Batman 66 Rulesheet


#1

Work in progress, 1.0 edit currently needs some clean-up and to finish the minor villains. Maybe add some strategy guides?

Please update the Code rev when updating the Wiki.
Code v. 1.00
All rules based on default settings

Table of Contents

1. Shots and Features

  • The Center Turntable
  • Combos
  • Top Lanes
  • Inlanes / Outlanes
  • Spinner
  • Center Magnet
  • Gadget Stand up Targets
  • TV Stand Up Targets
  • Bat-signal Saucer
  • Playfield Multipliers
  • The Action Button/Mode Switcher
  • Extra Ball

2. Skill Shots

  • Top Lane Skill Shot
  • Penguin Skill Shot
  • Super Skill Shot

3. Major Villain Mode Info

  • Selecting Major Villain Episodes
  • Qualifying Major Villains
  • Bat-phone Hurry up
  • Major Villain Mode Start
  • Basic Mode Details

4. The Major Villains

(Default Episodes)

  • Riddler 1
    (ep. 1/2 “Hi Diddle Riddle/Smack In The Middle”)
  • Penguin 1
    (ep. 3/4 “Fine Feathered Finks/The Penguin’s A Jinx”)
  • Joker 1
    (ep. 5/6 “The Joker Is Wild/Batman Is Riled”)
  • Catwoman 1
    (ep. 19/20 “The Purr-fect Crime/Better Luck Next Time”)

(Alternate Episodes)

  • Riddler 2
    (ep. 96 “Ring Around The Riddler”)
  • Penguin 2
    (ep. 95 “Enter Batgirl, Exit Penguin”)
  • Joker 2
    (ep. 104 “Surf’s Up! Joker’s Under!”)
  • Catwoman 2
    (ep. 108 “Catwoman’s Dressed to Kill”)

5. Villain Multiball

  • Locking Balls And Starting Villain Multiball
  • Villain Multiball Scoring

6. Bat Turn Mode

  • Building Value And Starting Bat Turn
  • Bat Turn Rules

7. The Minor Villians

  • Qualifying And Starting Minor Villain Modes
  • List Of Minor Villain Modes And Awards

8. Wizard Modes

  • Villain Escape
  • Batusi
  • Holy Multiball
  • Gas Attack

9. Mystery Awards

  • List Of Mystery Awards

10. Gadgets

  • Qualifying Gadgets
  • Gadget Rules And Uses

11. Strategy Guides

  • Ideal Big Points

12. Special Thanks

1. Shots and Features

Commissioner Gordon Target
Striking the CGT 3 times in the current ball will cause the 5 small white “X” inserts in the middle of the playfield to flash. Shooting a major shot (except the left orbit) will light the small x associated with that shot and double all values of that shot for the remainder of the ball. Further higher shot multipliers can be achieved by striking the CGT +1 times per multiplier level, so after 2X is assigned you’ll need 4 shots to CGT for 3X, 5 for 4x, with a maximum of 7 shots to light the 6X. Hits to the CGT only register after assigning a shot to be multiplied, so if a multiplier is currently lit and ready to be assigned, no progress toward further shot multipliers is made. Only one multiplier can be assigned per major shot and once a shot has a multiplier assigned you cannot change its multiplier until they are reset at the end of your ball. The CGT light will flash the number of hits that are needed to reach the next multiplier level, so if it has two white flashes then pauses, you’ll need to hit it twice to light the “X” inserts.

  • For any multiplied shot, its associated “X” insert will quickly flash the number of times it is multiplied, followed by a pause.
  • The left orbit cannot be multiplied in this manner, a multiplied right orbit will not award a and extra points on the left orbit.
  • The CGT can also give multipliers for villain multiball, see “3. Major Villain Mode Info>Major Villain Mode Start>Villain Multiball Multiplier” for details.
  • This target is also used to raise the value of the bat-phone hurry up, which raises major villain scoring.
  • A shot multiplier on the Penguin scoop or center turntable will multiply SJP values as well as normal mode shots, the bigger the better on these two shots.

The Center Turntable
The center turntable has 3 positions that it can rotate to make different shots available.

Villain Vision: This is the default position of the turntable when starting the game, this position features the mini LCD above two stand up targets which are used mainly to light the JOKER letters in order to qualify his mode.

Bat-phone: The turntable moves to this position after qualifying a major villain, this position features a blinking red phone above two stand up targets which are used to “answer” the phone and start a major villain mode.

Bat Cave: This position has three different features.

  1. The Batmobile Spinner: This spinning posts feature is used primarily for building up the value and to qualify the “Bat Turn” mode. It can also register most mode shots that require a center shot.
  2. The Bat-computer and Crime Analyzer: The stand up targets flanking the batmobile spinner are the bat-computer and crime analyzer, The function of these are to light lock, qualify playfield multipliers, and for center mode shots. (see “Villain Multiball” and “Playfield Multipliers” for more info)
  3. Atomic Pile: This stand up target is through the center of the batmobile spinner and is used for activating playfield multipliers, center mode shots, and certain multiball super jackpots. It features a one-way gate that diverts the ball out the left side of the turntable and down the left orbit lane.

Combos
Shooting a ramp or full orbit qualifies combos; shooting a red lit 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 worth 250k end of ball bonus and therefor are a great way to build EOB bonus.
  • Completing 20/50/100/ combos lights extra ball.

Pop Bumpers
Pop bumper base value is worth 10k points per hit. Each hit of the “Pow” target between the Penguin scoop and the right ramp will increase the value of a pop bumper by 5k for the remainder of that ball.

  • Pop bumpers are also used to re-light jackpots in Batusi wizard mode.

Top Lanes
Each completion of the three top lanes increases bonus by +1X and awards 50K points.

Inlanes / Outlanes
Each completion of the four inlanes/outlanes increases bonus by +1X, lights the spinner, increases the spinner value by 10k, and lights mystery.

  • There is a setting called “bottom lanes for combo level” in the settings with a default of 10, I’m unsure what this does when completed.

Spinner
Spinner can be lit and the value increased by completions of the inlanes/outlanes.
When the spinner is lit, each revolution increases the “Jackpot Value” by 50,000, this is a little mini-jackpot awarded after reaching the required ‘spinner level’.

Center Magnet
This ‘sewer’ magnet feature is mainly used to fling the ball around wildly and cause you to drain, but will also attempt to trap the ball when answering the bat-phone. Watch out for the magnet when filling out joker letters and during certain major villain mode stages.

