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* ScoreMultiplier: Plenty of these. Shot multipliers up to 6x that last for your entire ball, up to 3x playfield (previously 5x until 1.00) that - with the right minor villians - can last for an entire ball, or even the ''entire game'', multiplied scoring per major villain level, a chance to add +1x on top of that at the start, and up to 5x on your active mode on top of that. PinballScoring is indeed prevalent, with 1 billion being considered merely a "good" game, and some of the highest known scores have broken ''100 billion''. The highest known score is over 6.8 ''trillion''.

to:

* ScoreMultiplier: Plenty of these. Shot multipliers up to 6x that last for your entire ball, up to 3x playfield (previously 5x until 1.00) that - with the right minor villians - can last for an entire ball, or even the ''entire game'', multiplied scoring per major villain level, a chance to add +1x on top of that at the start, and up to 5x on your active mode on top of that. PinballScoring is indeed prevalent, with 1 billion being considered merely a "good" game, and some of the highest known scores have broken ''100 billion''. The highest known score is over 6.8 13 ''trillion''.

Added: 130

Changed: 127

Removed: 435

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Moved to the YMMV tab


The game utilizes most of the same playfield design from the 2008 ''[[Pinball/BatmanStern Batman]]'' game, including the bashable crane toy. However, the major differences include faster ramps and the "Joker Reveal Mechanism" becoming a spinning turntable with three interactive areas: (1) a working "Villain Vision" television set, (2) a blinking Batphone, and (3) a spinning Batmobile hiding an Atomic Pile shot through the middle, Batcomputer and Bat Analyzer targets, and a Batcave ball lock.

to:

The game utilizes most of the same playfield design from the 2008 ''[[Pinball/BatmanStern Batman]]'' game, including the bashable crane toy. However, the major differences include faster ramps and the "Joker Reveal Mechanism" becoming a spinning turntable with three interactive areas: (1) a working "Villain Vision" television set, (2) a blinking Batphone, and (3) a spinning Batmobile hiding an Atomic Pile shot through the middle, Batcomputer Batcomputer, and Bat Analyzer targets, and a Batcave ball lock.



* BatSignal: Played straight, as with the previous ''Batman'' game: images of the Bat Signal are all over the playfield and cabinet art.

to:

* BatSignal: BatSignal:
**
Played straight, as with the previous ''Batman'' game: images of the Bat Signal are all over the playfield and cabinet art.



* ObviousBeta: The game was released with unfinished software, made apparent with the missing rules, bugs, and few callouts and animations. Since then, programmer Lyman Sheats had been releasing updates to polish up the game. The code finally reached version 1.00 after ''two years'' of development, although a good chunk of the game had already been complete for months before that, and the end result is widely considered impressive.



** "Villain Escape" is lit at the upper saucer upon beating all four arch villains at least once. It begins as a one-ball mode with a 30 second timer, whereupon all switches add to the jackpot value. Losing the ball or running out of time commences the second stage: a four-ball multiball with the goal being to hit every villain's shot to defeat him/her again. Doing so qualifies the super jackpot at the upper saucer.

to:

** "Villain Escape" is lit at the upper saucer upon beating all four arch villains at least once. It begins as a one-ball mode with a 30 second 30-second timer, whereupon all switches add to the jackpot value. Losing the ball or running out of time commences the second stage: a four-ball multiball with the goal being to hit every villain's shot to defeat him/her again. Doing so qualifies the super jackpot at the upper saucer.saucer.
----
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None


* ObviousBeta: The game was released with unfinished software, made apparent with the missing rules, bugs, and few callouts and animations. Since then, programmer Lyman Sheats has been releasing updates to polish up the game. The code finally reached version 1.00 after ''two years'' of development, although a good chunk of the game had already been complete for months before that, and the end result is widely considered impressive.

to:

* ObviousBeta: The game was released with unfinished software, made apparent with the missing rules, bugs, and few callouts and animations. Since then, programmer Lyman Sheats has had been releasing updates to polish up the game. The code finally reached version 1.00 after ''two years'' of development, although a good chunk of the game had already been complete for months before that, and the end result is widely considered impressive.

