Batman 66 Rulesheet

Quick Links:

Game Information & Overview:

  • Lead Designer: George Gomez
  • Code/Rules: Lyman Sheats
  • Lead Mechanical Engineer:
  • Artwork: Kevin O’Connor
  • Display and Animations:
  • Music and Sound:
  • Release Date: December 2016
  • Wiki Rulesheet based on Code Rev: 1.03
    • Edit the Code revision, if applicable, when you make changes

Holy pinball wizard! Batman '66 takes players into the wild, campy world of Gotham City, as they attempt to arrest four villains and as many minor thugs as they can. Released exclusively as Premium / LE models, along with a special Super LE to commemorate Stern Pinball’s 30th birthday, the game is the first to include Stern’s LCD display and saw consistent updates to add new content.

Rules Overview:

  • Make any of the four major villain shots to enable the Bat-Phone for hurry-up. Shoot the phone, and follow the flashing arrows in each villain mode to light the scoop for super jackpot - either cash in your mode total, or keep going and try for even more points.
  • Complete the three TV targets and shoot the left orbit to start a minor villain mode. Each minor villain arrested provides a perk that lasts for the rest of the ball (or, in some cases, the rest of the game). Arrest a minor villain from all three seasons of the series to enable a wizard mode at the left orbit.
  • During any major villain mode, shoot either of the turntable targets, and lock 3 balls at the right orbit to start Villain Multiball. Making both targets lights the Atomic Pile shot for playfield multiplier.
  • Shoot the Commissioner Gordon target enough times to light the shot multipliers and lock them in for the rest of the ball for up to 6x points at any major shot.
  • Complete GADGET to score a gadget. Press the action button when flashing to use up a gadget and collect a shot in any currently active mode. Holding the action button changes the prioritized mode.
  • Arrest two major villains to light extra ball. Arrest all four to light the left orbit for Villain Escape.

Layout:

Skill Shots:

Three skill shots are available at the start of each new ball, and after locking a ball:

  • 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. Try to roll over the switch when all three arrows are lit. Scores 600k + 200k per skill shot, and increases the end-of-ball bonus by +5x.
  • Penguin Skill Shot: Soft plunge the ball directly into the back of the Penguin scoop, or soft plunge to the flippers and shoot the Penguin scoop within a short amount of time, to score the “Penguin Skill Shot”. Scores between 1M to 1.2M in points depending on the number of arrows lit, increased by a value also determined by the arrows; increases the end-of-ball bonus by +5x; and advances towards whatever the Penguin scoop would normally award.
  • Super Skill Shot: Hold the left flipper and plunge the ball to enable the super skill shot at any major flashing shot for 5 seconds. The Super Skill Shot scores around 550k + 100k per skill shot, and will either qualify the major villain that corresponds to the shot you made if one isn’t active, or award +1 Gadget if a villain is currently active.

Major Villains & Bat-Phone Hurry-Up:

The main goal of Batman '66 is to arrest four major villains. To start a major villain mode, the shot corresponding to them on the playfield must be made until the turntable rotates to reveal the Bat-Phone. Score the hurry-up at the Bat-Phone to begin the major villain mode.

Each villain is qualified in a different way, and requires additional shots to qualify each time one has been played:

  • Catwoman - shoot both ramps, once each.
  • Joker - shoot the Villain-Vision targets.
  • Penguin - shoot the scoop. Balls that enter the scoop via the bumpers don’t count towards Penguin.
  • Riddler - shoot the orbits.

Once the Bat-Phone Hurry-Up lights, qualifying additional villains switches the villain that will be awarded for scoring the hurry-up, but also increases the value of the hurry-up (see: hurry-up rules on Medieval Madness) from 1.5M (+250k per completed villain) up to 12M for getting all four qualified. The value also increases with each hit to the Commissioner Gordon target, and each value increase translates to more points scored during the major villain mode. Each villain can only be qualified once per hurry-up attempt.

