Answer the boosted phone
While the Bat-Phone rings, each right X switch hit adds 1.5 million to the phone value and briefly pauses its countdown. Then hit the phone. If time runs out, the villain waits and rings again later.

The objective, the shots that matter, and how to answer the Batphone on your first ball.
Act I · Scene 1The whole game
Wake one of the four main villains at that villain’s playfield shot. Answer the center Bat-Phone, make the flashing shots shown for the case, and choose Arrest when the game offers the choice.
First route: shoot Catwoman’s two ramps until the Bat-Phone faces you, shoot the phone, make the lit ramp shots, then choose Arrest at the Penguin scoop. That teaches the center turntable, the award shot and the arrest choice.
Two different big-villain arrests light Extra Ball at the left orbit. Arrest all four big villains for Villain Escape. Smaller TV villains add powers: Bookworm keeps won powers between balls, Freeze stops important clocks, King Tut raises the main-channel multiplier, and Shame strengthens later multiballs.
Act I · Scene 2Right after you answer the phone
A villain case has no overall clock. After the phone, set up the orange-scoop double, Gordon bonuses, locks or multipliers before making the next case shot.
While the Bat-Phone rings, each right X switch hit adds 1.5 million to the phone value and briefly pauses its countdown. Then hit the phone. If time runs out, the villain waits and rings again later.
After the phone, shoot the orange Penguin scoop, then the left orbit within five seconds plus grace. The coming case shots pay double.
Before a case-advance shot, hit Gordon twice. The hits add +2 and +2 Bonus X, your end-of-ball bonus multiplier; the second also adds +1 to the Villain Multiball multiplier.
Act I · Scene 3See it before you shoot it
Yellow circles mark features, not exact ball paths.
These two openings lead up the ramps, the raised tracks that carry the ball up and over the table. They return the ball predictably, so shoot them to get Catwoman’s attention and watch for the phone.
In this photo the turning block in the center shows its television side. During play it turns to show the Bat-Phone. Hit the phone while it is facing you to start the villain’s case.
Knock down all three of these small TV targets. Then shoot the lit lane on the far left, and the screen lets you pick a smaller villain to fight.
This is the action button, a third button separate from the two flipper buttons. A quick press uses a gadget you have earned; holding it down changes which case is showing on the main screen. On your machine it may be a different button; the gadgets section says where to look.
Act I · Scene 4Launch
Use the plunger for one of three skill shots. Time the shooter-lane arrows for +5 Bonus X, soft-plunge or shoot the Penguin scoop for the same bonus, or hold the left flipper for a five-second Super Skill Shot at a flashing villain shot.
The three launches are described in the Batman ’66 rulesheet written by players. The exact points grow as the game goes on and can depend on which shooter-lane arrows are lit.
Play Catwoman first. Shoot both ramps until the Bat-Phone appears, hit the phone before the hurry-up shrinks too far, then follow the ramp lights.


Hit the center face when Villain-Vision is showing to wake Joker. The same mechanism may instead show the phone, Batcave or Batmobile.
How to try it: Hold the ball still on the right lower flipper. Aim into the opening at Joker · center, avoiding its rim and nearby posts. Watch where the machine kicks the ball back and regain control.
Use both ramps to wake Catwoman, then keep following whichever ramp lights during her case.
How to try it: Hold the ball still on the right lower flipper. Aim through the two posts at the bottom of Catwoman · ramps and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.
Shoot the outside lanes to wake Riddler. His cases use changing green arrows, so read the lights after every hit.
How to try it: Hold the ball still on the left lower flipper. Aim through the open channel at the bottom of Riddler · orbits; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.
The scoop wakes Penguin, awards big-villain Super Jackpots, and can be a skill shot. Check its light before shooting.
How to try it: Hold the ball still on the left lower flipper. Aim at the dark opening of Penguin · scoop, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.
Hit all three, then shoot the left orbit to choose a smaller villain. Use flippers to browse and the action button to confirm.
How to try it: Hold the ball still on the left lower flipper. Aim at the flat rectangular faces in TV targets, one target at a time; do not aim at the gaps or the plastic above them. Expect the ball to rebound toward the middle after contact.
How each villain is woken up is laid out in the Tilt Forums community rulesheet.
Put multipliers on the right prize, earn gadgets, and keep the ball, and the scoring, alive.
Act II · Scene 1Before the call
When the Bat-Phone is flashing, the right X target raises the phone award by 1.5 million per hit and briefly resets the countdown. One controlled X hit is usually plenty; repeated rebounds are dangerous.
