Stern Batman'66: enfin un LCD !
Flipper concerné :Si necessaire, merci de proposer un flipper en relation avec ce sujet. |
- jb
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Re: Stern Batman'66: enfin un LCD !
personne ne parle des deux codes sortis je ne sais quand d'ailleurs.meme pas une info sur le facebook de stern....
V0.81.0 - Nov. 7, 2017
======================
- Added instructions for the major villain modes.
- Reworked Bat Turn mode instructions.
- Rebalanced sounds, speech, and some music.
- Added penguin VUK shot to the list of shots lit when the crane is hit
during the penguin mode.
- Added double quote character to the Batman style font; it was missing.
- Added sounds for hitting the flipper button during collect/continue.
- Added score stinger sounds for major villain score awards.
- Fixed issues where the joker last stage and the penguin last stage
collect/continue was not holding up the penguin VUK kickout.
- Fixed an issue with the super skill shot where the mode RGB arrows
would not show when the ball was sitting in the shooter lane.
- Bat turn and multiball start will now move in front of most effects
in progress.
- Main multiball was not honoring the "Multiball Scores nX" for completing
the GORDON target before the first shot is made during the major villain
modes. This has been corrected.
- Major villain mode start effects are killed on the first shot/award.
- Reversed the order of the batphone hurry-up and the major villain mode
start display effects so they appear in the correct order (batphone
FIRST, mode start SECOND).
- Reworked major villain modes to give the batcave sequence priority over
the main shots.
- Forced batphone hurry-up awards over all other foreground display
effects.
- Made sure orange batcave sequence arrows show on top of major villain
mode arrows (riddler was not honoring this).
- Terminated magnet hold cycle when batphone hurry-up award display
effect is finished.
- Added magnet pulse to penguin magnet stage during the penguin mode.
- Fixed a bug with the magnet where certain sequences would be terminated
prematurely.
- Added clips/stills for joker and penguin modes.
- Removed dim non-selected icon/text from collect/continue when an action
is taken.
- Fixed issues with multiple awards coming through on one shot for the
GADGET targets and the TURNABLE targets.
- Added fight sounds to the fight sequences for the major villain modes.
- Added a setting to help clean up the interaction of the VILLAIN ESCAPE
wizard mode with the major villains. The default is that when VILLAIN
ESCAPE is able to start, the player will not be able to start a new
batphone hurry-up (major villain). The other behavior (not the default)
is that when VILLAIN ESCAPE is able to start, the player will be able
to start a new major villain mode, and if they do, then VILLAIN ESCAPE
will not be able to be started until the batphone hurry-up / new major
villain mode ends.
- Removed the batphone hurry-up award from the top eject. This is not
needed anymore now that the lockout adjustment has been implemented.
V0.80.0 - Oct. 27, 2017
=======================
- Reworked major villain modes (Catwoman, Joker, Penguin, Riddler) into
multi-part storylines. After each part, the Penguin VUK will light
for Super Jackpot, which allows the player to either quit out of the
mode or continue to the end. Scores increase by 1x each stage.
- Implemented a setting that allows the user to turn on/off major villain
mode collect/continue during multiball.
- Added topper light effects to the parts of the game where Batman and
Robin are in the Batmobile.
- Added an adjustment to allow or deny gadget use to hurry-ups
(cliffhangers). Added additional shots for gadgets (GADGET TARGETS).
Removed gadget use for super jackpot and collect/continue.
- Removed batcave sequence timer.
- Added video clips, sounds, light effects, and speech.
- Added custom speech from Adam West and Burt Ward.
- Batphone hurry-up now handled as choreography (stack w/ super skill
shot, tilt warning, etc.).
- Award major villain shot on penguin VUK before super jackpot or
collect/continue.
- RGB arrow (blue) would be lit to indicate batturn start when the
turntable was facing in a direction where batturn could not start.
This has been corrected.
- Reset batcave targets at the start of a new major villain mode.
- Implemented light lock difficulty for main multiball.
EXTRA EASY = ONE TARGET LIGHTS ALL LOCKS.
EASY = ONE TARGET LIGHTS ONE LOCK, WITH STACKING.
MEDIUM = ONE TARGET LIGHTS ONE LOCK, NO STACKING.
