James Bond 007 Rulesheet

I would like to make some suggestions for future code updates to balance the game scoring and highlight some of the features.

  1. Jetpack multiball is overpowering everything in the game. I agree with the change to make it easier to start, but now the points, and the way to light it (which also collects mystery), are the only thing worth going for in tournaments or high score chasing. A quick fix would be to nerf the starting jackpot value to 3.5 million… but I wouldn’t be upset if it was 2.5 million. The rules within Jetpack are perfect. One million increase to future jetpack multiballs is good as well.

  2. 90% of the local players in Kansas City have never played a spectre weapon mode for two reasons. The first is the difficulty in lighting it. How many targets are hitting up there is mostly random. The second is the inability of the code is effectively highlight where to start it. My suggestion for the former is to employ the Ironman neighbor rule for at least the first weapon if not the second as well. The second has two possible solutions. When I light the weapon, have the goldfinger target blink a rainbow color. I understand the gold color but it is dull and not noticeable. The other option would be to have the screen show a picture of the playfield with a giant arrow pointing where to shoot. 60% of the group has never lit the weapon and 30% doesn’t know where to find it. These modes are really fun and should be accessible for all levels of skill.

  3. Consider changing the start of henchmen as one for the first two. The side ramp is not an easy shot on any copy of bond I’ve played. Would be nice to play a couple on most games. Speaking of henchmen, can you balance the scoring? Dent is worth a lot but red grant you are asking me to combo and is worth little in comparison. All I need to do with Dent is trap up and wait. Comboing should have a higher value.

  4. Only three modes are worth playing outside of Jetpack all day. In order it’s Rosa, Dr. No and goldfinger. Blofeld is the most dangerous with very little value.

  5. On the status screen, please tell me how many more right ramps and side ramps I need to start a villain or henchmen mode respectively.

  6. Q’s ring with the blue color is the biggest kick in the teeth mode based upon the scoring and locking you out of other modes. Could this be balanced more? My suggestion would be to up the base value to 2 million, same increment scoring, with an added completion bonus for getting all shots.

  7. Largo and Jetpack share the same color. Can we get a different color for Jetpack to offset stacking both?

  8. Please implement the playfield multipliers soon. :crazy_face:

  9. Is there a way for you to have the game recognize the inner orbit when another ball is being launched? Frustrating when you are trying to get the bird extender.

Thank you

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Not sure what you mean here. Do you mean the upper loop? Bird extender is still pretty easy to collect by letting all balls below the upper flipper drain until you collect the required three shots. Ball saver still runs longer than the two shots are flashing. Flashing upper loop should absolutely count while flashing.

I played the Bond mini wizard mode yesterday and was happy to see that was worth almost 100M. That was enough to make me see how it’s qualified (start bird MB, JP MB, villain and henchmen mode). No idea if I got the super, but will be paying more attention going forward. Seems pretty easy to qualify. Ball drains after time runs out and new ball is put in the shooter lane, so you can’t lose a ball during this mode. Free points.

Also made the side ramp super skill shot yesterday on ball 1, which awards 10M and starts a henchman mode. Would be cool if that SS shot always started a henchman mode. Could be way more strategic on ball 2 or 3 rather than starting a mode on ball one after one flip with no MB primed.

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Yes, if you shoot the inner “loop” while balls are launching, it will not always register the shot. I’d have to pay attention if it had to do with a ball being in the pops but I don’t think so. I like the idea of the side ramp skillshot starting at henchmen mode each time.

First side ramp always gives a henchmen mode on all the Bonds I’ve played, regardless of super skill.

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I know. I’d just like it to happen with every successful SS shot to the henchmen ramp, not just on ball one. Probably won’t happen, but a guy can dream.

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Loop should register every time if it’s flashing. Switch may need adjusting.

It doesn’t activate every SS sadly, just those which fit in the activation sequence for henchman mode. Confirmed that this morning when I hit the SS on ball 2, after getting 1st henchman mode on ball 1.

Found the “Top Secret” SS, and it rewards 10M + 2.5M per SS just like the other main playfield SS’s. I was a little disappointed that it didn’t award more, being secret and all.

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Made changes to the Super JP value in Jetpack MB. I only play on the Pro, but I’m assuming the Premium/LE uses the same value. Please correct if I’m wrong.

Also added the add-a-ball for Jetpack.

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Has anyone been able to light Q-branch for Q’s Ring since they changed the intro video in the 0.88 patch? We’ve played easily 100 games between the 0.88 and 0.89 update, which includes several long games, and have never got Q’s Ring to light.

Yes, it’s just far later in the spinner sequence than before. I think it’s at the third spinner award when before it was the second.

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Which makes perfect sense, as the 3rd popper award is lighting Q branch. Thanks!

Heads-up for owners - just received a “ball trap upgrade kit” for the table in the mail from Stern. Mainly a plastic guard for the plate above the drop targets.

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Gotta say I’m not feeling the qualification requirements for these new Q Branch modes. Seems like a lot of effort to get to what’s essentially another timed mode with maybe a multiball if you complete it, especially all the rocket shots required to get Little Nellie running.

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Agreed. 6 shots to the right orbit seems steep, especially since most modes in the game need three shots to activate tops. Also, hitting the rocket leads to a significant SDTM chance.

Opening the gate and looping the right orbit feels pretty great, though.

Correct me if I’m wrong, but I believe not only is it 6 right orbit shots, it’s 6 right orbit shots on the same ball. If you drain, your progress resets. Also, I’m not sure if you can make progress towards it while in a villain or henchmen mode.

Radioactive Reconnaissance tip courtesy of @beyndtstng:

  • After you shoot a shot, the Geiger counter shown on the display will react and give a reading based on how close you are to the final award shot. (Nice for when you can’t hear the audio clues if you’re in a bar or you are hearing impaired)
  • Probably best to shoot 2-3 shots in from the sides of the playfield for your first shot to help narrow down where the main award shot is.
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I do believe you are correct. I hit six shots to the right orbit over 4 balls this morning, and Q Branch never lit. One of those shots was during a villain mode, so it might not have counted though.

As for the other new Q, found out today it’s the 2nd rocket award. First is 10 hits to light Bond girl multiplier, second is 15 hits to light Q-Branch. Progress seems to be saved between balls, just like the popper awards.

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UPDATE: I can confirm that the Attaché case Q-branch trigger is 6 shots during regular play (no modes) up the right orbit on the same ball.

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IMO to qualify Attache Case, they should make it so either your progression is saved ball to ball, or you can still qualify it during single ball play modes like a villain or henchmen mode.

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