James Bond 007 Rulesheet

Quick Links:

Game Information & Overview:

  • Lead Designer: George Gomez
  • Code/Rules: Lonnie Ropp & Mike Vinikour
  • Lead Mechanical Engineer:
  • Artwork: Kevin O’Connor
  • Display and Animations:
  • Music and Sound:
  • Release Date:
  • Wiki Rulesheet based on Code Rev: 0.92
    • Edit the Code revision, if applicable, when you make changes

Designed by George Gomez in his first pinball machine since Deadpool, James Bond 007 takes players on an international espionage journey. Across six assignments, James Bond gets help from the gadgets of the Q Branch as he takes on a wide variety of villains and henchmen.

Rules Overview:

  • Many different skill shots to go for, try holding in the left flipper and going for any of the purple shots that light.
  • Villain modes start by shooting the right ramp 3 times. Changed via the bumpers and the yellow Goldfinger target near the side ramp.
  • Henchmen modes start by shooting the side ramp, once the first time but more shots are required subsequently. Also changed via the bumpers and Goldfinger (yellow) target.
  • Spell SPECTRE by shooting the targets behind the rocket to light the Goldfinger target near the right orbit for SPECTRE weapon hurry-up. The three weapons on the left side of the circle are most valuable. Time your shot well to select the one you want.
  • Progress through the game enough (ie. hit bumpers, spinners, etc. enough times) to light DB5 for Q Branch. Some Q Branch modes transition into 2-ball Multiball if won. They also light the upper loop for Bond Women, collect as many as you can then press your action button for multiplied scoring.
  • Bird 1 Multiball - shoot the green drop targets then the center loop to lock 3 balls and start it. Get three shots from the upper flipper at the start to extend multiball; when two balls drain, it will automatically restart!
  • Jetpack Multiball - left eject lights the left ramp to start it. Shoot the center loop, then five shots for jackpot, then left ramp again for 2x jackpot and the subsequent roving shot (or drop the ball from the jetpack on Prem / LE) for super jackpot.
  • Play 1 villain, 1 henchmen, and both multiballs to light right ramp and left eject for “Bond, James Bond” mini-wizard. Shoot all shots twice and then the side ramp for super jackpot, within 70 seconds.

Layout:

Premium/LE:

Pro:

Skill Shots:

There are 8 (!) different skill shots in 007. Each skill shot scores a different amount of points and is listed on the display whenever you make one. Skill shots are listed here from top left to bottom right.

  • Undercover: Hold up the left flipper and plunge at full strength. Shoot the right ramp within 5 switch hits for 10M + 2.5M per skill shot.
  • Double “O”: Hold up the left flipper and plunge at full strength. Shoot the side ramp within 5 switch hits for 10M + 2.5M per skill shot.
  • Classified: Plunge for the flashing MI6 lane, without changing it using the flippers, for 500,000 + 200,000 per skill shot.
  • MI6: Plunge for the flashing MI6 lane, which can be changed with the flippers, for 250,000 + 100,000 per skill shot.
  • Licensed To Kill: Shoot the left eject off of the initial plunge for 10M + 2.5M per skill shot.
  • Eyes Only: Hold up the left flipper and plunge at full strength. Shoot the DB5 eject within 5 switch hits for 10M + 2.5M per skill shot.
  • Top Secret: Hold up the left flipper and plunge at full strength. Shoot the bumper lane from the upper flipper for 10M + 2.5M per skill shot.
  • Commander Bond: Plunge the ball at medium strength and shoot the left ramp for 5M + 1.25M per skill shot.

Villain Modes:

Shoot the right ramp 3 times to start Villain Modes. Each mode is timed and can be changed via either the pop bumpers or the Goldfinger target.

The values for all modes start at 2.5M + 250k per shot, with modifiers applicable during certain modes.

  • Trouble in Jamaica (Dr. No): Shoot the bumpers via either the bumper lane or the right orbit to build up an award, then cash it out by shooting the Dragon Tank. The mission ends after making 10 successful shots.

