Batman 66 - Official Club Thread


By TigerLaw

1 year ago


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#2551 8 months ago

Great news!!!! I posted a question about them about 2 weeks ago, and they "liked" it.

Took that as at least they were aware and had something brewing, anyway.

#2552 8 months ago

While we wait for the next code drop you can check out a decent interview with Batman66 artist Chris Franchi here:

https://www.acast.com/kanedaspinballpodcast/episode-125-christopher-franchi

#2553 8 months ago
Quoted from docquest:

While we wait for the next code drop you can check out a decent interview with Batman66 artist Chris Franchi here:
https://www.acast.com/kanedaspinballpodcast/episode-125-christopher-franchi

Thanks for posting! I was looking forward to this interview.

#2554 8 months ago
Quoted from docquest:

While we wait for the next code drop you can check out a decent interview with Batman66 artist Chris Franchi here:
https://www.acast.com/kanedaspinballpodcast/episode-125-christopher-franchi

did someone say "next code drop"

#2555 8 months ago

Hope tomorrow!
No insight, just hope.

#2556 8 months ago

New code dropped.

V0.75.0 - May 25, 2017
======================

- Tightened up the lock post closing time after a ball is locked or
multiball is started. The lock post and the diverter should both be
fully closed before a new ball is served.
- Added batphone hurry-up award when restarting VILLAIN ESCAPE via
add-a-ball as there is a possibility that the hurry-up can be started
during the VILLAIN ESCAPE grace period.
- Skill shot award was not stopping the super skill shot or the penguin
skill shot. This has been corrected.
- Reworked the Joker mode:
- At the start, the Gordon target, the Penguin hole, and the Atomic
Pile target are lit.
- Shooting the Atomic Pile target starts the main part of the mode
and cancels the Gordon target and the Penguin hole. Shooting the
Penguin hole starts the Batcave sequence, lights the left loop to
finish the sequence, and cancels the Gordon target.
- The timers for the Gordon target and the Batcave sequence are set
via adjustment (default: OFF).
- The player may play and see as much or as little of the story as they
want. Playing more of the story results in bigger scores during VILLAIN
ESCAPE.
- Added sounds, clips, and speech.
- Reworked the Riddler mode:
- At the start, the Gordon target, the Penguin hole, and both Riddler
loop shots are lit.
- Shooting either Riddler loop shot starts the main part of the mode
and cancels the Gordon target and the Penguin hole. Shooting the
Penguin hole starts the Batcave sequence, lights the left loop to
finish the sequence, and cancels the Gordon target.
- The timers for the Gordon target and the Batcave sequence are set
via adjustment (default: OFF).
- The player may play and see as much or as little of the story as they
want. Playing more of the story results in bigger scores during VILLAIN
ESCAPE.
- Added sounds, clips, and speech.
- Added SLE tables. Reworked some custom speech to use data from the
micro-SD card for custom speech in attract mode.
- Fixed a bug with applying gadgets during VILLAIN ESCAPE that would
award shots that had already been completed.
- Main multiball lock display effect was not being queued when awarded
from the turntable lock. Certain higher priority effects (super skill
shot) were preventing the lock display from running. This has been
corrected.
- Super skill shot and short plunge skill shot were not scoring points
multiplied by the shot multiplier. This has been corrected.
- Added super skill shot display effect. Fixed a bug with the penguin
skill shot where it would not display the correct number of points
scored.
- Fixed a bug in the villain vision effect request code that was
preventing certain background effects from running.
- Added a setting (default: ON) to disable super jackpot collect during
multiball.
- Added villain vision effects for ball save, tilt warning, extra ball
lit, extra ball, and tilt.
- Replaced main multiball villain vision effect with jackpot.
- Extra ball lit effect is killed in some cases where extra ball is
awarded and extra ball lit is running or pending.
- Major villain wizard mode multiball autofire timer increased by 5
seconds. Super jackpot gives add-a-ball, adjustable: settings are
NONE, 1-4, UNLIMITED. Default = 3.
- Fixed a bug in bat turn where the villain vision and batphone targets
would not score a shot in the mode.
- Fixed bat turn mania champion text. When entering initials, the text
would not fit on the display.
- Added lockout for applying gadgets immediately after a ball is served.
- Added check and recording of major villain (Catwoman, Joker, Penguin,
Riddler) HSTD.
- Fixed hurry-up re-initialize of hits left to start the hurry up again.
The villain should only be harder to start the next time if the hurry-up
was made and the villain mode was started.
- A new ball in the turntable lock now kills the skill shot.
- Extra ball award display effect kills the extra ball fanfare when the
display effect goes away. The fanfare was running past the end of the
display effect, and since it ducked the music, it was causing some
mode music (primarily Riddler 1/2) to be very quiet.
- Removed some bad extra ball speech.
- Changed MORE TIME for VILLAIN ESCAPE, PLAYFIELD MULTIPLIER, and BATTURN
such that the time is added without a cap.
- Removed more time from batturn batmobile spinner hit.
- Added playfield multiplier to timed modes group so MORE TIME will work.
- Increased initial time for the playfield multiplier from 20 seconds to
30 seconds. MORE TIME value is 20 seconds.
- Turntable lock post was not being raised during ball search when lock
was lit for a physical lock. This caused the locked balls to empty out
of the lock during ball search. The lock post is now raised during
ball search.
- Player score now updated during bonus when "TOTAL BONUS" page is
displayed.
- Implemented different newspaper headlines for instant info.
- Worked in the newspaper zoom to the first frame of the instant info.
- Reworked instant info so the newspaper animation loops, which eliminates
occasional glitches between pages.
- Changed batturn mania RGB lamps from WHITE/CYAN to CYAN/BLUE so they
stand out more from other modes.

