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  Click here to go to the first FarSight post in this thread.   Thread: Master List of Issues: Stern Pinball Arcade

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    Senior Member Pinballwiz45b's Avatar
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    Master List of Issues: Stern Pinball Arcade

    Based on the one from Pinball Arcade, except for Stern tables (and then some newer games). Help is appreciated!

    All versions in RED; Advanced lighting issues (consoles, PC) in TEAL; PC version in BLUE; mobile versions in ORANGE

    Version 1.2.7 Bugs:

    General:

    • The newer tables' ROMs (S.A.M./SPIKE) seem to be very slow upon activation of certain events, when compared to the real thing.
    • When at the first in-game table menu (before you press Start), the camera should be improved to allow vision of both the table and the backglass.
    • Challenge Mode - when selecting Last Action Hero, it displayed a bizarre screen of data/zeros, then awarded 100 points for the table, then crashed when next table was selected.
    • Challenge Mode - random crashes when selecting next table.
    • When two balls are next to each other on a flipper, a glitch in which one ball "phases" through the flipper occurs. Uncommon.
    • Balls entering the drain area at the same time may not cause the game to read how many balls have entered the trough, causing balls to be missing and an end to the current game.
    • The sound of the rolling ball across the newer Stern tables is still present, even if the ball is drained. Happens when pausing/unpausing a game?
    • PC: No arcade movement at all (VR incoming?).
    • PC: Crash upon entering LAH twice in a row. Uncommon, though I did so after spanning between table entry for a time.
    • PC: When trying to select menu items in the controller setting menu with mouse or controller, the selected item moves up/down 2 line items instead of one.
    • iOS: You can only save one highscore when you reach a score that is in the default list. Afterwards it won't update anymore, even if it lets you input your initials.
    • iOS: Nudging is wonky. It does work partly but it is very unpredictable and unusable in a game this way.

    AC/DC:

    • Lighting on the inserts needs to be adjusted to clearly tell which lights are turned on or off.
    • Red flasher near the cannon doesn't have a glow around it. Take note of how it flashes slowly on the real machine, instead of just an on/off light.
    • Yellow flasher has a separate light that may need looking into.
    • Thunderstruck blue lights need looked into; they're hard to read or tell if they're lit or not. All platforms.
    • Instant Info doesn't work when trapping a ball on the flipper for an extended amount of time.
    • Some wizard goals could be toggled at the start of a new game, after finishing a previous game with all Standard Goals complete.
    • Super skillshot by holding up the right flipper sometimes doesn't work.

    Ghostbusters:

    • Turn down the music and sounds slightly in-game? It's blasting and clipping at 100% volume.
    • Resetting a game leaves a rolling ball sound, if a ball was present.
    • Lights can go out when Tobin's Guide, Extra Ball, and a Left Scoop mode are collected at the same time.
    • Ball can interfere with or clip into the captive ball zone, sometimes interfering with balls locked in the rollover area.
    • Some light is tied in to the Terror Dog light beneath the ramp.
    • Stray GI lights around the middle and right-center playfield. Pay attention when in Video Mode or end of ball bonus.

    Harley Davidson 3rd Edition:

    • Apron texture is mirrored (compare the motorcycle gauges between TPA and the real one, for instance). Rule cards are fine as is.
    • Higher-pitched music and sounds than the real thing. See here.
    • Tilting yields the "Patch is lit" callout. Incorrect?

    High Roller Casino:

    • Tilting the game right after the ball drains causes confusion in the game and the ROM. Don't tilt.
    • Draining a ball right after hitting the target to light the Slot machine raises the ramp too far up, and thus causes the Slot Machine to become impossible to shoot.

    Last Action Hero:

    • The Crane should be slowed down to about 60-80% of its original speed. The Crane Runaway almost never counting down is a good sign that it is moving too quickly.
    • PC: Mechanical sounds missing.
    • PC: Topper missing.
    • PC: The right flipper on the controller ties in with the Smart Missile.
    • PS4: "MOVE THE CR---" (Explanation: After the crane arrives at its destination, the stopping sound interrupts the rest of the introductory sounds.)
    • PS4: Helicopter sound does not stop upon the attempt/completion of the skill shot.
    • PS4: Main music continues to play, even after a Dynamite Feature is collected and a mode is thus awarded with supposed different music.
    • Not an issue, but with the recent AC/DC acquisition, are we expecting a return of the original theme during normal gameplay?