    • 70 seconds.
    • Bumpers increase the value for each Dragon Tank shot by about 10k.
  • SPECTRE Island (Rosa Klebb): All nine major shots are lit to score. After completing all nine shots, the left eject and the DB5 eject must be made in order to win the mission.

    • 70 seconds.
  • The Incredible Laser Ray (Goldfinger): Two shots are lit at a time (starting at the far right of the playfield), and the Goldfinger target between the side ramp and right orbit is flashing. Shoot the Goldfinger target to score a value incremented by 250k by shooting the lit gold shots. Repeat 6 times to light the DB5 eject to win the mission.

    • 60 seconds.
  • Disco Volante Demolition (Largo): Make shots to the left eject, side ramp, or right ramp to infiltrate the Disco Volante. After making either ramp shot, the left eject will be the only shot lit. Make 10 shots to win the mission.

    • 70 seconds.
    • After making either ramp shot, the left eject is lit to score 2x the next shot value, 4x if made directly after the ramp as a combo.
  • Feeding Frenzy (Blofeld): Make 9 shots to the Bird 1 rocket or the drop targets in front of it to win the mission.

    • 40 seconds.
    • Direct shots to the rocket score 2x.
    • Progress cannot be made towards lighting locks for or starting Bird One Multiball during this mode.
  • Diamonds of Destruction (Mr. Henderson): The left eject, center loop, and right ramp are lit. One of those three shots will be flashing - it can be moved from left to right by shooting the spinner. Make 9 shots to win the mission.

    • 70 seconds.
    • The flashing shot scores 2x.

Henchmen Modes:

Shoot the side ramp to start Henchmen Modes (once for the first mode, twice for the second and third, 3 times for the rest). Shooting the bumpers or Goldfinger target changes the currently lit mode. Each mode is timed.

  • Sinister Summit (Professor Dent): One yellow shot is lit at a time, which moves from the left to right side of the playfield. Shooting the Dragon Tank locks in the shot and starts another shot moving; shooting the rocket moves all locked in shots’ position. Collect 10 yellow shots to win.

    • 40 seconds.
    • Locked in, flashing shots score 2x.
  • Encounter on the Orient Express (Red Grant): Shoot the right orbit to light all of the shots on the right side of the playfield for combo shots. Make 10 red shots to win.

    • 70 seconds.
    • Making shots as combos scores 2x the value. The combo can be extended with shots to either the right orbit or upper loop.
  • He Blew a Fuse (Oddjob): Four shots are lit - the left ramp, the side ramp, the right orbit, and the right ramp. Once all four shots are made, shoot the rocket lane to win the mode and defeat Oddjob.

    • 45 seconds.
  • Femme Fatale (Fiona Volpe): Seven shot sequence - left ramp, right ramp, left ramp, right loop, side ramp, left ramp, DB5 eject. Make all seven shots to win.

    • 70 seconds.
  • Arrange Usual Reception Please (Mr. Osato): The three ramps and the upper loop are lit to score. Making the shots as combos (within 5 seconds of each other) scores even more. Make 6 shots to light the left eject or DB5 eject to win the mode.

    • 70 seconds.
    • Each combo adds 1M to the base value, for the length of the combo.
  • Mr. Wint & Mr. Kidd (Mr. Wint & Mr. Kidd): Shoot the left ramp, followed by the center lane to light the side and right ramps for a hurry-up. Repeat this process 2 more times to win, with the third repeat requiring a shot to the right orbit and then the side ramp in place of the normal sequence.

    • 70 seconds.
    • The hurry-up can be tripled with a shot to the side ramp.

(In future code updates:
Mini-wizard mode will be added after all Henchmen modes.
)

SPECTRE Weapons:

Complete the SPECTRE targets to light SPECTRE Weapon countdown modes that can be started at the Goldfinger target. Each shot to the rocket lane spots a SPECTRE letter that hasn’t been collected yet. Each SPECTRE Weapon corresponds to a different countdown mode - wait for the lit weapon to cycle to the one you want before shooting the target.

(SPECTRE Weapon countdowns cannot be stacked with multiball modes. Also, progress towards either multiball cannot be made during any countdown mode.)