#2557 8 months ago

Meaty!!
Going to download now. I do have a question about those new timer settings : defaulted to off. Are they unlimited by default and you can set a timer or completely disabled right now unless you put a timer to them?

#2558 8 months ago
Quoted from Sethman:

Meaty!!
Going to download now. I do have a question about those new timer settings : defaulted to off. Are they unlimited by default and you can set a timer or completely disabled right now unless you put a timer to them?

Dunno. This line could be the most impressive:

- Added sounds, clips, and speech.

Interested to get this installed and see how MUCH this encompasses. Seems like still no minor villain implementation though.

EDIT: There's actually quite a bit of new video. Got rid of Joker turn video. There's a new one when you make Joker shots. There's a new clip of activating the batpoles by sliding the bookcase aside. Quite a few new Riddler videos keyed to making shots in his mode. New Super Skill shot mode.

Batsignal on top is more coordinated with the two in the game (the physical one and the one on the plastic behind it). All three often turn on together, which is a nice change.

New mystery awards.

Seems to be more liberal scoring. Had a meh game to check this out (made it to Villain Escape, didn't complete) and scored 304 million.

Saw nothing added to Minor Villains, so that's a push.

#2559 8 months ago

Nice weekend code update! Didn't expect it.

#2560 8 months ago

catwoman-purrfect (resized).png

#2561 8 months ago

If anyone at Stern is reading this...let Lyman know that he is the man!

This game is going to turn into one of Stern's best games...most of the Batman 66 owners know that.

#2562 8 months ago
Quoted from Trekkie1978:

If anyone at Stern is reading this...let Lyman know that he is the man!
This game is going to turn into one of Stern's best games...most of the Batman 66 owners know that.

What, no credit for KaPow? It's technically their game in partnership with Stern.

