Batman 66 LE

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TIP
Playfield Multipliers

2X+ Playfield

Only available during Major Villain modes... A) Light the Atomic Pile shot by shooting the Bat Computer AND the Bat Analyzer. B) Shoot the Atomic Pile (through the Batmobile spinner) for 2X playfield for 30 seconds C) Repeat before the timer expires to add +1X and 30 more seconds to the timer
TIP
Action Button Award

Gadgets

A) Complete the GADGET 6 bank for +1 Gadget B) Press the Action Button to use Gadgets (when flashing) Known Gadgets... • Complete Major Villain Shot • Open Ball Lock Diverter Hit Action Button during a plunge or when ejecting from Bat Signal saucer
TIP
Varies

Mystery

A) Light Mystery by completing the lower return lanes B) Collect at the Bat Signal scoop (Left Orbit) Awards vary depending on what is active: - Normal Play: +2X Bonus, Hold Bonus, +1 Gadget, 5M, Light Extra Ball, etc. - Bat Phone Hurry Up: Restart awarded every other Mystery while active - Major Villain Mode: Light/Award Lock, Playfield +1X (if running) + reset timer - Multiball: Add-a-Ball as the first Mystery - Timed Modes (TV Modes and more): Add More Time
SS
Varies

Skill Shots

Top Lane Skill Shot The arrows in the shooter lane correspond to the top lanes; hitting the switch directly below the arrows locks in your top lane choice -> collect for +5X Bonus, and 600K +200K for each previous successful skill shot. Penguin Skill Shot Shooting or plunging into the Crane Scoop before any playfield validation. Awards 1M +250K?, and the normal scoop award. Super Skill Shot – No Active Villain Hold the left flipper while plunging -> Each major shot is lit for 5 seconds. Hitting a villain shot will instantly qualify that villain. Super Skill Shot – Major Villain Active Hold the left flipper while plunging -> Shoot an a yellow-lit major shot to add one GADGET available at the action button.
MODE
Points

Bat Turn Mode

Bat Turn is a 40 second mode that stacks with other modes and multiballs. Scoring is based on the "Bat Turn" value, which is 25K per spinner spin. A) Hit the spinner 10 times to light Bat Turn Mode (blue insert at Turntable) B) Shoot the Atomic Pile to start In Bat Cave turntable position: - Bat Turn value counts down to a minimum of 250K - All shots score the current Bat Turn value and unlight when hit - Batmobile spinner relights all shots, resets the countdown, and adds points In Villain Vision (TV): - The countdown value freezes - All shots light for 2X the Bat Turn value - Shooting lit shots will relight previously-made shots.
MODE
Points

Cat Woman Mode

A) Qualify by shooting Ramps (light CAT lamps) B) Shoot the Bat Phone to Start C) Spell CAT on each Ramp D) Shoot the scoop for a Super Jackpot Level 2: roaming shots (white) and the GADGET targets Level 3: roaming shots (white) and the GADGET targets
MODE
Start Mode

Major Villain Modes

There are 4 untimed Major Villain Modes... - Cat Woman (ramps) - Joker (spell JOKER by hitting the turntable) - Penguin (shoot the right scoop twice) - Riddler (two orbit shots) A) Qualify any and the Bat Phone Hurry-up will start -> shoot to start B) 2X Scoring -> after starting the mode, but before hitting any mode shots, shoot the orange-lit right scoop, and then the orange-lit orbit (timed) C) Super Jackpot will light at the scoop after enough mode shots -- when shot the player can Collect or Continue at +1X NOTE: Villain SJPs amounts affect the Villain Escape Mini-Wizard values!
MODE
Start a Mode

Minor Villians - TV Modes

A) Complete the TV Target Bank (3) on the lower right to light B) Shoot the Bat Signal saucer to start C) Select which TV Mode / Minor Villain to start Villain modes are timed at 45 seconds: - Mad Hatter - enables replaying of failed TV modes - King Tut - saves minor villains progress - Book worm - minor villain awards will last the rest of the game - Mr. Freeze - freezes all timers - Egg Head - Jackpot / points - Shame (2 ball MB) - +1 Ball for subsequent multiballs NOTE: Your first Mystery will usually add more time (20 seconds)
MODE
Points