During major villain modes, each lit shot scores 500k + 50k for each shot made during the mode + 50k per Bat-Phone Hurry-Up value increment. The value of each shot is added into the Super Jackpot, which can be cashed out at the scoop after completing any phase of a mode; though the player can also choose to keep playing through the mode for +1x multiplier to the mode, and potentially an even bigger Super Jackpot.

Shoot the Commissioner Gordon target twice before making any shot in a major villain mode to add +4x Bonus and multiply scoring during Villain Multiball by +1x. If Villain Multiball isn’t started during the mode but the multiplier was collected, doing it again during the next mode will add an additional +1x.

Scoring for the modes can be multiplied in several ways. Along with the +1x multiplier for choosing to keep going during any major villain mode, shooting the scoop followed by the left orbit (lit orange) before making a shot in any mode scores the Batcave Combo and doubles the base value of each shot made during the mode. Shots can also be multiplied by all multipliers: main channel multipliers, playfield multipliers, and shot multipliers.

Extra Ball lights at the left orbit after arresting two different villains; Villain Escape is qualified at the left orbit after arresting all four.

At the start of the game, if no major villain mode is running, press and hold the right flipper to toggle between villain modes. Each villain has two modes.

Catwoman:

Catwoman 1 (ep. 19/20 “The Purr-fect Crime/Better Luck Next Time”)

  • Stage 1: The two ramps are lit. Make each ramp 3 times to light the Super Jackpot and relight all major shots. Each major shot will unlight when hit, get as many of the major shots as you like before scoring the Super Jackpot at the scoop and advancing to the next stage.
  • Stage 2: Left ramp is lit for hurry-up, with a value based on your mode score thus far. Scoring or timing out the hurry-up will then light the right ramp, followed by 3 shots to the gadget targets, then the scoop, and finally light the Super Jackpot.
  • Stage 3: Hurry-up is lit at the right ramp with a value based on your total mode score thus far. Scoring or timing out the hurry-up will then light all major shots, complete them to light Super Jackpot.
  • Stage 4: 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 it and not offer “unlimited” scoring.

Catwoman 2 (ep. 108 “Catwoman’s Dressed to Kill”)

  • Stage 1: The two ramps are lit. Make a shot to each ramp 3 times, then shoot the turntable to light the Super Jackpot at the scoop.
  • Stage 2: All ramps and orbits are lit, make any shot to light the Super Jackpot. Quick and easy.
  • Stage 3: 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 Super Jackpot.

Joker:

Joker 1 (ep. 5/6 “The Joker is Wild/Batman is Riled”)

  • Stage 1: The turntable shot is lit, shoot this to light both orbits and ramps. Make these four shots to light all major shots along with the Super Jackpot at the scoop - complete as many lit shots as you like before collecting the Super Jackpot.
  • Stage 2: Hurry-up is lit at the gadget targets with a value based on your total mode score thus far. Scoring or timing out the hurry-up will start a lengthy shot sequence: turntable, scoop, turntable x2, gadget, turntable x2, scoop, then all shots except for the right ramp. Complete all shots to light the Super Jackpot.
  • Stage 3: 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 Super Jackpot.

Joker 2 (ep. 104 “Surf’s Up! Joker’s Under”)

  • Stage 1: The turntable shot is lit, shoot this to light both orbits and ramps. The Super Jackpot is lit in a different way in this mode - each lit shot counts for 10% and any switch hit counts for 1%. Once 100% is reached, all mode shots un-light and Super Jackpot is lit at the scoop.
  • Stage 2: 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 Super Jackpot.

