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Pinball Rule Sheets

A repository of rulesheets for pinball machines

James Bond 007

Game Information & Overview:

Designed by George Gomez in his first pinball machine since Deadpool, James Bond 007 takes players on an international espionage journey. Across six assignments, James Bond gets help from the gadgets of the Q Branch as he takes on a wide variety of villains and henchmen.

Rules Overview:

Layout:

| Premium/LE: | Pro:
| — | — | |||

Skill Shots:

There are 8 different skill shots on 007. Each skill shot scores a different amount of points and is listed on the display whenever you make one. Skill shots are listed here from the top left to bottom right of the display.

Skill shots that award smart missiles will only award them once per game - they will only score points if repeated. Unique skill shots have to be made to keep earning smart missiles.

Skill shot opportunities are given at the start of each ball, but also following any mode that ends with the flipper power cutting off and the ball returning to the plunger. These modes are: the four Q Branch multiballs, Bond… James Bond multiball, and the villain mini-wizard modes. On Prem / LE models, skill shot opportunities are also given after each ball lock for Bird 1 multiball if physical locks are enabled.

There is also an MXV super skill shot: full plunge, then shoot the right orbit, followed by upper loop, followed by side ramp. It awards 2 smart missiles if made.

Villain Modes:

Shoot the right ramp to start a Villain Mode. Each mode is timed and can be changed via either the pop bumpers or the Goldfinger target. Start all six villain modes for a wizard mode.

The values for all modes start at 2.5M + 250k per shot, with modifiers applicable during certain modes.

Henchmen Modes:

Shoot the side ramp to start Henchmen Modes. Shooting the bumpers or Goldfinger target changes the currently lit mode. Each mode is timed. Start all six henchmen modes for a wizard mode.

The values for all modes start at 2.5M + 250k per shot, with modifiers applicable during certain modes.

SPECTRE Weapons:

Complete the SPECTRE targets to add 25k to the Bird One Multiball jackpot values for each target hit, and light SPECTRE Weapon countdown modes that can be started at the Goldfinger target. Each shot to the rocket lane spots a SPECTRE letter that hasn’t been collected yet. Each SPECTRE Weapon corresponds to a different countdown mode - wait for the lit weapon to cycle to the one you want before shooting the target.

Each countdown mode, when completed, awards a perk for the rest of the game. The +2 weapons perk from Swimming With Sharks and add-a-ball perk from Outer Space Hijack are reset at the start of each ball after they have been collected.

If a mode is active that prevents a countdown from starting, the SPECTRE targets can still be completed and will qualify the Goldfinger target for another countdown when the mode has ended.

(SPECTRE Weapon countdowns cannot be stacked with multiball modes. Also, progress towards either multiball cannot be made during any countdown mode.)

Play all six countdowns for a wizard mode.

Q Branch:

Q Branch can be qualified at the DB5 eject by making certain shots enough times. There are six gadget modes, two single-ball modes and four that transition into multiballs, and a wizard mode for playing them all.

Progress towards lighting Q Branch can be made during the game’s various modes, but not during either multiball.

(Q Branch modes that transition into 2-ball multiball are mutually exclusive and cannot be stacked with any other modes or multiball.)

Bird One Multiball:

Shoot the drop targets to light lock at the lane to the right of the drop targets. On the Pro, balls are virtually locked, while balls are physically locked on the Prem / LE. Bird One Multiball starts as soon as the third ball has been locked. Subsequent Bird One Multiball attempts require the drop targets to be completed to light each individual lock.

(Bird One Multiball cannot be started during the 2-ball multiball Q Branch modes or during any of the SPECTRE Weapon countdowns. It also can’t be started during the “Feeding Frenzy” villain mode, which uses the drop targets and rocket.)

At the very start of Bird One Multiball, the two upper flipper shots are briefly lit to score double jackpots. Collecting 3 double jackpots this way qualifies a “multiball extension” that automatically relaunches 2 balls back into play once the player returns to single-ball play.

During Bird One Multiball, all shots are lit green to score jackpots worth 1M + 25k for each time the SPECTRE targets have been hit, with a larger increase for completing them. Once three jackpots (+1 per super jackpot) have been collected, shoot the rocket to score a super jackpot worth the jackpots’ base sum total. While the super jackpot is subject to whatever 007 Scoring playfield X you have running, the sum of the jackpots that derive its base value is NOT subject to 007 Scoring.

Once you collect all the single jackpots, all of them relight for double jackpots; then triple jackpots after clearing all the double jackpots out. After collecting all the triple jackpots, you must collect the super jackpot, which will relight all the jackpots back at single value. The maximum super jackpot value is 300M.

Swipe-a-Ball (Prem / LE):

On Prem / LE models of James Bond 007, balls that are physically locked in the Bird 1 habitrail can be “swiped” by pressing the action button (when lit green, press the flippers and change the action button’s color to green to enable this function). Swipe-a-ball only works once per multiball, and every time it is used, more drop target bank completions will be needed to light locks for the next Bird 1 multiball.

