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Thread: Table Bugs

  1. #1
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    Default Table Bugs

    Although Zen's tables are brilliant and of high quality the occasional bug does slip through. To avoid the same bug being repeatedly reported (thanks Kimkom for pointing out the error in my ways ) I will note them in this thread as they are reported.

    Agents

    Game Breaking: During the Sniper Mission, the game kicks out the locked balls before the mission is completed. The next shot to the tanker will NOT lock in, but the Mission is STILL active with the DMD flashing "Lock Three Balls Into the Tanker!". It is then impossible to finish this mission....and impossible to start another one with this active, totally hampering any scoring.

    Game Breaking: During the Sniper Mission after three balls are locked the video mode doesn't start, instead only the multi-ball starts. The mission is then stuck.


    Buccaneer

    Bug: The frenzy hole can get glitched up by the metal thing in front of it blocking it.

    Game Breaking: It is possible for the ball to bounce up/above the playfield on this table. During multi-ball I had the ball bounce up and land directly behind the wheel target/multi-ball lock hole. The ball is stuck and there is no way to nudge it out. If you drain any remaining balls, the game will not start a new ball. The only option is to restart the game.

    Misfeature/Bug?: 10x mutliplier is not attainable from bumpers. 2x,4x,6x,8x, extra ball are all attained from hitting the "mushroom" bumpers on the left side of the table. The table never rewards 10x from the bumpers, regardless of the number of times you hit them. 10x is shown on the table playfield, so we can assume there is a way to activate/light 10x.


    Captain America

    Bug: The view incorrectly zoom out during the Zemo's Castle mini-game if the ball hits the bottom of the mini-game.

    See: http://forum.zenstudios.com/showpost...8&postcount=68

    Bug: Captain Zemo Castle mini-game sometimes doesn't work after Assault has been spelled. The timed mission starts, the lights are lit, but the game doesn't activate when the ball enters the castle. For some people it happens each time they spell Assault and not just sporadically.

    Bug: Bucky Howler isn't awarded if you shoot the right ramp quickly after the skillshot.

    Bug: The right ramp sinkhole is sometimes active when you achieve a skillshot so you can't achieve Bucky Howler.

    Bug: During Resistance mode team members can go missing if you use the Cosmic Cube.

    See: http://forum.zenstudios.com/showpost...9&postcount=69

    Bug: Ball flailing of the Assault Ramp rails and deflecting somewhere else on the table. This can happen at any time; during missions and even at ball launch.

    Bug: During multiplayer split screen if you tilt the table excessively, you will after a while see a random score pop out of nowhere. After the score pop up, you will be able to launch 2 balls into the game. Due to unlimited balls in multiplier split screen you can do it each time. Has not been tested yet on xbox live.

    Bug: During the Death Ray Mission the DMD display sometimes gives the wrong information in that while you are required to deflect the rays after you have acquired the required strength, the DMD is still on the "Strength Meter". It doesn't though prevent you from completing the mission.

    Bug: Losing you last ball during some of the stages of the Wizard mode results in an additional ball being made available to launch. This ball stays in play until you hit the cosmic cube and the actual multiball stage starts.

    Bug: I appears that after a long game (2 x wizard mode completed) the Zemo/Redskull target doesn't register a hit on it and the right ramp sinkhole to start a mission doesn't open.

    Bug: During Dig Site Mission, if ball drains immediately after hitting the dynamite target, (to win the mission,) points are awarded like usual, but the light on the playfield does not light. You are then not able to select that mission again, when selecting another Cap's Hole mission. This presumably prevents you from reaching Wizard mode (not tested).

    Misfeature: During the Red Skull Mission you get more points for the holes where you get hit by the Red Skull than for hitting the targets where you hit Red Skull.

    Misfeature: There is no sound effect when Bucky saves you.

    Misfeature: The supply-drop mini game has no sound effect to indicate that it is active.

    Misfeature: Following the completion of the Wizard mode or the Sleeper Multi-ball the sound effects accompanying the Sleeper Robot continues in the background for the rest of the game.

    Misfeature: Sometimes after failing a mission, when you restart it again the accompanying sound bit is not played e.g. Adhesive-X mission.


    Earth Defense

    Bug: When you start Panic Multi-ball and immediately lose the first ball the DMD display gets stuck on a screaming lady holding her head. From there on the DMD does not display your score and more importantly the Invasion count down timer. Other DMD instructions still appear e.g. Invasion prevented, second Wave coming.


    Excalibur

    Bug: The Hidden path blockers get stuck.

    Bug: The Right Orbit often doesn't count.

    Game Breaking: Remaining Ball becomes stuck behind hidden path targets after failing the Sir Percival Mission. There is no way to nudge the ball back into play. The only option is to restart the game. This is a very rare/unique set of circumstances that I've never seen anyone else comment about. I don't recall if the stuck ball came from an orbit shot to the right or a failed orbit shot/hidden hole shot on the left.


    Extreme

    Bug: Ball gets stuck.

    See: http://www.youtube.com/watch?v=zUaLluVZu5w

    Bug: When losing the last 2 balls of playground multi-ball simultaneously, bungy save won't take effect until after a new ball is launched. I thus doesn't perform its function of saving the ball.

    Scoring Glitch: The hole at the top right of the board will intermittently not kick the ball out with enough force for it to re-enter play, causing it to fall back into the hole, and score more points. Once it gets stuck like this you can just leave your console on forever, and continue to get points. It takes a nudge of the table to get your ball out.

    Low quality video of the glitch http://www.youtube.com/watch?v=uXkjP4lMKmM

    Misfeature: Right after I activated Playground multi ball, somehow two balls got stuck underneath the third flipper. I got them unstuck by shooting the ball left in play into the playground and letting it drain into the bottom playfield, unclogging the jam.
    Last edited by Cloda; 09-28-2011 at 06:02 PM.

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    Fantastic 4

    Major Scoring glitch: At the end of the Human Torch mission, if you drain the Nova Flame Ball as soon as its activated, you get a 40x multiplier for your end of ball bonus.

    Game Breaking: During Dr. Doom mission, if you shoot an unpowered ball up the Dr. Doom ramp and you have Negative Zone ballsave activated the table can freeze. Alternatively once the Negative Zone ballsave has been used and the table doesn't freeze, it can't be reactivated for the rest of the game.

    Game Breaking: With both shields activated as well as the NZ ballsaver the ball falls down the middle and the portal opens but rather than the ball getting pulled into the portal it goes behind one of the shields where it gets stuck. The ball disappears/sink into the table behind the shield, the portal is still open, the table is flashing very brightly and all the characters is doing their normal thing. The ball doesn't get reset and you can't tilt the table so your only option is to restart the game. It was reported happening during the Doombots mission and getting stuck behind the right shield but it is assumed that it can happen during other situations as well.

    Bug: If you play the Human Torch mission last and drain you Nova Flame ball, the table resets and you have to restart all the missions again.

    Bug: Whenever you hit the F-O-U-R skill shot, if you fail to hit another letter (popping up from bumpers below) before everything stops flashing, the letter stays lit and won't move with flipper presses. This usually lasts until the ball drains, making it more difficult to increase the bonus multiplier.

    Bug: When failing the normal skill shot at first, but switching it while the ball gets bumped up, gets the multiplier light stuck.

    Bug: After completing wizard mode, and you have the Gift of Thing active it sometimes wouldn't register hits to his blocker shield (all three) when you make contact with them. It makes the "rock" noise, but the shields won't drop.

    Misfeature: If you play the Human Torch mission and complete it, the final mission hole is activated resulting in many of the targets/holes not being active during the Nova flame ball 40x score mode.

    Misfeature(?): The amount of points being awarded for completing the Dr. Doom mission seems to be very few e.g. 2 million.

    Misfeature: All the scores on the leaderboard ends with 000 - this makes it feel artificial and pointless. Suggested fix is to slightly change the points you get from the bumpers.


    Ironman

    Misfeature/Bug??: Having a kickback active and nudging the table right before it hit the repulsor beam can result in missing the kickback.


    Mars

    Bug: Can't see what letters are being entered while entering initials for the local leaderboard. Display is in the middle of the screen, but is not the typical Select-your-Letter screen but a screen showing your high score.