Gadget Stand Up Targets
The six stand ups on the left side of the playfield will award a “gadget” and an end of ball bonus of 300K each time the bank is completed, hitting a lit gadget target will light or “spot” an unlit letter next to it. Gadgets are available to use when the action bar button is flashing. The stand ups are also used for various mode shots when they are flashing. (See “10. Gadgets” for more details)

  • Gadgets can also be collected as a mystery award and count toward EOB bonus
  • Gadgets main use are as a “bomb” to complete mode shots

TV Stand Up Targets
The three TV stand ups at the right side of the playfield are used for qualifying minor villain modes, increasing minor villain mode shot values, and and as general mode shots when flashing. Hitting the unlit targets will light them, while hitting a lit target will spot the adjacent target(s). Completing the bank of targets will light the TV insert at the left orbit and qualify the start of a minor villain at the bat-signal saucer. (See “7. The Minor Villains” for more info).

Bat-signal Saucer
This saucer is located in the top right corner of the playfield and is used to collect mystery awards, start minor villain modes, and to award certain wizard mode super jackpots.

Playfield Multipliers
Playfield multipliers are only available during major villain modes and certain wizard/multiball modes where the turntable is in the bat cave position. Activating the PFM starts a 30 second timer with 2X playfield, this can be increased to a maximum of 3X. To qualify the PFM during a major villain all three locks must first be lit, after locks are lit the bat-computer (BC) and crime analyzer (CA) stand ups will be flashing white. Hitting one of them will cause it to stop flashing, hitting the second target that is still flashing will qualify the PFM causing the atomic pile light to glow red and the BC/CA lights to both flash again. Now hitting the atomic pile shot will begin the 2X PFM. Completing the BC and CA targets again by hitting whichever one(s) are flashing then hitting the atomic pile shot before the timer runs out will start a 3X PFM and reset the timer to 30 seconds.

  • Timers can be extended by 20 seconds once (per multiplier level?) with a mystery award.
  • Mystery can award “Playfield Multiplier +1” while 2X is running.
  • 2X/3X applies to ALL scoring while running, but ends when the time expires or at the end of your ball.
  • The Mr. Freeze minor villain award freezes this timer for the duration of your ball.

The Action (Gadget) Button/Mode Switcher
The main use of the action button is using gadgets, however it also has the function of changing the “main channel” of stacked modes. While running multiple modes whichever mode was activated last will be on the larger center screen or ‘main channel’. You may switch between channels by holding the action button for about 1 second, this not only changes the mode on the screen but will also change the lit mode shots on the playfield so that you can focus on the mode shots that you choose.

  • Switching the main channel also changes the music to the new main channel mode, making it so you don’t have to look at the screen to see which mode you’ve switched to. As long as you know the music that is…
  • This function is especially useful for minor villain King Tut’s channel multiplier award which multiplies whatever mode is featured on the main channel.

Extra Ball
There are three ways to light extra ball.

  1. After two major villains are captured.
  2. By completing 20/50/100 combos.
  3. When “Light Extra Ball” is awarded via mystery.

To collect the extra ball, shoot the left orbit or land in the 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.

2. Skill Shots

Top Lane Skill Shot
The three arrows in the shooter lane correspond to the three top lanes; hitting the switch directly below the arrows with the ball when any of the arrows are lit will light the corresponding top lanes. Hitting the switch while all three arrows are lit is the goal.

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 Penguin scoop, or soft plunging to the flippers and shooting the Penguin scoop prior to validating the playfield will award the “Penguin Skill Shot”. Awarding a bonus multiplier of +5x and between 1M to 1.2M in points. (point value depending on the number of shooter lane arrow lights activated) Each additional PSS will increase this value by 200K to 400K, again dependent on shooter lane lights. A successful shot will also count toward whatever the scoop would normally award (Penguin mode qualification shot, mode shot, etc). Any successful skill shot of the top lane or PSS will increase the point value of the next by at least 200K

Super Skill Shot
Holding the left flipper and plunging the ball enables the super skill shot; The SSS shot lights each major shot and are lit for 5 seconds after the ball hits the top shooter lane switch. (left flipper must be held until this point) Point values upon a successful SSS are between 500K to 550K and increase by 100K for each SSS made. There is no bonus X awarded for this.

No Active Major Villain
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 bat-phone to begin the bat-phone hurry up.

Major Villain Active
Hitting a yellow-lit major shot will award one gadget. (See “10. Gadget Rules” for more)

3. Major Villain Mode Info

Selecting Major Villain Episodes
There are a total of eight major villain modes, two for each of the four main villains which are all based on different episodes from the original series. From the shooter lane before the ball is plunged (if there is no major villain mode running) the alternate of each villain can be selected by pressing and holding the right flipper, then pressing the left flipper. This can be repeated to change each major villain to whichever episode you please.

Qualifying Major Villains
To light Catwoman: shoot each ramp until all 3 red lights above each ramp are lit.
To light Joker: spell JOKER with hits to the villain vision targets, then hit again.
To light Penguin: shoot the right scoop until the insert is flashing, then shoot it once more.
To light Riddler: shoot the left or right orbit until the insert is flashing, then shoot it once more.

If you would rather battle against a different villain than the one you qualified, simply qualify a different available villain by making the needed shots. The new villain will replace the prior villain as the current qualified mode. To see which villain is currently qualified, see the flashing insert at the lower center of the playfield. Each villain can only be qualified once per bat-phone hurry-up, so if you qualify Penguin and then Riddler, you’ll have to wait for the bat-phone hurry up to time out before you can qualify Penguin again.

  • Any of the major villains can be instantly qualified with the “Super Skill Shot”
  • After completing a major villain, the shots needed to qualify it again will increase.
  • Qualifying a major villain will begin the bat-phone Hurry up.

Bat-phone Hurry up
Once a major villain has been qualified the center turntable will turn to the bat-phone, the Commissioner Gordon target (CGT) will be flashing and a hurry up will begin. Hitting the CGT, qualifying a different major villain, or the mystery award will restart the bat-phone hurry up point timer and increase the point value level of answering the bat-phone:

Hit Number/Value Level | Bat-phone Value

  1. | 1,500,000 (villain qualified)
  2. | 3,000,000
  3. | 5,250,000
  4. | 8,250,000
  5. | 12,000,000
  6. | 16,500,000
  7. | 21,750,000
  8. | 27,750,000
  9. | 34,500,000
  10. | 42,000,000
  11. | 50,250,000
  12. | 59,250,000
    And so on to infinity…

Starting value increases by 250,000 for each completed major villain.

