Batman 66

Stern Pinball, 2016 — shot-by-shot rules and strategy guide.

Open Batman 66 in the Pinball Genie app →

Batman 66 is a George Gomez layout carrying Lyman Sheats code, and that pairing tells you most of what you need to know before you put a coin in. The playfield is open and fast — two ramps, two orbits, a scoop, a rotating turntable in the middle and a crane that swings a wrecking ball over five spots — but the code stacked on top of it is enormous. Modes do not queue up politely and wait their turn. They all run at once, on separate television channels, and you choose which one is in front. Sold only as Premium and LE, so every machine you find has the full mechanical package.

The four major villains

Everything starts with qualifying a villain, and each one has its own price. Catwoman wants one shot to each ramp. Joker wants the Villain-Vision targets flanking the Batmobile spinner. Penguin wants the scoop — but only from a flipper, because a ball that falls in out of the pop bumpers does not count. Riddler wants the orbits. Every time you play a villain, that villain's qualifier gets more expensive next time around.

Qualifying rotates the turntable until the Bat-Phone is exposed, and shooting the phone converts the qualification into a running mode. Here is the rule most new players miss: you do not have to cash it immediately. The hurry-up starts at 1.5M and climbs 250K for every additional villain you qualify before answering, reaching 12M with all four ready. That number is not just a payout — every increment adds 50K to every single shot you make inside the mode that follows. Padding the phone is the difference between a two-million mode and a twenty-million one. Hitting the Commissioner Gordon target also pushes the value up.

Inside a mode, each lit shot is worth 500K plus 50K per shot already made plus 50K per hurry-up increment, and all of it banks into a super jackpot waiting at the scoop. You can cash out at the end of any stage or keep going for another 1x on the whole mode. The single strongest opening move is the Batcave Combo: shoot the scoop, then the left orbit while it glows orange, before you touch a single mode shot. Every base value in the mode doubles.

Minor villains and their perks

Complete the three TV standup targets and the left orbit lights for a minor villain. Fourteen of them span three seasons, each 45 seconds long, and each one you finish hands you a perk. This is the half of the machine casual players never touch, and it is where the real leverage lives.

Multipliers and multiball

Three separate multiplier systems overlap. Both standups flanking the Batmobile spinner light the Atomic Pile for a 2x playfield multiplier lasting 30 seconds; repeat the pair and shoot it again while it runs and you get 3x with a fresh clock. Three hits to Commissioner Gordon arm the white X inserts, and the next shot you make keeps that multiplier for the rest of the ball — 2x for the first, climbing to 6x for the fifth. Aim those at the shots your current villain actually needs, not at whatever you happen to hit next.

Villain Multiball only exists inside a major villain mode. Hit a turntable target to light locks, stack three balls at the right orbit, and every major shot goes green for jackpots starting near 300K and climbing 50K each. Twelve jackpots swings the turntable to its Batcave face and lights a super jackpot at the Atomic Pile; each one after that costs two more shots, up to twenty. Mystery becomes a guaranteed add-a-ball while multiball runs.

Bat Turn and the wizard modes

Bat Turn is a hurry-up mode you build before you start. Every pass of the Batmobile spinner adds 25K to a value opening at 500K, and ten spins lights it at the Atomic Pile. Once running, any major shot pays the current value and goes dark; the spinner relights everything and pushes the value higher again. With Mr. Freeze captured and the timer dead, this becomes the most lucrative loop on the machine.

There are two endings. Capture one minor villain from each season and the left orbit offers a choice of three chaotic six-ball multiballs. Arrest all four majors and the same shot starts Villain Escape — thirty seconds of switch-hitting to build the jackpot value at 10K a hit, then a four-ball frenzy in which you have to defeat all four villains again to light the super jackpot. Drain to a single ball and the whole progression resets, so get your gadgets banked and your multipliers locked in before you go.

How Batman 66 plays

Play the campy 1960s TV Batman: qualify each of the four major villains at their own shots, answer the Bat-Phone to start their modes, and run them all at once across the channel system. Arrest every major villain to reach Villain Escape, the game's true ending.

The loop

  1. Qualify a villain at its shots -- send both ramps for Catwoman, the Villain-Vision standups for Joker, the scoop for Penguin and an orbit for Riddler -- to spin the turntable and expose the Bat-Phone.
  2. Cash the Bat-Phone hurry-up to start that mode, and bank several villains first since each one lifts the hurry-up and every mode shot after it.
  3. Open a major mode with the Batcave combo -- scoop, then the orange left orbit before any mode shot -- to double every shot for the whole mode.
  4. Hit a Villain-Vision target to light the locks, stack three at the right orbit, and run Villain Multiball on top of the mode.
  5. Capture all four majors to light Villain Escape at the left orbit saucer.

