James Bond 007 Rulesheet

HI THERE MISTER Q ARE YOU HAVING ANY LUCK?

2 Likes

Iā€™m being somewhat successful, thank you.

1 Like

Iā€™ve got a 007 pro as a rental and a few weeks in Iā€™m nearly ready to pay the early rotation fee and send it back. There are some deal-breaker annoyances for me and Iā€™m not sure theyā€™re on the radar to fix - any thoughts on these?

  1. The scoring seems weirdly inconsistent between different activities. You can have a decently good ball, maybe starting a spectre mode, qualifying (and maybe playing!) jet pack multi ball, and still not score as much as a single super skill shot to the car.

  2. Similarly the difficulty for various modes seems almost random. Thereā€™s one of the spectre weapons (maybe scorpion? donā€™t remember exactly) that gives 35m for 1 or 2 shots and is completeable almost by accident, and another (space hijack) thatā€™s very tough to complete and awards nearly nothing. Iā€™d love a b66 gadget/ gz heat ray kind of feature that you could activate to spot a shot thatā€™s just not dropping for you.

  3. Thereā€™s a couple of weird mechanical issues with the playfield layout - thereā€™s five narrow shots around the ramps but the left side is wide open. )I do like the TZ Camera style skill of raising the L upper flipper and banking into the High stakes hole off the bottom side of the flipper!) And the SDTM drains off an incomplete rocket lock and dragon target are very frustrating - itā€™d be nice to have a GZ ā€œmini wallopā€ style brief save on the hole eject.

  4. The audio for ā€œMr Qā€ and the walk-away song at the end of the game goes on WAY. TOO. LONG.

Itā€™s frustrating because thereā€™s the bones of a fun game here but as many people have said, it just doesnā€™t feel done enough to enjoy at this point.

4 Likes

1 - I donā€™t think these are going to be fixed anytime soon considering this gameā€™s backbone is largely reused from Stranger Things and that game has similar scoring discrepancies, albeit comparatively minor. Thereā€™s also a chance that theyā€™re waiting for feedback until they change the scoring, considering the playfield X is going to be a major contributor to scoring going forward.

2 - SPECTRE weapons and villain modes all have really inconsistent scoring, to me it feels like three of each mode are insanely worthwhile and the other three are duds in regards to scoring. Troublesome Tarantulas is 10M for a relatively easy shot, Outer Space Hijack seems like a lot of work but I average like 50M from completing it. That said, some are way easier to complete than others and I question what decisions went into their scoring.

3 - Similarly very frustrated with the dragon tank SDTMs, but considering what the shot is meant to be (in the source material it basically spells instant death) I suppose it makes sense. Hopefully a ball save gets added, but a temporary one.

4 - Well, they got the rights to the movies, they damn sure want to let everyone know! Weird that the Mr. Q audio is what comes first and foremost while so many iconic quotes are reserved for very deep in the modes, but if thatā€™s the direction they wanted to go in, I guess its fine.

seems kind of shitty to rent out games with such lacking code. like stern releasing it so unfinished is one thing, buyers expect to own the game for a while and see the code finished up, but to offer it as a rental without an ETA on it being even close to finished is another thing altogether.

I turned down the coil strength on the kickout a bit and it solved this. Some of the location players were fussing about it. Otherwise, yeahā€¦ I agree with your points, this game desperately needs better code because the layout is pretty meh.

I find wiggling the cabinet side to side just before the ball ejects often noticeably reduces STDMā€™s. Makes the rebound less predictable, usually not to a flipper, but at least it doesnā€™t go SDTM.

The music is so oppressive and relentless. Like, itā€™s one thing if you hear a theme three or four times in a two-hour movie. But never stopping except for (terrible) one-minute modes, and then continuing for 90 seconds after the last game is over? My experience of the game is non-stop low-key irritation unless I have headphones on (then I just hate the rules and the inconsistent scoring).

I was literally embarrassed to play more than one game in a bar because I felt like I was irritating everyone else.

3 Likes

itā€™s cool. iā€™ve rented from this operator since they started doing home rentals at the beginning of the pandemic. after i posted this, i emailed them and got an early (fee waived! thanks qw) swap for gz prem this week. now there is peace and harmony in my house once again.

1 Like

Thatā€™s great to hear.

Have they implemented any more skill shots yet than the first three it launched with?

They will be in an update releasing this week.

1 Like

IMO the shots are fun to shoot on this game and I like the layout but after the code update for Jetpack MB, it seems heavily imbalanced in favor of just Jetpack MB all day.

I think this game has a lot of potential and I realize itā€™s not easy to code a game but hoping more changes are made to fix the imbalances.

3 Likes

Agreed. Right now I worry that itā€™s just a 2-shot game.

What on earth is up with there still being no action button?

1 Like

Licensing, I suppose? Or wanting to balance scoring before the feature is added? They mentioned that they were working on the clips for Bond women but it sure isnā€™t indicated how to collect themā€¦

While starting jetpack got a lot easier, didnā€™t they nerf the super considerably? Was 40M+, now 10M?

Seems like scoring is still below initial release. Absolutely needs those playfield multipliers.

You collect them at the upper loop. Playfield insert lights and display acknowledges it, if itā€™s not busy doing something else. Just canā€™t use them yet.

Yes you are correct about the super but compared to the other changes, it appears like a buff vs a nerf.

ā€¢ Much easier to start your first two Jetpack MBs vs before
ā€¢ JP hurry-up now at 7M vs 5M
ā€¢ All shots stay lit for JPs until you light the new Dbl JP at the left ramp compared to previously, where you had to shoot all shots once to get to the Super JP and they unlit after they were shot
ā€¢ Much easier to get to the super JP now and get your add a ball vs before (any combination of 5 shots + the Dbl JP at the left ramp vs having to shoot every shot on the playfield once)

Edit:
I think making it so each JP unlights after you shoot it so you have to shoot 5 unique shots to get to the Dbl JP might be a good change. Then, after your first super, all shots relight but you have to shoot 6+ unique shots to get to the next Dbl JP.

I forgot the add a ball, which is nice. Wonder if you can eventually add another ball. It is better, but Iā€™m going to miss those 40M+ hard earned supers. On old code, I was intentionally draining balls at the beginning of JP MB (after shooting up the middle to light jackpots) to complete harder side ramp and upper loop jackpots from the upper flipper.

Itā€™s interesting how add a ball awards from mystery seem to be going away. We adapt, but I see a lot of casual/ newish players scratching their heads.

1 Like