Penguin:

Penguin 1 (ep. 3/4 “Fine Feathered Finks/The Penguin’s A Jinx”)

  • Stage 1: During this stage, 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 light all five major shots for bonus points and disqualify the wrecking ball from being shot at that position again. Hit the wrecking ball at each of the five locations to light Super Jackpot at the scoop.
  • Stage 2: Shoot any of the turntable targets 3 times to light Super Jackpot. This stage uses the turntable magnet and can be quite unpredictable.
  • Stage 3: Hurry-up is lit at the gadget targets based on your total mode score thus far. After the hurry-up is collected or times out, shoot the scoop once, then make five shots to the turntable to light the Super Jackpot. Like stage 2, this stage also uses the turntable magnet.
  • Stage 4: This is the final stage - unlike those for other villains, this is an endless cycle of shooting the crane, then making any major shot to light the crane again and move its position. Collect five shots in any combination to light the Super Jackpot.

Penguin 2 (ep. 95 “Enter Batgirl, Exit Penguin”)

  • Stage 1: During this stage, 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 light all five major shots for bonus points and disqualify the wrecking ball from being shot at that position again. Hit the wrecking ball at each of the five locations to light Super Jackpot at the scoop.
  • Stage 2: Two hurry-ups are lit at the gadget targets based on your total mode score thus far. After the hurry-up is collected or times out, make a shot to all major shots on the playfield except for the scoop to light Super Jackpot.
  • Stage 3: This is the final stage - unlike those for other villains, this is an endless cycle of shooting the crane, then making any major shot to light the crane again and move its position. Collect five shots in any combination to light the Super Jackpot.

Riddler:

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

  • Stage 1: The left and right orbits are lit. Make either shot to light a number of main shots on the playfield, depending on the orbit shot that was made (about 5). Complete all lit shots to light the Super Jackpot at the scoop.
  • Stage 2: This stage works almost exactly like the first stage, shoot either orbit, then clear the shots. The only difference is that more shots will be lit after making an orbit during this stage (about 6).
  • Stage 3: 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 Super Jackpot.

Riddler 2 (ep. 96 “Ring Around The Riddler”)

  • Stage 1: The left and right orbits are lit. Make either shot to light a number of main shots on the playfield, depending on the orbit shot that was made (about 7). Complete all lit shots to light the Super Jackpot at the scoop.
  • Stage 2: 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 Super Jackpot.

Villain Multiball:

During any major villain mode, shoot the two targets on either side of the turntable to light the three Locks at the right orbit. Subsequent Villain Multiball activations require a target to be made to light each Lock; then, both targets to be made to light each Lock. Using a Gadget right as a ball exits the left orbit saucer, if Lock is lit, will also lock the ball.

Once all three balls have been locked, they will be released from the turntable (rotating it to the Villain-Vision side in the process) and Villain Multiball will begin. All major shots are lit bright green for jackpots of increasing value (starting at around 300k + 50k per jackpot). After scoring 12 jackpots the turntable will rotate to the Batcave position, and a Super Jackpot can be scored by shooting the Atomic Pile shot behind the Batmobile spinner. 2 more shots are required to light each subsequent Super Jackpot, to a maximum of 20 shots.

During multiball, mystery will always award Add-A-Ball. The base Villain Multiball ball saver time, and the number of balls during the multiball, can be increased by defeating Shame.

Minor Villains:

The minor villains are modes consisting of 6 different characters from episodes spanning the three seasons of the series, and can be lit at the left orbit by completing the three TV standup targets. There are 14 unique minor villain modes in total - each of them are 45 seconds long (excluding Shame modes), and each awards a perk when completed, many of which impact these modes’ difficulty. These awards last until the end of your ball (unless noted otherwise, or if you have completed Bookworm to maintain them across balls). Minor villain mode scoring behaves the same as it does for major villains, except the values can only be increased by completing the TV targets during the mode.

Once the left orbit has been shot to start a minor villain, use the flipper buttons to select a villain, and press the action button to confirm your selection.

Playing or completing all minor villains from a season will make them available to attempt again. Completing a minor villain mode from each season unlocks a special wizard mode selection screen with three 6-ball multiball modes to choose between.

Season 1:

Mad Hatter (The Thirteenth Hat)
Completion award: Replay Failed Minor Villain Modes. This carries over between balls. If both Mad Hatter modes have been won, minor villain modes that have already been completed can be replayed as well.
Shots needed: 6 + susceptible to gadgets.