  • Troublesome Tarantulas (Dr. No): The side ramp and right ramp are lit for a 10M hurry-up that counts down over 15 seconds. Shooting any lit shot ends the mode. Side ramp scores 2x the value.
  • Deadly Dagger (From Russia With Love): The right loop and side ramp are lit for a 10M hurry-up that counts down over 15 seconds. Shooting any lit shot ends the mode. Side ramp scores 2x the value.
  • Death By Derby (Goldfinger): The side ramp and DB5 eject are lit for a 10M hurry-up that counts down over 15 seconds. Shooting any lit shot ends the mode. Side ramp scores 2x the value.
  • Swimming With Sharks (Thunderball): Left ramp, rocket lane, right orbit, and right ramp are lit for a 10M hurry-up. Once a hurry-up is collected at any shot, the next hurry-up is worth 10M more than the previous one. Mode ends after collecting all four hurry-ups.
  • Outer Space Hijack (You Only Live Twice): Shoot the rocket lane 8 times for a hurry-up score starting at 10M. The first five shots have to be scored at the rocket lane or the SPECTRE targets surrounding it, the last three can also be scored at the drop targets in front of it.
  • Bath-O-Sub Bash (Diamonds Are Forever): Left ramp, rocket lane, right orbit, and right ramp are lit for a 10M hurry-up. Once a hurry-up is collected at any shot, the next hurry-up is worth 10M more than the previous one. Mode ends after collecting all four hurry-ups.

(In future code updates:
SPECTRE target completions will increase the base jackpot for Bird One Multiball
.)

Q Branch & Gadgets:

Q Branch can be qualified at the DB5 eject by making certain shots enough times. There are six gadget modes, two single-ball modes and four that transition into multiballs, and a mini-wizard mode for playing them all. Single-ball modes are timed (60 seconds).

The base jackpots for Q Branch modes start at 3M. In certain modes (excluding Attache Case), they can be built by shooting other shots on the playfield as described in each mode’s section. Combine these multiballs with playfield X for big points.

Progress towards lighting Q Branch can be made during the game’s various modes, but not during either multiball.

(Q Branch modes that transition into 2-ball multiball are mutually exclusive and cannot be stacked with any other modes.)

  • Radioactive Reconnaissance (Dr. No):

    • Qualified by scoring enough bumper hits.
    • 40 seconds.
    • Take control of the Geiger Counter. All shots excluding the upper flipper shots are lit yellow during the mode for 3M, and a random shot scores 35M if made as the first shot (scores less the more shots you make before shooting it).
    • After you shoot a shot, the Geiger counter will react via a reading on the display and an audio cue to let you know how close you are to the main award shot.
  • Attache Case (From Russia With Love):

    • Qualified after six shots to the right orbit / helicopter. The three circle inserts at the right orbit will show qualifying progression.
    • 60 seconds.
    • Make five shots to reveal the components of Q’s attache case. The first and third shots are at the right orbit, which will always divert to the bumpers during this mode, and the second and fourth shots are randomly determined by the bumpers. The fifth shot will always be at the right ramp.
    • Making the fifth shot starts Hunted by Helicopter 2-ball multiball. Shoot all lit shots two times each for jackpot / double jackpot; one shot is lit white for a triple jackpot and can be toggled by the bumpers. Making all lit shots lights the side ramp for the super jackpot worth the jackpot total, ends the multiball, and returns to single-ball play. Jackpot value is 3M and seems to be increased via bumper hits.
  • DB5 (Goldfinger):

    • Qualified after three shots to the DB5 eject. Progress is carried across balls.
    • 40 seconds.
    • Every shot to the left orbit and the DB5 eject reveals one of the amenities Q has provided for Bond in his signature vehicle. The left orbit shot can be requalified by shooting the eject, and 6 total shots must be made to complete the mode. Spinner hits increase the jackpot values scored during the following multiball by 10k per spin.
    • On the sixth shot, DB5 2-ball multiball will start. All shots are lit to score jackpots and light the DB5 eject for a double jackpot; making the lit shots from left to right will score double jackpots as well. Score all possible jackpots to light two more triple jackpots at the two upper flipper shots, then score the super jackpot at the DB5 eject worth the jackpot total to end the multiball. Jackpot value is 3M + any increases from the spinner prior.
  • Power Pack (Thunderball):

