    Senior Member Pinballwiz45b's Avatar
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    I'm on Android and have had a similar problem as well with manual plungers. You probably need to wait a second for the plunger to extend all the way, but that should not be needed.

    Will add this regardless.

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    Senior Member kinggo's Avatar
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    Tho whole plunging thing is kinda broken on android. Theres no way of knowing how hard the plunge will be. Some skillshots are pure luck.
    Dear FS, Special Force and Radical, please.

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    Black Rose

    Lock kickout on Mobile is too weak to reliably clear out a single ball in all play modes.

    Party Zone
    Supersonic Comic/Party Guests VUK and Rock-It/Ozone Kicker too weak to reliably clear balls. In multiball, the latter leads to multiple retriggers of the jackpot award, overly high scores and in many cases a crash of the emulated table.

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    Quote Originally Posted by elcondor View Post
    Black Rose

    Lock kickout on Mobile is too weak to reliably clear out a single ball in all play modes.

    Party Zone
    Supersonic Comic/Party Guests VUK and Rock-It/Ozone Kicker too weak to reliably clear balls. In multiball, the latter leads to multiple retriggers of the jackpot award, overly high scores and in many cases a crash of the emulated table.
    On iOS there's a problem with the center kicker. Several times the ball has missed everything and just drained down the left side.

    Sent from my moto g(6) using Tapatalk

  25. #25
    Senior Member Pinballwiz45b's Avatar
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    Quote Originally Posted by elcondor View Post
    Black Rose

    Lock kickout on Mobile is too weak to reliably clear out a single ball in all play modes.

    Party Zone
    Supersonic Comic/Party Guests VUK and Rock-It/Ozone Kicker too weak to reliably clear balls. In multiball, the latter leads to multiple retriggers of the jackpot award, overly high scores and in many cases a crash of the emulated table.
    Quote Originally Posted by 1adam12 View Post
    On iOS there's a problem with the center kicker. Several times the ball has missed everything and just drained down the left side.

    Sent from my moto g(6) using Tapatalk
    I've not had a problem with those yet. Will keep an eye on those.

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