Batman 66 Rulesheet


#1

Creating this to get it started. Please update the Code rev when updating the Wiki.
Code v0.88

Skill Shots

Top Lane Skill Shot
The arrows in the shooter lane correspond to the top lanes; hitting the switch directly below the arrows locks in your top lane choices. Lit arrows follow the following order:

Bottom > Middle > Top > Bottom > Bottom and Middle > Bottom and Middle and Top (Repeating)

If the ball falls through a lit top lane you will be awarded the Skill Shot Value starting at 600,000 points and increasing in value by 200,000 for each successful skill shot made. Additionally, the top lane skill shot will increase the end of ball bonus by 5x.

Penguin Skill Shot
Soft plunging the ball directly into the back of the Crane Scoop, or soft plunging to the flippers and shooting the Crane Scoop prior to validating the PF will both award the “Penguin Skill Shot” worth around 1M + 250K?, along with whatever the scoop would normally award (Penguin mode qualification shot, mode shot, etc). Didn’t seem to provide any other benefit such as BonusX, etc.

Super Skill Shot – No Active Villain
Holding the left flipper and plunging the ball enables the Super Skill Shot; The Super Skill shot lights on each major shot are lit for 5 seconds after the ball hits the top shooter lane switch.

Hit any villain shot to qualify the major villain regardless of how many shots remained to qualify that villain. For example, a SSS to the Joker target will instantly spell JOKER and rotate the turntable to the Batphone to begin the Batphone hurry-up mode.

Super Skill Shot – Major Villain Active
Start the Super Skill Shot with a villain active and hitting a yellow-lit major shot will add one GADGET available at the action button.

Minor Shots and Features

Batphone Hurry Up Mini-Game
Once a major villain has been qualified, but not started, the Gordon insert will blink red. Hitting the Gordon insert or qualifying a new villain will restart the bat phone hurry up timer and increase the point value of answering the Bat Phone:

Hit Number | Bat Phone Value
0 | 1,250,000 (villain qualified)
1 | 3,000,000
2 | 5,250,000
3 | 8,250,000
4 | 12,000,000
5 | 16,500,000
6 | 21,750,000
7 | 27,750,000
8 | 34,500,000
9 | 42,000,000
10 | 50,250,000
11 | 59,250,000

Values increase by 250,000 for each captured Major Villain

If you have successfully lit the shot multipliers, then answering the Bat Phone will award the shot multiplier at the turntable and multiply the Bat Phone award accordingly.

Strategically, the Batphone hurry-up is a pathway to high scores. Higher Batphone values increase the base value of the shots in the major villain modes. The base value of major villain shots holds for the duration of the mode, even if the player drains.

The default “Batphone Hurry-up Champion” score is 20M.

Commissioner Gordon Target
Note: The Gordon Target is a key feature of many modes; below describes the default behavior across all modes. Look for mode-specific Gordon behavior within each mode.

Striking the Gordon target 3 times in the current ball will cause the white “x” inserts to flash. Shooting a major shot will double all values of that shot for the remainder of that ball. Striking Gordon 4 additional times, after completing a shot to be doubled, will again light the “x” shots and shooting any major shot (other than the one you already doubled) will triple its value for the remainder of the ball. You may continue in this manner up to 6x in value. Once a shot has a multiplier assigned, you cannot change its multiplier until the next ball. For any multiplied shot, its “X” insert will quickly flash the number of times it is multiplied, followed by a pause, and then repeat the # of flashes. Ingenious!

Shot multipliers are lost at the end of ball.

As of rev .80, the white insert in front of the Gordon target will flash to display the number of hits remaining to activate the next multiplier.

Combos
Shooting a ramp qualifies combos; shooting a red flashing shot on the opposite side of the playfield for a 2 shot combo awards points; each additional shot in the combo awards an additional 125k each.

Combos are multiplied at the end of ball bonus by 250k.