    Bug: On activating "Sunstorm" the ball can become trapped for several seconds underneath the ship resulting in an automatic mode failure. The ball can at times also change rails from left to right/visa versa underneath the ship.


    Ms. Splosion Man

    Bug: During the splosion multi ball. After releasing the last captive ball or having a ball still captive and and draining the other balls at about the same time. There still remains 1 live ball left but the game counts it as a drain. Once the EOB bonus was awarded, a new ball was released to the plunger, the whole while I was still able to play and score with my live ball. After plunging the new ball I had a 2-ball multiball going with the table not registering as in any multi ball mode. The game did not count another drain until I had lost both balls.

    Bug: The achievement for 100 Splodes is currently broken. It appears that you have to score many more splodes before you are awarded with the achievement.


    Nightmare Mansion

    Game Breaking: Sorry Zen, can't describe the exact circumstances, but I drained the ball after the (harsh) Witch Bonus noise played. Then the noise started repeating. There wasn't any obvious rhyme or reason to it: it would speed up, playing several times a second, then slow down to once every few seconds, then start up again. The Witch Bonus was advanced 50K each time. After it built to 1 million, I received an Extra Ball. And another Extra at 2.5 million. The noise petered out after the Witch Bonus had built to over 4 million.

    Misfeature/Bug??: Unlike more modern tables, the "Shoot Again" light is not permanently lit when receiving an Extra Ball. Instead, we get "Ball 4", "Ball 5" etc on the DMD.

    Misfeature/Bug??: There is no Status information displayed on the DMD when a flipper is held.

    Misfeature/Bug??: If the Shoot Again light stops flashing while the ball is in a drain lane or trough, the ball is lost. There should be a grace period, as on more modern tables.

    Misfeature/Bug??: No ability to change the (ugly) DMD color.

    Misfeature/Bug??: Harsh, over-loud sound samples. Particularly the cat shriek and the bats squeals.


    Pasha

    Game Breaking: Ball disappear during guards mini-game. Player gets kicked back to main table with a new ball but the mini-game is still active. No other modes on the table can be activated and when you lose the ball no new ball appears - even if you Tilt the table. To reset the table you then need to quit the game so that the save is erased.


    Paranormal

    Game Breaking: During levitation multi-ball, a ball can get stuck on some of the tables structures. The ball doesn't reset even if you Tilt because the ball still slowly rolls making the game think that the ball is still in play. Some people have been able to dislodge the ball after many minutes of bumping the table.

    Game Breaking: As the ball comes out of the haunted house and you hit it with the top flipper it can get stuck in a similar way to the previous game breaking bug.

    Game Breaking: During levitation multi-ball it can happen when you use the magna save on the levitating ball that the game goes out of the mode but without the levitating ball dropping. When you lose your ball, the levitating ball still slowly moves from the screen as it normally does, but no new ball is launched. Under certain conditions a ball can get launched though after this happened for the game to continue.

    Game Breaking: Either during or immediately after Levitation multiball jackpot there can be a very strange graphical effect. The surrounding area of the board grew dark, and it seemed almost as though the upper surface parts of the board faded out. It only lasted a few seconds. Afterwards things went back to normal. When I drained I ended up going into video mode and returned to the board with no ball reset. From there on I can nudge the board infinitely without consequence, the flippers all work, but I never get my third ball. It continues through a saved game as well, I can quit and come back and my board's in the same state.

    Bug: At some point during a long game it can happen that the non lit holes on the cube stops working. When the balls goes in there, you don't get a clairvoyance reward (e.g. light extra ball) and the ball don't appear again. It gets relaunched a couple of seconds later.

    Misfeature/Bug??: Many times when the ball gets to the cube it just runs past without first slowing down.

    Misfeature/Bug??: All of a sudden, without any apparent reason, Tilt warnings disappeared. No voice or dmd indication. Some time later things can start to work properly again e.g. "Video mode"


    Rocky & Bullwinkle

    Scoring Glitch: One of the locked ball become stuck when locking them and never pops back into play, thus a three ball multiball is instead a two ball mutli-ball and, if you drain one, the jackpot lights remain lit and can be scored with a single ball until the original stuck ball becomes unstuck (Usually only requires a nudge of the table).

    Misfeature/Bug??: No indication that ballsave is about to turn off. Ballsave should/could flash faster for a few seconds before turning off.
    Last edited by Cloda; 12-13-2011 at 06:10 AM.

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    Rome

    Game Breaking: During Romulus multi-ball the "Scale of Justice" mission start when it shouldn't. The game is not aware that you have two balls so the camera goes back to normal view. When you lose one of the balls, the game reacts as if you lose a normal ball and takes you back to the plunger, ignoring the other ball. The new ball that launches and then you are back to the 2 ball multi ball... but same as before, if I lose 1 ball, the game ignores the 2nd one.

    Game Breaking: At some point during a game when you choose between "justice" or "mockware", choosing "justice" you can find that nothing happens, the ball disappear, and you can't do anything except restart the game.

    Bug: During Wizard Mode in Rome there can be a problem with the "Scales of justice". The left scale is lowered while it shouldn't be. The ball falls all the time and when it happens, a new ball is launched so the game can keep going.

    Bug: Upon activating the trebuchet, the ball can "fall out" of the rails leading to the weapon. This can leave the camera stuck off to the left side.

    Bug: During Western Garrison multiball : if you shoot two balls at the same time (or one very quickly after another) into the charged portal, the game will still give back only one ball (instead of two), thus immediately stopping the mission and coming back to regular game.

    Misfeature/Bug??: During a multi-ball, with the right kickback activated 2 balls can go into the right kickback at the same time. The kicker doesn't have enough power to get both balls back in play and this continues (scoring points) until you nudge the table.


    Sorcerer's Lair

    Bug: Immediately following the "Behind the Wall" mission table bump doesn't work which can lead to a drain if you want to do a flipper pass e.g. to immediately start the Midnight Madness mode.

    Misfeature: The Sharp Shooter Achievement is not only being awarded for achieving the required all spiders in 20 seconds during the Arachnid Mission. Most people have been awarded it at random times during the game... some not even having completed the Arachnid Mission once.

    Misfeature: The table doesn't have an audible tilt warning only visual.

    Misfeature: Often times when you light the Extra Ball light for the second time with the same ball there is no audible indication. Scoring that Extra Ball then is also often not announced.

    Misfeature: Sometimes the Jackpot does not register when you hit Whisper. Even with a completed shot.


    Spiderman

    Game Breaking: During Doc Ock mission, Doc will mistakenly grab the capture ball instead of a live ball. When this happens, Doc will never release the ball (The few times it happened to me the ball was in one of the left claws). You can continue the game, but eventually when you drain the ball the game will become stuck and won't start a new ball. Only choice is to restart the game.

    Game Breaking: Both Goblin and Ock battles were active, Ock grabbed my silver and pumpkin balls at the same time I hit the apartment with the 2nd pumpkin ball. Doc Ock grabbed 2 of my balls and held the silver ball indefinitely, but released the pumpkin bomb. So Ock held 1 silver, had another silver in play from the captive ball which the pumpkin bomb replaced, and 1 live pumpkin ball. I timed out on Goblin and my live pumpkin ball vanished leaving 1 silver ball in play and 1 held by Ock with the pumpkin bomb still acting as the captive ball up top. I then hit the apartment and it released the pumpkin ball and I was playing with that for a while.

    Finally drained and the game just froze like I still had a ball in play. I think the game counted the ball Doc Ock was holding as "in play". I waited about 3 mins to see if it would reset itself and pop a new ball in play... It didn't and I was forced to restart my game.

    Game Breaking: During a game, while on ball 2, Doc Oc grabbed a ball from the play field, and placed it on the right ramp. As the ball descended down towards the flippers, the dot matrix said "Game Over", the flippers went dead, and the ball fell down between the flippers. Note: I did not TILT.

    Game Breaking: During a game, I was in a mode that had Doc Oc and Mysterio going simultaneously. Doc Oc grabbed a ball from the play field, and held it in his claw. Time ran out on the Mysterio mission, and the game was essentially stuck. I tried Tilting, exiting the game and resuming... nothing worked.

