It's an exercise in futility right now, but here are some of the things that exist and do not in .65 This is based on my experience and may be a little off:
---Does Nothing---
Mystery
Super Skill Shot
--- Skill Shot ---
Plunger/button skill shot gives points and 5x bonus on current ball.
---Commish Gordon target ---
Hitting Gordon 3x doubles the multiplier on the next shot (with an x) for the remainder of the ball. "x" insert is lit on the doubled shot. Hitting Gordon 4x triples the multiplier on another shot... etc up to 6x.
This is obviously valuable if you can make the penguin scoop a multiplied shot when collecting Super Jackpots.
--- Catwoman Mode ---
Spell CAT on each ramp and then answer the bat phone to begin the mode.
You can finish the mode by hitting the left ramp 1x and the right ramp 1x then the scoop to collect Super Jack. Increase the Catwoman mode score by continuing to ramp it up. Unclear what the additional white shots do, if anything.
--- Riddler Mode ---
Begin mode by hitting 2 orbits and then answer the Batphone.
Hit the light green shots until Super Jack is lit. I think you need 3 light green shots to light super jack and end the mode.
--- Joker Mode ---
Spell JOKER + 1 shot to enable bat phone; answer the bat phone to begin the JOKER mode.
Complete the mode by hitting the moving PURPLE shot. Hitting red shots does not advance towards defeating the joker. Hit 4 purple shots to light super jack and finish the Joker Mode.
--- Penguin Mode ---
hit the scoop 2x - either from the flippers or the pops, answer the bat phone to begin the mode. Hit the wrecking ball on each of the purple spaces to complete the mode. If you hit the crane while it is moving, you get credit for the shot where it was going to stop. The crane will only stop on spots that are incomplete. Wrecking ball will stop and wait for you to finish the last shot and not move until you do / game ends.
After the first crane hit, all shots turn purple. Purple shots increase final Penguin mode value incrementally. Finish the mode by hitting the scoop.
--- Extra Ball ---
Complete two major villains lights extra ball. Collect extra ball at the saucer.
--- no-name Multiball ---
During a villain mode, hit the bat computer and bat analyzer to enable lock. Right orbit locks balls (and sometimes the Riddler hole too, but I can't figure out when). Lock 3 balls to start multiball. Hit anything for points. I've yet to find a way to enable a super jack or anything other than flail until you get back to single-ball play.
You cannot start this multiball mode if you finish a villain. Conceptually, you could use this multiball to increase points on pengiun jack since all the shots are lit purple as during penguin mode, then collect the super jack for big points. I've yet to execute this idea.
--- TV ---
Hit the 3 TV targets to light "TV" at the left orbit. Left orbit into the riddler saucer to select a minor villain. No villains do anything yet except for change the music if you're not battling a major villain. Selecting "Take Points" is the most valuable item at this time. I've heard that bookworm does something amazing to your bonus, but I haven't seen it yet.
--- GADGET Targets ---
Completing Gadget lights the action button which does nothing. Completing GADGET does increase your End of Ball Bonus ---
--- Batmobile Spinner ---
Somehow this gives you 2x playfield multipliers for 15-20 seconds, but I'm not sure how, but I've only seen it in side a major villain mode as the turntable doesn't allow this shot otherwise. I THINK you have to spin the batmobile around some amount of times and then hit the 'thru' shot to begin the 2x multiplier.
--- Top Lanes and Inlanes ---
Complete 3 top lanes to increase bonus 1x. Complete 4 inlanes to increase bonus 1x. These are separate collections; they are not all linked like on Iron Man.
I suspect that the major Villain modes will remain largely unchanged. Scoring will get tweaked for sure.
The big challenge right now is incomplete multiball, only one multiball and so many things that just do nothing.