Swipe-a-ball and the “add-a-ball” perk given from the “Outer Space Hijack” SPECTRE weapon countdown are mutually exclusive. If swipe-a-ball has been used during a multiball, add-a-ball can’t be used during the same one, and vice versa.

Jetpack Multiball:

To light the left ramp to start Jetpack Multiball, a shot must be made to the left eject during single-ball play. Subsequent Jetpack Multiballs require additional shots to the left eject and left ramp to start. (Jetpack Multiball cannot be advanced or started during the 2-ball multiball Q Branch modes or during any of the SPECTRE Weapon countdowns.)

At the start of Jetpack Multiball, a hurry-up value will start counting down from 3M (+1M per Jetpack Multiball started). Shoot the center lane to score the hurry-up value and lock it in as the jackpot value that can be collected at all flashing shots (and release the ball from the jetpack on Prem / LE). After scoring 5 jackpots at any shot, the left ramp lights for a double jackpot worth 2x the jackpot value. The super jackpot can then be collected in different ways depending on the model:

Other Features:

Playfield Awards:

Six areas of the playfield correspond to elements of the six films featured in the game, and count down towards awards after enough shots have been made to them. These are the bumpers (power plant), right orbit (helicopter), DB5 eject (DB5), left eject (power pack), rocket (rocket), and spinner (satellite). The awards are scored in the following order for each area:

Every hit that counts down towards an award also counts down towards lighting the upper loop for a Bond Woman. Progression towards Bond Women is kept separately from that of the other awards.

Normally, the super modes are timed and only last about a minute. Completing the Bath-O-Sub Bash weapon mode allows these super modes to last for the entirety of the ball.

High Stakes:

Every even-numbered completion of the BOND return lanes lights the left scoop for High Stakes mystery award. Possible awards include:

Completing the SPECTRE Weapon countdown “Death by Derby” upgrades the mystery awards and adds five awards to the rotation that can’t otherwise be scored:

Bond Women & 007 Scoring:

Bond Women are qualified at the upper loop (flashing inserts) through the many playfield awards. Each shot to the upper loop will collect one lit Bond Woman, turning one insert solid – if you have multiple Women inserts flashing, it will prioritize the insert closest to the upper flipper. Bond Woman progression is maintained separately from that of the other awards, such that each hit will also advance towards lighting a Bond Woman.

The method of qualifying a woman will reset once she has been used for 007 Scoring or when the ball drains while a woman has been collected – they will have to be lit again on the next ball, while qualified Women will carry between balls. If the player has played all four modes (ie. villain, henchmen, SPECTRE weapon, Q Branch) for a particular film, that film’s Bond Woman will persist across balls, even after she’s collected (flashing), until 007 Scoring is activated.

They are qualified via:

All collected Women correspond to 10 seconds of playfield X called 007 Scoring that can be activated by pressing the action button once to activate all of them simultaneously. Each solidly lit woman will add +1x to a maximum of 7x playfield, with an additional benefit of 30 seconds of ball-save for starting 7x playfield. Additional solidly lit women will also increase the 007 Scoring timer by +10 seconds each, from 20 seconds for 2x playfield up to a maximum of 70 seconds for 7x playfield. The flashing white “007” insert near the Left Eject indicates that 007 Scoring is running.

You cannot make progress towards qualifying or collecting additional Bond Women while 007 Scoring is running.

If the player has smart missiles ready or can use swipe-a-ball, pressing either flipper will alternate between starting 007 scoring, using swipe-a-ball (if applicable), and using a smart missile by pressing the button.

Smart Missiles:

Smart missiles can be used by pressing (not holding) the flashing blue action button during any mode and will collect any lit shot, prioritizing the hardest possible shot. Up to 4 smart missiles can be stacked.

If a super jackpot is lit during any mode (primarily the two multiball modes and Bond… James Bond, but also the Q Branch multiballs and mini-wizard modes), the smart missile will be outright disabled.

The player is granted one smart missile at the start of the game and can also earn them through the following:

If the player has 007 Scoring lit at the action button, pressing either flipper button will allow the button to be used for smart missiles instead. Smart missiles are indicated with the blue light, 007 scoring is marked pink, swipe-a-ball is marked green.

Combos:

Making certain shots in quick succession scores combo points. The combo award starts at 100k + 25k x each shot in the combo sequence.