    Game Breaking: Ball 1, GG level 2 with two pumpkin balls on the table and sent one of them straight up the right ramp (which was lit) I then lost the ball SDTM and at the same time sent the other pumpkin ball up the right ramp as well. The game just stuck, no end of ball bonus, unable to tilt the table I had to just end the game as nothing happened from just waiting

    Game Breaking: Was playing level 2 GG and for some reason the others started in. Then, somehow, the captive ball got loose and I was multiballing with it for a long time. With the captive ball loose, I had serious troubles completing different parts. Getting the left webramp was near impossible. Going to the apartment would not drop the ball up top, but rather drop it on the right side by the flipper.

    Bug: Defeated Doc Ock, yet his mode immediately restarted. Doc Ock didn't move back to his original position.

    Misfeature: Was playing either the 3rd or 4th round of Doc Ock, hitting the centre ramp repeatedly for 500K each time. After a while of doing this, the Doc Ock theme music became really intense; double-time. When I finished the stage, the music persisted, and hung around for another five minutes or so, before suddenly stopping half-way during a Mysterio stage.

    Misfeature: When you hit the far right hole that gives you a random upgrade (big score, all villians let loose, etc) a problem can occur if you hit it with two pumkin balls in a row. The game can keep on playing the hole's jingle non-stop until it is game over and you reset the game.

    Misfeature: Reward Hole music and DMD sequence sometimes continues for an extended period. Seems to happen more often on very long games, particularly during the JJ Hurry Up.

    Misfeature: If Doc Ock is activated while you activate Mysertio's mode, a Mysterio model can becomes stuck inside Doc Ock when he goes back to his prone position.


    Street Fighter II

    Misfeature: Sometimes the "ball saved" light doesn't light up during the beginning of a multiball. It still works, but you have no way of knowing it turned on, or when it turned off because the light never started blinking.


    Wolverine

    Bug: During "Fast Ball Special", if your ball drain while ball save is activated, the relaunched ball goes around the top and then straight down the middle with zero chance to save it as the ball has no drag on it to slow it down.

    Bug: Sometimes, Claw Save doesn't let the ball settle long enough before launching it back on to the playfield, with the result that the ball hits the underside of the flippers, resulting in a drain

    Bug: Teeter-totter/diverter on centre ramp (activate Silver Samurai lock ramp) was "stuck in the middle" and would not allow any shots to be successfully completed. Diverter eventually was bumped back into a proper position after several (5-10) failed ramp shots. Diverter operated normally for the remainder of the game.

    Misfeature: In common with other Zen tables, a kickback will be detected if a ball gets past the bottom flippers and rolls up the side of the tables in to the Kickback area. The ball will be magically teleported to the kickback location, and kicked out. (This is good for the player, but exposes the man behind the curtain.)

    Misfeature: Wolverine says "Clever!" even if you miss the death save.

    Misfeature: You can get 5 extra balls per real ball, compared to 3 on the PS3 version.

    Misfeature: The left kickback sometimes kicks the ball directly in to the right outlane!

    Misfeature: Occasionally, the ball will be ejected from the SNIKT saucer immediately, instead of after a short delay.

    Misfeature: After the third (or fourth?) wizard mode, the "Danger" and "DANGER" warnings no longer appear on the DMD, and the danger sound fx do not play.


    Other

    Bug: On several tables during Hotseat play, the tables fail to reset between players. e.g. on SotD with a 2 player hotseat game player 2 can start with the sub advanced and lights lit from player 1's game.

    Bug: Not a table bug but a forum bug. You can't upload jpeg images as they are not recognised by the system.

    Misfeature?: Physics is possibly different on orginal elite 360(1080i via HDMI) vs slim 360 (1080P via HDMI) see thread. http://forum.zenstudios.com/showthread.php?p=13117 e.g. On captain america table, on the new Xbox, the ball won't capture on the right flipper when starting a mission.
    Last edited by Cloda; 12-13-2011 at 06:16 AM.

  4. #4
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    Don't forget about Spiderman's bugs. Like the Doc Ock claw one and the captive ball bug when it switches place with a pumpkin bomb. I'd also add gamebreaking exploits into that list like JJJ's levels helping you with the orbits and such. Nice thread mind you.

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    I'll throw out another Fantastic 4 bug: Whenever I hit the F-O-U-R skill shot, if I fail to hit another letter (popping up from bumpers below) before everything stops flashing, the letter stays lit and won't move with flipper presses. This usually lasts until the ball drains, making it more difficult to increase the bonus multiplier.

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    A suggestion, as I've made in other threads.... Try to keep the tables in alphabetical order as you edit and add information to your initial post. It'll make locating information significantly easier for you, us, and Zen.

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    Captain America


    Bug - the view can incorrectly zoom out during the Zemo's Castle mini-game if the ball hits the bottom of the mini-game.

    See: http://forum.zenstudios.com/showpost...8&postcount=68

    Bug - the Bucky Howler isn't awarded if you shoot the right ramp quickly after the skillshot.

    Bug - Resistance mode: team members can go missing if you use the Cosmic Cube.

    See: http://forum.zenstudios.com/showpost...9&postcount=69

    Misfeature - there is no sound effect when Bucky saves you.


    (BTW, I think CA is one of Zen's more polished tables. Most of these issues are pretty minor.)

    Regarding the Supply Drop light, I wouldn't regard that as a bug. More a design choice. Since it's a fleeting opportunity, the onus seems to be on the player to notice it and react in time. (Having said that, I wouldn't mind a sound effect being added.)
    Last edited by Womble; 07-05-2011 at 11:11 PM.

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    Buccaneer
    10x Multiplier Light never comes on -According to the rule sheet, you hit the bumpers to advance the multiplier to X10. However, x10 NEVER gets lit, at least from hitting the bumpers. Not sure if it actually multiplies X10 for the End Of Ball Bonus but the cute little X10 light never lights up. I know someone is going to say, well, hit them some more but I have actually rolled over the "Hit the bumper XXX times for XXX,XXX points multiple times on one ball and X10 never shows his little face.

    Agents - I have come across this glitch three times in the last day. During the Sniper Mission, the game decides to kick out the balls I have locked out before I complete in the mission. So, for instance, it may kick two out if I have two locked. Then, my next shot to the tanker will NOT lock in (and if I have any balls still in the tanker, will knock them out) and the Mission is STILL active with the UMD flashing "Lock Three Ball Into the Tanker!" It is then impossible to finish this mission....and impossible to start another one with this active, totally hampering any scoring.

    Extreme - Ball gets stuck. Check out this video

    Rocky & Bullwinkle
    Multiball- One of the locked ball become stuck when locking them and never pops back into play, thus a three ball multiball is instead a two ball mutli-ball and, if you drain one, the jackpot lights remain lit and can be scored with a single ball until the original stuck ball becomes unstuck (Usually only requires a nudge of the table).

    Mars - Just posted my best score on Mars and when I was prompted to enter my Initials for the local leaderboard, I could not see what letters I was entering, the display was in the middle of the screen but was not the typical Select your Letter screen but a screen showing my high score? Very odd. So, now my local leaderboard is held by some dude with the initials of GGG.
    Last edited by rapierdwit; 07-06-2011 at 03:55 AM.

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    I'm not sure if this is a "bug" perse so forgive me but on Captain America, 50% of my Assault Ramp shots end with the ball flailing off of the ramp rails and deflecting somewhere else on the table. I can't imagine that it was desinged that way and it's hampered quite a few of my games so far. Does this happen to anyone else?

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    Quote Originally Posted by rapierdwit View Post
    Buccaneer
    10x Multiplier Light never comes on -According to the rule sheet, you hit the bumpers to advance the multiplier to X10. However, x10 NEVER gets lit, at least from hitting the bumpers.
    I could swear I've lit X10 through the bumpers on a number of occasions. I'll give it another try and see.

    OTOH, I think this table is just plain broken. Which is a shame, because it could have been a contender.


    Mars - Just posted my best score on Mars and when I was prompted to enter my Initials for the local leaderboard, I could not see what letters I was entering, the display was in the middle of the screen but was not the typical Select your Letter screen but a screen showing my high score?
    Yeah, I've had this happen too. One of the causes is when you manually change the camera angle during the skillshot picture-in-picure sequence. I think the camera modes get fubared.