#2563 8 months ago

V0.75.0 - May 25, 2017
======================

- Tightened up the lock post closing time after a ball is locked or
multiball is started. The lock post and the diverter should both be
fully closed before a new ball is served.
- Added batphone hurry-up award when restarting VILLAIN ESCAPE via
add-a-ball as there is a possibility that the hurry-up can be started
during the VILLAIN ESCAPE grace period.
- Skill shot award was not stopping the super skill shot or the penguin
skill shot. This has been corrected.
- Reworked the Joker mode:
- At the start, the Gordon target, the Penguin hole, and the Atomic
Pile target are lit.
- Shooting the Atomic Pile target starts the main part of the mode
and cancels the Gordon target and the Penguin hole. Shooting the
Penguin hole starts the Batcave sequence, lights the left loop to
finish the sequence, and cancels the Gordon target.
- The timers for the Gordon target and the Batcave sequence are set
via adjustment (default: OFF).
- The player may play and see as much or as little of the story as they
want. Playing more of the story results in bigger scores during VILLAIN
ESCAPE.
- Added sounds, clips, and speech.
- Reworked the Riddler mode:
- At the start, the Gordon target, the Penguin hole, and both Riddler
loop shots are lit.
- Shooting either Riddler loop shot starts the main part of the mode
and cancels the Gordon target and the Penguin hole. Shooting the
Penguin hole starts the Batcave sequence, lights the left loop to
finish the sequence, and cancels the Gordon target.
- The timers for the Gordon target and the Batcave sequence are set
via adjustment (default: OFF).
- The player may play and see as much or as little of the story as they
want. Playing more of the story results in bigger scores during VILLAIN
ESCAPE.
- Added sounds, clips, and speech.
- Added SLE tables. Reworked some custom speech to use data from the
micro-SD card for custom speech in attract mode.
- Fixed a bug with applying gadgets during VILLAIN ESCAPE that would
award shots that had already been completed.
- Main multiball lock display effect was not being queued when awarded
from the turntable lock. Certain higher priority effects (super skill
shot) were preventing the lock display from running. This has been
corrected.
- Super skill shot and short plunge skill shot were not scoring points
multiplied by the shot multiplier. This has been corrected.
- Added super skill shot display effect. Fixed a bug with the penguin
skill shot where it would not display the correct number of points
scored.
- Fixed a bug in the villain vision effect request code that was
preventing certain background effects from running.
- Added a setting (default: ON) to disable super jackpot collect during
multiball.
- Added villain vision effects for ball save, tilt warning, extra ball
lit, extra ball, and tilt.
- Replaced main multiball villain vision effect with jackpot.
- Extra ball lit effect is killed in some cases where extra ball is
awarded and extra ball lit is running or pending.
- Major villain wizard mode multiball autofire timer increased by 5
seconds. Super jackpot gives add-a-ball, adjustable: settings are
NONE, 1-4, UNLIMITED. Default = 3.
- Fixed a bug in bat turn where the villain vision and batphone targets
would not score a shot in the mode.
- Fixed bat turn mania champion text. When entering initials, the text
would not fit on the display.
- Added lockout for applying gadgets immediately after a ball is served.
- Added check and recording of major villain (Catwoman, Joker, Penguin,
Riddler) HSTD.
- Fixed hurry-up re-initialize of hits left to start the hurry up again.
The villain should only be harder to start the next time if the hurry-up
was made and the villain mode was started.
- A new ball in the turntable lock now kills the skill shot.
- Extra ball award display effect kills the extra ball fanfare when the
display effect goes away. The fanfare was running past the end of the
display effect, and since it ducked the music, it was causing some
mode music (primarily Riddler 1/2) to be very quiet.
- Removed some bad extra ball speech.
- Changed MORE TIME for VILLAIN ESCAPE, PLAYFIELD MULTIPLIER, and BATTURN
such that the time is added without a cap.
- Removed more time from batturn batmobile spinner hit.
- Added playfield multiplier to timed modes group so MORE TIME will work.
- Increased initial time for the playfield multiplier from 20 seconds to
30 seconds. MORE TIME value is 20 seconds.
- Turntable lock post was not being raised during ball search when lock
was lit for a physical lock. This caused the locked balls to empty out
of the lock during ball search. The lock post is now raised during
ball search.
- Player score now updated during bonus when "TOTAL BONUS" page is
displayed.
- Implemented different newspaper headlines for instant info.
- Worked in the newspaper zoom to the first frame of the instant info.
- Reworked instant info so the newspaper animation loops, which eliminates
occasional glitches between pages.
- Changed batturn mania RGB lamps from WHITE/CYAN to CYAN/BLUE so they
stand out more from other modes.

#2564 8 months ago

Excellent!

#2565 8 months ago
Quoted from vireland:

What, no credit for KaPow? It's technically their game in partnership with Stern.

Kapow was used to get the license.

Lyman is coding it.

#2566 8 months ago
Quoted from Trekkie1978:

Kapow was used to get the license.
Lyman is coding it.

Right. No KaPow, no Batman'66.

#2567 8 months ago
Quoted from vireland:

Batsignal on top is more coordinated with the two in the game (the physical one and the one on the plastic behind it). All three often turn on together, which is a nice change.

When you say "batsignal on top" are you regerring to the batsignal prohector that comes with the SLE topper?

And "the physical one" thats the mini bat signal that SLE owners also got that goes in the upper right corner of the playfield?

Does the mini one on the playfield now go on/off more than it did with the previous code?

#2568 8 months ago
Quoted from docquest:

When you say "batsignal on top" are you regerring to the batsignal prohector that comes with the SLE topper?
And "the physical one" thats the mini bat signal that SLE owners also got that goes in the upper right corner of the playfield?
Does the mini one on the playfield now go on/off more than it did with the previous code?

Yeah, the projector on top of the SLE, the mini one, and the one on the plastic behind the mini one are now finally all synced.

