FLIPPD
Main
  • Feed
  • Games & Tips
  • Find Local Games
  • Events & Tournaments
  • Pinball News
  • Flippd Blog
Account
  • Settings
  • Submit Feedback
  • Patreon
Flippd Logo
© 2026 Flippd. All rights reserved.

Site Links

  • About
  • Contact
  • DMCA
  • Privacy Policy
  • Terms of Service

Affiliates

  • Locations by Pinball Map
  • Game Data from OPDB
  • Images from IPDB
  • Tips / Tournaments from MatchPlay
  • Tournaments from IFPA

Join Us

Pinball news
FeedGames
EventsSign in
Games & Tips
>
Batman (Standard Model)
>
Tips

PinTips

skillshot
5
Timing the the rollover in the shooter lane doubles the value of the lit shot for the ball (Joker, Scarecrow, or Batmobile).
skillshot
5
Hold left flipper for super skill shot. Hit Joker, Batmobile or Scarecrow for 3X scoring (instead of standard 2x). Joker is most valuable.
general
3
Start Scarecrow crane sequence first, but do not complete. Start Joker MB. Now, complete Scarecrow, to stack Scarecrow MB with Joker MB!
multiball
3
Start Scarecrow before Bat Signal Challenge to help you complete the more difficult Scarecrow levels. Start BSC MB, then stack w/Scarecrow.
general
3
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.
general
2
Bash Joker lane all day (drop target, or complete lane for Lock). On most machines, safer to backhand drop target.
multiball
2
Shoot the Scarecrow hole to bring out the crane. Hit the crane in all five position to start Scarecrow multiball.
general
2
Completing BATMAN during Multiball does nothing, but still resets it, so make sure you start a mode *before* entering Multiball.
general
1
Batmobile hurry up starts at 250K, is via the right loop. Alfred resets timer, mystery doubles current award, middle ramp collects.
general
1
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