Completing 20/50/100 combos lights extra ball. Default Combo Champion is 20; Default Combo Length Champion is 6

Pop Bumpers
Pop bumpers are worth 10k points multiplied by the current playfield multiplier. Hitting the “Pow” Target between the crane and the right ramp will increase the value of a pop bumper by 5k for the remainder of that ball.

Top Lanes
Completing the Top Lanes increases BonusX by 1x.

Inlanes / Outlanes
Completing the Batsignal inserts at the inlane and outlanes increases the bonusX by 1x, lights the spinner, increases the spinner value by 10k, and lights Mystery.

Spinner
When the spinner is lit, each revolution increases the “Jackpot Value” by 50,000 or the value increased by the inlanes/outlanes; it’s unclear to which Jackpot the spinner adds.

Extra Ball
Extra ball will light when two major villains are captured, or after completing 20/50/100 combos, or when “Light Extra Ball” is awarded via Mystery.

To collect the Extra Ball, shoot the left orbit or Bat Signal Saucer. Any left orbit shot that at least trips the Riddler switch will count; the ball does not necessarily need to fully land in the saucer.

Major Villains (we’ll used capital ‘V’ Villain for Major Villains)

TL;DR

  • Four untimed modes: Catwoman, Riddler, Joker, and Penguin. You may no longer stack Villain modes.
  • Qualify them by completing the shots for a particular villain on the PF. This will light the Batphone for a Hurry-Up.
  • Answer the Batphone by shooting it once the to start the battle against that Villain.
  • Once you’ve completed enough corresponding Villain mode shots, the Super Jackpot (SJP) is lit at the right scoop. Shoot the scoop to collect the SJP or continue fighting that Villain in the next level of the Villain mode, but worth +1x more points.
  • Villain Multiball locks (the green inserts on R orbit) can only be qualified and completed while a Villain mode is running and before a Villain SJP is collected. Villain MB will thus always be stacked onto a running Villain mode, and not the other way around.

To light Catwoman, shoot each ramp until all red lights above each ramp are lit.
To light Joker, spell JOKER by hitting the turntable.
To light Penguin, shoot the right scoop twice.
To light Riddler, shoot the left or right orbit twice combined.

Mode Details

  • If you would rather battle against a different Villain than the one you qualified (the Bat Phone hurry up is running), then simply qualify a different available Villain, and that new Villain will replace the prior Villain as the mode you will start when you shoot the Bat Phone.
  • Start each Villain mode by shooting the Bat Phone before the hurry-up timer reaches 250,000 points. The player is awarded the number of points displayed on the screen at the time either target beneath the phone targets are hit.
  • Get 2x Villain Mode scoring! Prior to hitting any Villain mode shots, shoot the orange-lit right scoop (untimed), followed by a orange-lit L orbit shot (on a VERY short timer) for an extra +1x scoring for the duration of the Villian mode (carries between balls and levels of that Villain). You typically only get one shot at this combo, though there is a very short grace period if you can recover a missed orbit shot.
  • Ending or Continuing Villain Modes: Shooting enough Villain mode shots during each Villain level qualifies the red SUPER JACKPOT insert at the scoop. Shoot the scoop to end this level and enter the ‘Cliffhanger’ decision screen: the player is given a choice to capture the Villain, earn the SJP, and finish the mode with the left flipper. Alternatively, the player can Continue to the next level of the Villain mode with the right flipper where shots are worth +1x.
  • Choice to keep growing your Villain SJP: Even after you’ve lit a SJP at the scoop, if there are still Villain mode shots lit, you can choose to keep cashing in on those mode shots and growing your SJP value prior to your Cliffhanger decision.
  • Villain Super Jackpots affect Villain Escape Mini-Wizard Mode Value: The bigger your Villain mode SJP’s, the bigger your Villain Escape SJP’s will be, in the order you captured your Villains.

Catwoman Mode
TL;DR;
Ramps to spell “CAT” on each; then Batphone, then hit the ramps to spell CAT on each ramp, then collect super jackpot at scoop to end the mode or continue.