Added: 107

Changed: 28

Removed: 117

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* CoolCar: The Batmobile, appearing in the artwork and functions as a [[EverythingsBetterWithSpinning spinning]] toy on all versions. The ''Super Limited Edition" also has it situated above the shooter lane, pulling the Batboat behind it with a trailer hitch.
* EverythingsBetterWithSpinning: Spinning the Batmobile advances toward and increases the value of the Bat-Turn mode.

to:

* CoolCar: The Batmobile, appearing in the artwork and functions as a [[EverythingsBetterWithSpinning [[SpectacularSpinning spinning]] toy on all versions. The ''Super Limited Edition" also has it situated above the shooter lane, pulling the Batboat behind it with a trailer hitch.
* EverythingsBetterWithSpinning: Spinning the Batmobile advances toward and increases the value of the Bat-Turn mode.
hitch.


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* SpectacularSpinning: Spinning the Batmobile advances toward and increases the value of the Bat-Turn mode.
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* ScoreMultiplier: Plenty of these. Shot multipliers up to 6x that last for your entire ball, up to 3x playfield (previously 5x until 1.00) that - with the right minor villians - can last for an entire ball, or even the ''entire game'', multiplied scoring per major villain level, a chance to add +1x on top of that at the start, and up to 5x on your active mode on top of that. PinballScoring is indeed prevalent, with 1 billion being considered merely a "good" game, and some of the highest known scores have broken ''100 billion''.

to:

* ScoreMultiplier: Plenty of these. Shot multipliers up to 6x that last for your entire ball, up to 3x playfield (previously 5x until 1.00) that - with the right minor villians - can last for an entire ball, or even the ''entire game'', multiplied scoring per major villain level, a chance to add +1x on top of that at the start, and up to 5x on your active mode on top of that. PinballScoring is indeed prevalent, with 1 billion being considered merely a "good" game, and some of the highest known scores have broken ''100 billion''. The highest known score is over 6.8 ''trillion''.

Added: 145

Changed: 206

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None


* SkillShot: A well-timed plunge will light up to three of the top rollovers for a regular skill shot; the more lit up, the more points earned.

to:

* SkillShot: SecondaryAdaptation: The game is based on ''Series/Batman1966'', a TV adaptation of the original ''Franchise/{{Batman}}'' comics.
* SkillShot:
**
A well-timed plunge will light up to three of the top rollovers for a regular skill shot; the more lit up, the more points earned.
Is there an issue? Send a MessageReason:
None


* GoldenSnitch: Completing minor villain modes will unlock powerful perks that last for the rest of your ball, but there are two that are so fundamentally useful that they're always played first. Completing Bookworm (season 1) allows any minor villain perk to last for the rest of your ''game'' instead of the rest of your ball. Completing Mr. Freeze (season 2) effectively nullifies ''all'' timers (except ball save timers). With these perks in place, timers are no longer a concern for the rest of your game. This makes future minor villain modes much easier to beat, allows permanent playfield multipliers, and makes the first phase of Villain Escape untimed until the ball drains.

to:

* GoldenSnitch: Completing minor villain modes will unlock powerful perks that last for the rest of your ball, but there are two that are so fundamentally useful that they're knowledgeable players always played play them first. Completing Bookworm (season 1) allows any minor villain perk to last for the rest of your ''game'' instead of the rest of your ball. Completing Mr. Freeze (season 2) effectively nullifies ''all'' timers (except ball save timers). With these perks in place, timers are no longer a concern for the rest of your game. This makes future minor villain modes much easier to beat, beat (draining is the only way to lose), allows permanent playfield multipliers, and makes the first phase of Villain Escape untimed until the ball drains.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoldenSnitch: Completing minor villain modes will unlock powerful perks that last for the rest of your ball, but there are two that are so fundamentally useful that they're always played first. Completing Bookworm (season 1) allows any minor villain perk to last for the rest of your ''game'' instead of the rest of your ball. Completing Mr. Freeze (season 2) effectively nullifies ''all'' timers (except ball save timers). With these perks in place, timers are no longer a concern for the rest of your game. This makes future minor villain modes much easier to beat, allows permanent playfield multipliers, and makes the first phase of Villain Escape untimed until the ball drains.
Is there an issue? Send a MessageReason:
None