The boost only works while the phone is ringing and its countdown is running. Use a small nudge only if your cabinet’s Gordon rebound needs it.
Act II · Scene 2What plays at the same time
Run one big villain, one ordinary smaller villain, and Villain Multiball together. Start the smaller villain before the third lock, because you cannot pick one during multiball.
During a big-villain case, hit the Bat Computer or Crime Analyzer target to light locks. For the first Villain Multiball, either target lights all three. Later, both targets are needed for each lock.
Lock three balls in the right orbit. The third lock starts multiball with a 20-second ball save. Shoot 12 green-arrow jackpots, then the Atomic Pile for the Super Jackpot; later rounds need two more jackpots and add 250,000 per jackpot.
How multiball works is laid out in the Tilt Forums rulesheet.
Spell GADGET to earn a gadget. A quick action-button press gives credit for a shot in the case shown on the main screen, but it will not earn a big-villain Super Jackpot and some episodes limit gadget use.
Hold the action button to change the main TV channel. On a virtual cabinet, the action button is the control mapped to Right MagnaSave or Lockbar.
Choose your next shot.
Act II · Scene 3Mystery
Light all return-lane lamps, then shoot the left orbit saucer. Control its kickout. Mystery awards Add-A-Ball first if a multiball is running and under its ball limit; if a timed smaller villain or Bat Turn is running, it can also award More Time.
Otherwise Mystery can boost a ringing phone, award +2 Bonus X, +1 Gadget, 5 million, Hold Bonus, Hold Bonus Multiplier, Light Shot Multipliers, or a settings-limited 1% extra ball chance.
Act II · Scene 4More play
Two different big-villain arrests light Extra Ball at the left orbit. Combos also light extra balls at 20, 50 and 100 combos, subject to machine limits.
The overview and the special endings are in the players’ community rulesheet.
Act II · Scene 5Points
Best scoring plays at the same time a case you can shoot, a useful smaller-villain reward, Villain Multiball, and multipliers. Start with the phone boost. Bookworm keeps powers; Freeze stops key clocks.
King Tut raises the main-channel multiplier up to 5× and keeps unfinished smaller-villain progress. Continue only with control, multipliers or multiball.
Watch DEAD FLIP’s high-score strategy discussion at 2:43:33 →
The creator marks this part as the high-score explanation. It shows the real Stern machine; your table may differ.
See also the players’ Batman ’66 community rulesheet. The order of priorities and the risk calls here are coaching advice, not the only way to score.

Act II · Scene 6Records stored by this table
The table checks these records when your game ends. You do not have to finish an episode to claim its record: start the named episode and score more points during that episode than the stored record. The episode number is the television episode used by the game.
| Record shown by the game | What the table measures | What to do |
|---|---|---|
| Grand Champion and High Scores 1–4 | Your final score for the whole game. | Finish the game above one of the five stored scores. Beating the Grand Champion also awards a credit when credits are enabled. |
| Combo Champion | The total number of combos made during one game. | Shoot one of the large arrow-lit lanes or ramps, then shoot another before six seconds pass. Every sequence the display calls a combo adds one to this record. |
| Best Combo Champion | The greatest number of shots in one uninterrupted combo. | Continue the same combo without letting its six-second clock expire. A 5-way combo beats a stored 4-way combo. |
| Bat Turn Champion | Points scored during one Bat Turn round. | Spin the Batmobile enough times, shoot the Atomic Pile to begin Bat Turn, then make as many flashing blue shots as possible before its clock ends. |
| Bat-Phone Champion | Your largest single Bat-Phone award. | After finishing a major-villain chapter, hit the right X target to add 1.5 million and pause the falling phone value, then hit the exposed Bat-Phone before the value counts down. |
| Catwoman 19/20 and Catwoman 108 | Points scored during each named Catwoman episode. | Start that Catwoman episode, follow its lit ramp shots, and keep scoring in it for as long as the rules allow. |
| Joker 5/6 and Joker 104 | Points scored during each named Joker episode. | Start that Joker episode at the center turntable and score its lit shots. |
| Penguin 3/4 and Penguin 95 | Points scored during each named Penguin episode. | Start that Penguin episode at the scoop and score its lit shots. |
| Riddler 1/2 and Riddler 96 | Points scored during each named Riddler episode. | Start that Riddler episode from the outside lanes and score its changing green-arrow shots. |
| Villain Escape Champion | Points scored during Villain Escape. | Arrest all four major villains, shoot the left orbit to begin Villain Escape, then complete its displayed shots and final escape sequence. |