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    Thanks guys for the input (@ Womble thanks for the artistic direction ). I'll add everything and make the alphabetical and structural adjustments when I have a bit more time.
    Last edited by Cloda; 07-06-2011 at 05:42 AM.

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    Quote Originally Posted by rapierdwit View Post
    Buccaneer
    10x Multiplier Light never comes on
    My bad. You are quite right. I've been testing it and the light never comes on, at least not from the bumpers.

    All the bumpers will do after X8 is increase your bumper score, and light Extra Ball. (Though this seems to be a bit random.)


    Could have sworn it worked in Pinball FX 1...

    Unfortunately, the table is a bit of a write-off. X8 is a doddle to build, and you can grind FRENZY multiball all day long. But it's not worth the effort, considering how small the Jackpot values are.


    BTW, Earth Defense is another strange one. There doesn't appear to be an Extra Ball after getting X10. Sad panda face.

    I'd like to see ED II one day. It's a great theme, just hampered by some bad design decisions (the flyover ramp, upper-left flipper, Invasion rules, the Subway system).

    [edit]

    I've just realised that Earth Defense's Bonus Multipliers go way up to X20! (At least on the "Multipliers" building sign.) But I can't get past X10 for the life of me. Are these higher multipliers used in the wizard mode??
    Last edited by Womble; 07-06-2011 at 11:02 AM. Reason: X20, not X30

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    Default Speed Machine Kickback Glitch

    Speed Machine - Kickback Glitch- Setting off the kickback will unlight any progress you have made toward lighting the ballsaver using the Inlane/Kickback rollovers. For Instance, if you have 2 lights/gears lit toward the Ball Saver and you use the kickback, it will Unlight those two lights. So, in order to light the ballsaver you must light all three gears again (to light/enable the kickback again) and then light all three one more time to enable the BallSaver.

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    Sorry guys, haven't had chance yet to update and fix the post. Will get to it soon.

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    Quote Originally Posted by Womble View Post
    you can grind FRENZY multiball all day long.
    Ive actually had the frenzy hole get glitched.. I was shooting it over and over again and the metal thing in front kept blocking it (sorry for the vague description, but u know what i mean )

    Ive also had the hidden path blockers get stuck on excalibur.. Which is really annoying as i love the easy video mode. + on excalibur the right orbit often doesn't count..

    Spiderman ofc.. Dock ock keeps the ball locked forevah :-/

    Agents sniper mission: got three balls locked but it didn't start the video mode. It just started multiball.. Mission was stuck. Also had the glitch mentioned above before.

    F4 multiplier bug. When failing the normal skill shot at first, but switching it while the ball gets bumped up get the multiplier light stuck.

    Ive actually mailed some of these bugs as well.. no reply though..

    Nice thread btw. Too bad we need it

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    Does the Spider on Mars count as a bug? JK.

    There is a bug on mars though but I can't think of it right now.

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    Quote Originally Posted by jop87 View Post
    on excalibur the right orbit often doesn't count..
    Are you referring to hitting the right orbit and having the ball fall on the rollovers instead of traveling all the way around ? I know this shot will not count. Seems like the exit point past the roll overs is where the table decides to "count" the orbit shots. Same thing happens with Iron Man.

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    OK - updated and rearranged the first post with the info and suggestions you made. I know Spiderman is missing but I can't remember all the glitches now. Please keep on adding to the thread until we have all the glitches, bugs etc. for all the tables.

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    Quote Originally Posted by rapierdwit View Post
    Are you referring to hitting the right orbit and having the ball fall on the rollovers instead of traveling all the way around ? I know this shot will not count. Seems like the exit point past the roll overs is where the table decides to "count" the orbit shots. Same thing happens with Iron Man.
    I think the spot is indeed past the rollover for a right orbit shot...because shooting either of the left orbits you get credit even though the ball falls through the bumpers. So I'm inclined to believe they all use the same rollover to "give credit" for hitting the respective shot. A right orbit shot has to clear the bumpers, the left orbit shots do not. Just my obvservation.

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    I came across a glitch today while playing Extreme:

    I had bungee jump/ball saver active. I then activated the 3 multi-ball mode (playground multiball). I got a bit careless and lost the last 2 balls at almost the exact same time. After the balls drained, the after ball bonus tallied up scores. When I launched the next ball the Bungee Jump/save count-down started, as if I had lost a ball (which I couldn't since I just launched the ball).

    To recap, when I simulatenously lost the 2 balls ending multi-ball, bungee save didn't take effect until after I launched a new ball.

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    Quote Originally Posted by rapierdwit View Post
    Are you referring to hitting the right orbit and having the ball fall on the rollovers instead of traveling all the way around ? I know this shot will not count. Seems like the exit point past the roll overs is where the table decides to "count" the orbit shots. Same thing happens with Iron Man.
    No, I actually do the entire orbit a bit slow.. It just doesn't count.
    Dont really have means to make a video, unfortunately.

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    Re Earth Defense and the multipliers, I don't believe that's a bug.

    Instead of an Extra Ball, the multipliers can go up to X20.

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    Wolverine Issue/Bug? ;

    During "Fast Ball Special" activating a ball save and then having to use it results in an automatic central drain. As there is no drag, the ball is launched form the plunger lane after the save at extreme speed, goes around the top and then straight down the middle with zero chance to save it.

    Rome Bug ;

    Upon activating the trebuchet, the ball can "fall out" of the rails leading to the weapon. This can leave the camera stuck off to the left side.

    Hotseat bug (multiple tables) ;

    Only several tables during Hotseat play, the tables fail to reset between players. EG on SotD with a 2 player hotseat game player 2 can start with the sub advanced and lights lit from player 1's game.

    Mars Bug ;

    On activating "Sunstorm" the ball can become trapped for several seconds underneath the ship resulting in an automatic mode failure.

    The ball can at times also change rails from left to right/visa versa underneath the ship.
    Last edited by lexandro; 07-15-2011 at 01:08 PM.

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    Regarding the ASSAULT bug: I had this happen sporadically for awhile. Now, every single time that I spell ASSAULT, I am unable to play the mode.

    Every time, the timed mission starts, the lights are lit, but the game doesn't activate when the ball enters the castle.

    I hope that this gets patched soon. Thanks for starting this thread!

  25. #25

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    Speed machine has a glitch that can lead to infinite points if you have enough time on your hands. The hole at the top right of the board will intermittantly not kick the ball out with enough force for it to re-enter play, causing it to fall back into the hole, and score more points. Once it gets stuck like this you can just leave your console on forever, and continue to get points. It takes a nudge of the table to get your ball out.

    Low quality video of the glitch http://www.youtube.com/watch?v=uXkjP4lMKmM

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    Updated new info... will somebody that know Spiderman well please let me have the glitches so that I can add it? Also obviously any other glitches on any of the other tables that you are aware of.

    Can we please also have the thread stickied so that all the glitches can be kept track of. Zen, please when you do an update again let us know what has been fixed. E.g. when the Rocky and Bullwinkle leaderboard wipe happened no official feedback was given on any of the other fixed made (Wolverine and Ironman).

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    BUCCANEER
    Game Breaking: It is possible for the ball to bounce up/above the playfield on this table. During multi-ball I had the ball bounce up and land directly behind the wheel target/multi-ball lock hole. The ball is stuck and there is no way to nudge it out. If you drain any remaining balls, the game will not start a new ball. The only option is to restart the game.

    Note: I have had this issue occur during the week of July 17-23, 2011. I have had this issue occur before. I am not sure if this issue can occur during a single ball, but I have had balls jump over obstacles or onto ramps on this table.

    Misfeature/bug/hidden feature??: 10x mutliplier is not attainable from bumpers.

    Note: 2x,4x,6x,8x, extra ball are all attained from hitting the "mushroom" bumpers on the left side of the table. The table never rewards 10x from the bumpers, regardless of the number of times you hit them. 10x is shown on the table playfield, so we can assume there is a way to activate/light 10x. Perhaps you have to hit a different shot(s) to activate 10x. If this is the case, a clue/hint would be appreciated somewhere on the table or in the rule sheet.

    EARTH DEFENSE
    Misfeature/bug/hidden feature??: Cannot achieve max of 20x bonus multiplier from targets.