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/batman66_bg.jpg]]
[[caption-width-right:350:Holy pinball wizard, Batman!]]

to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/batman66_bg.jpg]]
org/pmwiki/pub/images/batman_66_le_transparent.png]]
[[caption-width-right:350:Holy pinball wizard, Batman!]]
Batman![[note]]Limited Edition depicted[[/note]]]]
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''Batman 66'' is a PhysicalPinballTable designed by Creator/GeorgeGomez and released by Creator/SternPinball in 2016. Based upon [[Series/{{Batman}} the iconic 1966-68 television series]], its announcement coincided with both [[MilestoneCelebration the show's 50th and Stern's 30th anniversaries]].

to:

''Batman 66'' is a PhysicalPinballTable designed by Creator/GeorgeGomez and released by Creator/SternPinball in 2016. Based upon [[Series/{{Batman}} [[Series/Batman1966 the iconic 1966-68 television series]], its announcement coincided with both [[MilestoneCelebration the show's 50th and Stern's 30th anniversaries]].
Is there an issue? Send a MessageReason:
None



As there are missing callouts and graphics, ambiguous rules, and many bugs, the software is -- as of writing -- unfinished.
Is there an issue? Send a MessageReason:
Link to Burt Ward


Players must help the Dynamic Duo -- Batman and Robin -- to thwart crime in Gotham City. Answer the Batphone to one of four arch villains: Catwoman, The Joker, The Penguin, and The Riddler. Prime the TV to do battle with the likes of Bookworm, Mr. Freeze, The Mad Hatter, Shame, King Tut, and Egghead. Bash The Penguin's crane, collect Gadgets, spin the Batmobile, activate the Atomic Pile, and lock balls in the Batcave for multiball. Creator/AdamWest and Burt Ward themselves guide you with custom speech.

The game utilizes most of the same playfield design from the 2008 ''[[Pinball/BatmanStern Batman]]'' game, including the bashable crane toy. However, the major differences include faster ramps and the "Joker Reveal Mechanism" becoming a spinning turntable with three interactive areas: a working "Villain Vision" television set; a blinking Batphone; and a spinning Batmobile hiding an Atomic Pile shot through the middle, Batcomputer and Bat Analyzer targets, and a Batcave ball lock.

''Batman 66'' comes in three different varieties: a "Premium", "Limited Edition" and "Super Limited Edition". Gameplay is unchanged among them, but the more expensive models have cosmetic differences, including unique artwork. The "Super LE" -- the most expensive of them all -- was limited to 50 units and exlusive to the most die-hard of Stern collectors. These games feature such perks like reflective foil cabinet graphics, powder-coated black and sparkled armor, extra toy Bat-Vehicles on the playfield, and a topper which projects the BatSignal above the game.

As there are missing callouts and graphics, rules, and a plethora of bugs, the software is -- as of writing -- unfinished.

to:

Players must help the Dynamic Duo -- Batman and Robin -- to thwart crime in Gotham City. Answer the Batphone to one of four arch villains: Catwoman, The Joker, The Penguin, and The Riddler. Prime the TV to do battle with the likes of Bookworm, Mr. Freeze, The Mad Hatter, Shame, King Tut, and Egghead. Bash The Penguin's crane, collect Gadgets, spin the Batmobile, activate the Atomic Pile, and lock balls in the Batcave for multiball. Creator/AdamWest and Burt Ward Creator/BurtWard themselves guide you with custom speech.