HARD = ALL TARGETS (COMPLETION) LIGHTS ONE LOCK, WITH STACKING.
EXTRA HARD+ = ALL TARGETS (COMPLETION) LIGHTS ONE LOCK, NO STACKING.
- Catwoman and penguin modes were not canceling the batcave sequence
after the first mode shot was made. This has been corrected.
- Fixed an issue where the penguin mode was leaving the turntable lit
when the super jackpot was lit.
- Pop bumpers were scoring twice. This has been corrected.
- Batcave sequence and police headquarters take priority over primary
shots for major villains.
- Added villain vision effects.
- Added Instant Info screens for Gadgets, Pop Bumpers, Combos.
- Added pricing text to player scores screen at game over (compensate for
the absence of a pricing card).
- Changed dot matrix emulation colors to yellow.
- Added different Bat-Vehicles for higher level combos (bottom lanes
advance combo levels).
- Got rid of the delay that happens when the mystery effect first runs
from power-up.
- Reworked tournament standings display effects for LCD.
- Rework ball search, device malfunction, pinball missing display effects
for LCD.
- Added correct information for multiball multiplier.
- Added rules to pre-batcave sequence (gordon target hit before making
the first shot in a major villain mode):
+2x bonus for each target hit.
+1x multiball multiplier when completed.
- Fixed coin debounce times for DBV.
- Spaced out and eventually terminated the "player X, you're up" speech
calls.
- Added info for pop bumper target.
- Added adjustment for bottom lane completions for next combo level.
- Remove additional hits for pop bumper target (one target hit increases
the pop bumper values).
- Replaced riddler/joker clips in attract mode with a clips that does not
have them talking.
- Betphone hurry-up background display effect would always play the Alfred
intro, even if it had already been played. This has been corrected.
- Fixed a bug in the auto-percentaged extra ball module that would
sometimes set the extra ball value (combos, major villains) to an out
of range value.
- Added batgirl animated intro to attract mode. This is displayed whenever
batgirl is seen anywhere in the previously played game (Villain Escape).
- Added 2x major villain mode scores for completing the batcave sequence
(Penguin VUK -> Left Loop (Orange Arrows) before making the first shot
in a major villain mode).
- Batcave sequence combo shot is now timed.
- Fixed issues with villain vision backgrounds and game over (tilt showing
at game over).
- Fixed issues with the villain vision effect system that was causing
some effects to not run or hang around for too long.
- Added episode-specific batphone hurry-up video clips.
- Corrected word Umbrella in artwork.
- Fixed a bug with the mystery speech that was causing some speech to be
requested when it should not have been.
- Added ball save and outlane drain speech.
- Reworked the batphone hurry-up so the hurry-up clips are retrieved
from the individual episodes.
- Blink shot multiplier target lamp to indicate the number of shots
remaining.
- Restart short plunge skill shot if ball returns to the shooter lane.
- Skill shot is now not started if the super skill shot is running.
- Reworked attract mode HSTD displays.
- Reworked the attract mode custom message.
- Replaced sounds for extra ball.
- Implemented a short version of extra ball that runs during multiball.
- Implemented lock out of completed villains for super skill shot
V0.81.0 - Nov. 7, 2017
======================
- Added instructions for the major villain modes.
- Reworked Bat Turn mode instructions.
- Rebalanced sounds, speech, and some music.
- Added penguin VUK shot to the list of shots lit when the crane is hit
during the penguin mode.
- Added double quote character to the Batman style font; it was missing.
- Added sounds for hitting the flipper button during collect/continue.
- Added score stinger sounds for major villain score awards.
- Fixed issues where the joker last stage and the penguin last stage
collect/continue was not holding up the penguin VUK kickout.
- Fixed an issue with the super skill shot where the mode RGB arrows
would not show when the ball was sitting in the shooter lane.
- Bat turn and multiball start will now move in front of most effects
in progress.
- Main multiball was not honoring the "Multiball Scores nX" for completing
the GORDON target before the first shot is made during the major villain
modes. This has been corrected.
- Major villain mode start effects are killed on the first shot/award.