| Bookworm | Points scored during The Bookworm Turns. | Start Bookworm from the minor-villain selection, hit the center turntable, then make all six main shots while continuing to score. |
| Egghead 47/48, 102/103, and 109 | Points scored during each named Egghead episode. | Select the wanted Egghead episode and score its displayed shots before the episode ends. |
| King Tut 27/28, 41/42, 87/88, 100, and 117 | Points scored during each named King Tut episode. | Select the wanted King Tut episode and follow its blue shots through every stage. |
| Mad Hatter 13/14 and 69/70 | Points scored during each named Mad Hatter episode. | Select the wanted Mad Hatter episode and score its displayed shots before the episode ends. |
| Mr. Freeze 53/54 | Points scored during that Mr. Freeze episode. | Select Mr. Freeze 53/54 and score its displayed shots before the episode ends. |
| Shame 59/60 and 115/116 | Points scored during each named Shame episode. | Select the wanted Shame episode and complete its GADGET-target and moving-blue-shot stages while scoring. |
| Batusi Champion | Points scored during Batusi Multiball. | Reach Batusi, use the pop bumpers to light main shots, score those shots to light the Super Jackpot, and shoot the Bat-Signal for the Super Jackpot. |
| Gas Attack Champion | Points scored during Gas Attack Multiball. | Reach Gas Attack and keep scoring its displayed jackpot shots until the multiball ends. |
| Holy Champion | Points scored during Robin's Holy Multiball. | Reach Holy Multiball, score the displayed jackpots until the Super Jackpot lights, then score the Super Jackpot. |
| Bonus Champion | The largest single end-of-ball bonus awarded during the game. | Raise the bonus with episode scoring, hurry-ups, and combos, then keep the ball alive until that bonus is counted after the drain. |
Arrest all four big villains, then take on Villain Escape, plus every episode in the TV guide.
Act III · Scene 1Gotham case files · open an episode
Start: Catwoman ramps, Joker center, Riddler orbits, Penguin scoop; then hit the Bat-Phone.
Episode select: in the shooter lane with no case running, hold right flipper, press left to switch that villain’s episode, release right to advance.
Prize: Super Jackpot is the chapter award. Arrests count toward Extra Ball and Villain Escape; powers come from smaller villains.
Worth knowing: The first chapter is a good one to learn on: the ramps send the ball back the same way every time. Choose Arrest early if you need another villain arrest toward the extra ball; continue when you have multipliers on and the ball under control.
Worth knowing: Expect the center shot after the opening ramps. Once the ramps go dark, shooting them again will not finish that chapter.
Worth knowing: a single hurry-up can run out without ending the episode. Get the ball back under control after it bounces off the center. Follow the lights in the order they come on; they decide the next job.
Worth knowing: A good one to run during multiball, because stray hits count toward the first part. Still aim for the lit shots rather than hoping the bounces finish it.
Worth knowing: Shoot when the crane is sitting at a position you have not earned yet. A hit while it is moving does not always count on this table.
Worth knowing: Crane progress and the lit-shot points are two different things. Shooting a comfortable purple ramp again and again does not fill the five crane positions.
Riddler uses the six main shots: the two orbits, the two ramps, the center shot and the Penguin scoop. Follow the green arrows; in the first two chapters the game swaps which shots are lit as you go.
Worth knowing: Stop and read the green arrows every time they change. A shot you already made can come back in the new random set, and an arrow that just went dark will not count.
Worth knowing: Go back and forth between two shots you can make cleanly, when the ball comes back nicely from each. Check the arrows after every hit: the last shot stays dark, the others come back.
Where a chapter picks shots at random, this guide describes the lights rather than a fixed list, because the list changes every game.
Act III · Scene 2The TV guide · all fourteen episodes
Knock down TV targets, then shoot the left orbit in single-ball play. Flippers browse; action button picks. “Main shots” means two orbits, two ramps, center and Penguin scoop.
Bookworm carries powers between balls. The Thirteenth Hat revives failed grey episodes; the other Mad Hatter helps future retries. King Tut saves progress but does not reopen grey episodes.
What to do: Shoot the blue shots quickly, before the timer adds more of them. Then shoot the one lit shot, then the last set of three.
What you earn: Brings back smaller-villain episodes you failed.
My approach: Pick this when a failed Bookworm or Freeze attempt has gone grey. Quick, deliberate shots keep the opening job from growing.
What to do: Shoot the one lit blue shot, then four different lit shots, then the next single blue shot, then four more lit shots. In the last stage you may repeat a shot.
