Based on the Sega Pinball machine, based on the
motion picture, based on characters by Ian Fleming.
The authors of this rule sheet recognize all the
appropriate copyrights and stuff. No profit can be
made from distribution or other use of this document.
These rules were observed on a machine running 4.02 ROMs,
presumably on default settings. Your mileage may vary.
:) Also the location of the
coolest ball saver made yet, even if it was "inspired" by
The Shadow. The ball is caught and held by a magnet, and
then flung into play. This works even if the ball went
down an outlane first.
If the ball is not caught by the magnet for whatever reason,
the game plunges another ball. There even seems to be a
custom animation for just this occasion; Boris is frozen
("Freeze!") and cracks into bits.
Several other events will trigger the ball saver, such as an immediate drain off of the Center Eject Target or the standup to the right of the Lock Ramp. There's also a short ball saver after the Mode Start Lane kickout, and maybe some others. Not enough is done, IMHO, to notify the player that their ball is being saved. There's no quote, no animation, and not even the "Shoot Again" light comes on. I'm told that this is due to a hardware limitation of the ball save mechanism. Be sure and check that your ball is well and truly drained before walking away.
This inlane has 2 switches; one near the top of the inlane,
and another just before the flipper. The ramp return is
supposed to drop the ball between the two switches. In order to
get the Pop-up Ramp to rise, you either need the ramp->
lower switch or the upper->lower switch combination.
This ramp can be backhanded from the left flipper(!)
This ramp can also be backhanded.
This is more troublesome than it sounds. Note that there is a long delay between collecting a lane and being able to collect it again, and the lanes cannot be collected during multiball of any kind. Moreover, there is no good shot which feeds the top lanes, other than starting a new ball.
If you really need one of these lanes during a ball (i.e. if it's the last goal you need for the Wizard Mode), you can either shoot the Bumper area and hope for a lucky bounce (unlikely) or try for the Collect Bonus lane (dangerous).
Unfortunately, it could also potentially feed the outlane. On fast shots (and even medium shots), the ball can pop out of the ball return and roll down the outlane, not even hitting the outlane switch. There is no compensation for this at this time.
Before Player 1 plunges their first ball, they are treated to the classic film sequence recognizable to everyone who's ever seen a James Bond movie. Here's an animated gif of the sequence that plays out if you don't interrupt it.
You need only to start and end each mode in order to advance towards the Wizard Mode; you don't actually have to complete any of them.
It's interesting that during Goldeneye's modes, successive shots score -less- points, instead of -more- points like they do in preceding Sega games and most other games in general. Word is that this may be changed in a later ROM release.
The graphics during this mode are, well, graphic, regardless of whether you complete it or not. Xenia is strangling someone to death during the hurry-up, and completing it means that his eyeball pops out, which not completing it means that his entire head pops off. Yum!
The first shot is worth 30M, the second 25M, then 20M, 15M, and 10M. Subsequent lit ramps are worth 10M. Whee!
Funky music starts, 3 strange-eyed guards appear on the display, and James encourages you to "Shoot to Kill!" It's up to you to figure out how to finish the mode; I'll leave instructions for the impatient in the Spoilers section. You'll kick yourself.
Finishing Shootout is worth 30M, but more importantly lights the outlanes for Eject or Die, which can come in very handy indeed. You also need to finish Shootout in order to advance towards the Wizard Mode, which is even handier.
The ball is flung into play, and you have 6 seconds to hit the Center Eject Target or your ball is over. You're only going to have to time to make one, maybe two attempts at the target, assuming that the ball makes it to the flippers in 6 seconds. Thankfully, the timer seems to stop while in the bumper area.
Regardless of whether you "Eject" and your ball continues, or you "DIE" as clearly indicated on the display, that uses up 1 Eject or Die. You can stack them by getting multiple Shootouts, which may not be such a bad idea.
On a strange note, I once saw someone hit the Eject target -just- after the timer had expired. The ball sailed SDTM, but was saved by the rebound-from-center-target ball saver. But this wasn't very helpful, because the flippers had already been disabled and DIE was flashing on the backglass. Sounds like another funky hardware interaction.