The game utilizes most of the same playfield design from the 2008 ''[[Pinball/BatmanStern Batman]]'' game, including the bashable crane toy. However, the major differences include faster ramps and the "Joker Reveal Mechanism" becoming a spinning turntable with three interactive areas: (1) a working "Villain Vision" television set; set, (2) a blinking Batphone; Batphone, and (3) a spinning Batmobile hiding an Atomic Pile shot through the middle, Batcomputer and Bat Analyzer targets, and a Batcave ball lock.

''Batman 66'' comes in three different varieties: a "Premium", "Limited Edition" and "Super Limited Edition". Gameplay is unchanged among them, but the more expensive models have cosmetic differences, including unique artwork. The "Super LE" -- the most expensive of them all -- was limited to 50 units and exlusive exclusive to the most die-hard of Stern collectors. These games feature such perks like as reflective foil cabinet graphics, powder-coated black and sparkled armor, extra toy Bat-Vehicles on the playfield, and a topper which projects the BatSignal above the game.

As there are missing callouts and graphics, ambiguous rules, and a plethora of many bugs, the software is -- as of writing -- unfinished.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScoreMultiplier: Plenty of these. Shot multipliers up to 6x that last for your entire ball, up to 3x playfield (previously 5x until 1.00) that - with the right minor villians - can last for an entire ball, or even the ''entire game'', multiplied scoring per major villain level, a chance to add +1x on top of that at the start, and up to 5x on your active mode on top of that. PinballScoring is indeed prevalent, with 1 billion being considered merely a "good" game, and some of the highest known scores have broken ''100 billion''.

Added: 184

Changed: 315

Is there an issue? Send a MessageReason:
None


* ObviousBeta: The game was released with unfinished software, made apparent with the missing rules, bugs, and few callouts and animations. Since then, programmer Lyman Sheats has been releasing updates to polish up the game.

to:

* ObviousBeta: The game was released with unfinished software, made apparent with the missing rules, bugs, and few callouts and animations. Since then, programmer Lyman Sheats has been releasing updates to polish up the game. The code finally reached version 1.00 after ''two years'' of development, although a good chunk of the game had already been complete for months before that, and the end result is widely considered impressive.



* WizardMode:

to:

* WizardMode:WizardMode: Although the game lacks a definitive "final" wizard mode, there are plenty of wizard modes to go around.
** Completing at least one minor villain from all three TV seasons will qualify your choice of one of three Wizard Modes: "Batusi Multiball", "Gas Attack", or "Robin's Holy Multiball".

Added: 225

Changed: 589

Is there an issue? Send a MessageReason:
None


The game utilizes most of the same playfield design from the 2008 ''[[Pinball/BatmanStern Batman]]'' game; the layout and placement of shots are similar, including the bashable crane toy which operates in the exact same way as the original. However, the ramps return the ball quicker, the "Alfred" standup has become a trio of "TV" targets, the "GADGET" targets are closer together than the "BATMAN" targets, and the "Joker Reveal Mechanism" has been transformed into a turntable which spins to reveal one of three different interactive areas: a working "Villain Vision" television set; a blinking Batphone; and a spinning Batmobile hiding an Atomic Pile shot through the middle, Batcomputer and Bat Analyzer targets, and a Batcave ball lock.

''Batman 66'' comes in three different varieties: a "Premium", "Limited Edition" and "Super Limited Edition". Gameplay is unchanged among them, but the more expensive models feature more cosmetic changes, including different artwork. The "Super LE" -- the most expensive of them all -- was limited to 50 units; the only way to receive them being to prove Stern that one was the worthiest, filling out a form and posting a {{YouTube}} video. Among the numerous differences are reflective foil cabinet graphics, powder-coated black and sparkled armor, extra Bat-Vehicles on the playfield, and a topper which projects the BatSignal above the game.

to:

