See something on this page that is incorrect? Wanna add something new? You can do it yourself! Well, if you have a Pinside user account that is.
This page provides an overview of all that's in James Bond 007 (LE) pinball machine (and all that's not)!
See something on this page that is incorrect? Wanna add something new? You can do it yourself! Well, if you have a Pinside user account that is.
This title is part of group: "James Bond 007"
LCD Display
normal
manual+automatic
No
Unknown
No
Yes
This machine has been rated by 169 users and currently ranks #18 in the Top 100
The machine either has no notable features or, more likely, no one has entered them in our database yet.
No one has entered any trivia for this game yet. If you know an interesting fact about this machine, please log in first, then use the 'edit this machine' link to add it!
It is unknown wether any backbox ornaments were available for this machine.
It is unknown if this machine had a videomode.
V1.00.0 - April 23, 2024
Click here to view the changelog.
************************************************************************** * * * STERN PINBALL, INC. * * (C) COPYRIGHT 2007 - 2024 STERN PINBALL, INC. * * * ************************************************************************** * * * JAMES BOND - PREMIUM / LE * * * ************************************************************************** HELP US, HELP YOU! If you have any suggestions, questions, need technical advice, find errors or have comments, contact us through our website: http://www.sternpinball.com/contact.shtml or call 1-800-542-5377. You can also email [email protected] to report any software problems. This text file and all other documents relating to this product, playfield components, features, rules, programming and operation are subject to change without notice (Service Bulletins, if applicable, available through our website). Update instructions - Games connected to Stern Insider Connected: 1 - Open the coin door and press the black/enter button to enter Test Mode. 2 - Using the 4 buttons on the coin door, navigate to the Stern Insider Connected Setup menu. 3 - Using the 4 buttons on the coin door, navigate down to the Software Update menu. 4 - If a software update is available, this page will give you the option to download and install it manually. From this menu you can also select to install these updates automatically. Update instructions - All Games: 1 - Download the zip file 2 - Unzip the file, this will create a folder that contains SPK file(s). 3 - Open the folder, copy the file(s) to the root level of a FAT32 formatted USB stick. (Do not copy the folder.) 4 - Power game off 5 - Insert USB stick 6 - Turn on game 7 - After game boots up it will give the option for software update 8 - Volume buttons change options for full or quick update. Enter selects the option and starts the update. 9 - Once update is completed game will prompt user to power game off and remove USB stick. LE/PRE V1.00.0 - April 23, 2024 ===================== - Added "Her Majesty's Secret Service", a flips based Wizard Mode. This is the Final Wizard Mode and is qualified by lighting all of the center Film Title inserts (i.e. played all the Villain, Henchmen, Q-Branch, and SPECTRE Weapon modes). In this mode, the player has a limited number of flips. The mode has six stages, one for each film, followed by MI6 Multiball. The order in which you play the stages is determined by the order in which you lit "solid" the center film title inserts. For every mode you completed along the way, you are awarded 10 bonus flips at mode start. All the points scored in each Film Stage become the value for that Film Jackpot in MI6 Multiball. Any unused flips remaining at the end of each stage gets carried over to the next stage. Each Film Stage also adds 35 more flips to the flip count. Starting MI6 Multiball adds 70 flips. A ball will be added into play after the first Film mode is played, if that ball drains it doesn't come back for the rest of that stage and it doesn't subtract any flips. When you have two balls in play, all scores are doubled and it returns to normal scoring when you drain back to one ball play. When you are in single ball play, draining subtracts 5 flips. If you run out of flips in a stage, you move onto the next Film Stage. Film Stages: Dr. No: The Top Lanes are lit, make one to advance the mode. When a top lane is made, they all go out and the Tank Target is lit. Shoot the Tank Target to