Shoot the ramps during single ball non-mode play in order to spot letters in GOLDENEYE. The letters start to flash once you get close, which I think is a nice touch. Once you've done it once, only Combos award GOLDENEYE letters.
Spelling GOLDENEYE starts hurry-ups at the 3 ramps. You are given
10M for starting the mode. They all start at 50M, and count down
1M per second down to 20M before expiring. If you collect all 3,
the Left Inlane will raise the Pop-Up Ramp for a shot at the
Satellite. Do it quickly, because it won't give you much time.
Making the shot will award your hurry-up points (+10 M) again.
So completing the whole sequence is worth a maximum possible 320M. You're going to lose a few million on the hurry-ups, so your realistic best is going to be around 310M. Still, this is a very large sum in comparison to most of the other game features. You need to spell GOLDENEYE to advance towards the Wizard Mode.
The first combo is worth 10M, and successive combos are worth an additional 2M each time (12M, 14M, 16M, etc.). The values start over at 10M once the sequence of ramps is broken.
I've only seen Mystery be 10M or 2X. Note that 2X does not give you the 007 Top Lanes light to advance towards Wizard Mode. I'm told that Mystery can also award Extra Ball and Special. I guess you can kind of say that it awards Tank Multiball during a certain situation described below, but it's not particularly mysterious.
At the start of each ball, the white Q Target is unlit. Shoot either
Q target for it to be lit, shoot again for it to blink, and shoot a
third time to start Q's Pen mode. This only works during single ball
non-mode play.
Once Q's Pen is started, you have 14 seconds to hit the Q Target Bank 3 times. If you make the 1st or 2nd shot with 0-2 seconds left, you'll get a very brief extension (3 secs?). You get 10M for starting the mode, 10M for the first hit, 20M for the second, and 30M for the third.
You need to successfully finish Q's Pen in order to advance towards the Wizard Mode. This is the most common (for me, anyway) item to be missing.
If you want to do it the hard way, shoot the Center Eject Target until the Lock Ramp is lit for a Virtual Lock. You only need one hit for your first two multiballs; then you need 2 hits to start the third. Not sure after that.
Collect two Virtual Locks to light Satellite Multiball. The top left inlane switch will raise the Pop-Up Ramp for a shot at the rotating Satellite dish. You need to get the ball on the magnet in the center of the dish in order to start Satellite Multiball.
While Satellite Multiball is lit, if you hit the Center Eject Target, the Right Ramp will be lit for Tank Multiball. If you hit it again, the Mode Start Lane will also be lit for Tank Multiball.
Tank multiball is a 4? ball multiball with a short ball saver. The
3 ramps and the Mode Start Lane are lit for Jackpot, which is cycled
by hitting any of the Guard Targets. The Jackpot value cycles from 10M
(unlit), 25M, 50M, 75M, 100M, 25M, 50M, etc. The best way to get high-
scoring jackpots is to get the value to 100M and then not miss any
jackpot shots :) Upon collecting all 4 jackpots, they are relit
for another go.
If you manage to drain all but one ball before making -any- jackpot shots, you can restart Tank Multiball by shooting the Right Ramp within 20? seconds.
Satellite Multiball is cooler. And more lucrative. So starting Tank Multiball can be kind of a drag. Fortunately, you can cancel it by pulling the trigger during the tank animation. Satellite Multiball will continue to be lit. You can relight shots to start Tank Multiball by shooting the Center Eject Target, in case it turns out that you really did want to play it for some reason.
If you complete all 4 jackpots without dropping below 2 balls in play, the Left Inlane will raise the Pop-Up Ramp for a shot to knock the ball out of the Satellite! This is pretty cool, and is worth a very cool 200M if you make it.
Also, upon finishing your game, you get to put in your initials as the last player to collect the Satellite Jackpot. The initials are shown during attract mode, and maybe somewhere else too...