    Mary Shelley's Frankenstein:

    • Music keeps looping after the end of a game and into Attract Mode.
    • Artwork of the playfield, below the right slingshot, reveals a small object (looks like a nut). Very disorienting; it's not supposed to be there.
    • Creature of Frankenstein's quote, "Graveyard..." at the beginning of the Graveyard mode is replaced by "Jackpot Lit" by Frankenstein.

    Mustang:

    • LEADERBOARDS: Tied in with Jacks Open.
    • Some wizard goals could be toggled at the start of a new game, after finishing a previous game with all Standard Goals complete.
    • Holding a ball on the right flipper makes the ball not lie still.
    • Super skill shot sometimes has the ball hit the wall up top by the Ford roll over lanes and drops in the pop bumper area instead.
    • Android: Unable to select mode before launch as the right flipper is inactive at plunger view, so you have to start with drag race every game.

    Phantom of the Opera:


    Ripley's Believe It Or Not!:

    • No music plays at the Enter Initials interface. This happens when the Menu Music is turned off.
    • Ball can get stuck somewhere in the upper playfield area (not sure where, however. Will look into the issue.).
    • The Super Jackpot voiceover is played twice during the sequence. One has the actual callout, while the other is tied in with the Super Jackpot fanfare sound.
    • Muffled or abnormal music/sounds. Are the sound files lower quality than normal?

    Star Trek:

    • Little to no GI lighting at the top of the playfield, or very dark.
    • The laser light show on the playfield during Klingon Multiball is incorrectly rendered and hard to notice. It also should follow a more circular and clockwise pattern than just straight lines.
    • Pop bumper counter/score bug can sometimes occur, similar to that of Iron Man's pop bumper counter/score bug. Could be a ROM issue.
    • Instructions: Warp Ramp Extra Ball at 7, not 3.
    • Instructions: Vengeance Battle is the 3rd mode, not 2nd.
    • LE: Cabinet is without the set of lights on the left and right sides of the cabinet, according to XB1 screenshots (or so they appear).
    • Pulling the plunger back causes the ball to go too far down, leave the switch prematurely and lock the selected mission in.
    • PS4: Cannot see Status Report when a ball is held/flipper is up for a time.

    Starship Troopers:

    • The Bug counters on the playfield need to be brightened. They work like digital numeric displays, and simple GI lighting won't do it.
    • One of the flashers on "Starship" ties in with the "Troopers" set of flashers.
    • The main theme music is getting cut off early. This video shows that there is more: https://www.youtube.com/watch?v=QoDUY4AIED4
    • After starting a new game, sometimes, the 3 seconds music sample intro is repeated infinitely and is not replaced by the main music theme.
    Last edited by Pinballwiz45b; 11-08-2017 at 04:37 PM.

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    Senior Member Pinballwiz45b's Avatar
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    Fixes, based on the PS4 version:

    High Roller Casino:

    • No high score music.
    Last edited by Pinballwiz45b; 12-03-2016 at 12:36 PM.

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    Challenge Mode - when selecting Last Action Hero, it displayed a bizarre screen of data/zeros, then awarded 100 points for the table, then crashed when next table was selected
    Challenge Mode - random crashes when selecting next table

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    Senior Member kaworu's Avatar
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    also Mustang Boss Premium has wrong car model on turntable

    here how it should look like

    Last edited by kaworu; 11-16-2016 at 09:51 PM.

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    Star Trek
    - not sure if this is a bug or how the table works, but if you hit the left outlane moving fast enough it'll blow right through the kickback
    - weird overflow bugs - I had "pops remaining: 4.2 billion" on the DMD at one point, also the two digit number to match at the end of game was in the billions
    - during two ball multiball I got both balls in the launcher and it changed to plunger view and stayed there after I launched both back up. It didn't switch back to the table until multiball ended.
    Last edited by psykil; 11-16-2016 at 10:10 PM.

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    Senior Member Pinballwiz45b's Avatar
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    Quote Originally Posted by psykil View Post
    Star Trek
    - weird overflow bugs - I had "pops remaining: 4.2 billion" on the DMD at one point, also the two digit number to match at the end of game was in the billions
    The match number seems to be an issue. Not so sure about the pop bumpers, though; it happened on a real Iron Man before.