#2569 8 months ago
Quoted from vireland:

Yeah, the projector on top of the SLE, the mini one, and the one on the plastic behind the mini one are now finally all synced.

Thats awesome. Glad to see the mini playfield signal have more interactivity during gameplay. With prior code it flashed on/off during attract mode and at the start of ball 1 of each new game.

If non SLE owners want to add their own DIY batsignal just follow the my tutorial to make your own here:

https://pinside.com/pinball/forum/topic/diy-batsignal-mod-tutorial-for-batman66

Hopefully Stern will start selling the big topper batsignal projector soon. They showed them getting built in their last factory video so it should be soon.

#2570 8 months ago

Hmmmmmmmmm! I didn't expect code today, figuring it would be a few more weeks and minor villains would arrive with it. Big read me with .75, though it seems like more polish than substance. I guess I'll have to do the unthinkable and play the game with the new code in order to judge and rate it. So cool to see this develop.

#2571 8 months ago
Quoted from taz:

Hmmmmmmmmm! I didn't expect code today, figuring it would be a few more weeks and minor villains would arrive with it. Big read me with .75, though it seems like more polish than substance. I guess I'll have to do the unthinkable and play the game with the new code in order to judge and rate it. So cool to see this develop.

Doesn't seem to be a lot more game added, but there's a LOT more video and callouts synced to gameplay events, and general polish, which is nice.

#2572 8 months ago
Quoted from taz:

Hmmmmmmmmm! I didn't expect code today, figuring it would be a few more weeks and minor villains would arrive with it. Big read me with .75, though it seems like more polish than substance. I guess I'll have to do the unthinkable and play the game with the new code in order to judge and rate it. So cool to see this develop.

Quoted from vireland:

Doesn't seem to be a lot more game added, but there's a LOT more video and callouts synced to gameplay events, and general polish, which is nice.

At a guess maybe this update was to polish and debug what is already there before Lyman starts adding further modes in the next few code drops?

I'm sure as he adds greater depth and complexity to the code that it will probably bring a bug or two with it in the process.

#2573 8 months ago

I'm new to this forum and have question. I have a premium 66 pinball that is still in the box, it came with the .70 code. I went to the Stern website today to get the update and all I see is the new one (.75) did I miss something, am I able to get the other update. Sorry If I sound stupid, I am an old guy with a new pinball.

#2574 8 months ago
Quoted from Batman60:

I'm new to this forum and have question. I have a premium 66 pinball that is still in the box, it came with the .70 code. I went to the Stern website today to get the update and all I see is the new one (.75) did I miss something, am I able to get the other update. Sorry If I sound stupid, I am an old guy with a new pinball.

No dumb questions. Just install the latest code update (0.75). You will go straight from 0.70 to 0.75. Good luck!

#2575 8 months ago

Looks like a lot in this

Quoted from Batman60:
I'm new to this forum and have question. I have a premium 66 pinball that is still in the box, it came with the .70 code. I went to the Stern website today to get the update and all I see is the new one (.75) did I miss something, am I able to get the other update. Sorry If I sound stupid, I am an old guy with a new pinball.

Old updates aren't available on Stern's site. Just the current build. You can download 0.75 and go straight to that version. There's no need to upgrade through the others.

#2576 8 months ago
Quoted from Batman60:

I'm new to this forum and have question. I have a premium 66 pinball that is still in the box, it came with the .70 code. I went to the Stern website today to get the update and all I see is the new one (.75) did I miss something, am I able to get the other update. Sorry If I sound stupid, I am an old guy with a new pinball.

Welcome and enjoy! Hurry up and crack that box open!!!

Don't even bother playing on the old code. Update straight away to .75.

#2577 8 months ago
Quoted from vireland:

Doesn't seem to be a lot more game added, but there's a LOT more video and callouts synced to gameplay events, and general polish, which is nice.

Well, I just played a long game on 5 ball and I hate to say it and I certainly don't mean to be negative, but I'm unimpressed with this release. I have to be honest, there's just not much there in new game play. If I hadn't read the read me I probably wouldn't have known it was a different code. Yes, I saw a few more Joker and Riddler videos, because I was looking for them, but that's about all I noticed. And as Vireland says, I saw pretty much the whole game first try. I captured all four villains, obtained Villain Jail break, got Bat Turn during Villain Jail Break (I'd never done that before), the other multiball, and recaptured two villains a second time. I'm sure there's lots more polish there, but nothing else that I noticed on one game. I'd recommend skipping this update and waiting on the next one if you have any substantial high scores or not much time to wait on the download and s/w update on the game. All that said, I'm overall optimistic about the game and future updates. We badly need minor villains and Batgirl!!!