    Note: The max after ball bonus multiplier that you can achieve from hitting the 3 targets on the playfield is 10x. The game shows that it is possible to achieve a multiplier of 20x. Perhaps you have to hit a different shot(s) to advance past 10x. If this is the case, a clue/hint would be appreciated somewhere on the table or in the rule sheet.

    EXCALIBUR
    Game Breaking: Remaining Ball becomes stuck behind hidden path targets after failing the Sir Percival Mission. There is no way to nudge the ball back into play. The only option is to restart the game. Brief description below.

    Note: I have only ever had this happen once. I don't think I had opened up the hidden path prior to starting Sir Percival. What I do remember happening is that when I failed Sir Percival, the remaing ball in play was in the area around the hidden path targets. As the targets returned to their "normal" position on the left, they trapped the ball behind them. I was unable to nudge the ball from behind the targets and had to restart the game. All I recall is that both targets were together (either on the right or left).

    This is a very rare/unique set of circumstances that I've never seen anyone else comment about. I don't recall if the stuck ball came from an orbit shot to the right or a failed orbit shot/hidden hole shot on the left. Perhaps this issue has occurred to someone else and they can add additional info before we add it to the master list.

    SPIDERMAN
    Game Breaking: During Doc Ock mission, Doc will mistakenly grab the capture ball instead of a live ball. When this happens, Doc will never release the ball (The few times it happened to me the ball was in one of the left claws). You can continue the game, but eventutally when you drain the ball the game will become stuck and won't start a new ball. Only choice is to restart the game.

    Note: it has been a while since this occurred to me so it is possible that this issue has been fixed.

    Here is a Zen forum thread discussing Spiderman bugs (xbox 360 platform)
    - http://forum.zenstudios.com/showthre...piderman+stuck

    ----------

    Cloda, thanks for maintaining this list. Hopefully Zen is reading and will at least fix all the game breaking bugs. Nothing is more annoying than having your best game ever be foiled by the machine and not the "man" behind the flippers.
    Last edited by IndyRC_Racer; 07-19-2011 at 05:34 PM.

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    Quote Originally Posted by fubar View Post
    Speed machine has a glitch that can lead to infinite points if you have enough time on your hands. The hole at the top right of the board will intermittantly not kick the ball out with enough force for it to re-enter play, causing it to fall back into the hole, and score more points. Once it gets stuck like this you can just leave your console on forever, and continue to get points. It takes a nudge of the table to get your ball out.

    Low quality video of the glitch http://www.youtube.com/watch?v=uXkjP4lMKmM
    Actually, that Table is Extreme, not Speed Machine.

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    Quote Originally Posted by rapierdwit View Post
    Actually, that Table is Extreme, not Speed Machine.
    And now we know how the top scores in this table were made...

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    Quote Originally Posted by IndyRC_Racer View Post

    EARTH DEFENSE
    Misfeature/bug/hidden feature?? - Cannot achieve max of 20x bonus multiplier from targets.

    Note: The max after ball bonus multiplier that you can achieve from hitting the 3 targets on the playfield is 10x. The game shows that it is possible to achieve a multiplier of 20x. Perhaps you have to hit a different shot(s) to advance past 10x. If this is the case, a clue/hint would be appreciated somewhere on the table or in the rule sheet.
    I've reached X12 before, but don't know how. I don't think it was for direct shots on the multiplier target bank.

    Also, I had X8, then I shot the Subway hole, and my bonus multiplier was advanced to X16.

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    Quote Originally Posted by IndyRC_Racer View Post
    Cloda, thanks for maintaining this list. Hopefully Zen is reading and will at least fix all the game breaking bugs. Nothing is more annoying than having your best game ever be foiled by the machine and not the "man" behind the flippers.
    Thanks Indy for all the input - I incorporated it into the post. To try to keep the post shorter I aimed to only include the bug/misfeature related info and not the additional note's etc.

    Thanks for the Spiderman thread... will go through it at a later stage to add to this thread.

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    Buccaneer

    10x multiplier works on Pinball FX1 (by repeatedly hitting the "mushroom" bumpers). Confirmed on July 20, 2011.

    To clarify, you can get to 10x when playing Buccaneer on Pinball FX1. However, you cannot get to 10x when playing Buccaneer on Pinball FX2
    Last edited by IndyRC_Racer; 07-24-2011 at 03:15 PM.

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    Quote Originally Posted by rapierdwit View Post
    Actually, that Table is Extreme, not Speed Machine.
    you are correct, it happened several months ago, so i'd forgotten which table it was.

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    Quote Originally Posted by IndyRC_Racer View Post
    Buccaneer

    10x multiplier works on Pinball FX1 (by repeatedly hitting the "mushroom" bumpers). Confirmed on July 20, 2011.
    Not sure exactly what you are saying Indy. Are you saying it has been fixed or that it works in the previous Pinball FX1 before the Pinball FX2 update is added? Sorry for being thick.
    Last edited by rapierdwit; 07-21-2011 at 05:24 PM.

  35. #35

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    I'm not sure if this is a bug or what, but i just posted a thread about physics being different on orginal elite 360(1080i via HDMI) vs slim 360 (1080P via HDMI) see thread. http://forum.zenstudios.com/showthread.php?p=13117
    On captain america table, on the new Xbox, the ball won't capture on the right flipper when starting a mission. I havn't played any other tables on the new xbox yet, but i'm wondering if there are any differences on any other tables.

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    Default Wolverine

    Wolverine

    - Sometimes, Claw Save doesn't let the ball settle long enough before launching it back on to the playfield, with the result that the ball hits the underside of the flippers, resulting in a drain

    - the left kickback sometimes kicks the ball directly in to the right outlane!

    - occasionally, the ball will be ejected from the SNIKT saucer immediately, instead of after a short delay

    - in common with other Zen tables, a kickback will be detected if a ball gets past the bottom flippers and rolls up the side of the tables in to the Kickback area. The ball will be magically teleported to the kickback location, and kicked out. (This is good for the player, but exposes the man behind the curtain.)

    - Wolverine says "Clever!" even if you miss the death save

    - as previously reported, you can get 5 extra balls per real ball, compared to 3 on the PS3 version.
    Last edited by Womble; 07-24-2011 at 09:39 AM.

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    Quote Originally Posted by rapierdwit View Post
    Not sure exactly what you are saying Indy. Are you saying it has been fixed or that it works in the previous Pinball FX1 before the Pinball FX2 update is added? Sorry for being thick.
    Sorry for the confusion. On the Buccaneer table - 10X does not work on Pinball FX2, but does work on Pinball FX1.

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    Updated with newly reported bugs etc.

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    Default Wolverine

    Wolverine

    Bug: after the third (or fourth?) wizard mode, the "Danger" and "DANGER" warnings no longer appear on the DMD, and the danger sound fx do not play.

  40. #40
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    Captain America

    During the Death Ray Mission on Captain America you have to hit the bumpers on the left or make the spinners move to recover your strength. This is displayed on the digital readout with "Strength Meter" going up as you hit the bumpers and spinners.

    After you get the required strength then you have to make the marked shots to deflect the ray. The Digital Display goes back to a normal display telling you to deflect the ray. If you take too long with the spinners and bumpers you are hit again and with the death ray and have to start over again with the strength meter appearing on the display and you have to hit the spinner/bumpers again.

    On one instance I missed the last Deflect Ray shot and it reset the Strength Meter which showed up on Digital Display. I quickly made the spinner shot into the bumpers and heard the game sounds and lights change to Deflect the Ray but when I looked at the digital display it was still on the "Strength Meter".

    This confused me for a second so made another shot to the spinners/bumpers and the Digital Display was still stuck on the Strength Meter and was not advancing. The sounds and lights on the board said I had to deflect the shot and when I made the last shot it did indeed end the mode and the Display went back to normal. But for a short time it was stuck on "Strength Meter'.
    I aint got no skills, I just smack the ball for a while...LOL! ;-)

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    ROCKY & BULLWINKLE

    Misfeature/bug??: No indication that ballsave is about to turn off. Ballsave should/could flash faster for a few seconds before turning off.

    ----------

    Because of the short time ballsave lasts on this table and no additional indication when it is about to turn off, you cannot use it as a strategic feature of the table (ie. Thing Multiball).