relight the top lanes. Do this sequence 3 times to complete the stage. During this stage, Pop Bumper hits, Tank Target hits, and Pop Bumper Lane switch hits boost the value of the Top Lanes. From Russia with Love: The Right Orbit is lit, when you shoot the Right Orbit, it goes out and every shot on the playfield is lit white for combos (except the Right Orbit). Make as many combos as you can before the arrows go out to boost the value of the next Right Orbit shot (red arrow). When the combo timer runs out, the Right Orbit is relit and the process repeats itself until you have made 5 Right Orbit shots. Goldfinger : When the stage starts, the Goldfinger Target is lit. Shoot the Goldfinger Target and it will go out and all of the main shot arrows on the playfield will light up "white". Making the lit white shots will build the Goldfinger Target value. After you make the first white shot, the Goldfinger Target will relight, but you can keep making white shots to keep building up points. The mode ends when you have made 6 Goldfinger Target shots. Thunderball : Shoot the left Underwater Scoop. When the Underwater Scoop is hit, a pair of roving shots start moving across the playfield. Make either shot to relight the Underwater Scoop. The roving shots will remain active and can be continually hit to build the Thunderball value. Each time the lit Underwater Scoop is made, it will go out until a white shot is made. The mode ends when you make the lit Underwater Scoop 4 times. You Only Live Twice : Shoot the lit Left Lane arrow (near the Rocket), then shoot the Drop Targets. Drop Targets build the value of the mode and light the Rocket. Hitting the Rocket advances the mode. Every time all three Drop Targets are hit they are reset. Shooting the Rocket 4 times completes the mode. Diamonds are Forever : Shoot the Spinner to advance the mode and light all the main shots white. White shots build the value of each spin and relight the Spinner. Make the 5 lit Spinner shots/sessions to complete the mode. MI6 Multiball: Once all six Film Stages have been played, MI6 Multiball begins. This is a three-ball Multiball. Six shots are lit on the playfield, each one corresponding to a Film. Each Film Shot is a Jackpot and the value is the amount of points you scored in that Film Stage leading up to MI6 Multiball. Making all six Film Jackpots lights Super Jackpot at the Side Ramp. Making the Super Jackpot awards 10 flips and relights all the Film Jackpots. MI6 Multiball continues until you run out of flips. "Her Majesty's Secret Service" Wizard Mode can be started via either the side/right ramp. Starting the Wizard Mode via the side ramp awards an additional 50 bonus flips. The game awards 5 flips for each "advance" score award earned during the first 6 stages of "Her Majesty's Secret Service" Wizard Mode. Every time you drain a ball you lose 5 flips. When there are no more flips remaining MI6 Multiball is completed and the game ends for the current player. During multi person games the game will skip over/past a player if they have completed "Her Majesty's Secret Service" Wizard Mode. - "007 Scoring" is disabled from starting during "Her Majesty's Secret Service" Wizard Mode. - Added "Her Majesty's Secret Service" Wizard Mode High Score to the attract mode. - Disabled the Top Lane, Bottom Lane, and Side Loop rules when "Her Majesty's Secret Service" Wizard Mode is ready to start or is actively running. - Disabled the Pop Bumper, Spinner, Rocket, left/right eject countdown, and Bond Women Multiplier rules when "Her Majesty's Secret Service" Wizard Mode is ready to start or is actively running. - Added logic to allow the Center Lane Diverter to divert balls when the Super Jackpot is available during the "MI6" stage of "Her Majesty's Secret Service" Wizard Mode. - Now the left/right sling flashers are used to represent when the multiball ball saver is about to expire during "Her Majesty's Secret Service" Wizard Mode. - Now the players flipper count is not penalized/decremented for draining during the ball save phase at the start of each stage of "Her Majesty's Secret Service" Wizard Mode. - Now the Mystery rule is no longer available during "Her Majesty's Secret Service" Wizard Mode. - Now the SPECTRE target rule is suspended during "Her Majesty's Secret Service Wizard Mode. - Added logic so the Top Lane lights are not obscured by the Right Orbit light show. - Added new End-of-Ball scoring as follows: Starting a Villain/Henchmen/Q