Qualifying Catwoman:
To qualify the Catwoman mode, hit each of the ramps to light the CAT lamps solid red.

Playing the Catwoman Modes:
Catwoman Level 1
The two ramps will be blinking white. To complete Catwoman mode, you must hit each ramp enough to complete the red CAT lights above each ramp to qualify the SJP at the scoop. Additionally, the player may continue to hit flashing white shots for additional points even after the SJP is lit.

Catwoman Level 2
Shots roam around the playfield in white and also the “GADGET” targets. Hit the flashing shots to continue the mode until SJP is lit at the scoop. Shoot the scoop to return to the Cliffhanger decision.

Catwoman Level 3
Level 3 appears to be the same type of mode as Level 2. Completing level 3 at the scoop will automatically collect the SJP points, capture the villain, and allow you to begin qualifying your next Villain.

Riddler Mode

Qualify Riddler Mode:
To qualify Riddler Mode make either orbit shot a total of two times. Starting Riddler mode subsequent times requires additional shots.

Playing Riddler Mode:
After answering the Batphone, 3 shots will be lit: Orbits in Light Green, Commissioner Gordon mode will be available at the Gordon Target, and the Batcave combo hurryup will be orange at the scoop. See Batcave and Gordon Target modes for details.

Hitting either of the light green shots at the left / right orbit will begin the main Riddler mode. Beginning Riddler mode will automatically end Gordon and To the Bat Poles regardless of if you have played those modes or not.

Riddler Level 1
Multiple light green shots will be lit. Shoot enough of them to qualify your first SJP and Cliffhanger at the scoop.

Riddler Level 2
NEED INPUT HERE

Completing more shots increases your Riddler capture Super Jackpot and increases the value of Villain Escape Multiball Mini-Wizard mode.

Joker Mode
.75 Behavior Below
Qualifying Joker Mode
To begin Joker Mode hit the villain vision shot enough to solidly light the JOKER inserts and then shoot the targets beneath the Villain Vision again.

After answering the Batphone, 3 shots will be lit: Turntable in Purple, Gordon target will be flashing, and the Crane Scoop will be orange.

You may hit the Gordon target for points until you hit one of the other lit shots. The first hit is worth 650k and up depending on an unknown variable. Currently, it seems to be relative to the player’s score, with each subsequent hit worth an additional 100k points. That is to say that playing Joker mode later in the game with a score of 500M makes Joker shots more than starting Joker mode with a score of 1M early in the game.

Hitting either of the purple shot at the turntable will begin the main Joker mode. Beginning Joker mode will automatically end Gordon and To the Bat Poles regardless of if you have played those modes or not.

After Beginning the Joker mode, 4 shots (left orbit, left ramp, right ramp, right orbit) will be purple. The number of Gordon shots made and To The Bat Poles Shots made will determine how many light purple shots are required to qualify capture Super Jackpot at the scoop. After clearing all shots (but not hitting the Super Jackpot) the four purple shots will re-light. Clearing more shots increases your Joker capture Super Jackpot and increases the value of Villain Escape Multiball Mini-Wizard mode.

Penguin Mode

Qualifying Penguin Mode
Qualify the Penguin mode by hitting the crane scoop twice. To start the Penguin in subsequent times requires additional shots.

Penguin Mode Level 1
During Penguin mode, the crane will move and pause the wrecking ball around the playfield to one of five designated spots on the playfield marked by a purple insert. Shoot the wrecking ball to advance towards capturing the Penguin. After the first wrecking ball shot, all major shots will light purple and the purple insert beneath that wrecking ball position will light solidly, meaning that the wrecking ball will not pause on that spot again.

All major shots start at 600,000, with each shot adding 50,000 to that value. Once completed, major shots do not re-light until the player hits the wrecking ball again.

Strike the wrecking ball at each of the five locations to qualify Penguin Super Jackpot. The value of wrecking ball strikes depends on the Batphone value awarded to start the shot mode. Having a shot multiplier lit will also multiply the value of the wrecking ball strike at the same spot.