If you get down to 1 ball before completing the jackpots or knocking the ball out of the Satellite, then the Satellite ball is returned to you to automatically continue multiball! This implicit ball saver is another nifty feature of Satellite Multiball.
Once you knock the ball out of the Satellite (or it comes out on its own and you complete the jackpots), then the Super Jackpot is lit. It's a roving jackpot that automatically cycles between the four jackpot shots. It's worth 150M, which seems strange right after picking up 200M for the Satellite shot. Word has it that in previous versions, their order was reversed so that the point values made more sense.
After the Super Jackpot, the four regular jackpots are lit, and completing them leads to another SJ, and so forth.
If you somehow manage to miss all the jackpots, drain all but one
ball, get the extra Satellite ball, and drain -another- ball before
shooting a jackpot, you get ANOTHER restart chance. Shoot the Right
Ramp to start Tank Multiball. You can't abort it. You should be
grateful to be in multiball at all :)
One note: in this restarted Tank Multiball, you seem to be able to get Super Jackpots, while you aren't able to if you start Tank Multiball the other way.
Two movie character heads appear on either side of your final bonus
value. If your bonus is under 10M, they are randomly chosen from at
least 12 characters from the movie, and don't seem to do very much.
But if your bonus is 10M or higher, James and Xenia appear, and she
coyly admits "Mmm... very good, Mr. Bond." :)
You can play Shootout, Q's Pen, and/or the Goldeneye ramp hurryups during a 007 Encounter, but you can only start them during non-mode play. You can start and play Shootout, Q's Pen, or the Goldeneye ramp hurryups while any of the others is running, assuming that no 007 Encounter is running.
The Train/Tank Multiball 007 Encounter will pause other running features just like Satellite or Tank Multiball.
All features also continue to run during Eject or Die. I'm not sure
if you can start features, but you should be spending your time
going for the Eject Target anyway, so it shouldn't matter to you :)
If you are prone to high blood pressure, do not start Eject or Die during the Extra Ball hurryup -- one target means 0 balls or 2 balls and you have only a few seconds to hit it ... no pressure ...
What happens now? Find out yourself! Once you've done it, feel free to check the Spoilers below for more info. But not until then. It won't be as exciting or feel as good your first time through if you've already read about how the mode works.
One of our league members scored greater than 10B points, but the display stopped counting at 9,999,999,990. This is how his high score appears in the chart as well. While I like that his score shows at the top of the high score chart, I dislike that it stopped keeping score during the game. Also, I'm worried that it's not improbable enough to score 10B -- 4 high scores on the chart of the machine are above 6B. My main question is what happens when someone else scores 9,999,999,990 -- do they get the top spot, or #2 ?
and those on rec.games.pinball who helped answer questions. Thanks, guys!
The images used in this site were duplicated from
Special thanks to Orin Day for his invaluable input.
PROJECT MANAGER JOE KAMINKOW GAME DESIGN WARD PEMBERTON MECHANICAL DESIGN ROB HURTADO (Did majority of mechanical design) BOB BHATT GAME SOFTWARE NEIL FALCONER DISPLAY SOFTWARE ORIN DAY ADDITIONAL SOFTWARE JOHN CARPENTER (Started display, then left Sega) BRIAN A. RUDOLPH (Wrote some game code) LONNIE D. ROPP (Made updates to game system) DUFF OF ALL TRADES MICHAEL TOLER (EE stuff including making magnets work) MUSIC AND SOUNDS BRIAN SCHMIDT DOT MATRIX ART KURT ANDERSEN MARC RANESES (Marc also did playfield typesetting) DINO KOSTOUROS (Now doing dots for Cleveland Indians scoreboard, he was temporary here.) GAME ART PAUL FARIS CABLES PHILLIS BILL OF MATERIAL BOB KAREGIANES
There's more, too, but this should get you started. If you've found them all, give yourself a large pat on the back.
You can get to the spoilers by looking at the source for this HTML document (in Netscape, View Source). They're near the bottom of the document. But don't look at them until you've made a good-faith effort to find them on your own!