Branch Gadget mode adds 1M to Bonus. Starting a SPECTRE Weapon mode adds 500K to Bonus. Completing a Villain/Henchmen/Q Branch Gadget mode adds 10M to Bonus. Completing a SPECTRE Weapon mode adds 5M to Bonus. Note: Starting/Completing DB5 Multiball, Little Nellie Multiball, Power Pack Multiball, and Hunted by Helicopter Multiball adds 1M/10M to Bonus. Playing any "Dr. No" mode scores 1M Bonus. Playing any "From Russia With Love" mode scores 1M Bonus. Playing any "Goldfinger" mode scores 1M Bonus. Playing any "Thunderball" mode scores 1M Bonus. Playing any "You Only Live Twice" mode scores 1M Bonus. Playing any "Diamonds are Forever" mode scores 1M Bonus. Playing all 4 "Dr. No" modes scores 25M Bonus. Playing all 4 "From Russia With Love" modes scores 25M Bonus. Playing all 4 "Goldfinger" modes scores 25M Bonus. Playing all 4 "Thunderball" modes scores 25M Bonus. Playing all 4 "You Only Live Twice" modes scores 25M Bonus. Playing all 4 "Diamonds are Forever" modes scores 25M Bonus. - Added a new SPECTRE Perk rule. Now, upon completing the "Bath-O-Sub Bash" SPECTRE Weapon mode, SUPER modes/awards are EXTENDED. Once completed, Super Pop Bumpers, Super Spinner, and Super Rocket awards will continue to be awarded until the end of the ball. - Now the Pop Bumpers award list will cycle back to advance/award Super Pop Bumpers. - Now the Spinner award list will cycle back to advance/award Super Spinner. - Now the Rocket award list will cycle back to advance/award Super Rocket. - Added a new SPECTRE Perk rule. Now, upon completing the "Death by Derby" SPECTRE Weapon mode, additional/upgraded awards are available via the High Stakes Mystery rule. - Added/Modified/Upgraded all of the High Stakes Mystery Awards. Mystery Awards: Start Villain Mode - Starts a Villain mode. Outlane Ball Save Lit - Lights the Left Outlane "Ball Save" insert. Dragon Tank Lit - Lights the Dragon Tank for a Ball Save. Bond Women Multiplier Lit - Lights a Bond Women Multiplier at the Side Loop. Extra Ball Lit - Lights the "Extra Ball" insert at the Left/Scuba Eject. Advance SPECTRE Letter - Adds +2 SPECTRE Letters. Advance Spinner - Increases the value for hitting the Spinner Advance Pop Bumpers - Increases the value for hitting a Pop Bumper Advance Rocket - Increases the value for hitting the Rocket Start Henchmen Mode - Starts a Henchmen mode. SPECTRE Weapon Lit - Lights the Goldfinger target for a SPECTRE Weapon mode. Bird 1 Multiball Lock Lit - Lights the Center Lane "Lock" insert. Advance Jetpack - Advances the Jetpack rule by lighting a Left Orbit insert. Bonus Multiplier - Advances the Bonus Multiplier +1X 007 Points - Awards 7,007,000 points Upgraded Mystery Awards: Hold Bonus Multiplier - Holds the Bonus X Multiplier over until the next ball. Outlane Ball Save Plus - This allows the player to use the flippers to swap the Outlane Ball Save lamps/inserts. +1 Smart Missile - Adds 1 Smart Missile. Bond Women Multiplier - Awards a Bond Women Multiplier. Bond Women Multiplier Saved/Hold - Any lit solid Bond Women Multiplier is held over until the next ball. Note: This feature only holds over for 1 ball. - Now the Outlane Ball Save PLUS Mystery award will: 1) Light Outlane Ball Save 2) Allow the flippers to alternate/swap Outlane Ball Save lamps. 3) Be available to swap lit Outlane Ball Save lamps for the remainder of the ball. - Added logic so the High Stakes award lightshow reveal occurs when the card(s) are revealed. - Removed "Bird One Multiball" start as a High Stakes Mystery Award. - Removed "Jetpack Multiball" start as a High Stakes Mystery Award. - Removed "Lock Ball" as a High Stakes Mystery Award. - Reorganized Left Eject multiple award presentation order. - Added logic to the Left Eject to wait for new Mystery Award display presentations to end prior to kicking the ball back into play. - Removed unused High Stakes Mystery Audits. - Changed the weighted probability of awarding "Bonus X Hold" as a High Stakes Mystery Award. - Added logic to hold the ball at the Left/Scuba Eject during the "Advance SPECTRE Letter" High Stakes Mystery Award presentation. - Now the "Bonus X Hold" High Stakes Mystery Award is only available to be awarded 1 time per game. - Changed the weighted probability of which High Stakes Mystery Awards are awarded based upon Mystery Awards being upgraded by completing the SPECTRE Weapon "Death by Derby" mode. - Moved text in the High Stakes Bonus X, Bonus Hold, 007 Points, Spinner, Pops, and Rocket award display