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

King Tut (The Curse of Tut)
Completion award: Save Minor Villain Progress / Increase Main Channel Multiplier. Once the first King Tut mode has been won, each subsequent King Tut mode won increases the main channel multiplier by +1x for the rest of the ball.
Shots needed: 10 + susceptible to gadgets.

  • Wave 1: One random light blue shot is lit, complete it to advance.
  • Wave 2: All shots will be lit and un-light when shot, make 4 shots to advance.
  • Wave 3: Turntable will be lit, shoot it to advance.
  • Wave 4: All shots are lit and stay lit, shoot any 4 to capture King Tut.

Bookworm (The Bookworm Turns)
Completion award: Minor Villain Awards Last Until End Of Game.
Shots needed: 11 + susceptible to gadgets.

  • Wave 1: The turntable is lit, shoot it to advance.
  • Wave 2: All six major shots will be lit, complete them all to advance.
  • Wave 3: Both ramps and the turntable will be lit, complete them all to advance.
  • Wave 4: The turntable will be lit, complete it to capture Bookworm.

Season 2:

King Tut (The Spell of Tut)
Completion award: Save Minor Villain Progress / Increase Main Channel Multiplier. Once the first King Tut mode has been won, each subsequent King Tut mode won increases the main channel multiplier by +1x for the rest of the ball.
Shots needed: 10 + susceptible to gadgets.

  • Wave 1: Three random shots are lit light blue, complete them all to advance.
  • Wave 2: The three shots that were not lit previously are now lit, complete them all to advance.
  • Wave 3: All shots are persistently lit, hit any 4 to capture King Tut.

Egghead (An Egg Grows in Gotham)
Completion award: Egghead Points Awarded In Bonus. If multiple Egghead modes have been won, these totals are added together.
Shots needed: 1 + gadget is required.

  • Wave 1: This is a frenzy mode with big scoring for all switch hits. Every switch hit during the mode is added towards a jackpot that is awarded on completion and during the end-of-ball bonus. Use a gadget at the action button to advance whenever you’re ready.
  • Wave 2: A random shot will be lit yellow - this shot can be moved to the left by hitting the gadget targets, and to the right by shooting the TV standup targets. Make the lit shot to collect the built-up value and capture Egghead.

Mr. Freeze (Green Ice)
Completion award: Freeze All Game Timers. This includes the timers for the Bat-Phone Hurry-Up, other minor villain modes, playfield multipliers, Bat Turn, and phase 1 of Villain Escape.
Shots needed: 7 to 15 + susceptible to gadgets (though during wave 1, they prioritize red shots).

  • Wave 1: All shots will be lit in red except for the turntable and right ramp which will be light blue, complete the blue shots to advance. Hitting red shots will turn them blue and therefore 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.

Shame (Come Back Shame)
Completion award: +1 Ball To Multiballs / Extended Multiballs. +10 seconds are added to the base ball save timer for multiball modes.
Shots needed: 9 + susceptible to gadgets.

  • Wave 1: Unlike the other minor villain modes, this one is a 2-ball multiball. Two gadget stand ups and one TV stand up will be flashing, shoot any combination of them 4 times to advance. The lit targets are toggled with bumper hits. Each switch hit increases the target value.
  • 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. The mode ends when the player returns to a single ball.

Mad Hatter (The Contaminated Cowl)
Completion award: Replay Failed Minor Villain Modes. This carries over between balls. If both Mad Hatter modes have been won, minor villain modes that have already been completed can be replayed as well.
Shots needed: 8 + fully immune to gadgets.

  • Wave 1: All shots are lit blue with one random shot lit pink. Shoot the pink shot to advance.
  • Wave 2: Three of the major shots are lit pink, hit all three to advance.
  • Wave 3: All shots are lit pink, make any 4 of them to capture Mad Hatter.

