James Bond 007 Rulesheet

For the Mr. Osato mode, it says that making shots as combos (within 5 seconds of each other with the inserts flashing faster) will score 2x the value.

I was playing it and it looked like the displayed shot award value was not double when I shot the 2nd shot of the combo. Looked like the shot value only increased by the standard amount it increments by.

I could be wrong about this so just wondering if anyone else has noticed this? It could also be that your score does increase by the correct amount, but the displayed shot score is incorrect. I haven’t paid enough attention to see if that is the case.

EDIT:
I looked back through the .93 code walkthrough Mike did with Jack and found the spot where they play Mr. Osato and it does appear that the shot awards are not doubling when you shoot the combo. See this link which is timestamped at the start of the mode for what I’m referring to.

Suggestion/Request: Can you make the default setting for the outlane ball save to be flipper-controlled instead of the default being the slings changing it? I think Rush has it set this way.

IMO it’s much more skill-based to have the outlane ball save be controlled by the flippers vs allowing it to be controlled by the slings. I realize it’s a setting you can change, but where I’m at in KC, a lot of the operators/owners do not want to change the default settings (the exception being limiting it to max one EB) so we’re stuck with it being sling-controlled. Also, most smaller tournaments will not change those settings, so making it flipper-controlled by default allows for more skill-based decisions/playfield awareness when playing the game at the majority of locations.

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The game plays long, as it is. Being able to skillfully guarantee you’ll have protection on BOTH outlanes from one earned lit Outlane becomes too powerful, in my opinion.

If you want to change which outlane is lit, just skillfully aim for the slingshot to change it :slight_smile:

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I’d be fine with the outlane ball save being assigned to one side and staying. With the slings controlling it, just seems like it ends up boiling down to if you get lucky or unlucky.

@pinwizj I was waiting for someone to say that! :laughing: You’re getting into advanced play there with choosing what to shoot or how to miss based on which outlane is lit. Hard to stop the ball from hitting the sling or multiple slings from a miss. I’d rather the lit outlane be set or some other target/switch be responsible for changing it vs the slings.

Regardless, I still love the game. That 7x power pack with a 20M+ base build up is very fun to go for!

Assuming you aren’t aiming at slings to change it, both of those options are identical from a probability & player control standpoint. Flip a coin once, or flip it X times and keep only the final result.

Hmm, not sure I follow you. If the outlane ball save was locked to a specific outlane, you could then choose your shots to minimize the chance of the ball draining down the unlit outlane. You wouldn’t have to worry about it hitting a sling or multiple slings and it changing.

Just a quick example would be avoiding the sling on the same side as the lit outlane to avoid the common sling to opposite side outlane drain. So you would shoot shots in a way to minimize the chance of the ball hitting that sling. You would also avoid missed shots that tend to go down that unlit outlane. As another example, a lot of the Elwin games have areas where missed shots (thinking half loops) tend to go down a particular outlane.

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That’s an interesting theory, but in reality I don’t think I’ve seen anyone even attempt to play a game in a way to avoid one particular outlane, much less a particular slingshot. I mean, aside from just trying to avoid that stuff in general.

Having it move might “feel unlucky,” but lighting a random outlane and staying there is equally (un)lucky.

I can’t think of a game where you can move an outlane ball save via a flipper. Also one of the Insider Connect achievements is draining with an active outlane ball save so it’s probably intentional to have no control over it.

I’m not claiming to be very good at doing so but I do attempt it. It can be something like “well it’s better for me to miss this shot late vs early since missing it early makes it prone to going down this particular outlane”. If you play a machine enough, you’ll observe common ball paths. I mentioned the Elwin games and I’ll list a few of those as examples:

  1. Godzilla: Shooting a weak loop shot (ball doesn’t complete the loop and rolls back the way it came) tends to have the ball go down toward the left outlane.

  2. Jurassic Park: Weak loop shot tends to go down towards the right outlane

  3. Avengers Infinity Quest: Weak loops tend to go towards the left outlane.

On the Bond I play, feeds from the pop area tend to go down towards the left outlane. Having that outlane lit can be very helpful. I usually do a nudge every time the ball comes down to minimize it hitting the top left of the left sling and going in the left outlane.

