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JLP Pinball Cards

Batman Forever

Sega 1995 DMD
Strategy updated: August 21, 2026

Rules Set: At the start of the game you may be presented with a choice of Novice or Standard rule set, pick Standard.

Strategy

Play Rooftop Chase, Crime Spree, and Safe Trap modes - time out the others. When making shots from a trap, pause for any needed rotating Bat Signals. If you are close to spelling CAVE, do so and advance to MB. Shooting the right orbit, even when not lit will add letters to BAT and boost Bonus X, 6X and higher can be pretty valuable.

Skill Shot

Choose Start Gotham Event to start the currently selected mode flashing on the large batman symbol playfield art before the plunge.

Key Rules

Gotham Events (modes)

  • Change the currently selected mode via pop hits

  • To qualify a mode at the right orbit shoot the 5 ?-mark standup targets at the entrance to the left, mini, and right ramps

  • Start the selected mode form the plunge by selecting Gotham Event or shoot the right orbit when lit to land in the back saucer

    • Rooftop Chase: video mode, use the flippers to steer the Batmobile, it will move to the center when neither flipper is pressed. Avoid the obstacles and when the Batmobile goes vertical run over the 10M signs

    • Crime Spree: 30-second frenzy where every switch adds to Crime Jackpot. shoot the right ramp as many times as possible to collect the Jackpot (doesn't reset on collect)

    • Safe Trap: 30-seconds to shoot the 4 ramps, score 25M each and a completion bonus for all 4 of 50M. Ramps: left, right, side from the upper flipper, and the mini-ramp to the left of the VUK

    • Light Extra Ball: Collect at the VUK, no timer

    • Brain Drain: draingerous, 30 seconds to hit the cave drop targets in order to spell CAVE, while lucrative it should be ignored entirely

    • Too Many ?-Marks: draingerous, 20 seconds to shoot the 5 ?-marks, each target scores 20M, too risky - ignore this mode outright

    • Face Two-Face: draingerous, 30 seconds to hit the 4 Two-Face standup targets twice each, too risky - ignore this mode entirely

Bat Signals

  • There are 7 Bat Signals at the major shots (4 ramps, 2 orbits, and the VUK)

  • Hit a shot when the bat signal is flashing to lock that signal and score 5M times the number of locked signals, the 7th signal scores 50M

  • Complete them all to starts Circus Hurry-up at the right orbit with a starting value of 99M

Forever (Wizard Mode - 3-ball MB)

  • Play all 7 modes, collect all 7 Bat Signals, collect both Good and Bad Face sets to qualify, start like any mode on the right orbit when lit

  • 60 seconds of ball save at the beginning

  • Every switch increases the Forever Jackpot, collected via the left ramp into the rotating Batwing, resets on collect, base value 50M

Multiball

  • Spell CAVE at the left drop targets to qualify a lock at the VUK, lock 3 balls to start MB

  • 3-phases to the MB

    1. Make both ramps to collect Jackpots and advance, shoot the ? standup targets on both sides of the ramp entrances to boost jackpot value

    2. Now shoot the side ramp for a Double Jackpot to advance, if side ramp not lit you must hit the 4 Two Face standup targets in the center and right of the playfield

    3. Shoot the left ramp to load the Batwing, and fire the ball up the mini-ramp to the left of the VUK for 250M.

  • 3 phase cycle repeats until back to 1-ball play

Bonus and Bonus X

  • Complete BAT top lanes to advances Bonus X (2X, 4X, 6X, 8X, 10X)

  • Base bonus is calculated as: (# of ramps * 500K)+ (# of cannon shots * 2M) + (# of modes completed * 3M)

  • There is a mystery award that bumps Bonus X to 20X which can be crazy valuable

  • Complete both Good Face Two-Face stand-ups when lit to lock in Bonus Hold

batman-forever-pf.jpg playfield
Playfield image by Ken (scottamus)