- Reversed the order of the batphone hurry-up and the major villain mode
start display effects so they appear in the correct order (batphone
FIRST, mode start SECOND).
- Reworked major villain modes to give the batcave sequence priority over
the main shots.
- Forced batphone hurry-up awards over all other foreground display
effects.
- Made sure orange batcave sequence arrows show on top of major villain
mode arrows (riddler was not honoring this).
- Terminated magnet hold cycle when batphone hurry-up award display
effect is finished.
- Added magnet pulse to penguin magnet stage during the penguin mode.
- Fixed a bug with the magnet where certain sequences would be terminated
prematurely.
- Added clips/stills for joker and penguin modes.
- Removed dim non-selected icon/text from collect/continue when an action
is taken.
- Fixed issues with multiple awards coming through on one shot for the
GADGET targets and the TURNABLE targets.
- Added fight sounds to the fight sequences for the major villain modes.
- Added a setting to help clean up the interaction of the VILLAIN ESCAPE
wizard mode with the major villains. The default is that when VILLAIN
ESCAPE is able to start, the player will not be able to start a new
batphone hurry-up (major villain). The other behavior (not the default)
is that when VILLAIN ESCAPE is able to start, the player will be able
to start a new major villain mode, and if they do, then VILLAIN ESCAPE
will not be able to be started until the batphone hurry-up / new major
villain mode ends.
- Removed the batphone hurry-up award from the top eject. This is not
needed anymore now that the lockout adjustment has been implemented.
V0.80.0 - Oct. 27, 2017
=======================
- Reworked major villain modes (Catwoman, Joker, Penguin, Riddler) into
multi-part storylines. After each part, the Penguin VUK will light
for Super Jackpot, which allows the player to either quit out of the
mode or continue to the end. Scores increase by 1x each stage.
- Implemented a setting that allows the user to turn on/off major villain
mode collect/continue during multiball.
- Added topper light effects to the parts of the game where Batman and
Robin are in the Batmobile.
- Added an adjustment to allow or deny gadget use to hurry-ups
(cliffhangers). Added additional shots for gadgets (GADGET TARGETS).
Removed gadget use for super jackpot and collect/continue.
- Removed batcave sequence timer.
- Added video clips, sounds, light effects, and speech.
- Added custom speech from Adam West and Burt Ward.
- Batphone hurry-up now handled as choreography (stack w/ super skill
shot, tilt warning, etc.).
- Award major villain shot on penguin VUK before super jackpot or
collect/continue.
- RGB arrow (blue) would be lit to indicate batturn start when the
turntable was facing in a direction where batturn could not start.
This has been corrected.
- Reset batcave targets at the start of a new major villain mode.
- Implemented light lock difficulty for main multiball.
EXTRA EASY = ONE TARGET LIGHTS ALL LOCKS.
EASY = ONE TARGET LIGHTS ONE LOCK, WITH STACKING.
MEDIUM = ONE TARGET LIGHTS ONE LOCK, NO STACKING.
HARD = ALL TARGETS (COMPLETION) LIGHTS ONE LOCK, WITH STACKING.
EXTRA HARD+ = ALL TARGETS (COMPLETION) LIGHTS ONE LOCK, NO STACKING.
- Catwoman and penguin modes were not canceling the batcave sequence
after the first mode shot was made. This has been corrected.
- Fixed an issue where the penguin mode was leaving the turntable lit
when the super jackpot was lit.
- Pop bumpers were scoring twice. This has been corrected.
- Batcave sequence and police headquarters take priority over primary
shots for major villains.
- Added villain vision effects.
- Added Instant Info screens for Gadgets, Pop Bumpers, Combos.
- Added pricing text to player scores screen at game over (compensate for
the absence of a pricing card).
- Changed dot matrix emulation colors to yellow.
- Added different Bat-Vehicles for higher level combos (bottom lanes
advance combo levels).
- Got rid of the delay that happens when the mystery effect first runs
from power-up.
- Reworked tournament standings display effects for LCD.
- Rework ball search, device malfunction, pinball missing display effects
for LCD.
- Added correct information for multiball multiplier.
- Added rules to pre-batcave sequence (gordon target hit before making
the first shot in a major villain mode):
+2x bonus for each target hit.