@Mys145 I thought you could control the Heal outlane ball save on Mandalorian and also control the outlane ball save on Rush with your flipper. Am I wrong?

Who Dunnit (not an full save but slot spin can lead to the ball being saved)

I posted about that rude achievement back in December.

On the pro I play, the LEDs for the right outlane and right inlane don’t always work. All too often, I make a big move as the ball is headed to the dark right outlane, get a tilt warning, ball goes down the right outlane anyway and Surprise!, ball gets recycled because LED wasn’t working. Told the operator about it, but probably need to remind him again.

I was watching the youtube video of Eric Stone playing .96 code and noticed he had 7x lit. He then qualified a mini-wizard mode after playing all 6 major villians and I noticed the lights for the Bond girl inserts went out and the right ramp was lit to start a mini-wizard mode. He then ended up draining before he could shoot the right ramp and he didn’t push the action button.

I’m assuming he should have been able to hit the action button to start his 7x and kick on the 30 sec ball save when he drained to save his ball despite the fact that the bond girl inserts were no longer lit. I’m leaning toward this being a bug with the lighting but wondering if the ability to start 7x was disabled until he started the mini-wizard mode?

Here’s spot in the video where it happens

EDIT: Looks like the Bond women inserts also turn off during Spectre Weapons. One issue I see with that is even if your action button will still be flashing pink, you don’t know how many women you have collected vs just qualified.

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Latest update adds a smart missile, makes it 1 ramp shot per henchman or villian mode and codes in the side ramp shot that falls back down the right ramp amongst some other changes.

PRO V0.97.0 - October 5, 2023

  • Added logic for the lockdown bar button to award, if lit, a Smart Missile or start
    “007 Scoring”. Use the left/right flipper buttons to change/switch awards if both
    are lit/available. A Smart Missile can be used to give a:

    • Villain Shot Award
    • Henchmen Shot Award
    • SPECTRE Weapon Shot Award
    • Q Branch Mode/Multiball Shot Award
    • Bird 1 Multiball Shot Award
    • Jetpack Multiball Shot Award
    • “Bond…James Bond” Shot Award
    • “Chaos at Crab Key” Shot Award
    • “Ahoy Mr. Bond” Shot Award
    • “Goldfinger’s Jackpot” Shot Award
    • "Duel on the Disco Volante Shot Award
  • Now each player collects 1 Smart Missile at the start of each game.

  • Now 1 Smart Missile can be collected by finishing any Villain, Henchmen, SPECTRE Weapon, or
    Q Branch mode.

  • Upon collecting a Smart Missile the game displays an animating “+1 Smart Missile” animation on the
    right side of the display.

  • Added a Smart Missile collected sound FX.

  • Now the “Eyes Only” Skill shot awards a Smart Missile.

  • Now the “License to Kill” Skill shot awards a Smart Missile.

  • Now the “00” Skill shot awards a Smart Missile.

  • Now the “Top Secret” Skill shot awards a Smart Missile.

  • Now the “Undercover” Skill shot awards a Smart Missile.

  • Added logic to recognize a Martini Shot. A Martini shot occurs when a ball travels up
    the Side Ramp and falls back down the Right Ramp. In addition to awarding points a player is
    awarded 1 “Smart Missile” for making a Martini Shot.

  • Added a “Martini’s Collected” display and sound FX.

  • Added a “Martini” High Score Champion.

  • Added adjustments to support the “Martini” High Score Champion
    (default threshold, type of award to give, # of awards to give).

  • Added a “Martini” Champion to the attract mode presentation.

  • Max Smart Missiles adjustment default = 4. This means the player can collect up to 4 Smart
    Missiles before being required to use them (or lose them).

  • Available Smart Missiles are displayed above the players score.

  • Smart Missiles select award shots in a manner that better helps the player finish the mode. This
    means it will attempt to first award shots that are typically harder to make than easier shots.

  • Note: Smart Missiles are disabled and not allowed to collect Super Jackpot Awards for Multiball
    or Wizard Modes.

  • Now the Top Lane Skill Shots (MI6 & Classified) award +1 Bonus X.

  • Now the Super Skill Shot topper effect runs a bit longer.