Penguin Mode Level 2
The turntable will spin to reveal the Atomic Pile. Shoot through the Atomic Pile 3 times to light Super Jackpot.

Penguin Mode Level 3
3 hurry-ups will start on the flashing GADGET targets. The value of these hurryups will depend on how many shots you made during Level 1. With a guaranteed minimum of 3x Penguin scoring active for choosing to Continue to Level 3, each of these hurry-ups can be worth at least 100M by themselves! Hit any GADGET target to score the hurryup and start the next one. After 3 hurryups, shoot the Penguin scoop then the Atomic Pile to light Super Jackpot.

Penguin Mode Level 4
Basically a repeat of Level 1, but only for five more shots in total. You will need to hit the crane first to light the shots, but after that, any shot - crane or not - will count. Five shots lights Super Jackpot and captures the Penguin.

Bat Cave, Batmobile Spinner and Atomic Pile

When in a major villain mode, the turntable will change to the Bat cave position revealing several shots.

Light Lock
Shoot either the Bat Computer or Bat Analyzer to light lock at the right orbit.

Increasing Playfield Multipliers
Shoot BOTH the Bat Computer AND the Bat Analyzer (in any order) to light the Atomic Pile shot. Shoot the Atomic Pile (through the Batmobile spinner and exiting into left orbit) to enable 2x playfield scoring for 30 seconds.

Repeating this process before the existing playfield timer expires will increase playfield scoring by 1x and add 30 more seconds to the timer.

Bat Turn Mode

Each spin of the Batmobile adds 25,000 to the Bat Turn value, which starts at 500,000. Hitting the spinner 10 times will light Bat Turn mode at the Atomic Pile; this will be indicated by a blue insert at the Turntable.

Bat Turn is a 40 second mode that can stack with Major Villain modes, TV Villain modes, and multiballs.

Depending on which position the Turntable is currently in, the rules vary:

Batcave:

All shots score the current Bat Turn value, which counts down to a minimum value of 250,000. No shot can be made twice. Hitting the Batmobile relights all shots and resets the countdown value, with all successive spins adding more points.

Villain Vision (TV):

The countdown value freezes. All shots are re-lit if they’re not already, and score DOUBLE (2X) the Bat Turn value. Shots cannot be made twice; shooting lit ones will relight any previously-made shots.

Villain Multiball

The turntable targets will light locks at the right orbit. Targets are only exposed, locks can only be made, and the multiball can only start while a Major Villain mode is running. Starting Villain Multiball is a standard “lock 3 balls” affair. For the first Villain Multiball, one hit to either Turntable target will light all three locks. For the second and later Villian Multiballs, you must hit both targets to light one lock at a time, but lite locks can stack.

During MB, shoot green shots (lit persistently) for jackpots of increasing value. After enough JP’s (15 on Factory Default), Super Jackpot is scored by shooting the Atomic Pile through the turntable; while there is a call-out announcing that SJP is lit, there is no insert to indicate that this is the MB SJP. :frowning:

Jackpot scoring: Every shot on the playfield is lit for a jackpot and they do not unlight. Each successive jackpot during multiball is worth +50k base value from the previous jackpot. The value does not carry over to the next multiball.

You may make progress and score Villain mode shots during VMB, and even qualify your next Villain SJP / Cliffhanger decision, but the Villain mode SJP will not be lit until your VMB ends.

Villain Multiball may be stacked onto a running minor villain mode (other than Shame 2-ball MB mode).

Villain Escape (Mini-Wizard Mode)

.75 Behavior Below
After completing all four Major Villain modes, Villain Escape – the mini wizard mode – is lit at the left orbit/“Bat Signal” saucer; shooting it outside of a Major Villain or multiball begins the mode.

This mode has two phases:

Phase 1:

A 30-second single-ball frenzy. All switches increase the “Villain Value”, which is the second phase’s jackpot value. The Turntable stays in the “Batcave” position for the duration of this stage, available to qualify and start Bat Turn and/or playfield multipliers.

