Hope we see some LEs ship this week.
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Quoted from heylou:Jet pack fails motor test and also fails re-calibration. Do not understand thee three boxes 80, 81, 82 in test mode. My issue is jet pack goes all the way to the rocket holding the ball. I do not see adjustment on wheel with squares punched on it. Not to much in manual in the way of adjustment other than ball height, thats ok.....
I do not think you loosen the screw on the arm. Just starting to look into it. Anybody else have this issue??
I have the same issue. Just unboxed my game. I'm on .7 - going to upgrade to .8 and see if that changes anything.
Quoted from zucot:I have the same issue. Just unboxed my game. I'm on .7 - going to upgrade to .8 and see if that changes anything.
updating the code didn’t do anything.
Maybe the test itself is busted? I haven’t been able to play a game yet.
Quoted from heylou:Jet pack fails motor test and also fails re-calibration. Do not understand thee three boxes 80, 81, 82 in test mode. My issue is jet pack goes all the way to the rocket holding the ball. I do not see adjustment on wheel with squares punched on it. Not to much in manual in the way of adjustment other than ball height, thats ok.....
I do not think you loosen the screw on the arm. Just starting to look into it. Anybody else have this issue??
I think this is a bug in the test only. My jetpack works fine during gameplay
Quoted from kermit24:Upper shot? You mean the center lock shot? It only diverts when lock is lit for bird one. Left ramp/orbit only stops when the Jetpack MB is ready.
no, I mean the loop from the upper flipper that can stop at the pops. Is it only combo shots that go all the way around?
Quoted from GamerRick:A couple gameplay questions guys. First, the optos on the henchman and the villain ramp do nothing if the ball goes up one of those ramps and falls down the other one. So I’m guessing those optos are there simply to tell the machine which ramp it went up when it completes the ramp and only passing the second optos at the start of the habitrail counts. Correct? Second, what happens when you complete the Spectre targets. I know it raises bonuses but they reset. Does it keep registering higher bonuses each time you complete them?
There was an early stream where Mike V mentioned that U-Turn shots would eventually be recognized. It'd be cool if they used a Bond vehicle on the display during these moments. The ball does this surprisingly often on my game.
Having played the game a bunch and mostly dialed it in, the biggest complaints/hopes that I have are:
1. It is way too hard to complete SPECTRE. They need to give the player another way to qualify those modes. Maybe it's less lucrative or requires more shots than the "right" way. Like, give me credit on a SPECTRE target if I hit the adjacent target, or something along those lines. Or maybe hitting multiple switches up there in a short window of time gives you bonus credit for letters not captured. I don't know what the exact solve is here, but it's solvable.
2. Mode stacking. It's been discussed to death, George says something is in the works. At this point there are times where I want to cancel out of a multiball start because I am more interested in the mode I've started or am about to start.
3. All of the modes feel like "hit the flashing shot to advance the movie scene." I wish there was more thought to a metagame here. Some sort of incentive to line up henchman + villain + weapon modes from the same film all at once. Maybe that's how they're getting around possible IP restrictions around stacking footage from multiple films.
4. For a playfield that *really* gets the flow going when you have your shots dialed in, combos seem hardly celebrated. Lots of room for added embellishment here. I could see a TMNT 1-2-3 like mini-mode that plays part of the Bond Theme as sound FX as you hit each step of the combo.
5. I want to hear more Sean Connery. I only hear him when I manage to start a mode and trigger that part of a clip. Let's hear some of his VO as I'm bashing around the playfield. More VO from the films in general would be great. Ghostbusters does a good job of this, especially when you get to the mini wizard mode.
6. The clearly missing stuff - like scoring multiplier functionality, the controlled Jetpack mode, the missing skillshots, and who knows what else.
7. Service menu stuff that is confusing and doesn't appear to work, like the Jetpack test. I thought my game was messed up, but it's actually a software problem, I think. The jetpack works fine in gameplay.
Does this code work with pinball browser? I'm wondering if there's anything in there that hints at what's to come.
Anyone else dig through the code with pinball browser? It was kinda cool to see that there's more planned for the Aston Martin. That doesn't come through via inserts alone.
Completing spectre targets is a non issue now. It makes some of those targets a waste because you dont really need one for each letter, but oh well.
I had a lot more fun playing with this update. Was able to see a lot more "stuff" rather than getting stuck just trying to start something interesting.
If mode stacking isn't allowed (unless maybe its ok to do henchman + villain + weapon from the same movie), then they need to let you cancel out of a MB start.
This might come across as blasphemy, and I don't say this lightly because its my favorite pin, but the structure of this game reminds me of a modernized IJ. I'm digging it.
Needs more Connery VO, for the love of god.
Just played two games on the new code. The new jetpack multiball is a massive improvement. That super jackpot is really satisfying to hit, but the callout for it sucks. I wish we got a Bond line or something more exciting here.