#2578 8 months ago

#2579 8 months ago
Quoted from Manimal:

Yes you do, and in stereo even (both threads)......nothing will ever be good enough, just admit it and move on.

Huh?

#2580 8 months ago
Quoted from taz:

Huh?

Sorry, I got 2 posts mixed up. My bad........but I still disagree with you on the release content. This is all progress to a good end goal, and I think everyone is too quick to judge on the individual releases. It takes several layers to get where we need to be unless Lyman just stops dropping incremental code all together and outright finishes things....but then everyone would be having a melt down and would be accusing him of abandoning the code. Pretty much a no-win situation for him and we just need to have fun and be happy we are getting drops as promised....maybe not as fast as promised, but they are still happening.

#2581 8 months ago
Quoted from Manimal:

Sorry, I got 2 posts mixed up. My bad

Roger that!

#2582 8 months ago

New Code is great and will only get better. Game is so fun!!!

#2583 8 months ago
Quoted from Manimal:

Sorry, I got 2 posts mixed up. My bad........but I still disagree with you on the release content. This is all progress to a good end goal, and I think everyone is too quick to judge on the individual releases. It takes several layers to get where we need to be unless Lyman just stops dropping incremental code all together and outright finishes things....but then everyone would be having a melt down and would be accusing him of abandoning the code. Pretty much a no-win situation for him and we just need to have fun and be happy we are getting drops as promised....maybe not as fast as promised, but they are still happening.

Well, .71 to .75 is definitely progress, I won't dispute that and I'm sure there's stuff in it that I didn't notice. But I'll stick to my previous assessment, there's just not much to see game play wise in this update. The long code read me can be deceiving. That's okay though, it's a journey in software evolution and administrative changes are also necessary. I certainly didn't mean to degrade the game, but rather temper expectations for those who might rush out to change their code after work instead of tending to other responsibilities. I like the game and own an LE and love the theme, regardless of progress. But I'm also honest about it. This release didn't seem to elevate game play substantially and it would be disingenuous to claim that it did. Hopefully, the next one will.

#2584 8 months ago
Quoted from Manimal:

Now you're hallucinating replies from me that aren't there. Nice.

#2585 8 months ago
Quoted from taz:

Well, .71 to .75 is definitely progress, I won't dispute that and I'm sure there's stuff in it that I didn't notice. But I'll stick to my previous assessment, there's just not much to see game play wise in this update. The long code read me can be deceiving. That's okay though, it's a journey in software evolution and administrative changes are also necessary. I certainly didn't mean to degrade the game, but rather temper expectations for those who might rush out to change their code after work instead of tending to other responsibilities. I like the game and own an LE and love the theme, regardless of progress. But I'm also honest about it. This release didn't seem to elevate game play substantially and it would be disingenuous to claim that it did. Hopefully, the next one will.

It's still worth updating to get rid of the repetitive Joker turning video and get Riddler and Joker videos keyed to making shots in their modes. That and the "to the batcave" video. There's enough new video tied to game shots that it's worth updating, but like I said in the initial assessment that Manimal somehow thought was "complaining" this update didn't really add any gameplay. It's definitely better than .71, though.

#2586 8 months ago

I approve of the new code.

Give Lyman another 3-5 months and watch sales of the premium pick up.

IMG_2368 (resized).jpg

#2587 8 months ago
Quoted from Trekkie1978:

I approve of the new code.
Give Lyman another 3-5 months and watch sales of the premium pick up.

Congratulations for that Billion.6 Trekkie1978....very nice score.

My son and me reached 400 Million playing for the past 3 hours, I must say that the new videos with the Riddler and Joker put a smile in both of our faces. I'm very grateful with this new code, also the phrases..."To the Bat-Pole", The Joker laughing with that melting statue, Riddler laughing too, and I don't know if this one is new but in the Mistery we got a Multiball on the spot....as I say I don't know if that was from before.

Once again, I'm totally happy with this Pinball purchase, recommended 100% IMO.

Regards fellas and enjoy!

#2588 8 months ago

I wish I could try the new code out. I tried the update and everything seemed fine then when I rebooted I got the node board runtime failure. Went to diagnostics and it says node board 24 (villain vision lcd board) is not initialized.