Reading the lights

  • Villain Qualifiers and Bat-Phone (status) — lit: Each major villain has its own qualifier shot, and a flashing insert shows one is ready; a qualified villain stays banked, so you can stack several before cashing any. · flashing: A flashing qualifier means that villain is ready to convert at the Bat-Phone. · then: Finishing a qualifier spins the center turntable until the Bat-Phone shows. Shoot the phone to cash a hurry-up and begin the mode -- the more villains you have banked first, the larger that hurry-up and the richer every shot inside the mode.
  • Villain Multiball Locks (shot arrows) — lit: Only while a major mode runs, a Villain-Vision target hit lights the locks and the glowing right orbit swallows each locked ball. · then: Stack three balls to start Villain Multiball with every major shot lit for jackpots. Bank a dozen and the turntable turns to its Batcave face, lighting the Atomic Pile for a super jackpot. · control: Action button: with Lock lit, press the button the instant the left orbit saucer kicks a ball out and the diverter steals it for a free lock -- the same press catches a plunged ball at the shooter-lane gate (Lock lit)
  • Return Lane Mystery (lanes) — lit: A lit return lane is one you have already rolled, while the unlit one is the half of the pair you still owe. · then: Roll both inlanes to arm Mystery, then collect it at the left orbit saucer. What it pays turns on whatever is running -- as much as five million or an extra ball, and always an add-a-ball during any multiball. · control: Either flipper button: a tap of either flipper button slides which return lane is unlit, so you can steer the ball coming back down into the one you still need rather than the one already done (any time the ball is heading back to the flippers)
  • Bonus X Top Lanes (lanes) — lit: The three lanes across the back feed your end-of-ball bonus multiplier, and which of them begin lit on a plunge is set by the arrows down in the shooter lane. · then: Finish the set to step the multiplier that scales everything your combos are worth when the ball ends. Time a skill-shot plunge with all three arrows lit and you can close the lanes out in one go.
  • Bat Turn (ladder) — lit: Each Batmobile spin pushes the Bat Turn value up and, once you have spun it enough, lights a blue insert at the turntable. · then: Start it behind the spinner at the Atomic Pile for a run of hurry-up shots, and every pass back through the spinner relights the shots and lifts the value. Catch the turntable on its Villain-Vision face and the value freezes while every lit shot pays double.
  • Commissioner Gordon Shot X (multiplier) — lit: Land three Commissioner Gordon hits to arm the white X inserts, and the very next shot you make locks that multiplier in until the ball drains. · then: Point each armed multiplier at a shot your running villain actually wants, climbing from double up toward six times. While the inserts are already lit more Gordon hits do nothing, so spend before you rearm.
  • Atomic Pile Playfield X (multiplier) — lit: The Atomic Pile lights for a playfield multiplier once you clear the pair of standups on either side of the Batmobile spinner. · then: Take it behind the spinner for a stretch of doubled scoring, then re-clear the targets and shoot the pile again while it runs to reach triple. Capture Mr. Freeze first and that multiplier can ride the entire ball.
  • Minor Villains (mode) — lit: Finish the trio of TV targets and a minor villain lights over at the left orbit, and clearing them again inside one of those modes lifts its shot values. · then: Each minor villain you beat hands you a perk for the rest of the ball -- freeze every timer with Mr. Freeze, or make awards last all game with Bookworm. Capture one from each of the three seasons to open a six-ball wizard multiball. · control: Either flipper button: at the menu, cycle the villain choices with the flipper buttons and lock in your pick with the action button (the minor villain menu is open at the left orbit)

Lane change: the flipper buttons move the lit lane. Tap either flipper button to swap which return lane is unlit, then guide the ball coming down through the one you still need. Completing both inlanes arms Mystery -- collected at the left orbit saucer, worth up to five million or an extra ball, and a guaranteed add-a-ball in any multiball.

Start scoring

  • Ball one — Take a skill shot on every plunge, since each one is a cheap five-times boost to your bonus, and close the top lanes and cycled return lanes to build that multiplier further. Qualify a villain, answer the Bat-Phone, and put two Gordon hits on the board before your first mode shot. — Top Lane Skill Shot, Super Skill Shot, Mystery, Bat-Phone Hurry-Up, The Gordon Opener
  • Building — Open each major mode with the Batcave combo to double it, then stack Villain Multiball on top by locking three at the right orbit. Arm the playfield and shot multipliers onto the shots the running villain needs, and work the overlooked minor villains for game-long perks. — The Batcave Combo, Villain Multiball, Playfield Multiplier, Shot Multipliers, Minor Villains
  • The big one — Arrest all four major villains to start Villain Escape at the left orbit saucer -- thirty seconds of switch-hitting builds a jackpot you then defend across a four-ball frenzy. Capturing one minor villain from each season instead opens a six-ball wizard multiball of your choosing. — Villain Escape, Minor Villain Wizard Modes

The Action Button on Batman 66

Center of the lockdown bar.

This button carries more weight than on most Stern games, because Batman 66 runs every mode you start at the same time and only one of them owns the display. A quick tap spends a banked gadget; a hold of just over a second changes which mode is on the main channel. It also confirms menu picks and can steal you a free ball lock.

Goals in Batman 66

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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