    • Qualified after three shots to the left eject. Progress is carried across balls.
    • 70 seconds.
    • Learn about the jetpack from Q by shooting the left eject six times. Shooting the white arrow shots will increase the jackpot values scored during the following multiball by 1M + 250k per white shot made until the left scoop is shot again.
    • On the sixth shot, Power Pack 2-ball multiball will start. All shots are lit to score either a jackpot or double jackpot, and will light the left eject to score a triple jackpot (this can be collected three times). Score all possible jackpots to light two more triple jackpots at the two upper flipper shots, then score the super jackpot at the left eject worth the jackpot total to end the multiball. Jackpot value is 3M + any increases from the lit shots prior.
  • Little Nellie (You Only Live Twice):

    • Qualified after ? shots to the rocket. Strong shots to the rocket register as multiple hits, and progress is carried across balls.
    • Learn about the helicopter’s capabilities from Q. First, shoot the drop targets to increase the jackpot value by 40k per drop target, and then shoot the right ramp to advance. Repeat this sequence five times, shooting the right ramp five times in the process.
    • Making all five right ramp shots starts Little Nellie 2-ball multiball. Lit jackpot shots move around the playfield - score 7 of these to light the drop targets for 3 more jackpots, followed by a double jackpot at the rocket. After scoring three double jackpots, the side ramp is lit to score the super jackpot worth the jackpot total and end the multiball. Jackpot value is 3M + any increases from the drop targets prior.
  • Q’s Ring (Diamonds Are Forever):

    • Qualified after ? spinner spins.
    • 60 seconds.
    • Test the electromagnet ring on slot machines by shooting the flashing blue shots. All nine shots must be made to win the mode for standard mode points (2.5M + 250k per shot). The final shot is worth 2x.

Bird One Multiball:

Shoot the drop targets to light lock at the lane to the right of the drop targets. On the Pro, balls are virtually locked, while balls are physically locked on the Prem / LE. Bird One Multiball starts as soon as the third ball has been locked. Subsequent Bird One Multiball attempts require the drop targets to be completed to light each individual lock.

During Bird One Multiball, all shots are lit green to score jackpots worth 1M, and collecting a jackpot briefly lights the two shots from the upper flipper for double jackpot. Once all jackpots have been scored, all of them relight for double jackpots; then triple jackpot after clearing all the double jackpots out. Once enough jackpots have been collected, shoot the rocket to score a super jackpot worth the jackpot total and relight the jackpots that were collected at +100k value. The maximum value of the super jackpot is 300M.

Bird One Multiball can be extended by collecting three of the quickly flashing double jackpots from the upper flipper. Once the player drains down to single-ball play, two more balls will be relaunched and the multiball will continue. Typical “add-a-ball” rules don’t apply.

(In future code updates:
SPECTRE target completions will increase the base jackpot value.
)

Jetpack Multiball:

To light the left ramp to start Jetpack Multiball, a shot must be made to the left eject during single-ball play. Subsequent Jetpack Multiballs require additional shots to the left eject and left ramp to start. (Jetpack Multiball cannot be advanced or started during the 2-ball multiball Q Branch modes or during any of the SPECTRE Weapon countdowns.)

At the start of Jetpack Multiball, a hurry-up value will start counting down from 3M (+1M per Jetpack Multiball started). Shoot the center lane to score the hurry-up value and lock it in as the jackpot value that can be collected at all flashing shots (and release the ball from the jetpack on Prem / LE). After scoring 5 jackpots at any shots, the left ramp lights for a double jackpot worth 2x the jackpot value. The super jackpot can then be collected in different ways depending on the model:

  • Pro: The super jackpot is collected at a roving shot, moving from the right to left side of the playfield (starting at the DB5) and worth 10M (+5M per additional super jackpot within the same MB). The jackpots at the major shots relight after scoring the super jackpot. Super jackpot also adds a ball the first time.
  • Prem / LE: After scoring the double jackpot, the jetpack will pick up the ball. Shoot the Dragon Tank target while the jetpack is positioned over it to score the super jackpot, worth 10M (+5M per additional super jackpot within the same MB), and relight the jackpots at the major shots. Subsequent super jackpots require the player to direct the location of the jetpack using the flipper buttons. If the player fails to score the super jackpot, the left ramp will light to reload the jetpack for another attempt. Super jackpot also adds a ball the first time.