This phase ends when the timer runs out, or if you drain.

Phase 2:

A 4-ball multiball. The Turntable spins to the TV position, and the Crane emerges. All Major Villain shots on the playfield are worth the jackpot value. Completing a Villain’s respective shot(s) will light their insert solid on the playfield.

  • Catwoman: Left and right ramps
  • Joker: “Villain Vision” TV
  • Penguin: All 5 crane positions, then Crane scoop.
  • Riddler: Left and right orbits

Defeating all Villains lights the “Bat Signal” saucer for a Super Jackpot; the value is determined by the Super Jackpots collected while playing through the Major Villain modes. At any rate, all shots reset, with increased jackpot values, the Super Jackpot value grows, and a new ball is added into play.

If you’ve beaten Mr. Freeze (see “Minor Villains” for more details), then all switches will continue increasing the jackpot, regardless of what phase you’re currently in.

Villain Escape ends when the player is down to one or less balls.

Mystery

Completing the lower return lanes qualifies Mystery at the left orbit. Sinking a ball in the upper left “Bat Signal” saucer during single or multiball play gives an award.

The awards are pseudo-random, meaning that they’re usually related to whatever mode you’re currently in.

During Normal Play
+2 Bonus X
Hold Bonus Multiplier (Broken in .75)
Hold Bonus (Broken in all versions)
+1 Gadget
Light Shot Multipliers
5,000,000 points
Light Extra Ball

During Batphone Hurry Up
Restart Batphone Hurry Up (Awarded every other Mystery, as long as Batphone Hurry Up is active)

During Major Villain Mode
Light Lock
Award Lock
Multiball (When two balls are locked)
Playfield Multiplier +1 (Only awarded while one or more playfield multipliers are active. Also resets playfield multiplier timer.)
– Only if a playfield multiplier is running
– Resets multiplier hurry-up countdown.

During Multiball (Regular & Villain Escape)
Add a Ball (Always the first Mystery award. Given out once per MB.)

During Bat Turn, TV Modes, Opening Phase of Villain Escape, & Atomic PIle Playfield Multipliers
Add More Time

Gadgets

TL;DR: Complete GADGET 6 bank for one Gadget that does something during specific modes.

Qualifying a GADGET
Complete the 6 GADGET standups on the left for one Gadget. The action button on the lockdown bar will flash red; hitting the button applies the Gadget to a mode or feature (usually making a shot for you).

Known Gadgets
Complete Major Villain Shot
o Using this gadget will advance the current major villain mode one shot closer to qualifying the villain super jackpot. This gadget will not award villain super jackpot.
:clubs: This is a game configuration; you can change the configuration to allow for Gadgets to award Super Jackpot.
o In Penguin mode, the gadget will complete the most valuable shot available. It will ONLY advance the crane if no other purple lit shots are available.
o If you complete a major villain mode and return to the base mode, this gadget will not be available until you begin another major villain.

  • Open Ball Lock Diverter
    o When locks are qualified (and the Turntable is in the “Batcave” position), hitting the Gadget button during a plunge – if timed correctly – will divert plunged balls into the lock. This also works for balls ejecting from upper right “Bat Signal” saucer.

Changing / Selecting a Specific Gadget
As of .80, there’s no way to know what gadgets you have or how to select a specific gadget if you have multiple available.

Minor villains aka TV Modes (Season 1, 2, 3)

Note: Only some of the TV minor villians are implemented

TL;DR:

  • Hit all 3 TV targets in one ball. Shoot the saucer when the “TV” insert is lit. Use your flippers to select either a Minor villain mode, or a 750K “Take Points” consolation award.
  • If you complete a minor villain mode aka TV mode, you get the award listed below the villain’s icon for the remainder of that ball only (unless you’ve completed the Bookworm mode – see below).
  • You can stack a TV mode with any Major Villain mode.
  • You can stack a TV mode (other than Shame) with the Villain MB, but the TV mode must be started prior to locking ball 3 to start Villain MB.
  • Completing a minor villain from each season light Seasons 1, 2, and 3 inserts, and qualifies the BATUSI mini-wizard mode.