When the phone is answered by hitting the phone targets at the turntable it will start whichever major villain named on the blinking insert on the lower center of the playfield. Each value level reached during the hurry up increases the base value of the major villain mode shots by 50K. (higher points from multiplied hurry up awards don’t equal a higher value level) The base value of major villain shots hold for the duration of the mode, even if the player drains.

  • If you have successfully lit the shot multiplier but not assigned it yet during this hurry up, (see “Commissioner Gordon Target”) answering the bat-phone will award the shot multiplier at the turntable and multiply the bat-phone award accordingly. This can be a way to score big points early in a game.

Major Villain Mode Start
After answering the bat-phone the major villain mode begins. After the ball releases from the magnet, (if it actually manages to trap it) the mode shots, the Commissioner Gordon Target, and the Penguin scoop will be lit. Also, the turntable will change to the bat cave position.

Villain Multiball Multiplier: Hitting the Commissioner Gordon Target before hitting either a lit mode shot or the orange lit Penguin scoop will give +2X bonus, hitting an additional time will give another +2X bonus AND 2X villain multiball scoring. If you complete this sequence and fail to reach villain multiball during the current major villain you can complete the same sequence on the next major villain start for 3X villain multiball! Hitting either a lit mode shot or the Penguin scoop before completing both shots to the CGT will dis-qualify this perk for the current major villain. The maximum multiplier that can be reached this way is unknown to me.

2X Major Villain Scoring: Before hitting a lit mode shot the Penguin scoop will be lit orange, this is the start of the “Bat-pole Sequence”. After hitting the Penguin scoop a short video clip will play and the left orbit will light orange, the ball will eject and you’ll have one shot at hitting the left orbit for 2X scoring for the rest of this major villain. This multiplier is baked into the mode shot scores, and will only increase the value of a super jackpot (SJP), not multiply it. Hitting a lit mode shot before completing this sequence will dis-qualify this perk.

  • In Riddler mode a gadget can be used to complete the second shot of the bat-pole sequence.

Basic Mode Details

Mode Shot Scoring: All mode shots start with a base point value of 550K and further increment by 50K for each shot made during the mode. The ‘level’ of the bat-phone reached before entering the mode also raises the base value by 50K per level reached. So reaching a bat-phone hurry up point value of 5.25M (level 2) will give you 650K (550 + 50 +50) on your first mode shot.

Major Villain Cliffhanger: Shooting enough mode shots during each villain stage qualifies the red super jackpot (SJP) insert at the Penguin scoop. Shoot the scoop to end this stage and enter the ‘Cliffhanger’ decision screen. You are then given a choice to capture the villain, earn the listed SJP, and finish the mode. Or, continue to the next level of the mode with an additional +1X to your current mode shot scoring. The choice to continue on with a mode ends when the final stage SJP is collected. See the specific major villain mode for the total number of stages.

Super Jackpot Value: The SJP value is the total point sum of mode shots and SJPs made during a major villain mode. This total doesn’t include hurry up points that some major villain modes offer, but is affected by points gained by multipliers.

Choice To Keep Growing Your SJP: Even after you’ve lit SJP at the scoop, if there are still villain mode shots lit, you can keep cashing in on those mode shots to grow your SJP value prior to your cliffhanger decision.

  • Multiball modes such as Shame or villain multiball will un-light the SJP until the mutiball is over, this is a safe way to really build value.

Using Various Multipliers To Increase A SJP: Not only do the playfield multiplier, shot
multiplier, and main channel multiplier raise the value of mode shots, they also multiply major villain’s SJP cash out values. The current multipliers applied to your SJP will be displayed on the cliffhanger decision screen.

  • Main channel multipliers are not shown on the cliffhanger screen but are applied to SJP points. (v.1.0)

Higher Scoring By Completing Major Villains: Completing major villain modes increases the base value of the next major villain by 100K-200K(?) per villain stage reached and completed. Minor villain scoring is also increased by defeating major villains.

4. The Major Villains

Riddler 1

(ep. 1/2 “Hi Diddle Riddle/Smack In The Middle”)

See “Major Villain Mode Start” for info on the bat-pole sequence and villain multiball multipliers.

  • Riddler specific mode start tip: A gadget can be used after the first shot of the bat-pole sequence (orange lit Penguin scoop) to activate 2X mode scoring.

Riddler 1: Stage 1
The mode starts with the left and right orbits lit, hitting either will light the rest of the main shots on the playfield. Complete all lit shots to light the super jackpot at the Penguin scoop.

  • There are 4-6(?) mode shots available in this stage.

Riddler 1: Stage 2
This stage works almost exactly like the first stage, hit either orbit, then clear the shots.

  • There are 5-8(?) mode shots available in this stage.

Riddler 1: Stage 3 (Final)
This is the final Riddler stage, hitting any five lit shots will light the super jackpot. Just like most other final stages of major villains, hitting a lit shot will un-light it and re-light other shots, meaning that you can keep scoring mode shots indefinitely until you score the SJP.

  • Since modes like Shame and villain multiball un-light the SJP while running, you can use them to keep scoring mode shots without the fear of collecting the SJP prematurely.
  • Being dialed in for combos on the two ramps can make a larger SJP easy, just don’t get too greedy.
  • There are unlimited mode shots available in this stage.

Penguin 1

(ep. 3/4 “Fine Feathered Finks/The Penguin’s A Jinx”)

See “Major Villain Mode Start” for info on the bat-pole sequence and villain multiball multipliers.

Penguin 1: Stage 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 round purple insert. Shoot the wrecking ball to advance toward the next stage. After the first wrecking ball shot, all major shots will light, the purple insert beneath that wrecking ball position will light solidly, and the wrecking ball will not pause on that spot again. Subsequent hits to the wrecking ball will re-light all major shots. Hit the wrecking ball at each of the five locations to qualify Penguin super jackpot. Having a shot multiplier active will also multiply the value of wrecking ball hits at the same spot.