The game utilizes most of the same playfield design from the 2008 ''[[Pinball/BatmanStern Batman]]'' game; the layout and placement of shots are similar, game, including the bashable crane toy which operates in the exact same way as the original. toy. However, the major differences include faster ramps return the ball quicker, the "Alfred" standup has become a trio of "TV" targets, the "GADGET" targets are closer together than the "BATMAN" targets, and the "Joker Reveal Mechanism" has been transformed into becoming a spinning turntable which spins to reveal one of with three different interactive areas: a working "Villain Vision" television set; a blinking Batphone; and a spinning Batmobile hiding an Atomic Pile shot through the middle, Batcomputer and Bat Analyzer targets, and a Batcave ball lock.

''Batman 66'' comes in three different varieties: a "Premium", "Limited Edition" and "Super Limited Edition". Gameplay is unchanged among them, but the more expensive models feature more have cosmetic changes, differences, including different unique artwork. The "Super LE" -- the most expensive of them all -- was limited to 50 units; units and exlusive to the only way to receive them being to prove most die-hard of Stern that one was the worthiest, filling out a form and posting a {{YouTube}} video. Among the numerous differences are collectors. These games feature such perks like reflective foil cabinet graphics, powder-coated black and sparkled armor, extra toy Bat-Vehicles on the playfield, and a topper which projects the BatSignal above the game.



* MatchSequence: The match digits appear on the "Bat Score-Match Analyzer".

to:

* MatchSequence: The match digits appear on the "Bat Score-Match Analyzer".Analyzer"
* ObviousBeta: The game was released with unfinished software, made apparent with the missing rules, bugs, and few callouts and animations. Since then, programmer Lyman Sheats has been releasing updates to polish up the game.

Added: 75

Changed: 50

Is there an issue? Send a MessageReason:
None


* MatchSequence: The match digits appear on the "Bat Score-Match Analyzer".



* SpellingBonus: Spell "G-A-D-G-E-T" to earn a Gadget SmartBomb, and "J-O-K-E-R" at the TV to qualify The Joker mode.

to:

* SpellingBonus: Spell "G-A-D-G-E-T" to earn a Gadget SmartBomb, and SmartBomb "J-O-K-E-R" at the TV to qualify The Joker mode.mode, and "C-A-T" on both ramps to start Catwoman.

Added: 784

Changed: 28

Is there an issue? Send a MessageReason:
None


Players must help the Dynamic Duo -- Batman and Robin -- to thwart crime in Gotham City. Answer the Batphone to one of four arch villains: Catwoman, The Joker, The Riddler, and The Penguin. Prime the TV to do battle with the likes of Bookworm, Mr. Freeze, The Mad Hatter, Shame, King Tut, and Egghead. Bash The Penguin's crane, collect Gadgets, spin the Batmobile, activate the Atomic Pile, and lock balls in the Batcave for multiball. Creator/AdamWest and Burt Ward themselves guide you with custom speech.

to:

Players must help the Dynamic Duo -- Batman and Robin -- to thwart crime in Gotham City. Answer the Batphone to one of four arch villains: Catwoman, The Joker, The Riddler, Penguin, and The Penguin.Riddler. Prime the TV to do battle with the likes of Bookworm, Mr. Freeze, The Mad Hatter, Shame, King Tut, and Egghead. Bash The Penguin's crane, collect Gadgets, spin the Batmobile, activate the Atomic Pile, and lock balls in the Batcave for multiball. Creator/AdamWest and Burt Ward themselves guide you with custom speech.



* CoolBike: The Batcycle, located atop one of the pop bumpers on the "Super Limited Edition".
* CoolCar: The Batmobile, appearing in the artwork and functions as a [[EverythingsBetterWithSpinning spinning]] toy on all versions. The ''Super Limited Edition" also has it situated above the shooter lane, pulling the Batboat behind it with a trailer hitch.



