I've done a few of these to consolidate actual bugs and wishlist items into one place for Pinsiders to check out if they're having an issue, and the manufacturer to access, if they are so inclined. Dialed In 1.13 is really clean, but still has some seemingly unfinished areas and outright bugs. This is the place for those.
I'll consolidate posts of bugs into the first post here as they come up, so this first post will have the latest consolidated list. So if you have a bug, just explain what it is and how you think it happened and it will get consolidated into this first post.
12 BUGS
----------------------------------
- When you have ball save and manually plunge when the ball comes out, the ball launcher will auto-kick with no ball like 5-7 seconds later, even though the ball is far, far away by that point.
- When there are a lot of emojis on screen and you start Acid Rain (and maybe others, it happened on Acid Rain for me) the girl who talks at the beginning of the mode ("Spring Meadows") on the phone is speaking in slow motion.
- "Loop" and "Orbit" need to be reconciled so the same term is being used on-screen and with the callouts. Frequently they are currently at odds with the same shot being called different things.
- When you enable the SIM Card Memory in settings (to allow SIM cards to stay lit on next ball), lite a SIM Card on ball 3 and lose the ball before collecting it, ending the game, then the SIM Card insert is still lit at the start of the next game.
- One black screen unresponsive attract mode event when machine left on for a while. Screen was black, attract mode still working, machine start, etc unresponsive until machine rebooted.
- Black screen unresponsive issue while idle for 5 mins in test mode. Same as above, but in test mode, not attract mode.
- If you collect BOB and SIM card right around the same moment, it will not give you credit for the SIM card even though both the SIM card hole and BOB have their own optos in the subway so the game DOES know you hit both (one ball will pass BOB opto, two balls will pass SIM opto).
- If ball lost at right inlane during ball saver, ball save fails to trigger...after drain game triggered ball search and "found" it in the trough.
- Right inlane hurry up says to hit the right ramp but there is no red light lit on that shot.
- If you have System Settings/Game Restart set to "SLOW (Allow START button to restart game)", and restart during any of the "Crazy" modes, the mode stays ON until you drain a ball. The emojis or lottery ticket will freeze in (screen-covering) place; the selfies will "drip off" as usual soon during your restarted game.
- When Mystery Package is lit during EMP or Volcano, it appears to be scored when hit (there's the whiparound, where the ball in those modes would normally just be dropped, but there's no indication or callout defining the award. If either Transit, Kilowatt, or Spider is lit with the Mystery Package, the T, K or S award value is shown, but the Mystery remains a mystery.
- When the Theater is hit to start Showdown, the ball drop at the start of the (lengthy) intro sequence is inconsistent. You'd think it'd be better for the game to not have the magnet on that whole time.
NEEDS ATTENTION
----------------------------------
- Ball management is not up to WoZ standards. When it sends out another ball due to ball search failing, if the stuck ball goes into play, the game goes dead when the first ball exits. This does not happen on WoZ. Hopefully it will be fixed on Dialed In, too.
- If QTE Target is broken game needs auto-fallback to alternate target to charge phone so the game is still playable until it gets repaired.
- Ball can get stuck behind trap door, and ball search logic is inadequate to clear it. If the opto at the opening of BOB is triggered but not triggered again, and the switch at the end of BOB is not triggered....the game should know right away that the ball is stuck and pop down the trap door, then leave it down until the ball exits the orbit.
- If the flipper is held up to trap the ball while mode totals are on screen, it should not defer to info screen. When mode total screen is over it can proceed to info screen if flipper is still up.
- Selfies hide point values that are floating away. There should be a compromise that can handle both.
- Callouts where two choices are lit up to complete the mode requirement only call one currently. It would be nice for those if it called out both in combination, like "Shoot Right Ramp or Theatre" or "Shoot Left Ramp or Side Ramp", etc for the ones with more than one way to finish.