LCD was working fine before trying the update. Not sure why a firmware update would cause it to stop working.

Any debug ideas before I try calling Stern tomorrow.

#2589 8 months ago

.75 adds a thin layer of complexity and a large amount of polish to Joker and Riddler modes. It also adds some polish to the shot indicators via the RGB LEDs, and some light polish to the Villain vision but it's mostly redundant information from the main LCD. Like, ball save and tilt.

The big fix is the ball search fix that (claims) not to dump the locked balls. I haven't run into needing to observe this bug yet, but it's supposed to be fixed.

Unfortunately, it seems likely that Catwoman and Penguin will get a similar treatment to Riddler and Joker before we see the TV villains implemented.

#2590 8 months ago
Quoted from vireland:

It's definitely better than .71, though.

Still not ready for route yet. You need to hold it back a while longer!

#2591 8 months ago

I'm glad to finally have some video and callouts for 2 more main villains, but I hope they all don't end up being as "thin" as they are currently.
Hoping there's several different combos of vid and audio that can happen for each villain where its randomized a bit.
Battling them to capture should be a little more involved and the eye and ear candy a bit more extravagant.

Definitely progress but I'm hoping for much more out of them.

#2592 8 months ago

I had a callout I've never heard before and may be new. In multiball, the announcer said "Super Jackpot is lit" then the atomic pile turned away and the announcer said "Or is it?!" - that cracked me up.

Quoted from iceman44:

Still not ready for route yet. You need to hold it back a while longer!

See, I knew you would start seeing it my way eventually.

#2593 8 months ago
Quoted from vireland:

Now you're hallucinating replies from me that aren't there. Nice.

I wasn't hallucinating anything, I simply mis-read something and am big enough to admit I made a mistake. It was easy to jump to such a conclusion, given your history in this and the other BM66 thread.

#2594 8 months ago
Quoted from vireland:

I had a callout I've never heard before and may be new. In multiball, the announcer said "Super Jackpot is lit" then the atomic pile turned away and the announcer said "Or is it?!" - that cracked me up.

See, I knew you would start seeing it my way eventually.

Pretty sure that's been in the code since at least .70. You rarely hear it but makes me laugh every time. However when they say "super jackpot is lit" the red arrow never seems to be lit. Is the super jackpot the atomic pile?

#2595 8 months ago
Quoted from thundergod76:

Pretty sure that's been in the code since at least .70. You rarely hear it but makes me laugh every time. However when they say "super jackpot is lit" the red arrow never seems to be lit. Is the super jackpot the atomic pile?

Yes.

#2596 8 months ago

Thanks Trekkie. Having trouble installing new code. Put the usb in the backbox and turned on. When I hit select it just sits there and does nothing. No service menu buttons work. After a minute a strange faint buzz can be heard from backbox. I'm approaching my 18th hour of downloading etc. This is getting annoying. Anyone else?

#2597 8 months ago
Quoted from thundergod76:

Thanks Trekkie. Having trouble installing new code. Put the usb in the backbox and turned on. When I hit select it just sits there and does nothing. No service menu buttons work. After a minute a strange faint buzz can be heard from backbox. I'm approaching my 18th hour of downloading etc. This is getting annoying. Anyone else?

Get a new USB stick. If that doesn't work, you may need a new SD card from Stern.

I think it took my machine about 10 minutes to update.

#2598 8 months ago

Heard " to the bat poles" last night, and a very cool clip that went with it. Several fight scenes are added. The music and sound effects are more interactive now than ever. Only got 1/2 hour on it after loading the code, but can say this is really coming together nicely. A truly fun experience and a solid update. This pin is proving to be exactly what I'd hoped.

#2599 8 months ago
Quoted from thundergod76:

Thanks Trekkie. Having trouble installing new code. Put the usb in the backbox and turned on. When I hit select it just sits there and does nothing. No service menu buttons work. After a minute a strange faint buzz can be heard from backbox. I'm approaching my 18th hour of downloading etc. This is getting annoying. Anyone else?

Might be that you loaded the code onto the stick without pulling it out of the folder. Fooled me once last night....it's only one file ( not 2 like previously), but after I unzipped it, the file was living in a folder. Have to open the folder, then drag it to the stick. I moved it in the folder first, and machine didn't even see it......just a thought...

#2600 8 months ago

Been using the same formatted usb for the last couple Batman updates with no issues. Yes I opened the folder before I dragged and dropped. Thanks for the help. Ready to retry this right now. Will report back.

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