James Bond 007 Rulesheet

Happy code update day! A few points on the 0.91 update

  1. Attaché Case progress carries over between balls now. Still just during normal play.
  2. DB5 Q Branch activation needs 3 shots to DB5 eject, during normal play, but only when it isn’t lit. (That means that if it’s lit for a different Q Branch, hitting it doesn’t count towards the DB5 progression).
  3. I think the rocket hit thresholds for Little Nellie being unlocked were lowered a bit, but I haven’t fully confirmed yet.
  4. I am grateful that these 2 new modes are at least attainable, as opposed to Attaché Case and Little Nellie.
1 Like

New code is out with a bunch of changes, would appreciate some updates to the scoring that got introduced here.

1 Like

Femme Fatale (Fiona Volpe) Awards are 2.5 million a shot. I only hit 2, and got 5.25 million for the mission.

Only mission I’ve hit so far.

Also of note, progress towards all modes continues across missions now. During the Fiona mission, shots to the left eject still advanced Power pack, and right orbit advances Attache case.

Played few games on a pro and really enjoyed the update. The multiplier rule is interesting. Do I want to cash out a 4x right now, or push it to 6x or 7x with even more time, but if I drain, it goes away. Only major bug I noticed is starting the playfield x during Bond… James Bond, it will end prematurely when the multiball ends.

Bird One is a lot more fun with this now. Started 5x and hit a bunch of shots before my super, and collected for about 250 mil. Jet pack is nerfed nicely where now the jackpots are generally less than mode shots.

I also seemed to almost always have a Q-branch lit, which is a nice option to have instead of just advancing toward modes, and the scoring in those are good.

The balancing overall to the modes is really nice. Every mode I played was worthwhile, and the ones I used a playfield x on, was able to get over 150-200M.

Update the Bond Women section details based on @MXV 's 0.93 code walkthrough on DeadFlip.

1 Like

If you have multiple Q Branch modes qualified, does the next-up Q mode cycle similar to how the other modes change? (from pops, and one advance from the Goldfinger target)

Yes, it does.

Does anyone have insight into how they decided not to provide any instructions during modes in this game? Some of the modes are pretty clever and fun but it seems like you could only know that if you looked up this rulesheet.

2 Likes

Thats right. Qualify one and it won’t change on pops, but qualify more than one and it cycles between them. You should qualify DB5 first at the right scoop though if you want it selectable, since of course that scoop starts whatever Q branch is lit.

Clarified in Bird1 section that the Super base value is derived from the sum of only the jackpots’ base values, and not the actual values collected due to any 007 Scoring running at the time you collected the preceding jackpots.

1 Like

I have really loved the changes they have been making to this game. It is shaping up to be one of my favorites. Excited to hear the plans that they are going to add in perks for completing Spectre weapons like increase mode time, additional ball save time, and add-a-ball.

The Q-Branch modes are fun to play but I feel they are a little imbalanced.

  • Power Pack seems like by far the best one to play

  • The DB5 one feels like it should at least get the mode timer raised from 40 sec to 70 sec like some of the others. With the 40 sec, you don’t get a lot of time to try to build up the value and it feels like you really can’t miss a shot more than once or else you find yourself in a race against the clock to make the DB5 enough times just to start the MB w/o much of a build up.

  • Little nellie seems like it might benefit from raising the value the drops add to the JPs.
    EDIT: For some reason I thought the drops only increased the JP by 250k and not 500k, but it appears to be the latter so I think the mode is probably fine as is.

  • I can’t remember the last time I played Q’s Ring. It was a few code revisions back but if it’s still 1M per shot, it seems a little low. I guess if you juice your spinners it’s easier to get to but on the Bond’s I’ve played, just getting the 200 spins to qualify the Bond girl takes a while and it’s usually the last girl I need.

Overall, the game is coming along great and props to Lonnie and Mike for their work :slight_smile:

2 Likes

Holy cow they nerfed all the higher valued Skill shots hard. What once was 10 million+2.5mil, is now 2.5 million+500K.

Yeah I noticed that. Also they increased the time for the DB5 Q-Branch mode to 60 sec from 40 which is nice.

I’m fine with that. When nearly every major shot is lit for 10M, it’s not all that skillful. And on base scoring, it takes what – 4 mode shots (only 1-2 shots lit at a time) to get to 10M?

1 Like

Oh I agree that 5 relatively easy shots all giving 10M was a bit generous, I just wasn’t expecting a 75% point reduction. Previous nerfs of Jetpack multiball (7M to 3M) and Power Plant points (20M to 10M) were around 50% reduction, so that’s what my expectation was, based on the vague nature of the patchnotes.

Seems like none of the changes have been subtle so far. Jetpack MB went from six shots to start down to two in one update. I’m getting the sense that it’s starting to settle down now, but will still probably wait a while before taking another deep dive. Getting better for sure. Let’s hope the SS shot butchering is the last huge change we see.

For tourney play, if I’ve got keys, then I set Jetpack MB start back to the OG six shots, instead of two shots (to start the MB). 2 shots is waaaaay too easy to start a MB, IMHO.

I wish they’d take the middle path: one left eject to light orbit “locks,” three locks to start jetpack. Four shots seems about right. I agree two is far too easy, but I hate having to shoot (or more likely drop into) that reverse scoop three times for the first jetpack.

Second jetpack, sure, all six shots. For the third+ jetpack, might even be cool to make the left orbit lock timed after a left scoop. I like it when things change a little with each repetition, without just being “more shots” a la sparky.

going from six shots down to 2 seems like an big jump down but not that out of line with some other sterns for an easy to start 1st time MB.
and that scoop can have balls jump out of the way makeing it not that easy.

Now if they made the 1st one scoop and then 2-3 ramps that is not as high and then maybe all 6.

IIRC, then Medium settings would be what you want… I think it’s 4 shots : 2 scoops and two L orbits. Default is Easy, and my selection for OG settings is Hard level. Going from memory here, so I may be wrong.

There’s currently no setting for 1 scoop and then 2-3 ramp shots for Jetpack. It started with 1 scoop and then 2 ramp shots before going 1 scoop and then 1 ramp shot.