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    Well it was on the first plunge on a new game so...
    Bowen mentions something similar in the PAPA tutorial video so sounds like a rom issue, not SPA specific.

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    Senior Member dtown8532's Avatar
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    ACDC is missing the flasher effect when the ball is in the pops. Also, the table lighting needs to be toned down some or the inserts need to be turned up. It's tough to see what is flashing on them.
    Last edited by dtown8532; 11-17-2016 at 10:56 AM.

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    Star Trek
    - The laser light show on the playfield during Klingon Multiball is very dim and hard to notice. It also should follow a more circular and clockwise pattern than just straight lines.

    I would say that a more accurate discription is that the game is rendering small points of shadow rather than red points of light. It's not that the light is dim, there is no light. Also, it's hard to tell but do the projected points wash over the whole table or just the playfield? The entire table should be freckled with rotating red dots.

    Anyone else think that live catches are too easy on the new Stern tables? I'm regularly doing it by accident.
    Last edited by HotHamBoy; 11-19-2016 at 07:53 PM.

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    Yes, I've had drains because I went to shoot a ball, but it did a catch instead. Then, because the ball is so dark, I couldn't tell the ball stayed at the flippers instead of shooting up the table, so I let go of the flipper and the ball drains. This is particularly annoying during multiballs.

    And where the heck is our pro modes? The table ROMs are hard set and we can't change anything. What's up with that? Pay more, get less. Not to mention over half the tables in this new collection are dupes of TPA tables that DO have pro modes in TPA. And no brightness slider, so the tables just look too dark all the time.

    The table selection seems a step backwards when you can only see one table at a time. Once SPA gets more tables, selecting one to play is going to be really annoying.

    I know it sounds like nothing but complaining, but I'm just stating my observations. At this point, I think TPA is better than SPA, though I really like that Star Trek table.

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    Senior Member Gorgar's Avatar
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    Mustang (PS4)

    -when entering a high score, after the third letter in the initial, the DMD shows a buggy screen that flips between your high score and an image of two people looking out of a windshield of a car. This happened both times that I earned a high score, so I am guessing this is 100% reproducible.
    -Two wizard goals appear to be bugged. After completing all of the standard goals, I started another game. The second that I started the game you, two wizard goals ticked off (goal 2: Complete stunt driver in one take and goal 3: collect and upgrade scoring total). I didn't even launch the ball or anything.

    Edit: The same thing happened with one of AC/DC's wizard goals. Maybe the game remembers if you completed a wizard goal before unlocking them?
    Last edited by Gorgar; 11-20-2016 at 03:15 PM.

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    Senior Member kaworu's Avatar
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    Quote Originally Posted by Gorgar View Post
    Edit: The same thing happened with one of AC/DC's wizard goals. Maybe the game remembers if you completed a wizard goal before unlocking them?
    people reported same for TPA recetly.

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    AC/DC standalone DLC is still $19.99 on PSN.

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    Senior Member Gorgar's Avatar
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    I don't think anyone mentioned this, but when you unlock the wizard goals, it still says "Table Goals." When you select them, it still shows the wizard goals, but it also says "table goals" at top.

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    Moderator Xanija's Avatar
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    Quote Originally Posted by HotHamBoy View Post
    AC/DC standalone DLC is still $19.99 on PSN.
    It isn't any more, it's $9.99.

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    ACDC (ps4):

    I. I cannot seem to get any of the instant info to work by hold either one or both flippers for any length of time. This makes prioritizing which multiball to target next very difficult as you have to catch how far you are away only off the dmd during play.

    I also agree the lighting makes seeing the table very difficult. It is extremely difficult to tell which of the fire lane rollovers are illuminated and which ones aren't. All the same cannot wait until metallica is released. So excited to have a chance to play these modern tables off location and learn the rules and practice scoring strategies.

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    Star Trek (PS4)

    Operator setting:
    Default setting for warp ramp extra ball should set at 4
    Currently set at 7

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    Senior Member Pinballwiz45b's Avatar
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    Quote Originally Posted by DA5ID View Post
    Star Trek (PS4)

    Operator setting:
    Default setting for warp ramp extra ball should set at 4
    Currently set at 7
    It's what they set up. Not a bug.