Qualifying a Minor villain TV mode

Complete the 3 bank “TV” standups on the lower right side of the playfield to light the left orbit for a TV mode. Hitting a lit TV target will spot a neighboring unlit TV target (adjustable in Settings, but the Default is ON). Sink a ball in the “Bat Signal” saucer to begin.

The LCD will then show various villains and a “Take Points” icon. Use the flippers to scroll through the items, and the Gadget button to select one. “Take Points” is a piddly 750K – don’t accidentally select this! Otherwise, any villain that’s not silhouetted starts a 45 second mode; each has its own set of rules.

List of minor villains:
Mad Hatter
Completion award: you can replay failed TV modes.
Clear (shoot) all lit shots quickly to finish this mode. Two are lit to begin. Every 10 seconds (adjustable), if a shot isn’t made, a new lit shot is added to your existing lit shots.

King Tut
Completion award: Saves progress on minor villains (presumably, this is only of value if you also earn the Hat award of being able to replay failed minor villain modes??)

Book Worm
Completion award: All minor villain awards last for the entire game instead of just during the ball that you earned it.
Shoot the only flashing yellow arrow at the atomic pile / Bat Turn spinner once, which lites other yellow shots around the PF. Then shoot X # of yellow shots to complete. Don’t know how many are required.

  • Note: Bookworm mode becomes easier to complete based on how many other TV modes are played and completed prior to starting Bookworm.

Mr. Freeze (Deep Freeze):
Completion award: freeze all timers

Complete 6 blue shots to defeat Mr. Freeze. Certain shots will be lit red at first, and shooting them again will cause them to become blue. The shots score 500,000 each.

Successfully defeating Mr. Freeze freezes all timers for the remainder of the ball. This includes other minor villain modes, Atomic Pile Playfield Multipliers, and Bat Turn. If you start Villain Escape, switches will always add to the value (regardless of what phase you’re in; see “Villain Escape” for more information).

Egghead (Egg Fight):
Completion award: Is there one? Does your collected Egghead JP get added into the base value of your bonus??

A frenzy mode that builds a player-controlled one-time jackpot. All switches score 250K and add 250K to a jackpot, which starts at 1M. Upon hitting the Gadget button, a jackpot lights at a random shot. Once the jackpot has been activated, all switches still score, but stop adding to the jackpot.

You can move the Egghead jackpot to a different shot (easier to hit, or to a shot with a multiplier). Left-side standup targets (GADGET and turntable) move the jackpot shot to the left, and right-side standups (pops, Gordon, and TV’s) move it to the right.

Collecting the jackpot ends Egg Fight successfully. Otherwise, the frenzy ends when the timer runs out.

Shame
Completion Award: adds one additional ball to all subsequent multiballs.

2-ball MB. You may add-a-ball via first Mystery award. Cannot be stacked with Villain MB.
Frenzy jackpot growth mode.
Phase 1: all your switch hits add value to your Shame JP value while you qualify your Shame JP’s by shooting one of two flashing GADGET targets four times. The two GADGET targets that are flashing will change with switch hits? Pops hits? After the fourth sucessful shot, your Shame JP value is locked in and you enter the next phase.
Phase 2: one or two major shots will be lit for Shame JP collects. When you shoot the shot, it unlights, and if that was the only Shame JP lit, then new shot(s) will be lit for more Shame JP collects. Like anything else in the game, your Shame JP’s may be multiplied by shot X multipliers, playfield multipliers, or both.

Extending minor villain mode timers
Generally, your first Mystery award during each minor villain mode will add More Time (20 seconds).

BATUSI Mini-Wizard Mode

Qualify BATUSI by completing one minor villain each from Seasons 1, 2, and 3.
Start BATUSI by shooting the Bat Signal saucer.
Need more info here.