There are 20 unique combos corresponding to different 007 films, villains, henchmen, and Bond women, worth 2M + 125k per unique combo scored this ball:

Name Shot 1 Shot 2 Shot 3 Shot 4 Shot 5
Dr. No Left ramp Right ramp      
From Russia With Love Left ramp Right orbit      
Goldfinger Left ramp Right orbit Side ramp    
Thunderball Left ramp Right orbit Side loop Side ramp  
You Only Live Twice Left ramp Right ramp Center lane    
Diamonds Are Forever Left ramp Right orbit Right ramp    
Rosa Klebb Right orbit Side loop      
Largo Right orbit Side loop Side ramp    
Blofeld Right ramp Center lane Side ramp    
Professor Dent Right ramp Left ramp      
Red Grant Right ramp Left ramp Right orbit Side ramp  
Oddjob Right orbit Right ramp      
Fiona Volpe Right ramp Left ramp Right orbit Side loop Side ramp
Mr. Osato Right orbit Side ramp      
Mr. Wint & Mr. Kidd Center lane Side ramp      
Honey Ryder Center lane Side loop      
Domino Center lane Side loop Side ramp    
Kissy Center lane Right ramp      
Tiffany Center lane Side ramp Left ramp Right ramp  
Q Branch Center lane Side loop Side ramp Left ramp Right ramp

There is also one special combo on the game, called the “martini shot”, which occurs if a ball is shot up the side ramp, but fails to make it all the way and falls back down the right ramp. Making this combo adds 1 smart missile and scores 1M + 1M per martini collected.

Outlane Ball Save:

5 shots to the Dragon Tank target light ball save at one of the outlanes, which alternates between outlanes with every slingshot hit. If one is already lit, then the target can continue to be hit to light the next ball save, which lights after the first one has been used up. One additional target hit is required to light subsequent ball saves.

The Dragon Tank target also determines whether or not the ball will enter the bumpers, as indicated by the flashing red light near them.

If the mystery award has been upgraded, one possible award that can be scored from it is Outlane Ball Save Plus. When awarded, all outlane ball saves lit for the rest of the ball can be changed with the flippers, instead of solely changing with slingshot hits.

Extra Balls:

Left eject lights for extra ball after:

If extra ball is disabled, 25M is awarded. The compensation award can be multiplied by 007 scoring.

End-of-Ball Bonus:

End-of-ball bonus points are determined by the number of modes that have been played, or completed:

All multiplied by the bonus multiplier, which increases as the MI6 top lanes are completed. The maximum bonus multiplier is 5x.

Wizard Modes:

“Bond… James Bond” Multiball:

The left eject and right ramp light to start “Bond… James Bond” Multiball after achieving all four of the following tasks, and once any current mode or multiball has ended:

“Bond… James Bond” multiball can only be played once per game.

Whether by his admirers or his worst enemies, word spreads quickly about James Bond. The goal of this 2-ball mini-wizard mode is to collect jackpots and build the value of the super jackpot by shooting all lit shots once each, with each shot playing audio from one of the six films of someone saying the character’s name.

With 70 seconds of unlimited ball save, and all switches scoring 100k, the player must shoot 10 lit shots (each worth 2.5M or 5M for side loop shots) to light the side ramp for the super jackpot, worth the sum total of all jackpots & an extra ball, and capping at 100M. Once the super jackpot is scored, or time runs out, the mini-wizard mode ends and the player returns to single-ball play with another chance at a skill shot.

Villain Mini-Wizard Modes:

The right ramp lights to start one of four mini-wizard modes after completing any of the following tasks:

Each mini-wizard mode can only be played once per mode cycle, and can be changed with shots to the Goldfinger target between the ramps, or the bumpers.

Chances at additional skill shots are given if any of the above mini-wizard modes, excluding Duel on the Disco Volante, are completed.

On Her Majesty’s Secret Service (Final Wizard Mode):

The final wizard mode, On Her Majesty’s Secret Service, can be started once all four of the villain mini-wizard modes have been played. It can be started with a shot to either the right ramp, or the side ramp.

[details=”Spoilers”] On Her Majesty’s Secret Service is a multi-stage, flip count based, wizard mode slightly akin to “Terror of Mechagodzilla” from Stern’s Godzilla table. The player must advance through six phases of shots called “film stages”, each using different aspects of the playfield, before the final MI6 Multiball where the totals from all six phases determine the jackpot values and are added into the super jackpot.

The player starts off with 50 flips, 100 if they started the mode at the side ramp. +10 flips are awarded for every mode that the player had completed prior to starting the final wizard mode. Flips are also awarded as the player advances through the film stages - +5 for each “advance” shot and +35 for each film stage completed. 5 flips are subtracted if the player drains during single-ball play.

Once any film stage has been completed, a ball is added to the game and all scoring is doubled for as long as the second ball remains in play. A brief ball saver is in play once the second ball has been added, and no flips are subtracted when it drains either.

007 scoring and smart missiles are disabled during On Her Majesty’s Secret Service.

The film stages are played in the order that the films were completed over the course of the game: ie. if Thunderball was the first film to be completed, that stage will be played first.

Once all six stages have been played, MI6 Multiball will begin. This is a three-ball multiball where six shots are lit to score jackpots:

Once all six jackpots have been scored, the side ramp is lit to score the super jackpot, worth the combined totals from all six jackpots, and add +10 flips.

After MI6 Multiball ends, end-of-ball bonus is awarded one last time, and the game ends. [/details]