  • The ideal way to get the most out of this stage is to hit the wrecking ball, then complete all the major shots and repeat. This would mean 37 mode shots in this stage alone.
  • Earning more points early in this mode makes a later hurry up much more lucrative.
  • Using a gadget during this stage will count as a hit toward the wrecking ball in its current position. Gadgets will only work on the lit shots after all five crane inserts are lit solid.
  • There are 6-37 mode shots available in this stage.

Penguin 1: Stage 2
Shoot any of the center turntable targets 3 times to light Super Jackpot.

  • This mode uses the center magnet and can be quite unpredictable.
  • It can be very worthwhile to have a playfield multiplier running as you end this stage, the first shot of stage 3 is a hurry up with a potentially big point value.
  • There are 3 mode shots available in this stage.

Penguin 1: Stage 3
This mode begins with an immediate hurry up to hit any of the gadget targets. The value of this hurry up is the total points earned from all Penguin mode shots and super jackpots so far. After the hurry up is collected or expires you’ll need to hit the scoop once, then the turntable five times to light SJP.

  • This mode uses the center magnet and can be quite unpredictable.
  • You cannot use a gadget to collect the hurry up.
  • There are 7 mode shots available in this stage.

Penguin 1: Stage 4 (Final)
Similar to stage 1, you will need to hit the crane first to light the shots, all shots will be lit and stay lit until 5 major shots are made. After five major shots they will un-light and the crane will need to be hit to light them again. At this point you can only hit one major shot before they all un-light and you’ll need to hit the crane again. This is an unending cycle crane hit, then mode shot until you hit the SJP.

  • any major shot or crane hit will count toward the five shots needed to light SJP and capture the Penguin.
  • Since modes like Shame and villain multiball un-light the SJP while running, you can use them to keep scoring mode shots without the fear of collecting the SJP prematurely.
  • There are unlimited mode shots available in this stage.

Joker 1

(ep. 5/6 “The Joker Is Wild/Batman Is Riled”)

See “Major Villain Mode Start” for info on the bat-pole sequence and villain multiball multipliers.

Joker 1: Stage 1
The stage begins with the center turntable shot lit, hitting this will light both orbits and ramps. Completing these will light all major shots along with the SJP, complete as many as you like before collecting the SJP.

  • There are 6-11 mode shots available in this stage.

Joker 1: Stage 2
This stage begins with a hurry up to the gadget targets scoring your total mode points thus far, after hitting or timing out the hurry up the order of shots are: Center, scoop, center, center, gadget, center, center, scoop, then all shots are lit except the right ramp. Complete all shots to light the SJP.

  • There are 14 mode shots available in this stage.

Joker 1: Stage 3 (Final)
This is the final stage, hitting any five lit shots will light the super jackpot. Just like most other final stages of major villains, hitting a lit shot will un-light it and re-light other shots, meaning that you can keep scoring mode shots indefinitely until you score the SJP.

  • Since modes like Shame and villain multiball un-light the SJP while running, you can use them to keep scoring mode shots without the fear of collecting the SJP prematurely.
  • Being dialed in for combos on the two ramps can make a larger SJP easy, just don’t get too greedy.
  • There are unlimited mode shots available in this stage.

Catwoman 1

(ep. 19/20 The Purr-fect Crime/Better Luck Next Time)

See “Major Villain Mode Start” for info on the bat-pole sequence and villain multiball multipliers.

Catwoman 1: Stage 1
The two ramps will be lit, hit each ramp 3 times to light the SJP and re-light all major shots. Each major shot will un-light when hit, get as many of the major shots as you’d like before hitting the SJP at the scoop.

  • There are 7-12 mode shots available in this stage.

Catwoman 1: Stage 2
This stage begins with a hurry up on the left ramp with a value based on your mode score thus far. Hitting or timing out the hurry up will then light the right ramp, 3 shots to the gadget targets, the scoop, then SJP.

  • The next stage begins with a valuable hurry up shot, having a playfield multiplier running before ending this stage is well worthwhile.
  • There are 5-6 mode shots available in this stage.

Catwoman 1: Stage 3
This stage begins with a hurry up on the right ramp with a value based on your total mode score thus far. Hitting or timing out the hurry up will then light all major shots, complete them to light SJP.

  • There are 6-7 mode shots available for this stage.

Catwoman 1: Stage 4 (Final)
This is the final stage, hitting all five lit shots will light the super jackpot. Unlike other final stages of major villains, hitting a lit shot will un-light and not offer “unlimited” scoring.

  • There are 5 mode shots available for this stage.

(Alternate Major Villains)

Riddler 2

(ep. 96 “Ring Around The Riddler”)

See “Major Villain Mode Start” for info on the bat-pole sequence and villain multiball multipliers.

Riddler 2: Stage 1
The mode starts with the left and right orbits lit, hitting either will light all shots except the center shot. Complete all lit shots to light the SJP.

  • There are 6 mode shots available in this stage.

Riddler 2: Stage 2 (Final)
This is the final stage, hitting any five lit shots will light the super jackpot. Just like most other final stages of major villains, hitting a lit shot will un-light it and re-light other shots, meaning that you can keep scoring mode shots indefinitely until you score the SJP.

  • Since modes like Shame and villain multiball un-light the SJP while running, you can use them to keep scoring mode shots without the fear of collecting the SJP prematurely.
  • Being dialed in for combos on the two ramps can make a larger SJP easy, just don’t get too greedy.
  • There are unlimited mode shots available in this stage.

Penguin 2

(ep. 95 “Enter Batgirl, Exit Penguin”)

See “Major Villain Mode Start” for info on the bat-pole sequence and villain multiball multipliers.

Penguin 2: Stage 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 round purple insert. Shoot the wrecking ball to advance toward the next stage. After the first wrecking ball shot, all major shots will light, the purple insert beneath that wrecking ball position will light solidly, and the wrecking ball will not pause on that spot again. Subsequent hits to the wrecking ball will re-light all major shots. Hit the wrecking ball at each of the five locations to qualify Penguin super jackpot. Having a shot multiplier active will also multiply the value of wrecking ball hits at the same spot.

  • The ideal way to get the most out of this stage is to hit the wrecking ball, then complete all the major shots and repeat. This would mean 37 mode shots in this stage alone.
  • Earning more points early in this mode makes a later hurry up much more lucrative.
  • Using a gadget during this stage will count as a hit toward the wrecking ball in its current position. Gadgets will only work on the lit shots after all five crane inserts are lit solid.
  • There are 6-37 mode shots available in this stage.