#2

Are the villain super jackpots active in the code yet? I had one earlier this week where the display said I collected 65M from the Penguin SJP but my score didn’t change. I was in multiball at the time, so maybe that affected it somehow?


#3

I have also experienced this.


#4

Added some updates to major villians and multiball rules. Haven’t played code 0.69.0 yet but from the change notes I did not see anything changed in the areas I filled in.


#5

Riddler is left or right orbit.

Are you sure you can increase bonus x with skillshot after locked ball? I was testing this theory last night and from what I could tell it does not, or at least not noticeably like at the start of an “official” ball.

Hold Bonus X works.
Hold Bonus does not.


#6

something is definitely weird there. From what I can tell it gives you a variable score for shooting the SJP when lit, and then goes to the villain in jail animation which shows double that score you actually got, but doesn’t actually give it to you.


#7

What’s the most anyone has seen on an end of ball bonus? The other day I actually got 880M from bonus!


#8

I only played it for the first time last night – the villain SJP are definitely there and DO score. But, there was at least one instance where it showed a villain SJP, followed by another collect value that was double that. And I believe it scored he single value.

I’ve only played the game twice, but once was a rather lengthy 4-player match that offered lots of opportunity to watch others.


#9

i think we’re saying the same thing, but not sure. I’ve played this one quite a bit, and this is something I’ve payed close attention as of late because i felt like what I was seeing wasn’t adding up.

This is what I see: let’s say I’m in Penguin mode and light his villain super jackpot. When I shoot that, it will give me a score, let’s say in this instance it is 20 million. I will get 20 million added to my score. The screen then goes into the jail animation. It will display that the villain super jackpot is 40 million, but I won’t get another 40 million added to my score.


#10

What I think happens is you hit the sjp and it tells you how much it was worth. Then it shows the villain in jail and days like penguin captured 45 million or whatever. I don’t think this second message is indicating you just received any additional points, I think it’s displaying the total points you scored during the mode, which includes the value of the sjp to finish it. I also believe if you hit the sjp as a combo the value doubles.


#11

Can anyone confirm this as true?


#12

As a gut check to everyone… The code is at 0.69. Again, at ZERO point something. Let’s not get worked up about exact value and scoring accuracy, but instead focus on the general gist of it at this point.

I have full faith in Lyman.

One last note: This pin – or ANY pin – at this early state of code is not ready for high level competitive play. And we shouldn’t expect it to be that way yet.


#13

Good question. My belief is actually based on hearsay. I’ve hit it as a combo but don’t know the game well enough to know what my 1x sjp would have been


#14

@Austin @blueberryjohnson

I feel pretty comfortable confirming this. Just spent $5 on testing. Im pretty dialed in on the cat woman ramps. Collecting sjp with minimum shots would yield about 3 million. Shooting left cat ramp to penguin scoop would yield about 6 million.

I know you can also turn on the shot multiplier and stack effects if you turn it on for the scoop. I suspect double playfield from turntable also can stack here.


#15

I think you are correct here as well, but there is an anomaly. The majority of the time the villain super jackpot does seem to be worth what you collect to mode related shots. The villain captured score is usually double.

However, I just saw a few instances where it isnt. I recall a joker mode where the jackpot was just over 11 million, and the villain capture score was 30 million.


#16

Played a few times, it was all Combos [ramps] and Bonus X. The combos added 500K each to the bonus value, shoot them long enough and it dominates SJP values. As stated, can get ridiculous if you get hold bonus X to boot. Nothing special happened when I finished all 4 villains - should it? (Combos beat Villians playing 2-player games with differential strategy.) Seems like it would be in there.


#17

not yet. It will be Bat Signal mode when it gets programmed.


#18

Just got a 2x playfield multiplier from the mystery award yesterday… It seemed totally random as far as I could tell and it didn’t seem to have a timer associated with it either.


#19

really? I have not seen that one. When I had 2x on, a mystery did raise it to 3x and reset the timer, but there was still a timer.


#20

It’s possible I just missed the timer. It wasn’t obvious to me, but I wasn’t really staring at the screen either.