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    Updated including another game breaking glitch on fantastic 4.

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    Updated Spiderman bugs and glitches... took it straight from the threads where they were reported. I think there are many more bugs/glitch variations on this table but most of them has to do with Doc Ock grabbing the wrong ball, the balls changing colour and the captive ball disappearing.

    PS: I don't know if some of these bugs have been fixed... don't think so if I look at the post by Ihearawhich!!!
    Last edited by Cloda; 07-30-2011 at 03:41 PM.

  44. #44

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    I'm not sure if this is a bug or not, but when i only had two balls left on clone multiball(spiderman) i was able to start missions again. I completed the JJ mission but then lost my second to last ball(ending clone multiball), but i kept the mission complete light for jj completed, so it was easier to get back to wizard mode.. I would have loved to have started the GG or mysterio mission when i had wizard mode going (ball save in wizard mode?!?!!?). Or what if i had completed all missions while still in wizard mode, and restarted wizard mode while still in wizard mode?
    Last edited by fubar; 08-01-2011 at 05:44 AM.

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    Quote Originally Posted by fubar View Post
    I'm not sure if this is a bug or not, but when i only had two balls left on clone multiball(spiderman) i was able to start missions again. I completed the JJ mission but then lost my second to last ball(ending clone multiball), but i kept the mission complete light for jj completed, so it was easier to get back to wizard mode.. I would have loved to have started the GG or mysterio mission when i had wizard mode going (ball save in wizard mode?!?!!?). Or what if i had completed all missions while still in wizard mode, and restarted wizard mode while still in wizard mode?
    Kind of sound like the plot for the movie Inception... without the use of drugs I also had the JJ Anderson mode being completed in a few clone chaos modes but I don't think the other villain missions can be activated. I also have sneaky suspicion that by completing JJ Anderson during Clone Chaos reward you with completing the mode more than once... I'm saying this because my JJ Anderson score is much higher than the amount of times I have completed it successfully in one game... can anybody confirm/deny this?

    Anyway... I don't think it is a bug and it is most probably a planned feature in the game.

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    Fubar thats part of the table design, not a bug as far as I am aware. I dont think any of the other mission modes can be done this way though. As JJ is just a two ramp shot (JJ>Right loop) it makes a bit of (weird) sense its active this way.

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    Default Spiderman

    Spiderman

    - Reward Hole music and DMD sequence sometimes continues for an extended period. Seems to happen more often on very long games, particularly during the JJ Hurry Up.

    - Defeated Doc Ock, yet his mode immediately restarted. Doc Ock didn't move back to his original position.

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    Default Nightmare Mansion

    Nightmare Mansion

    Game Breaking:

    Sorry Zen, can't describe the exact circumstances, but I drained the ball after the (harsh) Witch Bonus noise played. Then the noise started repeating.

    There wasn't any obvious rhyme or reason to it: it would speed up, playing several times a second, then slow down to once every few seconds, then start up again.

    The Witch Bonus was advanced 50K each time. After it built to 1 million, I received an Extra Ball. And another Extra at 2.5 million. The noise petered out after the Witch Bonus had built to over 4 million.


    Misfeatures:

    1) Unlike more modern tables, the "Shoot Again" light is not permanently lit when receiving an Extra Ball. Instead, we get "Ball 4", "Ball 5" etc on the DMD.

    2) There is no Status information displayed on the DMD when a flipper is held.

    3) If the Shoot Again light stops flashing while the ball is in a drain lane or trough, the ball is lost. There should be a grace period, as on more modern tables.

    4) No ability to change the (ugly) DMD color.


    Irritating

    Harsh, over-loud sound samples. Particularly the cat shriek and the bats squeals.

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    Updated with latest reported bugs for Spiderman and Nightmare mansion. Also added some more Captain America Bugs.

  50. #50

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    Street Fighter - I had the ball end up on the bow of the boat behind Blanka - after waiting a few seconds the ball relaunches and it doesn't count as a drain.....

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    Captain America

    During Dig Site Mission, if ball drains immediately after hitting the dynamite target, (to win the mission,) points are awarded like usual, but the light on the playfield does not light. You are then not able to select that mission again, when selecting another Cap's Hole mission. I presume that this will prevent you from getting to the final missions, but I am not that good to get that far after doing this glitch.

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    Quote Originally Posted by Postman View Post
    Street Fighter - I had the ball end up on the bow of the boat behind Blanka - after waiting a few seconds the ball relaunches and it doesn't count as a drain.....
    Its not supposed to count as a drain, its a ball reset. Thats not a bug, its intended design to resolve ball sticking.

    Found what I think is a new bug on Mars.

    Possible gamebreaker;

    During "Anti-Gravity" mini-mission a ball may end up stuck ontop of the right rail at the joint. Because the joint is placed with the ends up it acts like a ball catcher. If the player then drops a ball and fails the mode the ball is trapped there.

  53. #53
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    Quote Originally Posted by Mogurchak View Post
    Captain America

    During Dig Site Mission, if ball drains immediately after hitting the dynamite target, (to win the mission,) points are awarded like usual, but the light on the playfield does not light. You are then not able to select that mission again, when selecting another Cap's Hole mission. I presume that this will prevent you from getting to the final missions, but I am not that good to get that far after doing this glitch.
    This is a known glitch and it occurs on most tables. I had the same thing happen to me on Ironman last week. I completed the mission and the ball drained at the same time. It's not much of a glitch though. The mission is complete (still got to the wizard mode), the light just doesn't stay on. It acts like a burned out bulb like in a real pinball machine.
    Last edited by shogun00; 08-25-2011 at 04:12 PM.

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    Wolverine

    Bug: Teeter-totter/diverter on center ramp (activate Silver Samurai lock ramp) was "stuck in the middle" and would not allow any shots to be successfully completed. Diverter eventually was bumped back into a proper position after several (5-10) failed ramp shots. Diverter operated normally for the remainder of the game.

    Notes: This occured during my last completed game on 08/25/2011 and has never occurred prior to that time.

  55. #55

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    Speed Machine -

    When making a shot to the left orbit (think that's what it's called, it the one with red in front of it) from a trapped right flipper, the ball will not go into the loop, but rather the in/outlanes about 19/20 shots. I understand that I may not be hitting it properly, but the amount of times it doesn't enter the loop is just crazy.....

  56. #56

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    Found a bug on Extreme. Right after i activated Playground multiball, somehow two balls got stuck right underneath the third flipper, and had only one ball in play. I got them unstuck by shooting the only ball into the playground and letting it drain into the bottom playfield, unclogging the jam. Not sure if nudging the table gets them unstuck. But it isn't a gamebreaking glitch. Just a little food for thought.

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    Updated with last reported bugs including Ms. Splosion Man Multi ball bug.

  58. #58

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    Wolverine Table

    Bug: The left kickback sometimes kicks the ball directly in to the right outlane!

    Why is this one considered a bug?

    These things happen when playing pinball.

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    Quote Originally Posted by chivato View Post
    Wolverine Table

    Bug: The left kickback sometimes kicks the ball directly in to the right outlane!

    Why is this one considered a bug?

    These things happen when playing pinball.
    Changed that and a few others from bugs to misfeature. I agree that it does happen in pinball, but it happens very often on Wolverine and not just occasionally... so for me it just needs a slight strength adjustment.

  60. #60

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    Well lets hope that Zen one day will fix all these bugs.
    Read somewhere that it will cost lots off money doing so because of microsoft

    They should pay you as a Beta tester Cloda it will probably save them some money.
    Last edited by chivato; 09-10-2011 at 04:15 PM.

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    It'd be nice if they beta tested their tables in general. None of these bugs appear to have been, or appear to be slated to get fixed. Some of these tables I just flat out don't play anymore. It sucks having a table that's 99% solid, and even 1% garbage, because that 1% just wrecks things for me. I haven't touched Spiderman or Agents in ages because of all the nonsense associated with the two tables.

  62. #62
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    Quote Originally Posted by chivato View Post
    Well lets hope that Zen one day will fix all these bugs.
    Read somewhere that it will cost lots off money doing so because of microsoft.
    They said it costs a lot of money to release out several individual patches. To get around this they release out one big patch, that fixes several of the bugs at once. Hence, why we don't see these table bugs being fix quickly.