effects. - Added logic to blink 2 SPECTRE letters on the display upon awarding "Advance SPECTRE Letter" as a High Stakes Mystery Award. - Added logic to restrict the Bottom Lane Up Post from activating when starting a Villain/Henchmen mode via High Stakes. - Added logic to ensure the High Stakes Bond Women Multiplier light/collect awards were awarded ONCE per Mystery Award presentation while the normal Pops/Spinner/Rocket/etc.. rules were advancing/awarding Bond Women Multipliers at the same time. - Added logic to disallow High Stakes from awarding "SPECTRE Weapon Lit" if it is already lit. - Now Replay MAX is set to 1 Billion points (1,000,000,000). - Extended the length of 17 High Stakes Mystery Award lightshows. - Changed Extra Ball limit to 6 balls. - Added logic to kill the Mystery Lit display effect if the Mystery Award display effect is waiting to run. - Added logic to flipper abort Mystery Awards. - Added sound FX for flipper aborting Mystery Awards. - Added logic to flipper abort Bond Woman Multiplier Lit display effects if started at the DB5 or Under Water Scoop. - Previously Extra Ball was lit by playing any combination of 3 or 6 Villain/Henchmen modes. Now Extra Ball is Lit by playing any combination of 3, 6, 12, or 18 Villain, Henchmen, SPECTRE Weapon, or Q-Branch modes. - Currently the Playfield Movie lamp inserts (Dr. No, From Russia with Love, Goldfinger, Thunderball, You Only Live Twice, and Diamonds are Forever) are lit solid whenever ALL Villain, Henchmen, SPECTRE Weapon, and Q-Branch modes from that movie mode/insert have been played. Now, in addition to being lit solid, the insert will blink to represent that any SINGLE mode from that movie/insert has been played. Playing any mode from 6 different movies will light Extra Ball. - System Version 3.66 - Added Indonesia Country Code - Updated Pricing Table: Indonesia 1 - 1/20000 Rp, 3/50000 Rp, 8/100000 Rp Indonesia 2 - 1/20000 Rp, 4/50000 Rp, 10/100000 Rp Indonesia 3 - 2/20000 Rp, 6/50000 Rp, 13/100000 Rp - Add support for Wi-Fi SSID containing non-printable and Unicode characters. - Updated Pricing Table: Euro 10 - 1/EUR 2.00, 2/EUR 3.00, 3/EUR 4.00. Euro 11 - 1/EUR 2.00, 2/EUR 4.00, 3/EUR 5.00. Euro 12 - 1/EUR 2.00, 3/EUR 4.00, 7/EUR 6.00. - Added Standard Adjustment "HOME TEAM MENU LOGS IN USER #1", which controls whether the first member of the Home Team is automatically logged in at game start. Values are: "NO" -- No one is automatically logged in at game start, default value. "YES" -- The first member of the Home Team is automatically logged in at game start. - Added Standard Adjustment "ACTION BUTTON BEHAVIOR", which controls the behavior of the lockdown bar action button. Values are: "DISABLED" -- action button does nothing in attract mode. "ENTER GAME PLAY MENU" -- action button enters the game play selection screen. "START GAME" -- action button starts a game, default value. - Updated Service Menu->Util->Install->Home to set: "FREE PLAY" to YES "HSTD INITIALS" to 10 LETTER NAME "HSTD RESET COUNT" to OFF "KNOCKER VOLUME" to LOW "USE INSIDER HOME TEAM" to FREE PLAY ONLY - Updated Service Menu->Util->Install->Competition to set: "COMPETITION MODE" to YES "PLAYER LANGUAGE SELECT" to NO "TILT_WARNINGS" to 2 "GAME_RESTART" to NO "COIN DOOR BALL SAVER" YES "COIN DOOR DISABLE TILT" to YES "LOST BALL RECOVERY" to NO "PLAYER GAME MODE" to NO "ALLOW LEFT+START TO END GAME" to NEVER "ACTION BUTTON BEHAVIOR" to DISABLED "USE INSIDER HOME TEAM" to OFF "EXTRA BALL LIMIT" to NO EXTRA BALLS "START BUTTON BEHAVIOR" to SINGLE CREDIT "TARGET GAME TIME" to NO TARGET TIME "TIMED PLUNGER" to OFF "FLIPPER BALL LAUNCH" to OFF - Recommended steps to configure a game for a tournament are: Service Menu->Util->Install->Default Setting Service Menu->Util->Install->Competition - Changed Play Again screen so that it will restart the previously selected Game Play Mode. - Various behind-the-scenes improvements for correctness and performance. LE/PRE V0.99.0 - December 21, 2023 ===================== - Added SPECTRE Perk rules that are qualified upon completing a SPECTRE Weapon. They are as follows: 1. "+2 Smart Missiles/Ball" - Complete "Swimming with Sharks" to earn +2 Smart Missiles at the start of every ball. 2. "Add-a-Ball Collected" - Complete "Outer Space HiJack" to qualify Add-A-Ball via the lockdown bar button during any Multiball and post MB Grace periods. This can only be used once per ball. Note: Add-A-Ball is not available while the Multiball ball savers are maintaining balls on the playfield. The lockdown bar button/lamp will illuminate Orange when Add-A-Ball is available. 