    Quote Originally Posted by Tmnt_Donatello View Post
    ACDC (ps4):

    I. I cannot seem to get any of the instant info to work by hold either one or both flippers for any length of time. This makes prioritizing which multiball to target next very difficult as you have to catch how far you are away only off the dmd during play.

    I also agree the lighting makes seeing the table very difficult. It is extremely difficult to tell which of the fire lane rollovers are illuminated and which ones aren't. All the same cannot wait until metallica is released. So excited to have a chance to play these modern tables off location and learn the rules and practice scoring strategies.
    Adding to the list.

    Quote Originally Posted by Gorgar View Post
    I don't think anyone mentioned this, but when you unlock the wizard goals, it still says "Table Goals." When you select them, it still shows the wizard goals, but it also says "table goals" at top.
    Will add for a possible fix. They're still table goals, but a bit more clarification would be nice.

    Quote Originally Posted by Gorgar View Post
    Mustang (PS4)

    -when entering a high score, after the third letter in the initial, the DMD shows a buggy screen that flips between your high score and an image of two people looking out of a windshield of a car. This happened both times that I earned a high score, so I am guessing this is 100% reproducible.
    -Two wizard goals appear to be bugged. After completing all of the standard goals, I started another game. The second that I started the game you, two wizard goals ticked off (goal 2: Complete stunt driver in one take and goal 3: collect and upgrade scoring total). I didn't even launch the ball or anything.

    Edit: The same thing happened with one of AC/DC's wizard goals. Maybe the game remembers if you completed a wizard goal before unlocking them?
    I'll add these to the list as well.

  19. #19
    Senior Member jrolson's Avatar
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    Aint the flippers in AC/DC suppose to be yellow instead of white? In the flyer they are yellow...

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    Senior Member Nate's Avatar
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    ya i had acdc premium for awhile and on mine, which i believe was factory the flippers on the bottom playfield were white and the main flippers yellow, now that you mention it they did seem odd to me on ps4 they're probably backwards....whole game feels alittle off to me, like i should be playing on android or something, bad lighting and heavy aliasing and flippers feeling laggy = yuck (flipper lag not farsights fault, zen pinball is far worse on ps4) hope the steam and vr releases dont have these same issues, the tables that were already on TPA look alot better on the original tpa than they do on this one...i dont get it.

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    Senior Member Nate's Avatar
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    also on stle where are the runner lights up the insides of the cabinet, and whats with the gray apron lights....

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    Senior Member Nate's Avatar
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    is this a mobile port to ps4?

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    Senior Member kaworu's Avatar
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    Quote Originally Posted by Nate View Post
    also on stle where are the runner lights up the insides of the cabinet, and whats with the gray apron lights....
    it is not LE it is premium, it was announced Xbox1 version will have LE (atleast as option)at release, other platforms will recieve LE too i think

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    Senior Member Nate's Avatar
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    Quote Originally Posted by kaworu View Post
    it is not LE it is premium, it was announced Xbox1 version will have LE (atleast as option)at release, other platforms will recieve LE too i think
    ok thank you for clarifying that i guess im just used to the LE's only having diff cab art and under the glass being the same as premium, didnt even cross my mind that was an LE feature

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    I just had a minor bug that I may never be able to reproduce.
    It didn't affect the actual gameplay at all, but I felt it was worth mentioning.

    In my last game of Mustang, by some freak coincidence, I managed to get two balls into the scoop at the same time, one right after the other.
    And while in there, the balls did not have collision with each other. They just overlapped, like a Venn diagram.
    I even nudged the table just to be sure, and yep, they moved--and then just about completely overlapped one another, looking like a single ball.
    Once they were ejected, one after the other, the game played as normal, with ball caroms and everything.

    But here's the weird thing: Later that same game, I got two balls in the scoop AGAIN--and this time, they DID have collision.
    Because of this, one was just barely hanging on in there, as if it could pop out with the slightest nudge. I didn't risk it, but as before, once they were ejected, the game proceeded as normal.

    I have never had that happen in any other Farsight pinball game or table.
    Again, a minor thing that didn't have any serious effect, but it was so weird I just had to share it.

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