What you earn: Each Tut win keeps your unfinished progress on smaller villains and raises the main-channel multiplier, up to 5×. Put your best scoring case on the main screen.
My approach: Save your most reliable ramp for the last stage. The single shot in the middle is picked from the villain shots; it is not always the turntable.
What to do: Hit the center turntable. Then make all six main shots. Then both ramps and the turntable. Then the turntable once more to finish.
What you earn: Keeps the powers you have won from smaller villains from one ball to the next.
My approach: A strong early investment. It has several stages, so start it and then bring it into multiball, or spend a gadget on a hard step that allows one.
What to do: Shoot three chosen blue shots, then the other three, then four lit shots; in the last group you may repeat.
What you earn: Each Tut win keeps your unfinished progress on smaller villains and raises the main-channel multiplier, up to 5×. Put your best scoring case on the main screen.
My approach: The first two groups make you cover the table; the last lets you settle on your safest lit shot.
What to do: Anything the ball hits increases the value. With Egghead on the main screen, press the action button to spend a gadget; that lights the yellow award shot. Make that shot. Hitting the GADGET targets moves the yellow shot to the left; hitting the TV targets moves it to the right.
What you earn: Adds the value you built to your end-of-ball bonus.
My approach: Have a gadget in hand before you pick this. The button starts the award; hitting GADGET letters is a different thing and can move the shot away from where you wanted it.
What to do: Shoot the blue shots. Hitting a red shot turns it blue and adds to the work. After the opening group, make both ramps, then the center, the right ramp and the Penguin scoop.
What you earn: Stops important countdowns, including the clock on the playfield multiplier.
My approach: In the opening, aim carefully rather than fast. Do not pair it with a wild shot pattern that keeps hitting red.
What to do: The first time you play it, it starts a two-ball multiball; if you play it again, the game does not automatically give the same extra ball. First hit the GADGET targets four times.
The bumpers move the target pattern on the screen; if a TV target does not seem to count, use the GADGET targets instead. Then shoot each blue jackpot shots. Finish the required set before the multiball ends; you can keep scoring after you have won.
What you earn: Each Shame win adds balls and ball-save time to the multiballs that support it later.
My approach: Shame is already a multiball, so make it the smaller villain you run alongside a big one. Do not treat it as an ordinary single-ball setup step.
What to do: Among the blue shots, one is pink; find and shoot it to get through the opening fastest. Then make three pink shots, then four different shots from the last lit set.
What you earn: While this reward is on, episodes you fail later are not greyed out. Unlike The Thirteenth Hat, it does not bring back episodes that are already grey.
My approach: Shoot pink in the opening; blue is the slow way. A gadget can count for a blue opening shot, but not for the pink shots in this episode.
What to do: Shoot the first three blue shots, then the other three, then four lit shots that may repeat.
What you earn: Each Tut win keeps your unfinished progress on smaller villains and raises the main-channel multiplier, up to 5×. Put your best scoring case on the main screen.
My approach: Choose this when another step up the channel multiplier fits your plan; it is a fresh episode with the familiar three, three, four pattern.
What to do: Shoot two groups of three blue shots, then four more lit shots, repeating one if that helps.
What you earn: Each Tut win keeps your unfinished progress on smaller villains and raises the main-channel multiplier, up to 5×. Put your best scoring case on the main screen.
My approach: This also counts as a Season 3 win toward the smaller-villain finale. Pick it for both the progress and the power.
What to do: Hits increases the value while you make three yellow shots. Then shoot the center turntable to earn the award. Spending a gadget here adds another yellow shot to do.
What you earn: Adds the Egghead value to your bonus.
My approach: Do not spend a gadget expecting it to finish this for you. Read the lit set and protect the value you are advancing.
What to do: Start with the left orbit. Shoot the lit scoring shots, then shoot the left orbit to move on. Repeat that scoring-then-orbit pattern, then shoot the center turntable.
What you earn: Adds the Egghead value to your bonus.
My approach: The orbit moves the chapter along. If you want to increase the value first, do not shoot the orbit right away.
What to do: The first time you play it, it starts a two-ball multiball; on a replay, how many balls depends on the Shame reward you have. Make four hits on the villain shots, then four hits on the moving blue shots. The win is recorded when the mode ends; you can keep scoring while the multiball lasts.
What you earn: The same later-multiball benefit as the other Shame episode.
My approach: It takes eight hits in all, fewer than the real machine asks for. Watch the screen for what is left.