I even got the second super jackpot, where you move the jetpack. It's really difficult to control that thing when you're cradling a ball on each flipper, but once you have the jetpack lined up you can do no hold flipper taps to hit the ball without moving the jetpack. It felt SO GOOD to line that up and collect it. This should shut some people up that thought that the jetpack was a meaningless toy. I had a total blast here.
I keep whiffing on the side ramp so I haven't been able to get to Bond, James Bond yet.
Please keep it up, Lonnie, Mike, George, and everyone else working on this!
Quoted from TheClownpuncher:I know, I keep looking for the u turn bonus like I get in fish tales when I clank a shot up the ramp.
Mike V said this was coming.
Quoted from SkyKing2301:Wait, were some of you saying you can control Bond on a Wand during the jetpack multiball? I got 5 jackpots and loaded him all but he just moved from home to habitrail, back and forth slowly, waiting for me to shoot the tank target to drop the ball. I had no control over him with the flippers nor action button. Please clarify?
You had the first super jackpot qualified. You have to hit the tank while the ball is above the target on top of the tank to hit that switch and collect the super jackpot. During super jackpot 1, bond moves automatically.
If you collect super jackpot 1 then you get an add a ball and maybe another ball save. Hit 5 more jackpots, load the jetpack again, and THEN you can control the jetpack with the flippers.
Quoted from Grantman:The 4 Q gadgets that are missing look like they will be the most interesting ones (see images from the code below). If you like the game so far and you can find a good deal, I'd say buy it because it will almost certainly get better as the code gets updated. [quoted image][quoted image][quoted image][quoted image]
Hopefully these have more to them than “shoot the lit shots to complete the gadget”
I played a couple games. I thought I would like the new combo stuff more than I do.
There are no callouts associated with them that I've heard, so it's a "blink and you'll miss it" kind of deal.
I also find that they really get logjammed in terms of what's displayed. It's not at all tight, especially if you've got other stuff queued up.
Finally, after 3~ games on the new code I hit Combo Champ at 37 combos. I didn't feel like I earned that. I bet a bunch of those were from various multiballs.
It's a positive step forward overall. Still a long ways to go.
Fleshing out the game with the missing modes / polish > implementing playfield multipliers.
It will all come in time. I’d rather have new stuff than a way to make the existing stuff worth more points.
Quoted from glasairpilot:Little Nellie mode is simply hitting the targets in front of the rocket. Very disappointing game so far. Glad I have machines NIB that came with complete code out of the box. Will be interesting to see if this theme rebounds. Have seen LEs sold for $10,900. BM66 was the same way with Premiums sellings for $6500. They saved that game by fixing the code, but I never could warm up to the game. Sold mine after the code was complete.
That’s not how little Nellie works. You shoot the drops to light the right ramp or increase the value of the right ramp if it’s already lit.
No wonder you didn’t like the mode.
Would you guys feel better about the pops cycling modes if on the pre / LE they had independent coil drivers?
I’ll be here all week, folks.
Wish we had a way to qualify more than one lit bond woman in a single loop shot. Like, X combo = X collected maybe.
This implementation reminds me of the original attaché case mode and how hard that was to access at first.
Quoted from 8Pin:Thaaaaank you for linking!
So 90% done.
1) Three more movie based wizard modes coming in the next immediate updates (Dr. No, Goldfinger, Thunderball based)
Dr. No and Goldfinger Death Scenes?
Any guess as to what scene for the Thunderball wizard mode?
These wizard modes along with Ahoy, Mr Bond and will be qualified the same way (playing all 6 of a mode category) and toggleable with the goldfinger target and pops.
2) The HMSS final wizard mode coming too.
3) Spectre weapons will obtain perks (increase mode timer, ball save timer, and tbd)
4) Bond women clips are TBD (Oh boy, I guess just bc its "on the freakin translite" doesn't making it a slamdunk for the asset police in 2023)
5) Skill shots, couple more to be added and they will eventually be playable at all opportunity (eg after BJB).
6) Extra ball pacing to be polished.
7) U-turn shots will do something eventually
High stakes will be improved with more meaningful awards
Some unknowns unasked questions
(for me anyways)
A) Will combos do anything? The fireplace graphic is a placeholder?
B) No perks eventually for Q modes? just seems obvious theme integration but Im only a customer.
C) Will completing all/most skill shots do anything?
D) Any new music or callouts planned? (Under the Mango Tree ?)
E) Will actually beating some of the main modes be required for anything at all? Just more points?
F) MI-6 rollover seems like a bonus multiplier but I dont see that on the LCD
Thanks for this summary. What does Bond girl clips TBD mean? That the specific clips or TBD or that they haven’t decided whether or not to include them at all?
Yep. Makes sense.
We need some perks that make it easier to get through modes IMHO. Some of them are way too hard.
I have both games and find myself coming back to Bond much more frequently.
Foo is a great game too, but something about Bond grabs me.
Just got my topper yesterday. I installed it but haven’t had time to play a game. I only messed with it in test / attract mode.
The thing has well over 100 LEDs in it.
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