King Tut (King Tut’s Coup)
Completion award: Save Minor Villain Progress / Increase Main Channel Multiplier. Once the first King Tut mode has been won, each subsequent King Tut mode won increases the main channel multiplier by +1x for the rest of the ball.
Shots needed: 10 + susceptible to gadgets.

  • Wave 1: Three random shots will be lit light blue, complete them to advance.
  • Wave 2: The three shots that were not lit previously are now lit, complete all three of them to advance.
  • Wave 3: All shots are persistently lit, hit any 4 of them to capture King Tut.

Season 3:

King Tut (The Unkindest Tut of All)
Completion award: Save Minor Villain Progress / Increase Main Channel Multiplier. Once the first King Tut mode has been won, each subsequent King Tut mode won increases the main channel multiplier by +1x for the rest of the ball.
Shots needed: 10 + susceptible to gadgets.

  • Wave 1: Three random shots will be lit light blue, complete them to advance.
  • Wave 2: The three shots that were not lit previously are now lit, complete all three of them to advance.
  • Wave 3: All shots are persistently lit, hit any 4 of them to capture King Tut.

Egghead (The Ogg and I)
Completion award: Egghead Points Awarded In Bonus. If multiple Egghead modes have been won, these totals are added together.
Shots needed: 4 + fully immune to gadgets.

  • Wave 1: This is a frenzy mode with big scoring for all switch hits. Every switch hit during the mode is added towards a jackpot that is awarded on completion and during the end-of-ball bonus. Three random shots will be lit yellow, shoot 3 to advance or use a gadget at the action button to add another shot.
  • Wave 2: The turntable will be lit, shoot it to score your built up value and to capture Egghead.

Egghead (The Ogg Couple)
Completion award: Egghead Points Awarded In Bonus. If multiple Egghead modes have been won, these totals are added together.
Shots needed: 4 + fully immune to gadgets.

  • Wave 1: The mode begins with the left orbit lit yellow, shoot it to advance.
  • Wave 2: Now all shots are lit, lit shots will un-light when hit and re-light others. Shoot the left orbit at any time to advance.
  • Wave 3: Same as Wave 2. Thus, another chance to collect unlimited shots until the left orbit is hit again.
  • Wave 4: The turntable will be lit, shoot it to capture Egghead (Gadgets can be used to light additional shots, but only one can be “cashed in”).

Shame (The Great Escape)
Completion award: +1 Ball To Multiballs / Extended Multiballs. +10 seconds are added to the base ball save timer for multiball modes.
Shots needed: 15 + susceptible to gadgets.

  • Wave 1: Unlike the other minor villain modes, this one is a 2-ball multiball. All shots will be lit light blue and un-light when hit, shoot any 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. Make 11 lit shots to capture Shame. The mode ends when the player returns to a single ball.

King Tut (I’ll Be a Mummy’s Uncle)
Completion award: Save Minor Villain Progress / Increase Main Channel Multiplier. Once the first King Tut mode has been won, each subsequent King Tut mode won increases the main channel multiplier by +1x for the rest of the ball.
Shots needed: 9 + susceptible to gadgets.

  • Wave 1: The turntable is lit light blue, shoot it to advance.
  • Wave 2: Now all 6 shots are lit, complete them all to advance.
  • Wave 3: The turntable is lit, shoot it twice to capture King Tut.

Other Features:

Changing Channels:

The display prioritizes the mode you’ve started most recently - and the video, graphics, and music for that mode take priority over other modes you might have active - but other modes continue to run while others are running. Change between the TV channels on the display by holding the action button for just over a second. Knowing how to change TV channels is important, as the “Main Channel Multiplier” you acquire from King Tut only applies to the currently active channel.

The following four features are all subject to the channel rule:

Gadgets:

Complete the GADGET standup target bank on the left side of the playfield to award a Gadget that can be used by pressing (not holding) the action button. Gadgets have different actions, depending on the context.