  • Added a new “Duel on the Disco Volante” Super Jackpot lightshow.

  • Added a “Chaos at Crab Key” completed lightshow.

  • Added a “Ahoy Mr. Bond” completed lightshow.

  • Added a “Goldfinger’s Jackpot” completed lightshow.

  • Added a “PowerPack Multiball” completed lightshow.

  • Added a “DB5 Multiball” completed lightshow.

  • Added a “Little Nellie Multiball” completed lightshow.

  • Raised the volume of the drop target hit sound FX.

  • Now the Bird 1 Multiball Jackpot value is reset at the end of the Bird 1 Multiball Grace
    Period.

  • Fixed a bug where “007 Scoring” ended prematurely upon finishing a Wizard Mode
    or Q Branch Multiball Mode.

  • Added logic to disallow “007 Scoring” from starting while balls are draining after
    making a Wizard Mode Super Jackpot shot.

  • Fixed a bug where background video and synced speech could stop playing.

  • Fixed a bug where available SPECTRE Weapon modes could stop cycling.

  • Fixed a bug where the Goldfinger Target Lamp was not being illuminated during
    multiball and Wizard Mode Super Jackpot lightshows.

  • Changed the Villain mode start difficulty, i.e. now it takes 1 right ramp shot to start a Villain mode.

  • Changed the difficulty settings for starting a Henchmen mode via the side ramp.
    Default = Easy, i.e. Henchmen modes require 1 shot to start.

  • Fixed a problem where the Little Nellie Multiball progress bar was not displaying the
    correct progress.

  • Changed/Removed the “drop target bank” completed shot in Little Nellie Multiball.

  • Changed the priority of the Little Nellie “Increase Jackpot Value” display effect. This
    means it can interrupt a Little Nellie Jackpot display effect that is already in progress.
    With the addition of Smart Missiles this was necessary as a Smart Missile can give a
    Little Nellie “Increase Jackpot Value” award and it’s display would not be shown if a
    Jackpot display effect was already in progress.

  • Now “Little Nellie Multiball” uses the Progress Bar to show progress in the mode.

  • Now “Hunted By Helicopter” Multiball uses the Progress Bar to show progress in the mode.

  • Added a Topper Shooter lane background lightshow to help distinguish which player is up in a
    multi-player game.

  • Now “Duel on the Disco Volante” Multiball will alternate the order in which background videos play.

  • Fixed a “Radioactive Reconnaissance” bug where the progress bar was not displayed correctly.

  • Fixed a bug in “DB5 Multiball” where the progress bar was not displayed correctly upon completing the mode.

  • Fixed a “007 Scoring” display bug where the status bar would continue to show a Multiball/Mode
    name after the Multiball/Mode was over and “007 Scoring” was still active.

  • Fixed a bug that where the wrong time would momentarily be displayed upon starting a Q Branch mode.

Alright, so some thoughts:

  1. The change of Villain/Henchman mode activation being one shot only is excellent. Makes the game progress quicker and keeps the game flow going.
  2. The Smart Missiles are WAY, WAY, WAY Overpowered, and I love them. Especially for the one-shot Spectre weapons, where using one immediately awards you the flashing hurry-up (20mil), plus you get the missile right back.

Favourite use of the missiles so far - had Swimming with Sharks running, hit the first shot immediately (10 mil). Ball then went into left outlane drain. Immediately spam queued x2 multiplier, plus 3 missiles while the ball is draining - Bingo, mode finished, 190 mil awarded.

Also, not sure if its a bug, but you can use the Smart Missiles to get the roving Super Jackpot in the Jetpack Multiball on the Pro model.

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Not sure if its been mentioned but if you hit the smart missile when you start JP MB the ball will not release and will stay on the ramp.

Also how do you prevent starting a multiplier when using a smart bomb for a shot?

You can use the flipper buttons to switch between Smart Missile and Multiplier.

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Weird question here: I get that I can switch between the smart missile and 007 multiplier with the flipper but is does the button flash a different color or is it displayed on the LCD which one is active if I press the action button?

It’s just the button colour AFAIK. Red for Missles, Pink for Multipliers.

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The latest code update has new colors!

Pink for PF Mplifer / Bond Women activation
Blue for Smart Missiles

Yay