  63. #63
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    Added a very annoying Earth Defence bug that I have encountered twice now already.. both on high scoring games where not being able to see the invasion count down has screwed my game up.

    Removed the Earth Defence misfeature with regards to reaching 20x multiplier... Indy_RC figured it out and it is not a misfeature.

  64. #64

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    Can Zen let us know that they are following this thread? I'm all for new tables, but this stuff needs to get fixed at some point.

  65. #65
    Senior Member SwitchBlade's Avatar
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    Default Ultimo Bug.

    I play on the PS3 so i dont know if this is a bug on FX2 too, but i'm posting here because the PS3 forum is dead.

    Anyway, during a game of Ironman, I had completed the missions for the second time and was getting ready to fight Ultimo for the 2nd time. Everything seemed normal, the Ultimo music started, the four ball shot out. As I started to play, i noticed something was missing.... Ultimo! He didn't rise out of the center of the table. Everything else was typical of an Ultimo fight. The only way to get out of it was to let all but one ball drain. Once i did that, Ultimo rises up out of the table like he's supposed to at the beginning of the fight. But as soon as he comes up, he immediately goes back under. After that, the table was back to normal. I just missed out on any possible points for an Ultimo fight.

    Strange. This is the only time I've had this happen.

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    Default Sorcerer's Lair

    Added Sorcerer's Lair's few bugs and misfeatures. Please add if I have missed anything or if there is something else bugging you about the table.

  67. #67
    Senior Member shogun00's Avatar
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    Quote Originally Posted by Cloda View Post
    Sorcerer's Lair
    Bug: Immediately following the "Behind the Wall" mission table bump doesn't work which can lead to a drain if you want to do a flipper pass e.g. to immediately start the Midnight Madness mode.
    This bug is also in the PS3 version.

  68. #68
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    In street fighter 2, sometimes the "ball saved" light doesn't light up during the beginning of a multiball. It still works, but you have no way of knowing it turned on, or when it turned off because the light never started blinking.

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    I'd like to add to the list that the achievement for 100 splodes on the Ms Splosion Man table is currently glitched.

  70. #70
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    In SL, sometimes the Jackpot does not register when you hit Whisper. Even with a completed shot.
    http://www.pinballmuseum.org/ The City Is My Church

  71. #71

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    Fantasic Four:

    After completing wizard mode, I had Gift of Thing active, and it wouldn't register hits to his blocker shield (all three) when I made contact with them. It made the "rock" noise, but the shields wouldn't drop.

  72. #72
    Senior Member Vincent's Avatar
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    Really, didn't anyone care for my post about Rome bugs ?

    http://forum.zenstudios.com/showthread.php?t=3550

    Please Cloda add those ones to your list. Thank you friend.

  73. #73
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    Default Paranormal Bugs

    I added the Paranormal bugs as well as the other bugs reported since my last update. Please go through the bugs for the tables that you are interested in so that we can make sure that it is correct and that all the known bugs are reported. It sounds like Zen is getting more serious with regards to releasing a bug fix patch... so lets make sure they have all the information they need to fix all the bugs.

  74. #74
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    Default Paranormal bugs

    Ok, it's my time to sadly report on this thread. I had a 20 hours game ruined by a bug and i'm totally depressed about it. I must say that, imho, a 20 hours game in pinball is simply wrong, a good player should be able to play max 2 hours, here there are too many extra balls and ball save are given away too easily...C'mon, this is pinball, not an RPG! Moreover, the longer the game, the easier a bug can happen. I encountered THREE different bugs, all on ball 2.3 ( which i kept alive for a long time). Two are already listed by Cloda, but i'll write them all the same.

    Bug 1 : All of a sudden, without any apparent reason, Tilt warnings disappeared. No voice or dmd indication. I had to play very carefully, since i usually nudge a lot and i was afraid it would tilt. After entering the "Video mode" some time later things started to work properly again

    Bug 2 : During a 4th dimension multiball the ball was stuck near the haunted house, like it has already bee reported. Game was stuck, no tilt, and i thought all was gone to hell. Luckily th ball was unstuck after some time passed nudging the table like crazy( mostly out of frustration...) and it came back into play. I didn' t expect it so i lost it straight away, but i was glad my game wasn't over.But...

    Bug 3: This is the worse, and what ruined my game.Again, with no apparent reason, all of a sudden the Cube rewards disappeared.Every time i entered an unlit hole the ball simply disappeared from play. It was relaunched every time in play after 20 seconds or so ( like it happens when the ball is stuck and it is RECOGNISED as stuck) but no rewards. The worse part is that the bug REMAINED for all the following balls, so i wasn't able to get the extra balls from my 3rd ball and i played 5 less balls than i could. My score was ruined by this.

    Right now as you might imagine i'm angry and depressed, because my score was getting big fast and i played a lot of hours..I can tolerate a bug thet ruins an hour game, but 20...

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    Default Another strange Paranormal occurance

    Alright, here's another bit of Paranormal weirdness I experienced this morning that doesn't seem to be documented here - my recount's a little fuzzy as I'd originally figured it was one of the already-mentioned multiball levitation bugs and didn't pay overly close attention to the exact chain of events that lead up to it. My apologies for that!

    Either during or immediately after Levitation multiball jackpot there was a very strange graphical effect that didn't seem at all normal (but may very well be - I'm a lightweight ). The surrounding area of the board grew dark, and it seemed almost as though the upper surface parts of the board faded out. It only lasted a few seconds - I couldn't really tell if it was just a drastic lighting change or if parts of the board actually stopped being rendered. Again, it might be a normal thing, but it's nothing I'd seen before. Afterwards things went back to normal and I was able to continue playing normally for a while. When I drained I ended up going into video mode (yay!), failed miserably after a few turns, and returned to the board with no ball reset. I can nudge the board infinitely without consequence, the flippers all work, but I never get my third ball. It continues through a saved game as well, I can quit and come back and my board's in the same state.

    Sorry again about the haziness, but something ain't right here that isn't just my memory

  76. #76
    Senior Member Vincent's Avatar
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    Thank you Cloda for your update, very nice work !

  77. #77

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    Don't know if this would be considered a bug, or just misfortune, but:

    Iron Man

    I had a kickback active, and nudged the table right before it hit the repulsor beam, and missed the kickback.


    Also, request to PIN this thread, as I'm sure it is very helpful to Zen.

    And thanks for all the hard work Cloda!

  78. #78

    Default Zens fix for bugs

    I've been getting seriously aggravated by Paranormals stuck ball bugs. "Letter to ZEN" You guys know you can fix all stuck ball bugs by simply putting in a "get operator help" in the menus during game. Just like in real pinball if you get a stuck ball you go get the arcade operator and he will unlock the game, remove the playfield glass, grab the stuck ball and place it in the shooter lane, places playfield glass back in place, locks the game then you are ready to shoot the ball again. This I know is not a fix for all bugs but it would be an absolute fix for all stuck ball bugs.

  79. #79
    Senior Member Vincent's Avatar
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    Isn't that wonderful, Zen ?

    Thanks to Cloda's amazing work and thanks to people who experienced those bugs and who were mazochist enough to try to reproduce them in order to be able to take pictures and explain them to you, half the job has been done : we reported the bugs, all you have to do now is to fix them ! lol

  80. #80
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    Quote Originally Posted by Vincent View Post
    Isn't that wonderful, Zen ?

    Thanks to Cloda's amazing work and thanks to people who experienced those bugs and who were mazochist enough to try to reproduce them in order to be able to take pictures and explain them to you, half the job has been done : we reported the bugs, all you have to do now is to fix them ! lol
    Funny enough this is so true.


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  81. #81
    Senior Member Vincent's Avatar
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    Another Rome bug that happened to me many times.

    It happens during Western Garrison multiball : if you shoot two balls at the same time (or one very quickly after another) into the charged portal, the game will still give back only one ball (instead of two), thus immediately stopping the mission and coming back to regular game.

    This is very annoying, please Cloda, add this to your list, thank you so much my friend.

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    Thank you guys... updated the thread with the new bugs reported. I added redshirts reported bug but it is a bit unclear as he said, so if anybody has more details on it please let us know.