  • Spot a Mode Shot - During any and all modes (with a few exceptions - see minor villain modes), using a Gadget will spot a mode shot for you. Gadgets prioritize shots on the left side of the playfield and also the mode running on the main channel! (Hold action button down to switch the channel)
  • Gadget Lock - If Lock is lit and a ball is in the saucer at the apex of the left orbit, press the action button just as the ball ejects from the saucer to enable the diverter and lock the ball. Alternatively, if the ball is in the shooter lane with a lock lit, you can press the action button after the ball has been plunged and hits the switch at the gate near the top of the shooter lane to open the diverter for the ball to go into and lock. Each one of these counts as a Gadget use.
  • Light Another Shot/Advance to Collect Phase - During Egghead’s minor villain modes, Gadgets’ normal function are disabled. See each mode’s section for details.

Mystery:

Complete the return lanes, which cycle with flipper operation, to light the left orbit saucer for a mystery award. As per usual, mystery awards are context-sensitive and certain awards will only be given if the current status of the game allows them to be awarded:

Combos:

Shooting a ramp or full orbit qualifies the major shots for combos; following any of them up with a shot to the other side of the playfield scores a bonus. The combo value starts at 125k, and each additional shot in the combo awards an additional 125k each. Combos also score 250k each in end-of-ball bonus.

Collecting 20, 50, and 100 Combos in a single game lights the left orbit saucer for extra ball.

Bat Turn:

Bat Turn is a 40 second long timed mode, with a base shot value determined by switch hits to the spinning post Batmobile feature prior to starting it. Each spin of the Batmobile spinner adds 25,000 to the value, which starts at 500,000. Spinning the Batmobile 10 times will light Bat Turn at the Atomic Pile shot, indicated by a blue insert at the turntable. Additional starts require +2 hits to the Batmobile spinner, to a maximum of 20 hits.

Once Bat Turn has started, all major shots will light blue and a hurry-up based on your built value will be displayed. Shooting any major shot will award the current hurry-up value, and un-light that shot. Shooting the Batmobile spinner relights all shots and resets the hurry-up value, with successive spins adding more points to the value. The minimum hurry-up value is 250K.

If Bat Turn is active while the turntable is in the Villain Vision position, the mode has slightly different rules; the hurry-up value freezes, all shots are re-lit if they’re not already, and every lit shot will score 2x their normal value. Shots made will un-light, and re-light the previous shot made. The mode will then revert to standard rules once the turntable returns to normal.

(Note: If the player has successfully won Mr. Freeze, all timers will be disabled, including the hurry-up timer and the overall timer for Bat Turn. Bat Turn with a frozen timer is a great way to rack up points!)

Playfield Multiplier:

Shoot the two standup targets flanking both sides of the Batmobile spinner to light the Atomic Pile shot behind it for 2x playfield multiplier, for 30 seconds. Completing the targets again and shooting the Atomic Pile while the playfield multiplier is running will reset the timer and increase the playfield multiplier to 3x.

(Note: Just like Bat Turn, this feature is dictated by its timer, and capturing Mr. Freeze will allow you to potentially maintain a 3x playfield multiplier for the rest of the ball!)

Shot Multipliers:

Shoot the Commissioner Gordon standup target 3 times to enable the shot multipliers (white “X” inserts). The next shot you make will apply that multiplier to the shot, for the rest of the ball. The first multiplier scored on a ball is a 2x shot multiplier, then the second is 3x, etc. up to 6x for the fifth and final multiplier, indicated by the number of times the lit insert blinks. Every further shot multiplier requires one more shot to the Commissioner Gordon target to light, up to 7 for 6x.

If shot multipliers are already lit, shooting the Commissioner Gordon target won’t do anything.

Extra Balls:

Extra Ball can be lit at the left orbit saucer by…

End-of-Ball Bonus:

Bonus is determined by:

  • (value per Catwoman shot)
  • (value per Joker shot)
  • (value per Penguin shot)
  • (value per Riddler shot)
  • 250k per combo
    All multiplied by the bonus multiplier which increases by making skill shots, and completing the top and bottom rollover lanes.

