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.
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Added logic for the lockdown bar button to award, if lit, a Smart Missile or start
â007 Scoringâ. 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
- âBondâŚJames Bondâ Shot Award
- âChaos at Crab Keyâ Shot Award
- âAhoy Mr. Bondâ Shot Award
- âGoldfingerâs Jackpotâ Shot Award
- "Duel on the Disco Volante Shot Award
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Now each player collects 1 Smart Missile at the start of each game.
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Now 1 Smart Missile can be collected by finishing any Villain, Henchmen, SPECTRE Weapon, or
Q Branch mode.
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Upon collecting a Smart Missile the game displays an animating â+1 Smart Missileâ animation on the
right side of the display.
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Added a Smart Missile collected sound FX.
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Now the âEyes Onlyâ Skill shot awards a Smart Missile.
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Now the âLicense to Killâ Skill shot awards a Smart Missile.
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Now the â00â Skill shot awards a Smart Missile.
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Now the âTop Secretâ Skill shot awards a Smart Missile.
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Now the âUndercoverâ Skill shot awards a Smart Missile.
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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 âSmart Missileâ for making a Martini Shot.
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Added a âMartiniâs Collectedâ display and sound FX.
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Added a âMartiniâ High Score Champion.
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Added adjustments to support the âMartiniâ High Score Champion
(default threshold, type of award to give, # of awards to give).
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Added a âMartiniâ Champion to the attract mode presentation.
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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).
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Available Smart Missiles are displayed above the players score.
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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.
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Note: Smart Missiles are disabled and not allowed to collect Super Jackpot Awards for Multiball
or Wizard Modes.
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Now the Top Lane Skill Shots (MI6 & Classified) award +1 Bonus X.
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Now the Super Skill Shot topper effect runs a bit longer.
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Added a new âDuel on the Disco Volanteâ Super Jackpot lightshow.
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Added a âChaos at Crab Keyâ completed lightshow.
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Added a âAhoy Mr. Bondâ completed lightshow.
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Added a âGoldfingerâs Jackpotâ completed lightshow.
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Added a âPowerPack Multiballâ completed lightshow.
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Added a âDB5 Multiballâ completed lightshow.
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Added a âLittle Nellie Multiballâ completed lightshow.
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Raised the volume of the drop target hit sound FX.
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Now the Bird 1 Multiball Jackpot value is reset at the end of the Bird 1 Multiball Grace
Period.
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Fixed a bug where â007 Scoringâ ended prematurely upon finishing a Wizard Mode
or Q Branch Multiball Mode.
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Added logic to disallow â007 Scoringâ from starting while balls are draining after
making a Wizard Mode Super Jackpot shot.
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Fixed a bug where background video and synced speech could stop playing.
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Fixed a bug where available SPECTRE Weapon modes could stop cycling.
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Fixed a bug where the Goldfinger Target Lamp was not being illuminated during
multiball and Wizard Mode Super Jackpot lightshows.
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Changed the Villain mode start difficulty, i.e. now it takes 1 right ramp shot to start a Villain mode.
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Changed the difficulty settings for starting a Henchmen mode via the side ramp.
Default = Easy, i.e. Henchmen modes require 1 shot to start.
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Fixed a problem where the Little Nellie Multiball progress bar was not displaying the
correct progress.
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Changed/Removed the âdrop target bankâ completed shot in Little Nellie Multiball.
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Changed the priority of the Little Nellie âIncrease Jackpot Valueâ 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 âIncrease Jackpot Valueâ award and itâs display would not be shown if a
Jackpot display effect was already in progress.
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Now âLittle Nellie Multiballâ uses the Progress Bar to show progress in the mode.
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Now âHunted By Helicopterâ Multiball uses the Progress Bar to show progress in the mode.
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Added a Topper Shooter lane background lightshow to help distinguish which player is up in a
multi-player game.
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Now âDuel on the Disco Volanteâ Multiball will alternate the order in which background videos play.
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Fixed a âRadioactive Reconnaissanceâ bug where the progress bar was not displayed correctly.
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Fixed a bug in âDB5 Multiballâ where the progress bar was not displayed correctly upon completing the mode.
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Fixed a â007 Scoringâ display bug where the status bar would continue to show a Multiball/Mode
name after the Multiball/Mode was over and â007 Scoringâ was still active.
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Fixed a bug that where the wrong time would momentarily be displayed upon starting a Q Branch mode.