Silverball guide · Batman 66
Play Bookworm first
Every minor villain hands you a perk that expires at the end of your ball. One of them changes that to the end of the game, which makes the order you arrest them worth more than the arrests.
UK Machine Record
Stern · 2016 · at 3 UK venues.
Batman '66 is one of Stern's most colourful modern machines and one of the rare licences where the original television aesthetic is almost as important as the gameplay. John Borg designed the game around the wonderfully exaggerated world of the 1960s television series.
The game has a strong collection of villain-based objectives, with Batman's rogues gallery providing the structure. It is bright, funny and deliberately camp, but beneath that is a serious ruleset that becomes considerably deeper once you start combining villain modes.
It is also a machine that rewards repeat plays because the theme makes it easy to understand what you are trying to accomplish. Don't just chase the villains; learn what each one actually gives you.
Written by Silverball
Silverball guide · Batman 66
Every minor villain hands you a perk that expires at the end of your ball. One of them changes that to the end of the game, which makes the order you arrest them worth more than the arrests.
Played Batman 66 enough to have an opinion? Write it up.

Strategy tips written by players on PinTips , not by Silverball. Best-voted first.
Strike the 3 TV targets on the right to light TV (minor villain mode). Hit left orbit hard to start TV. Choose Shame for 2-ball multiball.
Shoot the two stand-ups on either side of the spinning disk to light locks on right orbit. Lock 3 balls for MB. All shots lit for JP(v.68)
Finishing Bookworm and Mr Freeze means frozen timers for the rest of your game.
The big reddish/pink siren light on the carousel, when lit, means shoot through the center of the carousel to start the playfield multiplier
For Villains,shoot the ramps(Catwoman),orbits(Riddler),center(Joker),scoop(Penguin) x times to light the Batphone.Shoot phone to start mode.
You can increase the Bat Phone hurryup value via Gordon standup, switching villians or hitting a mystery shot.
Hitting the Gordon standup 3 times lights a 2x shot multiplier. 4 hits lights 3x shot multiplier, 5 hits lights 4x shot multiplier, etc.
Mystery award is lit by completing the four bat inlane rollovers, and collected by hitting the topmost scoop (usually via left orbit).
Finish a villain from S1, S2 and S3 to qualify Minor Villian wizard modes.
Hold the action button to switch what's on the main channel (mode/MB). Finishing King Tut can award higher main channel multipliers.
During any multiball, hit the mystery scoop (hit left orbit hard) for add-a-ball. Light mystery by completing 4 bat inlane rollovers.
Press left flipper btn, then catch the plunge on left flipper and make the scoop shot. Avg 3m is better than standards skill shot.
Tips belong to the players who wrote them. Read them all, vote, or add your own on PinTips, a Match Play project.
Community tutorials on YouTube, not made by Silverball.
Videos from YouTube, curated from channels we rate. They belong to their creators, who aren’t affiliated with Silverball; links open on YouTube so the view counts for them. A creator who’d rather not be listed can get in touch and we’ll remove it.
How Batman 66 was sold to operators — Stern, 2016. The back is the feature list the manufacturer led with, which is a fair record of what the machine was meant to be famous for.
Flyer scan via the Internet Pinball Database. The artwork is Stern’s.
Nobody we follow has reviewed this one
Same short list of channels as the tutorials. A machine with no review here has not been passed over — it simply hasn’t been covered by anyone we list.
Where a machine sits is Pinball Map’s work, not ours, find Batman 66 near you on their map. Ratings, tips and tournament results here are ours.