3. "Timers Extended" - Complete "Troublesome Tarantulas" to qualify Timers Extended. Once qualified, all Villain, Henchmen, Q-Branch, SPECTRE Weapon, Bond..James Bond, Ahoy Mr. Bond, and Goldfinger Jackpot mode timers are extended by 17 seconds. "007 Scoring" is extended by 7 seconds 4. "Ball Savers Extended" - Complete "Deadly Dagger" to qualify Ball Savers Extended. Once Qualified, all Ball Start, Outlane, 7X "007 Scoring", Multiball, and Wizard Mode Ball Save timers are extended by 7 seconds. - Now, Smart Missiles are no longer awarded for completing a SPECTRE Weapon in cases where a SPECTRE Perk has been awarded. - Now 2 missiles are added for completing "Swimming with Sharks". - Expanded the Side Ramp -> Right Ramp time window that awards a Martini Shot. - Fixed a problem where 2 Martini Awards could be given (rare) when balls collide on the side/right ramp during Multiball. - Now, upon completing "Troublesome Tarantulas" while "007 Scoring" is active, 7 seconds is added to the "007 Scoring" timer. - Starting "007 Scoring" with a Timers Extended SPECTRE Perk will now add 7 seconds to the "007 Scoring" timer. - Changed the way the lockdown bar button lamp/awards are cycled/illuminated. Previously available awards would be illuminated on the lockdown bar button. Players could cycle thru the available awards by pressing the left/right flipper buttons and then press the lockdown bar button to collect their award. Now the game uses a short press, long press scheme to process available awards. Now, with the addition of Add-A-Ball as an available award via the lockdown bar button, pressing and holding down the lockdown bar button (i.e. long press) will award Add-A-Ball. Quickly pressing the lockdown bar button (i.e. short press) will award Smart Missiles and/or start "007 Scoring". The flippers buttons will cycle thru available short press awards. This new scheme reduces the number of times the player needs to press the flipper buttons to choose an available award. Now, long press awards, i.e. Add-A-Ball, require no flipper cycling to choose as an award. To differentiate awards, long press awards are illuminated solid while short press awards blink. Often times it is necessary to use Add-A-Ball at critical points in the game while balls are draining. With this new scheme players can quickly resurrect their Multiballs with the press of 1 button. - Added an Add-A-Ball award video/sound FX. - Added a sound FX for using a Smart Missile. - Fixed a bug where starting a 7th SPECTRE Weapon Hurry-Up mode would qualify Wizard Mode Ready. - Now the "Outer Space HiJack" Hurry-Up mode takes 6 shots to complete (default time shortened to 50 seconds). - Added logic to make the "Outer Space HiJack" Hurry-Up mode easier to complete. - Added 6 new Bond Women videos and accompanying synced speech. These are seen/heard upon awarding Bond Women Multiplier Lit during main play rules. Existing Bond Women Multiplier Lit videos will play when awarded while Multiball/modes are active. - Bond Women Multiplier Lit movie clips play once per game (to reduce repetition). - Changed the "SPOTTED SPECTRE WEAPON STARTS" default adjustment value. Now default = 5. - Changed MAX "SPOTTED SPECTRE WEAPON STARTS" adjustment value to 6. - Now Jetpack Multiball shot arrow colors are WHITE to help differentiate from active mode shot arrow colors. - Now Smart Missiles available via the lock down bar button are represented by a BLUE flashing LED. Available Smart Missiles are also represented on the LCD by a BLUE outlined missile. - Fixed a bug where Bath-O-Sub Bash was not correctly awarding an Insider Connected achievement. - System Version 3.55 - Updated to nodeboard firmware/protocol v1.15.0 - Various behind the scenes improvements for correctness and performance. LE/PRE V0.98.0 - November 11, 2023 ===================== - Now Smart Missiles used during Bird 1 Multiball will prioritize award shots that extend/restart the Multiball when the balls drain back to 1 ball play. - Added logic to stop the Topper from resetting during the Attract mode. - Fixed a game mode select/home team graphic. - Added a topper Game Start effect to sync with the intro display effect. - Fixed a bug where the Smart Missiles were awarding Super Jackpots during Jetpack Multiball and Bird 1 Multiball. This occurred when a Super Jackpot was available and a