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(Topic ID: 190401)

Batman '66 v0.75 Bugs


By BrewinBombers

3 years ago



Topic Stats

  • 19 posts
  • 6 Pinsiders participating
  • Latest reply 3 years ago by davidSpumpkins
  • Topic is favorited by 3 Pinsiders

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#7 3 years ago

When the lock ramp is lit, I'm occasionally getting an immediate transition to batphone mode instead, and the ball is not locked.
Anyone else seeing this behavior?

#10 3 years ago

I am running 0.75. It must be in a villain mode, since the green lock lights are lit. It is possible I have an intermittent sensor problem with the lock gate- it's as if it doesn't detect the ball is in the lock, and then the turntable spins around to start the bat phone, letting the ball falls out. But, villain modes shouldn't just time out, so I'm not sure what to think. Bad switch? I did the diagnostic tests and they seem ok.

#12 3 years ago

The bat phone starts ringing, and it's overriding the ball lock function. I take it from your questions that this problem might be unique to my machine

#14 3 years ago

I did have stacking turned on. I turned it off and it seemed to help. It would be safe to say that this suggests a bug in the stacked mode.

Quoted from Sethman:Do you have setting on for stacking main villains?
Almost sounds like that and your issue would be related. Ive had main villain stacking off for a long time so I can't be sure though.

#15 3 years ago

I'm surprised the list doesn't mention the false-multiball bugs. The trapped balls are sometimes released after villain capture, but the current ball in play ends after any of the multiple balls drain. I just had this happen to me after Riddler capture. There are many other conditions where the locked balls are released, or two balls are incorrectly in play.

#16 3 years ago
Quoted from davidSpumpkins:

I'm surprised the list doesn't mention the false-multiball bugs. The trapped balls are sometimes released after villain capture, but the current ball in play ends after any of the multiple balls drain. I just had this happen to me after Riddler capture. There are many other conditions where the locked balls are released, or two balls are incorrectly in play.

It turns out this was a problem with a sticky turntable lock pin. It was not springing back when the solenoid released. I was able to bend the bracket slightly to get it to move more freely. But, I really should take it apart to make sure the coil sleeve isn't warped or cracked.

1 month later
#19 3 years ago

Im still having an issue with any locked balls being released into play whenever a villian is captured. The lock pin is momentarily lowering when the tuntable spins around back to villain vision.
Anybody else having this problem?

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