Penguin Mode

A) Hit the Crane Scoop twice to qualify B) Shoot the Bat Phone saucer to start Level 1: Hit the Crane -> major shots lit for 600K+ -> repeat Complete all 5 wrecking ball spots to light the Super Jackpot Level 2: The turntable spins to Atomic Pile. Shoot it 3 times to light the SJP Level 3: 3 hurry-ups on the flashing GADGET targets for BIG POINTS After 3 hurry-ups, shoot the Penguin scoop then the Atomic Pile to light SJP Level 4: a repeat of Level 1. Five shots lights SJP and captures the Penguin
MODE
Points

Riddler Mode

A) Make 2 Orbit shots to qualify B) Shoot the Bat Phone to start Pre-Mode has 3 shots lit: - Gordon - adds to SJP value - Bat Cave Combo hurry-up (scoop - orange) - adds to SJP value - Orbits (light green) - continues past the "pre-mode" Level 1: Shoot green shots to light SJP at the scoop Level 2: ???
MODE
Points

The Joker Mode

A) Shoot the Villain Vision shot to qualify (lights the JOKER insert) B) Shoot the Bat Phone to start Phase 1 has shots will lit: - Gordon (flashing) - hit for early points and SJP qualifying - The Crane Scoop (orange) - To The Bat Pole shots - SJP qualifying - Turntable (purple) - Starts Phase 2 Phase 2 has 4 purple shots lit (orbits and ramps). - Phase 1 Gordon & Bat Pole shots determine # of shots to light SJP - Shots add to SJP and relight after clearing all 4 - SJP will light at the scoop after X shots made
2X
Shot Multiplier

Shot Multipliers - Commissioner Gordan

A) Hit the Gordon target 3 (then 4) times to light the White "X" inserts B) Shoot a flashing White “X” to lock in a 2X multiplier for that shot C) Repeat for the NEXT Shot multiplier -> but for an additional 1X --- Example: first is 2X, second is 3X, third is 4X, up to 6X The "X" will quickly flash the # of times = to the multiplier The Gordon insert flashes the # of hits left to activate the next multiplier NOTE: Shot Multipliers will reset each ball
MB
Jackpots!

Villain Multiball

A) Start a Villain Mode -> to expose Turntable Targets B) Complete Turntable Targets to light Locks C) Lock 3 Balls at the Right Orbit to start Shoot green shots for Jackpots! Super Jackpot will light at the Turntable through the Atomic Pile -- NOTE: the SJP ready is announced, but there is no insert light You can stack Villain MB with a Minor Villain Mode
WIZ
Mini-Wizard Mode

BATUSI Wizard Mode

A) Qualify BATUSI by completing one minor villain from each of Seasons 1, 2, 3. B) Shoot the Bat Signal saucer to start!
WIZ
Mini-Wizard Mode

Villain Escape

A) Completing all four Major Villain modes to light Villain Escape B) Shoot the left orbit/“Bat Signal” saucer to start Phase 1: 30-second single-ball frenzy All switches increase the “Villain Value”, which is the second phase’s jackpot value. The Turntable stays in the “Batcave” position for the duration of this stage, available to qualify and start Bat Turn and/or playfield multipliers. Phase 2: 4-ball Multiball The Turntable spins to the TV position, and the Crane emerges. All Major Villain shots on the playfield are worth the jackpot value. Completing a Villain’s respective shot(s) will light their insert solid on the playfield. Catwoman: Left and right ramps Joker: “Villain Vision” TV Penguin: All 5 crane positions, then Crane scoop. Riddler: Left and right orbits Defeating all Villains lights the “Bat Signal” saucer for a Super Jackpot The SJP value is determined by the SJPs collected in the Major Villain modes. The shots reset with increased jackpots, plus an Add-a-Ball If you’ve beaten Mr. Freeze (see “Minor Villains” for more details), then all switches will continue increasing the jackpot, regardless of what phase you’re currently in. Villain Escape ends when the player is down to one or less balls.
STG
Winning!

Tournament Strategy

1) Start Major Villain Modes 2) Play Villain Multi-ball
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