The value from any Egghead modes played this ball are then added into the total bonus. This is not multiplied. If Bookworm was completed, this bonus is added at the end of every ball.

Minor Villain Wizard Modes:

After capturing one minor villain from all three seasons, the next shot to the left orbit will enable a special selection screen between three wizard modes. All three wizard modes share similar scoring opportunities and are chaotic 6-ball multiball modes, but enable different shots for huge points and, of course, have different graphics and animations. The three wizard modes to choose between are:

  • Batusi Multiball: The turntable rotates to the Batcave position, all shots are lit for jackpots with a base value of (?), and 6-ball multiball begins. All lit shots un-light when hit, but they can all be re-lit by scoring 10 pop bumper hits. After completing any 5 shots, the left orbit saucer lights for Super Jackpot, which will add a ball (the first three times) and re-light all shots with an increased value. Each additional Super Jackpot requires +1 shot with a maximum of 7, and every other shot added adds +1 pop required to light a new shot up to a maximum of 15 pop hits.
  • Robin’s Holy Multiball: The turntable rotates to the Villain Vision position, 6-ball multiball begins, and 2 random shots are lit for jackpot. The first jackpot is worth 4M, with each subsequent jackpot increasing the value by 250k. Completing all lit shots rotates the turntable to the Batcave position and lights the Super Jackpot, which can be collected with any turntable shot and is worth the sum value of all unmultiplied jackpots collected since the last Super Jackpot, plus a small base value. Scoring the Super Jackpot adds a ball the first three times, and restarts the process, but now with 1 additional shot required to light the Super Jackpot up to a maximum of 6.
  • Gas Attack Multiball: The turntable rotates to the Villain Vision position, 6-ball multiball begins, and the turntable is lit for a hurry-up jackpot starting at 5M (plus 2.5M for every additional Minor Villain Wizard Mode played) +250k per hit. Shooting the turntable 5 times moves it to the Batcave position and lights a roving yellow shot for the Super Jackpot, worth the sum of all unmultiplied jackpots collected since the last Super Jackpot, plus a small base value. Scoring the Super Jackpot adds a ball the first three times, and restarts the process, but now with 1 additional shot required to light the Super Jackpot up to a maximum of 7.

Villain Escape (Wizard Mode):

Once all four major villains have been captured, the next shot to the left orbit saucer will start Villain Escape. This wizard mode is split into two phases: a timed “build” phase, and a 4-ball multiball frenzy. If the left orbit saucer is lit for minor villain when Villain Escape is lit, the minor villain can be brought into the wizard mode (excluding Shame multiball modes). The build phase can even be stacked with any of the Minor Villain Wizard Modes if you complete the final required minor villain during the build phase.

  • Build Phase: For 30 seconds, every switch hit scores a value based on previous major villain mode performance and increases the “Villain Value” by 10K, which is the second phase’s jackpot value. The turntable stays in the Batcave 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. (If the player captured Mr. Freeze, this phase will only end once the ball drains!)
  • Multiball Phase: 4-ball multiball madness begins with all major shots flashing, the turntable in the Villain Vision position, and the crane active. The goal is to defeat all 4 major villains in order to light the Super Jackpot, by shooting all lit shots one time each (for Penguin, shooting all five crane positions and then the scoop). Once all shots have been completed, the turntable will rotate to the Batcave position and a Super Jackpot will be lit at the left orbit saucer. Collecting the Super Jackpot will add a ball the first three times, rotate the turntable back to Villain Vision, and start the process over with a higher jackpot value and additional shots required to ‘capture’ the villains again - with the exception of Penguin (always 5 crane hits then scoop), all villains need +1 additional shot per Super Jackpot collected up to a maximum of 5-6 shots each. The mode ends, and process towards Villain Escape resets, once the player drains down to a single ball.
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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?

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I have also experienced this.

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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.

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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.

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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.

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

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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.

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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.

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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.

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Can anyone confirm this as true?

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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.

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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

@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.

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.

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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.

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

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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.

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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.

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

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