Penguin 2: Stage 2
This stage begins with two hurry up shots to the gadget targets, both shots can be scored in one shot if two targets register. After the hurry ups are collected or time out all shots except the scoop will be lit, finish them to light SJP.

  • There are 5-7 mode shots in this stage.

Penguin 2: Stage 3 (Final)
Similar to stage 1, you will need to hit the crane first to light the shots, all shots will be lit and stay lit until four major shots are made. After four major shots they will un-light and the crane will need to be hit to light them again. At this point you can only hit one major shot before they all un-light and you’ll need to hit the crane again. This is an unending cycle crane hit, then mode shot until you collect the SJP.

  • any major shot or crane hit will count toward the five shots needed to light SJP and capture the Penguin.
  • Since modes like Shame and villain multiball un-light the SJP while running, you can use them to keep scoring mode shots without the fear of collecting the SJP prematurely.
  • There are unlimited mode shots available in this stage.

Joker 2

(ep. 104 “Surf’s Up! Joker’s Under!”)

See “Major Villain Mode Start” for info on the bat-pole sequence and villain multiball multipliers.

Joker 2: Stage 1
This mode starts with the center shot lit, hitting it will light the orbits and ramps. The SJP is reached in a different way in this mode. Each lit shot counts for 10% and any switch hit for 1%, when 100% is reached all mode shots un-light and SJP is lit.

  • There are 0-10 mode shots available in this stage.

Joker 2: Stage 2 (Final)
This is the final stage, all shots are lit and hitting any five lit shots will light the super jackpot. Just like most other final stages of major villains, hitting a lit shot will un-light it and re-light other shots, meaning that you can keep scoring mode shots indefinitely until you score the SJP.

  • Since modes like Shame and villain multiball un-light the SJP while running, you can use them to keep scoring mode shots without the fear of collecting the SJP prematurely.
  • Being dialed in for combos on the two ramps can make a larger SJP easy, just don’t get too greedy.
  • There are unlimited mode shots available in this stage.

Catwoman 2

(ep. 108 “Catwoman’s Dressed to Kill”)

See “Major Villain Mode Start” for info on the bat-pole sequence and villain multiball multipliers.

Catwoman 2: Stage 1
The two ramps will be lit, hit each ramp 3 times then the center shot to light the SJP.

  • There are 7 mode shots in this stage.

Catwoman 2: Stage 2
All ramps and orbits are lit, hit any one (?!) shot to light the SJP.

  • There is one mode shot in this stage…

Catwoman 2: Stage 3 (Final)
This is the final stage, all shots are lit and hitting any five lit shots will light the super jackpot. Just like most other final stages of major villains, hitting a lit shot will un-light it and re-light other shots, meaning that you can keep scoring mode shots indefinitely until you score the SJP.

  • Since modes like Shame and villain multiball un-light the SJP while running, you can use them to keep scoring mode shots without the fear of collecting the SJP prematurely.
  • Being dialed in for combos on the two ramps can make a larger SJP easy, just don’t get too greedy.
  • There are unlimited mode shots available in this stage.

5. Villain Multiball

Locking Balls And Starting Villain Multiball
During a major villain mode (and only during) the bat-computer and crime analyzer stand up targets flanking the batmobile spinner are used to light the lock inserts at the right orbit. Shoot the right orbit to lock balls, locking a third ball will immediately start VMB. For the first VMB, one hit to either BC/CA target will light all three locks. For the second VMB, you must hit a flashing BC/CA target for each lock lit. Subsequent VMBs require completion of both BC/CA targets to light one lock.

  • Light lock, and ball (1 or 2) locked can be given by mystery awards.
  • All non multiball modes can be stacked with this MB.
  • Mystery award can also immediately start multiball if two balls are locked.

Villain Multiball Scoring At the start of this 3 ball multiball the turntable will spin to the villain vision position, and all major shots will be persistently lit. The goal is to shoot major shots for jackpots of increasing value until SJP is qualified. The base jackpot value is 300K-500K(?) and increases by 50K for each shot made. After 12 jackpots the turntable will spin to the bat cave position and SJP can be scored by shooting the atomic pile behind the batmobile spinner. While there is a call-out announcing that SJP is lit, there is no insert color change to indicate that this is the SJP. :frowning: After each SJP collected the shots needed to re-light SJP increase by +2 with a maximum of 20. The mode ends when there is one ball left in play.

  • One add a ball is available via mystery award during this mode.
  • Shame completions will add time to the ball save and add an additional ball at the start.

6. Bat Turn Mode

Building Value And Starting Bat Turn
This is a 40 second timed mode with a base shot value determined by switch hits to the spinning post batmobile feature prior to starting the mode. Each switch registered to the batmobile spinner adds 25,000 to the 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. Additional starts require +2 hits to the batmobile spinner with a maximum of 20 hits.

  • An additional 20 seconds can be awarded via mystery award
  • The Mr. Freeze minor villain award freezes this mode timer.
  • This mode can stack with all other modes.
  • Switch hits to the pop bumpers and Penguin scoop temporarily pause the timer. (?)

Bat Turn Rules
After starting bat turn all major shots will light blue and a hurry up based on your built value will appear on the screen. Hitting any major shot will award the current hurry up value and un-light that shot. Hitting the batmobile relights all shots and resets the countdown value, with all successive spins adding more points. The minimum hurry up value is 250K.

When bat turn is running while the turntable is in the villain vision position, it has slightly different rules. In this case the countdown value freezes, all shots are re-lit if they’re not already, and score 2X the bat turn value. Shots made will un-light and re-light the previous shot made.

  • The mode itself mentions time being added by spinning the batmobile, this is not (yet?) true.