* SkillShot: A well-timed plunge will light up to three of the top rollovers for a regular skill shot; the more lit up, the more points are earned.

to:

* SkillShot: A well-timed plunge will light up to three of the top rollovers for a regular skill shot; the more lit up, the more points are earned.



* StockSoundEffects: The klaxon sound generated from a shot to the Atomic Pile.

to:

* StockSoundEffects: The klaxon sound generated from a shot to the Atomic Pile.Pile.
* WizardMode:
** "Villain Escape" is lit at the upper saucer upon beating all four arch villains at least once. It begins as a one-ball mode with a 30 second timer, whereupon all switches add to the jackpot value. Losing the ball or running out of time commences the second stage: a four-ball multiball with the goal being to hit every villain's shot to defeat him/her again. Doing so qualifies the super jackpot at the upper saucer.

Added: 1513

Changed: 219

Is there an issue? Send a MessageReason:
None


''Batman 66'' comes in three different varieties: a "Premium", "LE" and "Super LE". Gameplay is unchanged among them, but the more expensive models feature more cosmetic changes, including different artwork. The "Super LE" -- the most expensive of them all -- was limited to 50 units; the only way to receive them being to prove Stern that one was the worthiest, filling out a form and posting a {{YouTube}} video. Among the numerous differences are reflective foil cabinet graphics, powder-coated black and sparkled armor, extra Bat-Vehicles on the playfield, and a topper which projects the BatSignal above the game.

to:

''Batman 66'' comes in three different varieties: a "Premium", "LE" "Limited Edition" and "Super LE".Limited Edition". Gameplay is unchanged among them, but the more expensive models feature more cosmetic changes, including different artwork. The "Super LE" -- the most expensive of them all -- was limited to 50 units; the only way to receive them being to prove Stern that one was the worthiest, filling out a form and posting a {{YouTube}} video. Among the numerous differences are reflective foil cabinet graphics, powder-coated black and sparkled armor, extra Bat-Vehicles on the playfield, and a topper which projects the BatSignal above the game.



* BatSignal: Played straight, as with the previous ''Batman'' game: images of the Bat Signal are all over the playfield and cabinet art. A physical flashing Bat Signal is also placed on the top right-hand corner of the playfield on the "Super LE" (though it can be modded to the "Premium" and "Limited Edition" versions as well).

to:

* BatSignal: Played straight, as with the previous ''Batman'' game: images of the Bat Signal are all over the playfield and cabinet art. A art.
** On the "Super Limited Edition", a
physical flashing Bat Signal is also placed on the top right-hand corner of the playfield on playfield, and the topper features a projection of the Bat Signal.
* EverythingsBetterWithSpinning: Spinning the Batmobile advances toward and increases the value of the Bat-Turn mode.
* OffTheShelfFX: All versions of the game have a spinning Creator/{{Mattel}} ''Hotwheels'' Batmobile toy. The
"Super LE" (though it can be modded to the "Premium" and "Limited Limited Edition" versions as well).adds the Batcopter, Batcycle, and the Batmobile pulling the Batboat in various parts of the playfield.
* PreAsskickingOneLiner: At the start of Turntable Multiball:
-->'''Batman:''' Shall we, Robin?
-->'''Robin:''' ''Let's'', Batman!
* SkillShot: A well-timed plunge will light up to three of the top rollovers for a regular skill shot; the more lit up, the more points are earned.
** Holding in the left flipper and plunging hard activates the super skill shot, whereupon any major shot can be hit once to immediately qualify their respective arch villain mode.
* SmartBomb: Completing the "G-A-D-G-E-T" target bank awards the player one Gadget, which can be applied by hitting the button on the lockdown bar. During arch villain modes, it compensates for one lit shot on the playfield. Additionally, if locks are qualified, applying a gadget during a plunge diverts the ball into the Batcave.
* SpellingBonus: Spell "G-A-D-G-E-T" to earn a Gadget SmartBomb, and "J-O-K-E-R" at the TV to qualify The Joker mode.
* StockSoundEffects: The klaxon sound generated from a shot to the Atomic Pile.
Is there an issue? Send a MessageReason:
None