mode was active at the same time. Now, under these circumstances, the Smart Missile will only give the mode award. - System Version 3.52 - Updated to nodeboard firmware/protocol v1.14.0 - Conagent v1.0.14 - Various behind the scenes improvements for correctness and performance. - Updated Pricing Table: Norway 1 - 1/10 NKr. Norway 2 - 1/10 NKr, 3/20NKr. Norway 3 - 1/20 NKr. Norway 4 - 1/20 NKr, 3/40 NKr. Norway 5 - 1/5 NKr. Factory Default for Norway is Norway 1 - 1/10 NKr. Sweden 1 - 1/10 SKr, 2/15 SKr, 3/20 SKr. Sweden 2 - 1/5 SKr. Sweden 3 - 1/10 SKr. Sweden 4 - 1/20 SKr. Sweden 5 - 1/10 SKr, 3/20 SKr. Factory Default for Sweden is Sweden 3 - 1/10 SKr. Denmark 1 - 1/3 DKr, 2/5 DKr. Denmark 2 - 1/2 DKr, 2/4 DKr, 3/5 DKr, 4/7 DKr, 5/9 DKr, 7/10 DKr. Denmark 3 - 1/5 DKr. Denmark 4 - 1/10 DKr. Denmark 5 - 1/20 DKr. Denmark 6 - 1/10 DKr., 3/20 DKr. Factory Default for Denmark is is Denmark 4 - 1/10 DKr. - Moved FREE PLAY and GAME PRICING adjustments to the beginning of the Standard Adjustments list. - Updated AD_ALLOW_FORCE_ENDGAME default to ALWAYS (from FREE PLAY ONLY) - If Home Team menu is present, a popup window will make you confirm a game start when no user was selected. LE/PRE 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. - System Version 3.48 - Updated to nodeboard firmware/protocol v1.12.0 - Conagent v1.0.13 - Various behind the scenes improvements for correctness and performance. LE/PRE V0.96.0 - September 11, 2023 ===================== - Now "Duel on the Disco Volante" Wizard Mode is available at the right ramp upon playing any of the following: All 6 Villain modes. All 6 Henchmen modes. All 6 SPECTRE Weapon modes. All 6 Q Branch modes. - Added "Duel on the Disco Volante" as a single/multi ball Wizard Mode where all Jackpot Awards throughout the mode build an escrowed Super Jackpot Award. In the single ball stage 3 arrow shots are lit for a Jackpot Award. Collect 3 Jackpot Awards to light the left/right ejects for a Double Jackpot Award and to add an additional ball into play. Shooting a lit eject awards a Double Jackpot and starts a timed lock event. With a ball held in an eject the player must successfully make another lit eject shot prior to the timed locked time expiring. If time expires ball(s) are kicked out of the ejects and the ejects are relit for Jackpot awards. Play continues onto the next stage once both left/right ejects have been shot/awarded. During this next stage 5 arrow shots are lit for a Jackpot award. Collect 5 Jackpot Awards to light the left/right ejects for a time locked Double Jackpot. Collecting both time locked Double Jackpots advances the game to the next stage and adds an additional ball into play. During this next stage 6 arrow shots are lit for a Jackpot Award. Collect 6 Jackpot Awards to light the side ramp for a Super Jackpot Award. During this Super Jackpot stage balls can be time locked in the left/right ejects and the Rocket to enable a 2X/3X/4X/5X/6X Super Jackpot. Additionally, each time locked shot adds another ball into play (limit 3). Once the time lock expires balls are kicked out of the ejects/Rocket and the shots are relit for a timed lock. Shooting the Side Ramp scores a 1X/2X/3X/4X/5X/6X Super Jackpot and ends the mode. All of the balls are cycled back into the trough and 1 new ball is kicked into the shooter lane to allow play to continue. - Now Bond Women Multipliers are not reset at ball start if the center movie insert corresponding to that Bond Woman is lit. A movie insert is lit by playing the 4 modes (Villain/Henchmen/SPECTRE Weapon/Q Branch) associated with that movie. - Changed the Villain mode start difficulty. Default = Medium, i.e. now it takes 2 shots to start a Villain mode. - Fixed Jetpack Multiball background display effect text that could sometimes display the wrong information. - Fixed a problem where sometimes text shown during the "Enter Your Initials" display effect was drawn partially off screen. - Added logic to accommodate balls locked in the rocket while playing non Bird 1 Multiballs or Wizard Modes. - Fixed a bug where the Back Ramp Up Post was being raised at the start of Wizard Modes (LE Only). - Changed the default time and adjustment minimum/maximum values for the following modes. Trouble in Jamaica: default time = 75 seconds. SPECTRE Island: default time = 70 seconds. He Blew a Fuse: default time = 60 seconds. DB5: default time = 60 seconds. Attache Case: default time = 70 seconds. Little Nellie: default timer = 70 seconds - Removed an unused background lamp effect. - Now the "Player Up" Topper lightshow can be color customized by a logged in Insider Comnnected User. - Added a Hunted By Helicopter "Completed" lightshow. - Added a "Player Up" topper effect that runs while the ball is sitting in the shooter lane at the start of a ball. - Changed the left orbit lightshow. - Now lightshow timings can run with more granularity. - Changed the "License to Kill" Skill Shot award score value. - Fixed a problem where the lockdown bar light might be illuminated during some full playfield lightshows. - System Version 3.47 - Updated to nodeboard firmware/protocol v1.11.0 - Various behind the scenes improvements for correctness and performance. LE/PRE V0.95.0 - August 10, 2023 ===================== - Now "Goldfinger's Jackpot" Wizard Mode is available at the right ramp upon playing any of the following: All 6 Villain modes. All 6 Henchmen modes. All 6 SPECTRE Weapon modes. All 6 Q Branch modes. - Added "Goldfinger's Jackpot" as a timed single ball Wizard Mode. 9 arrow shots are lit in the color of wires from a bomb (3 Red, 3 Green, 3 Blue). Shooting a lit arrow shot gives a Jackpot award and changes the arrow color to GOLD. Making same colored arrow shots in sequence scores bigger Jackpot awards. For instance, a player is awarded 5M for collecting/shooting the 1st Blue arrow shot. If the next Jackpot is scored from a Blue arrow shot the player is awarded 25M. And, if the next Jackpot scored is also from a Blue arrow shot the player is awarded 50M. Once the sequence is broken Jackpot awards start over a 5M. Each Jackpot award also builds the Super Jackpot value as does all switches. The Red/Green/Blue arrow shots are visible at the start of the mode but soon turn white to hide the the color of the wire/shot. This requires the player to remember the colors for each shot. Making a lit shot momentarily exposes all of the available colored wire shots. Shooting the Goldfinger target will also momentarily expose all of the available colored wire Shots. Once all 9 shots are made the timer is reset to 14 seconds. Before time runs out shoot the right ramp for a Double Jackpot followed by a shot to the Rocket for a Super Jackpot. Collecting a Super Jackpot ends the mode. The ball is cycled back into the trough during the Super Jackpot Award presentation and 1 new ball is kicked into the shooter lane to allow play to continue. - Changed the default difficulty setting for starting a Henchmen mode via the side ramp. Default = Easy. - Added a "Bond Women Multiplier Increase Difficulty After Each Use" adjustment. Default = NO. Now the default setting keeps the Bond Women Multipliers from progressively being more difficult to light after each use. - Modified the topper award blink rate for Feeding Frenzy. - Fixed missing topper awards from Orient Express. - Modified the blink rate of topper awards for Chaos at Crab Key, Radio Reconnaissance, Under Water Power Pack, Aston Martin, Attache Case, Little Nellie, Q's Ring, Feeding Frenzy, and Orient Express. - Added Super Rocket and Super Pops topper effects. - Modified the blink rate of SPECTRE Weapon topper award effects. - Modified Q Branch topper start effects. - Enhanced Bird 1 MB and Jetpack Multiball topper award effects. - Fixed blink rate on Wizard Mode topper award effects. - Fixed a topper issue with double scoring stacking with modes when modes timed out. - Fixed Rocket topper light shows. - Fixed Jetpack Multiball start and total topper effects that were not ending properly. - Added topper effects for advancing towards Bird 1 Multiball. - Added topper effects for advancing towards Jetpack Multiball. - Added combined mode/login menu. - Game Mode Menu integrated with Login Screens (Insider Connected) - Change the Left Orbit lamp effect. - Changed the start and background topper effects for Wizard Modes. - Added a new "Chaos at Crab Key" Super Jackpot lamp effect. - Modified all Q Branch Multiball background topper effects. - Changed the fonts used in the Bird 1 Multiball Extended ready/awarded display effects. - Modified the "007 Scoring" topper effect to co-exist with stacked modes/multiballs. - Added texture to the award bar seen in the "Chaos at Crab Key", "Ahoy Mr. Bond", and "Goldfinger's Jackpot" award display effects. - Added a new "Ahoy Mr. Bond" Wizard Mode Super Jackpot lamp effect. - Fixed a SPECTRE target award bug so only newly hit targets animate on the display. - Now the