7. The Minor Villains
The minor villains are modes consisting of 6 different characters from episodes spanning the three seasons of the original series. They make up 14 unique modes that are 45 seconds long (excluding Shame MB), each giving a special ‘power’ when completed. These awards last until the end of your ball unless noted otherwise or if you have completed Bookworm. (awards last ball to ball)

  • Most minor villain modes are stack-able with other all other modes, the exception being Shame as his is a MB and cannot be stacked with other multiballs.
  • Hitting the TV stand up target while a minor villain mode is running increases their mode shot scores.
  • “Add More Time” is available as a mystery award and adds 20 seconds to the mode timer.
  • Playing or completing all minor villains from a season will make them available to play again.
  • Completing a minor villain will light their corresponding “Season” insert near the flippers.
  • Completing one minor villain from each of the three seasons unlocks a wizard mode selection screen with 3 modes to choose from. (See “8. Wizard Modes”)

Qualifying A Minor Villain

Complete the 3 TV stand ups on the right side of the playfield to light the “TV” insert at the left orbit. Hitting a lit TV target will spot a neighboring unlit TV target. Sink the ball in the bat-signal saucer to begin. The LCD will then show 3 screens with your selection one one of them, the 3 screens represent the 3 TV seasons of the show. Season 1 villains on the first screen, S2 on the second, and S3 on the third. There is also a “Take Points” option if for some weird reason you don’t want to enter a minor villain mode. Use the flippers to scroll through the options, and the Gadget button to select one before the selection timer runs out.

  • You cannot start a minor villain mode while in any multiball mode.

List Of Minor Villain Modes And Awards

Season 1

Mad Hatter (The Thirteenth Hat)
Completion award: Replay Failed Minor Villain Modes

Wave 1: Two random light blue shots will be lit, with an additional added every 10 seconds.
Clear all lit shots to advance.
Wave 2: One random shot will be lit, complete to advance.
Wave 3: Three random shots will be lit, complete to capture Mad Hatter.

  • This completion award carries ball to ball without the need for completing Bookworm.
  • Shots are only added every 10 seconds in wave 1, there is a maximum of 2 shots added.

Number of shots needed to complete: 6-8

King Tut (The Curse Of Tut)
Completion award: Save Minor Villain Progress / Increase Main Channel Multiplier

Wave 1: One random light blue shot will be lit, complete to advance.
Wave 2: All shots will be lit and un-light when shot, shoot 4 to advance.
Wave 3: Center shot will be lit, shoot to advance.
Wave 4: All shots lit and stay lit, shoot any 4 to advance

  • The first Tut completion awards “save minor villain progress” for the rest of the game.
  • Subsequent completions of King Tut award a +1X main channel multiplier (starts at 2X) until the end of your ball. This award multiplies all scoring in the mode that is running on the main channel.
  • The main channel is whichever mode is main focus on the LCD while modes are stacked, the speakers will also be playing the music from the main channel mode.
  • Losing your ball and completing King Tut again on a later ball gives you +1X the last earned multiplier. (without bookworm).
  • Completing Bookworm before earning a main channel multiplier will carry that multiplier for the rest of the game, this does not prevent you from earning higher main channel multipliers.
  • The maximum main channel multiplier is 5X.
  • Main channel multipliers do multiply major villain SJPs but are not shown on the cliffhanger screen.

Number of shots needed to complete: 10

Bookworm (The Bookworm Turns)
Completion award: Minor Villain Awards Last Until End Of Game

Wave 1: The turntable will be lit orange, complete to advance.
Wave 2: All six major shots will be lit, complete to advance.
Wave 3: Both ramps and the turntable will be lit, complete to advance.
Wave 4: The turntable will be lit, complete to capture Bookworm.

  • This is an extremely powerful award to get early on in a game that allows you to keep all earned minor villain awards for the rest of the game.
  • Mr. Freeze is the usual go-to after completing Bookworm as completing him will freeze all timers for the rest of the game.
  • In previous code Bookworm had a variable number of shots to complete, this is not the case anymore.

Number of shots needed to complete: 11

Season 2

King Tut (The Spell Of Tut)
Completion award: Save Minor Villain Progress / Increase Main Channel Multiplier

Wave 1: Three random shots are lit light blue, complete to advance.
Wave 2: Three more random shots are lit, complete to advance.
Wave 3: All shots are lit persistently, complete any 4 to capture King Tut.

  • The first Tut completion awards “save minor villain progress” for the rest of the game.
  • Subsequent completions of King Tut award a +1X main channel multiplier (starts at 2X) until the end of your ball. This award multiplies all scoring in the mode that is running on the main channel.
  • The main channel is whichever mode is main focus on the LCD while modes are stacked, the speakers will also be playing the music from the main channel mode.
  • Losing your ball and completing King Tut again on a later ball gives you +1X the last earned multiplier. (without bookworm).
  • Completing Bookworm before earning a main channel multiplier will carry that multiplier for the rest of the game, this does not prevent you from earning higher main channel multipliers.
  • The maximum main channel multiplier is 5X.
  • Main channel multipliers do multiply major villain SJPs but are not shown on the cliffhanger screen.

Number of shots needed to complete: 10

Egghead (An Egg Grows In Gotham)
Completion award: Egghead Points Awarded In Bonus

A frenzy mode with higher scoring for all switch hits and all hits building value toward a jackpot that is awarded on completion and during the end of ball bonus.

Wave 1: Continue building value with switch hits, then use a gadget to advance.
Wave 2: A random shot will light yellow, this shot can be moved to the left by hitting the gadget stand ups, and to the right using the TV stand ups. Shoot this to collect the built up value and capture Egghead.

  • You must have and use a gadget in order to light the JP.
  • Egghead’s end of ball award is given after bonus X is applied.
  • Bookworm’s award will give any Egghead bonus(s) at the end of every ball.
  • The jackpot can be moved left or right with the stand up targets, this can be very lucrative if moved to a multiplied shot.
  • Shot multipliers are a great way to increase Egghead’s award.

Number of shots needed to complete: 1

Mr. Freeze (Green Ice):
Completion award: Freeze All Game Timers

Wave 1: All shots will be lit in red except the turntable and right ramp which will be light blue, complete blue shots to advance. Hitting red shots will turn them blue and therefor require more shots to finish this wave.
Wave 2: The two ramps will be lit, complete them to advance.
Wave 3: The turntable, right ramp, and scoop will be lit, complete them to capture Mr. Freeze.

  • Avoid the red shots for quicker completion.
  • Successfully defeating Mr. Freeze freezes ALL timers for the remainder of the ball. This includes other minor villain modes, playfield multipliers, bat turn, and villain escape phase 1.

Number of shots needed to complete: 7-15

Shame (Come Back Shame)
Completion award: +1 Ball To Multiballs / Extended Multiballs

Shame is a frenzy 2 ball multiball mode where switch hits add to jackpot value.

Wave 1: Two gadget stand ups and one TV stand up will be flashing, hit any of them 4 times to advance. Pop bumpers change the lit shot positions.
Wave 2: Two major shots will be lit light blue, after hitting either shot it will un-light and move to a random shot. Hit any lit shot 5 times to capture Shame.

