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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Batman 66

Game Information & Overview:

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:

Layout:

Skill Shots:

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

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:

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 +2x 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”)

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

Joker:

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

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

Penguin:

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

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

Riddler:

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

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

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 each of which starts as multiball the first time it is played and then starts as a timed mode until all of the minor villain modes in that season have been played), 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.

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.

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

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.

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.

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).

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.

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.

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.

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.

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.

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.

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.

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.

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.

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:

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:

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.