- A number of the phone characters still need animated talking heads instead of stills:
--- > Emp Strike - Only one (?) head talking scene animated
--- > Flash Fires - First and Last talking screens aren't animated
--- > Singularity - No talking animated
--- > Tidal Wave - No talking animated
--- > Alien Invasion - only some faces talk animation
--- > Eruption - first face not animated
- None of the talking heads are animated when they show up in Armageddon, even if they have talking animation from earlier in the game
- Pulse a magnet when ball is dropped out of the theatre to nudge it to a flipper and prevent SDTM losses directly from the theatre.
- Cut 20V coils in addition to the 70v coils it already cuts when the coin door is open. No one wants to have their fingers smacked with the sling arms when they think they're off.
WISHLIST ITEMS
----------------------------------
- Timed pricing in setup menu for routes. Pool tables have this now. Why doesn't pinball? Set price by day of the week and time.
- Have theatre magnet auto-adjust. If pullback is done and switch behind theatre isn't activated, that strength level is too weak, so increment it in settings by small amount until it can make the pullback work. Then, when it's working, if the switch activates too fast, decrease power so the pullback ends up in a sweet spot, then is constantly adjusted for consistent performance.
- Some kind of mini-modes along the way to break up the grind of getting disasters (kind of like melt the witch on WoZ). Maybe different combinations of 3-4 disasters nets a different mini-mode (Evacuation? Where you have to "rescue" people from various locations in town stranded from the disasters you just did. There are more casualties for each hit you fell short on each played disaster. Restore power to Betty? Betty blocks all left ramp shots until you "restore power" to her by hitting QED and theatre in some combination, then hitting left ramp in hurryup to complete mini mode. Triage? Where you have to collect emergency supplies to save someone's life that was taken to the hospital. It could involve a subset consisting of the characters or their relatives from the disasters you completed.).
- Better instructions/callouts of when a hand wave is needed to scratch a lottery ticket.
- More stats saved on your phone app if you've linked it to the game.
- Ability to download selfies from last game to phone app that can be saved.
- More enthusiastic Jackpot callouts.
- Options for Shaker Motor to go to 11. Current max isn't super-active.
- More shaker motor effects when certain things like QED are hit.
- DO NOT fire knocker if player holds start to bypass MATCH sequence. Home use late at night, knocker isn't welcome. Alternately, "night mode" option for knocker in settings where time is picked where the knocker won't fire if it's past time specified until 9am.
- Snap a selfie or selfies when the machine is tilted
- Knocker disabled if headphones are plugged in.
- Sometimes if the left ramp is shot, the Quantum Mechanic chick diverts onto the top of the pops. There's no explanation why. It's understood for the mode where the goal is to shoot the pops and it suggests shooting the left ramp where it is diverted. Other than that, no idea what the other times it diverts are about. A help or clue here would be appreciated.
- If you cancel out of multiball, start a mode, and then drain, you're now locked out of starting a mode on the next ball. IT seems like you only get one shot at canceling. Why not let me cancel out anytime I want?
- Play with the power theme more - add something like Blackout Multiball where the power is out and you have to alternate hitting each "sector" and then the QED guy (left orbit, QED, left ramp, QED, theatre, QED, etc) to light everything back up a sector at a time or something like that.
- Another crazy mode where the QED guy goes nuts and goes very fast back and forth, blocking the theatre shot that you have to make a number of times to complete the mode.
- In Armageddon mode when the cell phone is going fuzzy and wavy and play an indistinct clip from WoZ and maybe a faint callout.
- After beating/playing Showdown. The game should end - and you should get this end of game victory celebration of some sort plus a final end of game ball bonus; like 1 mil points for every extra ball you did not use, plus some other end of game bonuses like how you did overall or such. I know this sounds unorthodox-ed compared to what we're used to in pinball. But think about it, you beat the game....and now you start over with disasters again? It doesnt make sense, just like a video game, when you beat it, the game is over.