(Topic ID: 167576)

Batman 66 - Official Club Thread

By TigerLaw

7 years ago


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  • 18,683 posts
  • 792 Pinsiders participating
  • Latest reply 6 days ago by Doctor6
  • Topic is favorited by 313 Pinsiders

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Topic index (key posts)

51 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #366 Adding the Batsignal to LE Posted by docquest (7 years ago)

Post #402 Very detailed review Posted by MT45 (7 years ago)

Post #457 DocQuests Helicopter comparison. Posted by docquest (7 years ago)

Post #463 Docquest's vehicle comparison Posted by docquest (7 years ago)

Post #501 Version 0.65 Code released Posted by PiperPinball (7 years ago)

Post #564 Docquest's helicopter install. Posted by docquest (7 years ago)

Post #1159 Adjusting the Magnet Posted by PiperPinball (7 years ago)

Post #1234 Helicopter attachment. Posted by docquest (7 years ago)

Post #1314 Photos of Episode 111 Machine Posted by iceman44 (7 years ago)

Post #1322 Version 0.68 Code released Posted by ATLpb (7 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider chambahz.
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#179 7 years ago
Quoted from BrewinBombers:

This will be my first pin ever; what specifically should I put over the magnet area (and how far around the magnet itself) to keep things happy? Should I get the rounded side rails to protect the cab around the flipper area? What else should I do before I get too many plays on it? It'll be in a totally sun-free room, so fading isn't a concern.
I also have concerns about airballs hitting the bat phone, but game play will bear out if that concern warranted.

In a home-use environment, you don't need anything more. Flipper-area wear won't happen for years, if ever.
However, I'll bet the moment you get your hands on your new pin, you'll want to bling it out in every way possible.
Nothing wrong with that, but it's all "nice to have", not "need to have".

One thing I would recommend: get used to the idea that, just like buying a new car, it's no longer brand-new as soon as you unbox it. Don't be concerned when you see some dimples on the playfield. Play it and enjoy it is all.

2 years later
#13104 4 years ago

Damn! 13,000+ posts and I’m just getting started.
Can anyone link me some “must have” info regarding rules/tips/tricks, or things to check when you first get your game?
I’m grabbing a Premium on Saturday. Not sure on the build date.
Hardly know the rules, having only put a half dozen games on one so far.
In Lyman we trust. Looking forward to playing this one, getting to know the rules.

#13147 4 years ago
Quoted from Chambahz:

Damn! 13,000+ posts and I’m just getting started.
Can anyone link me some “must have” info regarding rules/tips/tricks, or things to check when you first get your game?
I’m grabbing a Premium on Saturday. Not sure on the build date.
Hardly know the rules, having only put a half dozen games on one so far.
In Lyman we trust. Looking forward to playing this one, getting to know the rules.

Currently suffering from “my new game is the best game ever” syndrome.

#13162 4 years ago

If there's one thing that I find is nearly always a letdown with Stern games, it's the manual and/or auto plunger mechs.
My luck with NIB games and getting these things to work properly is not so good.
I noticed both of these were less than adequate with the game I picked up last weekend (second hand though, not NIB this time).
A friend of mine (at least he used to be before he put up the GC this evening) had some various shooter rod springs that made all the difference on the manual plunger. We ended up using one that's like the second strongest? -and it's awesome. The ball finally rockets around the orbits when you perform the super skill shot (holding down the left button). Previously it struggled to make it all the way around the orbits to the left flipper.
The auto plunger was simple to fix (it was also weak. Seemed to bounce around alot in the lane and lose steam.) -we just adjusted the power setting in the game option. (Option 270 if I'm not mistaken)

Anyway, some pretty basic stuff for most of you guys I'm sure, but hope it's helpful for anyone who's also frustrated with the stock shooter rod springs (green?) that are included wth the game.

#13166 4 years ago

Yeah, mine was built in Dec 2017
Default spring was green. We tried replacing it with a blue one, but the upgraded further to a red one which I think may too too much, but seems to play the best. (Didn’t have one level down... orange?)

And for the autoplunger, it’s game-specific settings. Number 269 and 270 I believe.
269 will reduce the trough eject power, saving you wear in the shooter lane.
270 will allow you to increase the auto plunger.

3 weeks later
#13335 4 years ago

Shout-out to DocQuest for the awesome (and super easy to install) spotlight! (Love the grey one)
Also to Mezel Mods for the plastic protectors. Love em!
Both companies are awesome to deal with.
It’s great to have so many quality items for these pins.

Now someone make some 3D printed cats so we can replace those ramps!

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1 week later
10
#13376 4 years ago

Received my purple Titan rubber set this afternoon. Love em!
Great company to deal with. Thanks guys!

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#13383 4 years ago
Quoted from WhiskeyTango:

Did you create your own or use one from the database?

Made my own, as I wanted all purple.
It’s really easy to do. Let me know if you have any questions.

#13406 4 years ago
Quoted from WizardsCastle:

I stupidly tried pulling it out about with needle nose pliers, and now there is a scrape in the guide. Any suggestions on how to buff it out?

Maybe just check to see how much a new one is?
At least before you make major effort.

3 weeks later
#13834 4 years ago
Quoted from jetspeedb:

When the ball comes out of the left orbit be it via hold left flipper skill shot or normal play, what is the intended landing location ? Sling and Im supposed to nudge the crap out of it or is it supposed to come back to left flipper smoothly like deadpool ?

What I did to correct this did not require bending the ball guide. There’s a post just at the end of the ball guide. The stern post rubbers are slim. Loosen the ball guide, replace the post rubber with a regular sized one, and the ball will exit the left orbit much better than before. Mine needs a little more tweaking, as I wasn’t happy with the initial fix. As you’ll see in the pic, I sliced a second post rubber and wrapped it around the first one, making it even wider. Then when you tighten the guide rail back in place, the ball should be hitting the middle of the left flipper. When I decide to put a little more effort into this, I think I’ll use the original slim post rubber (sliced down one side) as the second layer/wrap. That should still help the ball avoid the left slingshot, but likely not so far out on the left flipper.
Let me know if you have any questions!

TLDR: by using a thicker post rubber and/or adding another layer, it pushes the end of the ball guide out, just a little.

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