+1x multiball multiplier when completed.
- Fixed coin debounce times for DBV.
- Spaced out and eventually terminated the "player X, you're up" speech
calls.
- Added info for pop bumper target.
- Added adjustment for bottom lane completions for next combo level.
- Remove additional hits for pop bumper target (one target hit increases
the pop bumper values).
- Replaced riddler/joker clips in attract mode with a clips that does not
have them talking.
- Betphone hurry-up background display effect would always play the Alfred
intro, even if it had already been played. This has been corrected.
- Fixed a bug in the auto-percentaged extra ball module that would
sometimes set the extra ball value (combos, major villains) to an out
of range value.
- Added batgirl animated intro to attract mode. This is displayed whenever
batgirl is seen anywhere in the previously played game (Villain Escape).
- Added 2x major villain mode scores for completing the batcave sequence
(Penguin VUK -> Left Loop (Orange Arrows) before making the first shot
in a major villain mode).
- Batcave sequence combo shot is now timed.
- Fixed issues with villain vision backgrounds and game over (tilt showing
at game over).
- Fixed issues with the villain vision effect system that was causing
some effects to not run or hang around for too long.
- Added episode-specific batphone hurry-up video clips.
- Corrected word Umbrella in artwork.
- Fixed a bug with the mystery speech that was causing some speech to be
requested when it should not have been.
- Added ball save and outlane drain speech.
- Reworked the batphone hurry-up so the hurry-up clips are retrieved
from the individual episodes.
- Blink shot multiplier target lamp to indicate the number of shots
remaining.
- Restart short plunge skill shot if ball returns to the shooter lane.
- Skill shot is now not started if the super skill shot is running.
- Reworked attract mode HSTD displays.
- Reworked the attract mode custom message.
- Replaced sounds for extra ball.
- Implemented a short version of extra ball that runs during multiball.
- Implemented lock out of completed villains for super skill shot
rech pieds pour flipper wpc et system 11
rech dome topper pour un whitewater.
- jb
- Dept: 33
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- Inscription : mar. 01 10, 2002 17:59
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Re: Stern Batman'66: enfin un LCD !
j'espere la tester cet apres midi ou dans les prochains jours. 
rech pieds pour flipper wpc et system 11
rech dome topper pour un whitewater.
- jb
- Dept: 33
- Collec Perso: 0 flip
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- Messages : 20130
- Inscription : mar. 01 10, 2002 17:59
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- Localisation : bordeaux
Re: Stern Batman'66: enfin un LCD !
encore un nouveau code sorti aujourd'hui!
V0.83.0 - Nov. 21, 2017
=======================
- Added 4 mini-TVs to the LCD display to show effects and scores for
stacked modes. The most recently started mode is shown in the large TV.
Any previous mode occupying the large TV is pushed down to a small TV
from left to right, top to bottom.
- Added a first part for Mr. Freeze mode (episodes 53/54). Shoot 6 blue
(ice) shots to finish. Shoot red shots to turn them blue. Defeating
Mr. Freeze will stop most timed things from counting down (for the rest
of the ball, for now).
- Added a mode for Egghead (episodes 47/48, Egg Fight). All switches
score 250,000 and build a jackpot that can be lit on one of the shots
by using the gadget button. Once the jackpot is lit, the points from
the switches stop adding to the jackpot. The mode ends when time runs
out or when the jackpot is collected.
- Mr. Freeze "frozen" timers for villain escape will allow points to be
added from switches for the duration of the mode instead of terminating
that portion of the scoring when the multiball starts.
- Added minor villain modes to criteria for timed modes, so ADD MORE TIME
from MYSTERY works correctly.
- Reworked Bat Turn award display effect so it doesn't take so long.
V0.83.0 - Nov. 21, 2017
=======================
- Added 4 mini-TVs to the LCD display to show effects and scores for
stacked modes. The most recently started mode is shown in the large TV.
Any previous mode occupying the large TV is pushed down to a small TV
from left to right, top to bottom.
- Added a first part for Mr. Freeze mode (episodes 53/54). Shoot 6 blue
(ice) shots to finish. Shoot red shots to turn them blue. Defeating
Mr. Freeze will stop most timed things from counting down (for the rest
of the ball, for now).