Other Features:

Playfield Awards:

Six areas of the playfield correspond to elements of the six films featured in the game, and count down towards awards after enough shots have been made to them. These are the bumpers (power plant), right orbit (helicopter), DB5 eject (DB5), left eject (power pack), rocket (rocket), and spinner (satellite). The awards are scored in the following order for each area:

  • Super Jets (jets worth 100k for the rest of the ball, bumpers only) / Super Spinner (spins worth 100k for the rest of the ball, spinner only) / Super Rockets (rocket only)
  • Light Q Branch (for the mode corresponding to the element)
  • Power Plant Points (10M for bumpers, 20M for rocket) / Propulsion Power Points (20M for helicopter) / Passing Power Points (20M for DB5) / Power Pack Points (20M for left eject) / Polonium Power Points (20M for spinner)

Every hit that counts down towards an award also counts down towards lighting the upper loop for a Bond Woman. Progression towards Bond Women is kept separately from that of the other awards.

High Stakes:

Every even-numbered completion of the BOND return lanes lights the left scoop for High Stakes mystery award. As per usual, mystery awards are heavily weighted towards the most beneficial options, though other awards will be given out if none of the criteria are met. Possible awards include:

Bond Women & Playfield X:

Bond Women can be lit at the upper loop through the many playfield awards. The Bond Women progression is maintained separately from that of the other awards, such that each hit will also advance towards lighting a Bond Woman. Each method of lighting a woman will reset once playfield X has been used.

They are lit via:

  • 25 bumper hits (or so)
  • 3 right orbit shots
  • 4 DB5 ejects
  • 4 left ejects
  • 10 rocket hits (strong shots register more)
  • 200 spinner spins (or so)

Each solidly lit, collected woman will correspond to 10 seconds of playfield X that can be activated by pressing the action button. Each lit woman will add +1x to a maximum of 7x playfield, with an additional 30 seconds of ball save for starting 7x playfield. The lit women will also increase the playfield X timer by 10 seconds, from 20 seconds for 2x playfield up to a maximum of 70 seconds for 7x playfield.

Combos:

Making certain shots in quick succession scores combo points. The combo award starts at 100k + 25k x each shot in the combo sequence.

There are 20 unique combos corresponding to different 007 films, villains, henchmen, and Bond women, worth 2M + 125k per unique combo scored this ball:

Name Shot 1 Shot 2 Shot 3 Shot 4 Shot 5
Dr. No Left ramp Right ramp
From Russia With Love Left ramp Right orbit
Goldfinger Left ramp Right orbit Side ramp
Thunderball Left ramp Right orbit Side loop Side ramp
You Only Live Twice Left ramp Right ramp Center lane
Diamonds Are Forever Left ramp Right orbit Right ramp
Rosa Klebb Right orbit Side loop
Largo Right orbit Side loop Side ramp
Blofeld Right ramp Center lane Side ramp
Professor Dent Right ramp Left ramp
Red Grant Right ramp Left ramp Right orbit Side ramp
Oddjob Right orbit Right ramp
Fiona Volpe Right ramp Left ramp Right orbit Side loop Side ramp
Mr. Osato Right orbit Side ramp
Mr. Wint & Mr. Kidd Center lane Side ramp
Honey Ryder Center lane Side loop
Domino Center lane Side loop Side ramp
Kissy Center lane Right ramp
Tiffany Center lane Side ramp Left ramp Right ramp
Q Branch Center lane Side loop Side ramp Left ramp Right ramp

Outlane Ball Save:

5 shots to the Dragon Tank target light ball save at one of the outlanes, which alternates between outlanes with every slingshot hit. If one is already lit, then the target can continue to be hit to light the next ball save, which lights after the first one has been used up. One additional target hit is required to light subsequent ball saves.