''Batman 66'' comes in three different varieties: a "Premium", "LE" and "Super LE". Gameplay is unchanged among them, but the more expensive models feature more cosmetic changes, including different artwork. The "Super LE" -- the most expensive of them all -- was limited to 50 units; the only way to receive them being to prove Stern that one was the worthiest, filling out a form and posting a {{YouTube}} video. Among the numerous differences are reflective foil cabinet graphics, power-coated black and sparkled armor, extra Bat-Vehicles on the playfield, and a topper which projects the BatSignal above the game.

to:

''Batman 66'' comes in three different varieties: a "Premium", "LE" and "Super LE". Gameplay is unchanged among them, but the more expensive models feature more cosmetic changes, including different artwork. The "Super LE" -- the most expensive of them all -- was limited to 50 units; the only way to receive them being to prove Stern that one was the worthiest, filling out a form and posting a {{YouTube}} video. Among the numerous differences are reflective foil cabinet graphics, power-coated powder-coated black and sparkled armor, extra Bat-Vehicles on the playfield, and a topper which projects the BatSignal above the game.
Is there an issue? Send a MessageReason:
Created initial page.

Added DiffLines:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/batman66_bg.jpg]]
[[caption-width-right:350:Holy pinball wizard, Batman!]]

''Batman 66'' is a PhysicalPinballTable designed by Creator/GeorgeGomez and released by Creator/SternPinball in 2016. Based upon [[Series/{{Batman}} the iconic 1966-68 television series]], its announcement coincided with both [[MilestoneCelebration the show's 50th and Stern's 30th anniversaries]].

Players must help the Dynamic Duo -- Batman and Robin -- to thwart crime in Gotham City. Answer the Batphone to one of four arch villains: Catwoman, The Joker, The Riddler, and The Penguin. Prime the TV to do battle with the likes of Bookworm, Mr. Freeze, The Mad Hatter, Shame, King Tut, and Egghead. Bash The Penguin's crane, collect Gadgets, spin the Batmobile, activate the Atomic Pile, and lock balls in the Batcave for multiball. Creator/AdamWest and Burt Ward themselves guide you with custom speech.

The game utilizes most of the same playfield design from the 2008 ''[[Pinball/BatmanStern Batman]]'' game; the layout and placement of shots are similar, including the bashable crane toy which operates in the exact same way as the original. However, the ramps return the ball quicker, the "Alfred" standup has become a trio of "TV" targets, the "GADGET" targets are closer together than the "BATMAN" targets, and the "Joker Reveal Mechanism" has been transformed into a turntable which spins to reveal one of three different interactive areas: a working "Villain Vision" television set; a blinking Batphone; and a spinning Batmobile hiding an Atomic Pile shot through the middle, Batcomputer and Bat Analyzer targets, and a Batcave ball lock.

''Batman 66'' comes in three different varieties: a "Premium", "LE" and "Super LE". Gameplay is unchanged among them, but the more expensive models feature more cosmetic changes, including different artwork. The "Super LE" -- the most expensive of them all -- was limited to 50 units; the only way to receive them being to prove Stern that one was the worthiest, filling out a form and posting a {{YouTube}} video. Among the numerous differences are reflective foil cabinet graphics, power-coated black and sparkled armor, extra Bat-Vehicles on the playfield, and a topper which projects the BatSignal above the game.

As there are missing callouts and graphics, rules, and a plethora of bugs, the software is -- as of writing -- unfinished.
----
!!This ''Batman 66'' pinball demonstrates the following tropes:

* BatSignal: Played straight, as with the previous ''Batman'' game: images of the Bat Signal are all over the playfield and cabinet art. A physical flashing Bat Signal is also placed on the top right-hand corner of the playfield on the "Super LE" (though it can be modded to the "Premium" and "Limited Edition" versions as well).

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