    Now were are ready for Marvel V&V... I would be so happy if there are no major bugs or game breaking glitches

  83. #83
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    Quote Originally Posted by Cloda View Post

    Now were are ready for Marvel V&V... I would be so happy if there are no major bugs or game breaking glitches

    Nha, you would be unemployed, in that case..

    "The heart reveals what smiles betray" - Rise against

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    Default Fantastic Four Bug

    i have encountered an Bug with 1 of the modes Dr Doom

    normally the object of that mode is to get the 'normal' colored ball to baxters tower,. it will shown yellow after that shot.. and then you got to shoot the ramp to mister doom, 4 times during the mission.every successfull shots will get the players,. 2 yellow balls being throwin at you by mr doom..

    now about the BUG

    on a sudden the balls werent going that far in the dr doom mode!! for some reason the big fantastic four Wheel 'where the ball gets through' redirects the balls WRONG where it supposed to hit dr doom. but instead of hitting dr doom, the wheel directs the balls tru the wireform back to the left flipper.. it doesnt matter how many times i make that shot.. when the bug comes up it stays up during the whole game.. which BRICKS the game totally,because without completing that timed mode dr doom mode, i cant go for the wizard mode, the problem solves itself whenever i start my game over.. i hoped that it just was an bug glitch.. but it already happened to me twice.. i love that table, but because of this bug i dont want to waste my time anymore on it.

    i wasted 2 really good ongoing games,. totally ruined because of it

    not a 20 hour game thou (my condolances for you buddy)..

    but still some hours of my life are wasted because of it. i hope ZEN can look up on it soon.
    Last edited by DutchTommy; 12-13-2011 at 02:45 PM.

  85. #85
    Senior Member shogun00's Avatar
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    Quote Originally Posted by DutchTommy View Post
    now about the [Fantastic 4] BUG

    on a sudden the balls werent going that far in the dr doom mode!! for some reason the big fantastic four Wheel 'where the ball gets through' redirects the balls WRONG where it supposed to hit dr doom. but instead of hitting dr doom, the wheel directs the balls tru the wireform back to the left flipper.. it doesnt matter how many times i make that shot.. when the bug comes up it stays up during the whole game.. which BRICKS the game totally,because without completing that timed mode dr doom mode, i cant go for the wizard mode, the problem solves itself whenever i start my game over.. i hoped that it just was an bug glitch.. but it already happened to me twice.. i love that table, but because of this bug i dont want to waste my time anymore on it.
    This is caused by failing the fourth phase (shoot the Dr. Doom ramp 4 times) of the wizard mode. For some reason, the F4 sign refuses to reset if the ball drains during the phase.
    Last edited by shogun00; 12-13-2011 at 08:45 PM.

  86. #86
    Writer of Guides ShoryukenToTheChin's Avatar
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    Talking Thanx to everyone who contributed to the Thread

    @Cloda,

    Truely you should be thanked for putting this Thread together, not only does it help Zen but the Community as well.


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  87. #87
    Senior Member Vincent's Avatar
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    Another ROME bug : in Coastal Garrison mission, when you have to shoot the right lane so as to destroy the galleon, sometimes the yellow light under the right lane won't turn on.

  88. #88

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    Edit:

    Bug retracted - I thought the day of the dead multiball was winnable, its just a bonus round.
    Last edited by Postman; 12-29-2011 at 08:48 PM.

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    I think it would be nice if Zen acknowleged the bugs in this thread and made
    some sort of commitment to fix them.

  90. #90
    Senior Member Vincent's Avatar
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    I just notice some things have been recently fixed. For example the U and V letters are no more inverted when entering your initiials after playing tables like Rome.

    Edit : what the... ? Now this problem appears in Thor...
    Last edited by Vincent; 12-16-2011 at 05:05 PM.

  91. #91
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    Quote Originally Posted by 7Dahl7 View Post
    I think it would be nice if Zen acknowleged the bugs in this thread and made some sort of commitment to fix them.
    They have acknowledged the bugs for a while now, but the problem is the cost for releasing patches. Both Microsoft and Sony charge the same fee as releasing a new table. In other words, it can be a bit pricey releasing out patches individually for each table.

    What Zen is planning to do is to release out one big patch to fix all of the bugs.
    Last edited by shogun00; 12-16-2011 at 04:27 PM.

  92. #92
    Senior Member Vincent's Avatar
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    Quote Originally Posted by IndyRC_Racer View Post
    Buccaneer

    10x multiplier works on Pinball FX1 (by repeatedly hitting the "mushroom" bumpers). Confirmed on July 20, 2011.

    To clarify, you can get to 10x when playing Buccaneer on Pinball FX1. However, you cannot get to 10x when playing Buccaneer on Pinball FX2

    So that confirms what we already knew : Pinball FX 2 version of Buccaneer definitely needs a big fix !

  93. #93
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    Quote Originally Posted by shogun00 View Post
    ...Both Microsoft and Sony charge the same fee as releasing a new table. In other words, it can be a bit pricey releasing out patches individually for each table.

    What Zen is planning to do is to release out one big patch to fix all of the bugs.
    Whaaaaaaaaaaaat?!

    That is STUPID on Sony/MS's part. In what world do you want to charge developers to fix the product that you operate a storefront for? Oy.

  94. #94
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    Everytime I've gotten an achievement in this game I've seen a spinning badge on the screen before I got the achievement, however during the Midnight Madness Mode of Sorcerer's Lair I got the Sharpshooter Badge immediately followed by another Badge which I assume was the Midnight Madness one, but I only got credit for the Sharpshooter Achievement.
    And normally I'd be putting the date I beat a Wizard Mode in my signature but since I did not get the achievement for it, I'm wondering if I should just post it anyway...

    Edit (12/17/2011): Well I kept playing in order to try and do it again and I did manage to see the Midnight Madness Badge on the screen followed by an eternally long amount of time till *beep* Achievement unlocked (It was so long that I was able to yell several dozen obscenities at my TV before the achievement hit). Still frustrating though...
    Last edited by Lodan; 12-17-2011 at 09:38 AM.
    Beat Ms Splosion-Man Wizard Mode on 12/15/2011
    Beat Sorcerer's Lair Wizard Mode on 12/17/2011

  95. #95
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    Hi all. Noticed something on the Iron Man table last night and though I would report. Not up to speed on Pinball launguage so will do my best.

    Activated the Mandarin and whiplash mission. 1st part is to hit highlighted ramp shots and when you have done this "holes" open up at the base of all the ramps. So I did the first part and there is a delay (not much) between 1st and 2nd phase. I hit a shot that got half way up the stock exchange ramp and started to fall back down at which point the 2nd phase started and the "holes" open up.

    My ball then gets stuck, seemingly behind the hole. Obviously can't go back up the ramp and won't go over the "roof" of the hole. Nudging did not do anything but tilting let the ball role down and start a new ball.

    Hope this helps.
    I'm Sanity Impaired

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    In response to Iron Man issue in previous post, I've had the same thing happen as well. I don't recall how I resolved this issue.

  97. #97
    Senior Member Vincent's Avatar
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    Cloodaaaaa....... how are you ??? lots of people seem to be willing to take part in your thread...

    "la rançon du succès" !!

  98. #98

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    X-Men: I shot a ball into the blue cylinder (Storm ramp I guess), and it spun hard enough to pop right over the top of the cylinder and into the drain hole....

  99. #99
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    I experienced a game breaking glitch on X-men.

    During the magnetic frenzy mission, (The one started by lighting the center targets), at mission end, the table seemed to have a magnet at the top of the left ramp! so the ball would zoom up the ramp, and just stay at the top spinning.

    Every 30 seconds or so, it would revert to plunger, but as soon as I shot the ball out, it would immediately fly back to this "magnetized" area, and stay for 30 seconds... just repeating the cycle.

  100. #100
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    Moon Knight

    Bug: The right ramp gets blocked, it becomes a kind of launch pad for any ball you throw at it from that point onwards, this happened on my 20th attempt to beat Wizard mode that game give or take a few attempts. The ramp graphic looked normal, the ramp became an invisible launch mechanism. I have it recorded to show you what I mean, I just haven't loaded it up yet.

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