  • Mystery award can add a ball to this mode.
  • This mode does not end with the capture of Shame, it only ends when down to one ball in play.
  • This award gives +1 ball to <6 ball multiballs and extends ball save time for all MBs. (Needs clarification still)

Number of shots needed to complete: 9-unlimited

Mad Hatter (The Contaminated Cowl)
Completion award: Replay Failed Minor Villain Modes

Wave 1: All shots lit blue with one random shot lit pink, shoot the pink shot to advance.
Wave 2: Now three of the major shots will be lit pink, hit all three to advance.
Wave 3: All shots lit pink, shoot 4 to capture Mad Hatter.

  • This completion award carries ball to ball without the need of completing Bookworm.

Number of shots needed to complete: 8-?

King Tut (King Tut’s Coup)
Completion award: Save Minor Villain Progress / Increase Main Channel Multiplier

Wave 1: Three random shots will be lit light blue, complete them to advance.
Wave 2: Three more random shots, complete to advance.
Wave 3: All shots are persistently lit, hit any 4 to capture King Tut.

  • The first Tut completion awards “save minor villain progress” for the rest of the game.
  • Subsequent completions of King Tut award a +1X main channel multiplier (starts at 2X) until the end of your ball. This award multiplies all scoring in the mode that is running on the main channel.
  • The main channel is whichever mode is main focus on the LCD while modes are stacked, the speakers will also be playing the music from the main channel mode.
  • Losing your ball and completing King Tut again on a later ball gives you +1X the last earned multiplier. (without bookworm).
  • Completing Bookworm before earning a main channel multiplier will carry that multiplier for the rest of the game, this does not prevent you from earning higher main channel multipliers.
  • The maximum main channel multiplier is 5X.
  • Main channel multipliers do multiply major villain SJPs but are not shown on the cliffhanger screen.

Number of shots needed to complete: 10

Season 3

King Tut (The Unkindest Tut Of All)
Completion award: Save Minor Villain Progress / Increase Main Channel Multiplier

Wave 1: Three random shots will be lit light blue, complete them to advance.
Wave 2: Three more random shots, complete to advance.
Wave 3: All shots are persistently lit, hit any 4 to capture King Tut.

  • The first Tut completion awards “save minor villain progress” for the rest of the game.
  • Subsequent completions of King Tut award a +1X main channel multiplier (starts at 2X) until the end of your ball. This award multiplies all scoring in the mode that is running on the main channel.
  • The main channel is whichever mode is main focus on the LCD while modes are stacked, the speakers will also be playing the music from the main channel mode.
  • Losing your ball and completing King Tut again on a later ball gives you +1X the last earned multiplier. (without bookworm).
  • Completing Bookworm before earning a main channel multiplier will carry that multiplier for the rest of the game, this does not prevent you from earning higher main channel multipliers.
  • The maximum main channel multiplier is 5X.
  • Main channel multipliers do multiply major villain SJPs but are not shown on the cliffhanger screen.

Number of shots needed to complete: 10

Egghead (The Ogg and I)
Completion award: Egghead Points Awarded In Bonus

A frenzy mode with higher scoring for all switch hits and all hits building value toward a jackpot that is awarded on completion and during the end of ball bonus.

Wave 1: Three random shots will be lit yellow, shoot 3 to advance.
Wave 2: The turntable will be lit, hit it for your built up value and to capture Egghead.

  • Egghead’s end of ball award is given after bonus X is applied.
  • Bookworm’s award will give any Egghead bonus(s) at the end of every ball.
  • Shot multipliers are a great way to increase Egghead’s award.

Number of shots needed to complete: 4

Egghead (The Ogg Couple)
Completion award: Egghead Points Awarded In Bonus

A shot based mode with all shots building value toward a jackpot, which that is awarded on completion and during the end of ball bonus.

Wave 1: Thee mode begins with the left orbit lit yellow, shoot to advance.
Wave 2: Now all shots are lit, lit shots will un-light when hit and re-light others. Shoot the left orbit to advance.
Wave 3: The turntable will be lit, complete to capture Egghead

  • Egghead’s end of ball award is given after bonus X is applied.
  • Bookworm’s award will give any Egghead bonus(s) at the end of every ball.
  • Shot multipliers are a great way to increase Egghead’s award.

Number of shots needed to complete: 3

Shame (The Great Escape)
Completion award: +1 Ball To Multiballs Extended Multiballs

Shame is a frenzy 2 ball multiball mode where switch hits add to jackpot value.

Wave 1: All shots will be lit light blue and un-light when hit, hit 4 of them to advance.
Wave 2: Two major shots will be lit, after hitting either shot it will un-light and move to a random shot. Hit 11 lit shots to capture Shame.

  • Mystery award can add a ball to this mode.
  • This mode does not end with the capture of Shame, it only ends when down to one ball in play.
  • This award gives +1 ball to <6 ball multiballs and extends ball save time for all MBs.

Number of shots needed to complete: 15-unlimited

King Tut (I’ll Be A Mummy Uncle)
Completion award: Save Minor Villain Progress / Increase Main Channel Multiplier

Wave 1: This starts with the turntable lit light blue, hit to advance.
Wave 2: Now all 6 shots are lit, complete them all to advance.
Wave 3: The turntable is lit, hit it twice to capture King Tut.

  • The first Tut completion awards “save minor villain progress” for the rest of the game.
  • Subsequent completions of King Tut award a +1X main channel multiplier (starts at 2X) until the end of your ball. This award multiplies all scoring in the mode that is running on the main channel.
  • The main channel is whichever mode is main focus on the LCD while modes are stacked, the speakers will also be playing the music from the main channel mode.
  • Losing your ball and completing King Tut again on a later ball gives you +1X the last earned multiplier. (without bookworm).
  • Completing Bookworm before earning a main channel multiplier will carry that multiplier for the rest of the game, this does not prevent you from earning higher main channel multipliers.
  • The maximum main channel multiplier is 5X.
  • Main channel multipliers do multiply major villain SJPs but are not shown on the cliffhanger screen.

