Silverball guide · Batman: The Dark Knight
Everything here is a multiplier
An ordinary looking Stern with one unusual idea: you can double a feature for a whole ball before you even launch, double a shot on top of that, and the two stack.
UK Machine Record
Stern · 2008 · at 8 UK venues.
Batman: The Dark Knight is based on Christopher Nolan’s second Batman film and is one of Stern’s darker, more aggressive licensed machines. The game revolves around Batman taking on Gotham’s criminals, with the Joker, Two-Face and Scarecrow providing the main threats.
The Joker’s truck is one of the game’s most recognisable features, while the various villain modes provide a clear progression through the game. The layout itself is fast and demanding, with several important shots requiring accuracy rather than simply keeping the ball moving.
It rewards players who understand the villain structure rather than treating each shot as an isolated target. Know which villain you’re working on before you start ring at Gotham.
Written by Silverball
Silverball guide · Batman: The Dark Knight
An ordinary looking Stern with one unusual idea: you can double a feature for a whole ball before you even launch, double a shot on top of that, and the two stack.
Played Batman: The Dark Knight enough to have an opinion? Write it up.

Strategy tips written by players on PinTips , not by Silverball. Best-voted first.
Timing the the rollover in the shooter lane doubles the value of the lit shot for the ball (Joker, Scarecrow, or Batmobile).
Hold left flipper for super skill shot. Hit Joker, Batmobile or Scarecrow for 3X scoring (instead of standard 2x). Joker is most valuable.
Start Scarecrow before Bat Signal Challenge to help you complete the more difficult Scarecrow levels. Start BSC MB, then stack w/Scarecrow.
Shoot the Scarecrow hole to bring out the crane. Hit the crane in all five position to start Scarecrow multiball.
Shoot down the the drop target in front of the Joker to open the lock shot. Lock 3 balls to start Joker multiball.
Start Scarecrow crane sequence first, but do not complete. Start Joker MB. Now, complete Scarecrow, to stack Scarecrow MB with Joker MB!
Scarecrow scoop can't tell if a shot was hit from the flippers or the pops. Wait all balls are out of the pops to hit Scarecrow.
Bash Joker lane all day (drop target, or complete lane for Lock). On most machines, safer to backhand drop target.
Completing BATMAN during Multiball does nothing, but still resets it, so make sure you start a mode *before* entering Multiball.
Mystery is worth going for as it often rewards shot multipliers, which would be difficult to get otherwise due to the target's SDTM tendency
Only shoot center ramp when confident shot can be made (inlane feed is best). Do not flail it. If shot ends up being too weak, drains SDTM.
Don't forget the right orbit, a valuable hurry-up can be collected there, if you shoot it enough times.
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