The Dragon Tank target also determines whether or not the ball will enter the bumpers, as indicated by the flashing red light near them.

Extra Balls:

Left eject lights for extra ball after:

  • Percentage-based number of upper loops (operator setting - usually around 3)
  • Playing 3, then 6 of any mode

End-of-Ball Bonus:

One movie insert is randomly lit at the start of each ball. 100,000 is awarded for each mode started, 2 million for each mode completed or lit movie insert, and an additional 200,000 for progress towards the final wizard mode. All multiplied by the bonus multiplier which can be increased by completing the MI6 lanes, and maxes at 5x.

Wizard Modes:

"Bond... James Bond" Multiball:

The left eject and right ramp light to start “Bond… James Bond” Multiball after achieving all four of the following tasks:

The goal of this 2-ball mini-wizard mode is to build the value of the super jackpot by shooting everything. With 70 seconds of unlimited ball save, and all switches scoring 100k, the player must shoot 10 lit shots (worth 2.5M or 5M for side loop shots) to light the side ramp for the super jackpot, worth the jackpot total and capping at 100M. Shots to the side loop count 2 shots towards this total. Once the super jackpot is scored, or time runs out, the mini-wizard mode ends and the player returns to single-ball play.

On Her Majesty's Secret Service:

TBD…

3 Likes

did i hear this was Lonnie Ropp?

Yes, Mike / Lonnie collab, they also did Stranger Things together.

1 Like

Thought it was Dwight for sure with all those multiplier inserts

2 Likes

So did I tbh. Either way, this seems like a very tasteful multiplier implementation, though I’m not looking forward to having to tell people not to press the action button as a ball drains lol.

1 Like

The multiplier rule has some potential. I like that you can’t add additional multipliers once activated. But I hope it has a limited time with no way to reset the time. So then build PF X, set up scoring opportunity, hit action button, cash out! I really don’t like Mando or even TMNTs constantly running PF X.

Also, MKV said that banked mulitplier is going to be lost on drain anyway so hitting the action button while draining wont be an issue.

3 Likes

Reveal is tonight - who’s ready to get writing and editing?

tag you are it! :smiley:

2 Likes

I have gotten the eyes only skill shot-it’s hold up the left flipper and full plunge-hit Q branch within 5 switches to collect 10,000,000 and 2,500,000 added to your next skill shot.

Mr Wint and Mr Kidd- hit the left ramp or center shot to light right ramp-hit the right ramp and repeat 2 times to complete.

Fiona Volpe rules- left ramp, right ramp, left ramp, right loop, henchman ramp

High stakes can be advance spinner, the worst award (useless)

Petition to remove “Advance Spinner” from the Lonnie award pool. Between this and Stranger Things, it serves no valid purpose.

1 Like

I second this!

Is the playfield multiplier included in the current code? Played a few games and set up the multiplier loop with flashing inserts then shot it a couple times to light the inserts solid. Display showed 3x available then 4x available, but the center button never lit up and pressing/holding it didn’t seem to activate anything. Anyone know what’s up?

1 Like

The real playfield multiplier is the bonus multiplier

1 Like

Any info on the random awards from the spinner?

Some suggestions:

  • To encourage balls to stay in the rocket area for longer, it might be a good idea for shots that enter the “left lane” near the drop targets to raise all the drop targets up, while retaining your progress on the drop targets you’ve completed. Stranger Things does this if the center drop targets ever have to reset so I could see it working here too. This would also guarantee a nice, slow feed to the upper flipper.
  • 2x bumper scoring for shots to the “bumper lane”? It’s nice seeing a shot like this again for the first time since… jeez, NBA Fastbreak, it would be nice to have some incentive to aim for it.
  • Ball save for ejects from the left kickout. Can be unnaturally cruel sometimes.

Yep. Had a chance to play this last night–fast and fun. I had a couple of times where it ejected and went back into the eject hole, then shot back out to hit the Dragon Tank standup and then SDTM. Always easier to accept a drain when I committed the unforced error.

Does getting into a villain/henchman/gadget mode lock you out of stacking in more modes?

Yeah, bonus is too good. No way they won’t decrease it’s value.