Number of shots needed to complete: 9

8. Wizard Modes

Villain Escape
After completing all four major villain modes, villain escape is lit at the bat-signal saucer.
This mode has two phases:

Phase 1
A 30-second single-ball frenzy. Every switch hit scores an “Everything Value” based on previous major villain performance and increases the “Villain Value” by 10K, which is the second phase’s jackpot value. The turntable stays in the bat cave position for the duration of this phase, available to qualify and start bat turn mode and/or playfield multipliers. This phase ends when the timer runs out, or if you drain.

  • Spinners are the best way to build up ‘Villain Value’ during this phase.
  • If completed, Mr Freeze’s award will freeze this timer, meaning that the phase won’t end until you drain.
  • Multipliers do not affect the “Villain Value”.
  • Can a mystery award add more time?

Phase 2
Now the multiball begins with all major shots flashing, the turntable in the villain vision position, the crane deployed, and 4 balls at once. The goal is to defeat all 4 major villains in order to light the SJP. For Penguin, all five crane positions need to be hit and then the scoop, all other main shots need to be hit once. Shots are completed when the corresponding insert is solidly lit. After completing the needed shots the turntable will move to the bat cave position and a SJP will be lit at the bat-signal saucer. Collecting the SJP will add a ball, move the turntable back to villain vision and start the process over with higher value and additional shots needed to ‘capture’ the villains again. With the exception of Penguin (always 5 crane hits then scoop) all villains need +1 additional shot per SJP collected with a maximum of 5-6 shots each. Add a ball is only awarded on the first 3 super jackpots. The mode ends when you only have one ball left in play.

  • Mystery can award an add a ball on top of the 3 available from scoring SJPs.
  • Minor villain Shame’s +1 ball to MB applies in this mode.

(Minor Villain Wizard Modes)
After completing a minor villain from each of the three seasons the bat-signal saucer will be lit for a “Wizard Mode Select Screen”. There are three mode to choose from, Batusi, Holy Multiball, and Gas Attack.

Batusi
Batusi begins with the turntable in the bat cave position, all shots lit with a base value of (?), and flings 5 more balls at you. All lit shots un-light when hit and can be re-lit with 10 pop bumper hits. After completing 5 shots the SJP is lit at the bat-signal saucer, when collected it will add a ball and reset all shots(?) with an increased value. Each additional SJP requires +1 shots with a maximum of 7. Every other (maybe every 3rd?) shot added adds +1 pop required to light a new shot with a maximum of 15 pop hits. Only the first 3 SJPs award an add a ball. The mode ends when down to one ball in play.

  • Mystery can award an add a ball on top of the 3 offered from scoring SJPs.

Holy Multiball
HMB begins with the turntable moving into the villain vision position, unloading 5 additional balls at you and lighting 2 random shots on the playfield. Hitting both shots award a base value of (?), moves the turntable to the bat cave position and lights the SJP. Any shot to the turntable will award the SJP, not just the atomic pile. After scoring the SJP the mode reverts the turntable to villain vision, awards an add a ball, and begins again with +1 shot to be made in order to light the super. The maximum shots needed to light the SJP is 6, with add a ball on the first 3 SJPs. The mode ends when down to one ball in play.

  • Mystery can award an add a ball on top of the 3 offered from scoring SJPs.

Gas Attack
Gas attack begins with the turntable moving into the villain vision position, unloading 5 additional balls at you and starting a hurry up on the center shot worth 5M(?) base value. Hitting the center shot 5 times moves the turntable to the bat cave position and lights a roving yellow arrow which is the SJP. When the SJP is collected this also awards an add a ball and repeats the hurry up with an increased value and +1 shots needed for SJP. The maximum number of hits to light the super is 7, with the first 3 SJPs awarding an add a ball. The mode ends when down to one ball in play.

  • Mystery can award an add a ball on top of the 3 offered from scoring SJPs.

9. Mystery Awards
Completing the lower lanes lights the mystery insert at the left orbit. Sinking a ball in the upper right bat-signal saucer gives a mystery award. The awards are pseudo-random, meaning that they’re usually related to whatever mode you’re currently in.

During Normal Play
These awards are available at all times, specific situation based awards are separated below.
+2 Bonus X
Hold Bonus Multiplier
Hold Bonus
+1 Gadget
Light Shot Multipliers
5,000,000 points
Light Extra Ball

During Major Villain Mode
Light Lock(s)
Award Lock
Playfield Multiplier +1 (Only awarded while playfield multiplier is active. Also resets playfield multiplier timer.)

During Multiball
Add a Ball (Always the first Mystery award. Given out once per MB.)
Add a Ball + Add More Time (Given if a timed mode or PF multiplier is running while qualified for add a ball)

While Timed Modes Or Playfield Multipliers Are Running
Add More Time

During Batphone Hurry Up
Increase Bat-Phone Value (Awarded every other Mystery, when bat-phone Hurry Up is active)

10. Gadgets

Qualifying a Gadget
Complete the 6 GADGET stand ups on the left for one Gadget. Hitting a lit gadget target will light or “spot” an unlit letter next to it. Gadgets can also be obtained via mystery awards.

Gadget Rules And Uses

Mode Shot Logic
Current gadget logic will finish the lit shot furthest to the left in the current main channel mode. An exception being when the Penguin crane is active, a gadget will then count as a crane hit in its current position. I’m currently unsure how this might apply to the crane during Villain Escape.

Open Ball Lock Diverter
When locks inserts are lit, using a gadget shortly after plunging the ball will divert the plunged ball into the lock. This also works for balls ejected from the bat-signal saucer.

11. Strategy Guides

Ideal Big Points

  • Apply the 2X shot multiplier to the right orbit, the 3X to the left ramp, the 4X to the right ramp, then 5 and 6X to the turntable and scoop. The 6X on the scoop for bigger major villain scoring or the turntable for higher MB, wizard mode, and Egghead scoring.
  • Complete Bookworm first, then Mr. Freeze, then King Tut(s) until 5X main channel multiplier is reached. Shame and Egghead(s) after that.
  • Save villain multiballs for final stages of major villains. (except Catwoman 1 who has a limited number of mode shots)
  • Alternate minor villain seasons completed to reach wizard modes multiple times.

Tournament Strategy #1

12. Special Thanks
A big thank you to all the tiltforums.com editors and pinside.com contributers who spent their time making this happen! Snailman, Timballs, Frisbez, Pinballr, Captainbzarre, Brewinbombers, Cornycrunch, Multibrawlr, Pascal, DavidPinballWiz, Jahkub, and YeOldPinPlayer.


#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.