It’s time for the third installment on the Batman Forever rebuild. I’ve been a little slower than I’d like getting this update posted, but it’s been a busy time of year (and getting busier as we race towards Christmas). Having worked through the lower playfield areas in previous updates, I’m now going to focus on the middle playfield sections. This area is home to an upper flipper, some stand up targets and also a 4 bank of drop targets. There is an orbit shot which I want to remove the parts from and clean too as the rails are attached under some of the middle playfield plastics – so it’s easier to deal with that now than have to remove plastics again to remove the orbit rails at a later time. To start with though, I’ll need to remove various rails and ramps to get access to the playfield parts below. I’ll start with the right side.
Time for a quick update on the Batman Forever progress. For this post, I’ll be focusing just on the assemblies and parts that form the playfield area. In general the area is in pretty good shape. There are a couple of small mylar patches below where the ball exits the return rails that have helped protect against playfield damage where the ball lands. The playfield condition in the area is really nice, with a only few marks around the insert edges – but nothing anyone should worry about. The playfield surface needs a clean though to remove a layer of filth that has formed over the years. It’s not immediately visible to the eye, but when you run your fingers over the surface, you can feel it. The right slingshot has a small chip broken off the lower corner of the plastic, and the colours have faded somewhat on the left piece – but they are otherwise fine. Alright, let’s get to it.
I managed to locate some extra pockets of time (from somewhere) over the last couple of weeks to continue making progress with my SWEP1 service. In this update, I wanted to focus on the apron and lower playfield areas. That way I wouldn’t need the game to be offline for long periods, allowing me to continue playing. First up will be the apron area. SWEP1 has an awesome transparent blue apron. The decals are in excellent condition except for one small spot on the shooter power gauge.
I had planned to begin this update with a really bad pun, but I’ll save you the anguish and get straight in to the good content! This update will be focusing on the assemblies in the lower section of playfield, along with cleaning up the drop target areas. I’ll also the look at the upper orbit shot as some screws that attach the metal rail to the playfield live under plastics in the mid section – so easier to do that all now in one go. The game has been played a lot over the years, with broken plastics across most areas of the playfield. The sling shot and return lane plastics are cracked or missing a few pieces. The bikes are still in one piece though, which is good news.
I’ve been so busy lately working on other peoples machines, I decided to set aside a few hours this week to work through a few “to do” items on my own games. One of the things I’ve been really looking forward to doing is installing the Aux flipper switch upgrade board to my BoP 2.0. What is this? At present, when you’re in the profile menus or video mode, where the flippers would be disabled in modern DMD games, they are still enabled in BoP 2.0. So as you play the video mode, the flippers are still flipping away when you press the buttons. Scott Danesi created a small upgrade board which hooks in to two extra switches on the P-ROC board (CPU board supplied with the BoP 2.0 kit) and allows the flippers to be disabled while still registering presses. The kit is really straight forward and can be installed by anyone.