- Added a mode for Egghead (episodes 47/48, Egg Fight). All switches
score 250,000 and build a jackpot that can be lit on one of the shots
by using the gadget button. Once the jackpot is lit, the points from
the switches stop adding to the jackpot. The mode ends when time runs
out or when the jackpot is collected.
- Mr. Freeze "frozen" timers for villain escape will allow points to be
added from switches for the duration of the mode instead of terminating
that portion of the scoring when the multiball starts.
- Added minor villain modes to criteria for timed modes, so ADD MORE TIME
from MYSTERY works correctly.
- Reworked Bat Turn award display effect so it doesn't take so long.
rech pieds pour flipper wpc et system 11
rech dome topper pour un whitewater.
-
colonel caveeerne!!!
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Re: Stern Batman'66: enfin un LCD !
salut JB,
tu as pu y rejouer à ce B66?
avec toutes ces MAJ, ca doit jouer bien mieux je suppose.

tu as pu y rejouer à ce B66?
avec toutes ces MAJ, ca doit jouer bien mieux je suppose.
Recherche un Medieval Madness (Williams)
- jb
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Re: Stern Batman'66: enfin un LCD !
j'ai vite fait une partie sur la version 0.81 samedi soir.
beaucoup d'animation lcd en plus.apres apparement,la difference avec les autres anciens code,c'est l'ajout de plein de mode pour les vilains.ce que je me demande si c'est la finale que l'on fait quand on allume les 4 inserts des personnages?si oui ça se fait assez vite magré tous les modes des vilains.
faut vraiment que je me pose sur ce flip,les parties sont assez longues aussi malgré que les outlanes soient ouvertes au max.
pour moi le point noir sur le gameplay de ce flip,c'est son multibille,tout est allumé et tu fais que des jackpots non stop,vite saoulant et sans interet.
beaucoup d'animation lcd en plus.apres apparement,la difference avec les autres anciens code,c'est l'ajout de plein de mode pour les vilains.ce que je me demande si c'est la finale que l'on fait quand on allume les 4 inserts des personnages?si oui ça se fait assez vite magré tous les modes des vilains.
faut vraiment que je me pose sur ce flip,les parties sont assez longues aussi malgré que les outlanes soient ouvertes au max.
pour moi le point noir sur le gameplay de ce flip,c'est son multibille,tout est allumé et tu fais que des jackpots non stop,vite saoulant et sans interet.
rech pieds pour flipper wpc et system 11
rech dome topper pour un whitewater.
-
colonel caveeerne!!!
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Re: Stern Batman'66: enfin un LCD !
etonnant de la part de Lyman de ne pas être plus "subtil" que ca.
je pense qu'il y aura d'autres ameliorations encore a venir.
je pense qu'il y aura d'autres ameliorations encore a venir.
Recherche un Medieval Madness (Williams)
-
Poup
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Re: Stern Batman'66: enfin un LCD !
Y'a un message de stern sur facebook annonçant cette MAJ.
Ils annoncent d'ailleurs un nouveau code pour noël.
Ils annoncent d'ailleurs un nouveau code pour noël.
Twilight Zone - Medieval Madness - Lord of the Ring - WOZ 75th - Dialed-In LE - Taito VewLix - Aero table - Blast City - Bonzini B90
- LABENNE
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Re: Stern Batman'66: enfin un LCD !
Pour ma part je trouve ce jeux exellent .un plateau de toute beaute les animations sont vraiment excellentent avec les nouveaux codes ........ce jeux a ete un peu trop vite juger .....ce flipper a ete vitre oublier apres sa sortie ,peut etre par son manque de code non aboutie ..a reesssayer

- jb
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Re: Stern Batman'66: enfin un LCD !
pourquoi le plateau qui tourne est une cata?Andreas75 a écrit :Ben code ou pas code, la principale attraction : le plateau qui tourne en haut à gauche restera une cata...
le probleme du gameplay pour moi,c'est qu'a part avoir catwoman,les autres perso sont trop façile avoir pour allumer la finale.
si ce n'est pas finalement la petite finale peut etre?
rech pieds pour flipper wpc et system 11
rech dome topper pour un whitewater.