(Topic ID: 201361)

Batman '66 v0.81 Bugs & Features

By BrewinBombers

6 years ago


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  • 67 posts
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  • Latest reply 6 years ago by Sethman
  • Topic is favorited by 7 Pinsiders

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#11 6 years ago

The following were collected/summarized from the Batman 66 Club thread

Bugs / inconsistencies:

a) Shaker motor doesn't trigger the first few crane hits. Slingshot flashers no longer seem to go off with a crane hit.

b) The episode continue screen breaks the "style guide" for the display. It should have the comic-book style notes for the choices, but it's just text overlaid on the screen in hard-to-read fashion.

c) super skill shot didn't consistently light the yellow arrows

d) Can skip Riddler 2 and go directly to Riddler 3 by pressing the button again quickly.

Clarifications needed during game play:

a) what does "shoot to light the Bat Beacon" mean?

b) What to shoot for during Riddler mode?

c) Continuing the major villain mode is little confusing as to what to do next. I was shooting Catwoman 3 for awhile with nothing flashing white and SJP not lit.

d) "To the Bat Poles" is a little confusing now too. The 2nd shot on Riddler still isn't orange.

e) Bat Turn mode is all kinds of wonky as to when it ends, when it continues, what's flashing etc. When you take bat turn into base mode and start a new villain things go very sideways for awhile.

Major features missing or very incomplete:
a) Minor villains
b) Batgirl mode or gameplay
c) Batusi mode
d) Villian Vision taunts

Suggestions
a) magnet should grab the ball for a few seconds after answering the Batphone

b) normalize volume of West/Ward callouts. Many are too loud. Batman climbing vertically clip needs to be faded in/out (Personal note - the climbing clip was the most jarring audio issue in the release. As bad as you think might be, it's worse during the game)

c) assemble specific gadgets to build a Bat belt to improve score or progress when battling villains,

d) a hurry up with those crazy foldable Bat shields

e) A Batclimb mode

f) "Holy" sayings mode

#15 6 years ago

There are quite a few instances during Bat Turn mode where 00 was displayed over a picture of the pickup van. I don't think it was supposed to be zero (and if it is, I suggest if value = 0 don't call overlay).

I saw this during at least one of the villain modes too.

I remember a similar problem that seemed fixed in .71 or .75

#16 6 years ago

Is it confirmed that there are (or are supposed to be) three modes (two cliffhanger options) for each major villain?

#26 6 years ago

Bug: Pricing text should not appear on screen if game set to Free Play

1 week later
#36 6 years ago

.81 released today.

#39 6 years ago

Update to previous .80 report:

in .81 Pricing card info displays onscreen after Free Play set to yes, but is removed after game is power cycled while in free play mode.

A bug, but probably not worth fixing.

2 weeks later
#40 6 years ago

Code level now .83

Sound level issues noted were addressed in .81

1 week later
#49 6 years ago

Code is now at 0.84

#50 6 years ago
Quoted from jfh:

Update to previous .80 report:
in .81 Pricing card info displays onscreen after Free Play set to yes, but is removed after game is power cycled while in free play mode.
A bug, but probably not worth fixing.

Fixed in .84

#65 6 years ago
Quoted from JimB:

How do you trigger changing the channels? Yellow button flashing sometimes but hitting it doesn’t do it for me.

Press and hold slightly.

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