What to do: Shoot the center turntable, then all six main shots, then the turntable twice.
What you earn: Each Tut win keeps your unfinished progress on smaller villains and raises the main-channel multiplier, up to 5×. Put your best scoring case on the main screen.
My approach: A clear route when you have the center shot down, but the six-shot sweep still takes you all round the table.
The advice on which episodes to pick is coaching; it is not the only way to score.
Act III · Scene 3Beyond the villains
Start: while a big villain’s case is running, hitting either of the targets beside the center block (Bat Computer or Crime Analyzer) lights all three locks the first time. For later multiballs you have to hit both targets for each lock. Lock three balls in the right orbit; the third starts the multiball with a 20-second ball save.
Score: make 12 green-arrow jackpot shots, then shoot the Atomic Pile for the Super Jackpot. Each later round needs two more jackpots than the last, and each jackpot is worth 250,000 more. A Shame win can add balls and fresh ball-save time; Mystery can add one ball, once, if the game is under its ball limit.
End: when a drain leaves you down to one ball it is over, and Mystery will not restart it. Start a useful smaller villain before the third lock, because you cannot pick one during multiball.
Start: the first Bat Turn needs ten hits on the Batmobile spinner; later rounds need 12, 14, 16, 18, then 20. Then shoot the Atomic Pile to start a 40-second round, plus two seconds of grace.
Score: each of the six blue villain shots awards the hurry-up value once. Spinning the spinner raise the value back up and relights it; make all six and a new sweep starts. Mystery adds time and Freeze can stop the clock.
End: when the clock runs out or the ball ends. It is a timed scoring round, not a multiball.
Start: arrest all four big villains, then shoot the left orbit. First comes a 30-second stretch where everything the ball hits raise the value; Freeze pauses that clock. Then the game serves several balls with a 20-second ball save.
Catch them again: Catwoman with the ramps, in order; Joker with the center letters, in order; Riddler with an orbit; Penguin with all five crane positions while the crane is still, then his scoop. With all four caught, earn the Super at the Bat-Signal, the left orbit.
Loop and end: every Super loops the round: it adds a ball, gives 20 more seconds of ball save, and makes the next set of captures harder. When you are down to one ball it ends; the four arrests are cleared and each villain’s other episode is selected. If a Shame multiball is running you cannot start Villain Escape.
Win at least one smaller-villain episode from each of the three seasons and the finale choice lights at the left orbit. Pick Batusi. The blue villain shots score and then go dark; hits on the bumpers light them again.
Keep going until the award at the Bat-Signal, the left orbit, is ready. The first three Super Jackpots each add a ball and give you a fresh ball save.
How to play it: take turns between scoring shots and bumper hits to relight them. If your favorite shot is dark, it needs the bumpers before it will pay again. Go for those first three left-orbit Supers early to keep Batusi alive; they are separate from Mystery’s once-per-multiball extra ball.
How it ends: later Supers keep coming, with harder requirements. It ends when you are down to one ball, with no restart.
Make the current set of blue shots, then earn the Super at the Batcave or Atomic Pile, whichever is showing. Each new set is bigger. The early rounds have long ball saves.
Worth knowing: on this table, do not count on a ball being added at every Super, whatever you may have read about the real machine. It ends when you are down to one ball.
Opening: keep hitting the center (the Joker shot) while its hurry-up counts down, until the Batcave lights. The number of hits it takes may differ from the real machine’s five.
Super phase: shoot the Batcave to start a yellow Super Jackpot that moves from shot to shot. After you earn it, the round loops with harder work. Follow the lit insert, but you cannot skip the center opening.
End: when you are down to one ball.
Each of these has its own rules about what can run alongside it; the usual big villain, smaller villain and multiball combination does not apply to every finale.
Act III · Scene 4From the video
This stream shows an early, unfinished version of the real Stern machine, so not everything in it matches this table.
Act III · Scene 5Straight to the moment
Act III · Scene 6Watch
▶ Start at 9:45
Rules discussion on the real Stern machine.
Start at 9:45 on YouTube →
▶ Watch gameplay
Early Stern software in full play.
Watch gameplay on YouTube →This guide is for the fan-made Stern tribute by Daphishbowl and Mr H, played in VPX on a virtual pinball cabinet. The real Stern machine has had several software versions, and the virtual one does not match them in every detail.
How the villains are woken up and how multiball works also follow the players’ community rulesheet linked throughout.
Photography: Stern Pinball. Batman and related characters belong to their respective rights holders. Personal fan tutorial, not an official Stern or DC publication.