SPECTRE target completion animation works correctly during the SPECTRE Weapon Ready display effect. - Changed the SPECTRE target completion display effect to draw the "flare effect" in front of all letters. - Now Q Branch and SPECTRE Weapon modes are disallowed from starting until Wizard Mode grace period timers have expired. - Changed the SPECTRE Targets Completed animation and shortened the display time to 2.5 seconds. - Moved the Bird 1 Jackpot text into the player/name zone during the "Multiball Extended" display effect. - Changed the "Spinner Hit" display elements render order. - Now all Bond Women Multiplier Lit display elements have the same render order priority. - Moved the top lane MI6 spell-out to the player/name zone when a Hurry-Up is running in the score zone. - Added logic to Q Branch timed modes to pause the timer due to ball inactivity. - Added a new "007 Scoring" topper background effect. - Now the Bird 1 Multiball Super Jackpot value updates correctly during a SPECTRE Spell-out session. - Added SPECTRE Spell-out to SPECTRE Weapons Lit/Ready display effects to show the spell-out completed animation and jackpot value. - Fixed a problem where timers were being paused after making an award shot during the "Professor Dent" Henchmen mode. - Fixed a bug in "Ahoy Mr. Bond" where, upon completing the mode, the incorrect mode total score was being displayed. - Added Super Jackpot text to Bird 1 Multiball background and award display effects. - Fixed a bug that occurred at end of the "Ahoy Mr. Bond" Super Jackpot Sequence where the bottom lane up-post held the ball and didn't flash/warn the player that the post was being lowered. - Added logic allowing the "Ahoy Mr. Bond" Completed Total display effect to be aborted via flipper "blow off". - Added a progress bar to Power Pack Multiball. - System Version 3.45 - Updated to nodeboard firmware/protocol v1.10.0 - Conagent v1.0.12 - Various behind the scenes improvements for correctness and performance. LE/PRE V0.94.0 - July 6, 2023 ===================== - Now "Chaos at Crab Key" Wizard Mode is available at the right ramp upon playing any of the following: All 6 Villain modes. All 6 Henchmen modes. All 6 SPECTRE Weapon modes. All 6 Q Branch modes. - Added "Chaos at Crab Key" as a 3 ball Multiball Wizard Mode. Make 1 of 8 lit shots for a Jackpot (blinking arrow). Add-a-Ball is awarded upon collecting all 8 Jackpots. Next, make 1 of 4 lit left playfield shots for a Jackpot. Hitting the tank target moves lit Jackpot shots to the opposite side of the playfield. Next, make 1 of 4 lit playfield shots to collect a Jackpot and light Super Jackpot at the Side Ramp. Shooting the Side Ramp scores a Super Jackpot and ends the Multiball. Bonus: Score a 2X Super Jackpot by making a Side Loop->Side Ramp Combo. All of the balls are cycled back into the trough and 1 new ball is kicked into the shooter lane to allow play to continue. Note: Do all of the above with the Flippers Reversed. - Added logic to allow the Side Ramp stand-up target and the Pop Bumpers to cycle the available Wizard Modes. - Added Chaos at Crab Key High Score Champions to the attract mode. - Added Topper Lightshows. - Add logic to Trouble in Jamaica, The Incredible Laser Ray, and Feeding Frenzy display awards to be aborted via flipper "blowoff" when balls are waiting to be kicked from a playfield multiball device. - Add logic to Trouble in Jamaica, The Incredible Laser Ray, and Feeding Frenzy display awards to forestall ball search if balls are waiting to be kicked from a playfield multiball device. - Added a new SPECTRE Targets completed sound FX. - Added a new Powerpack Multiball Super Jackpot Lightshow. - Added logic to keep the drop targets down during Jetpack Multiball. - Changed the "SPOTTED SPECTRE WEAPON STARTS" default setting. Default = 3. - Changed Jackpot/Super Jackpot score values for Bird 1 Multiball. - Changed logic that determines if completing the SPECTRE targets will light the SPECTRE Weapon Ready light at the Side Ramp Target. - Fixed a tank target scoring bug in "Trouble in Jamaica" that occurs when "007 Scoring" is active. - Added a SPECTRE Weapons "Ready" display effect video. This video was added to differentiate it from the "Lit" display effect, i.e. the "Lit" display effect indicates an award is available to be collected immediately while the "Ready" display effect indicates the award can be collected once any underlying criteria preventing it from being collected has been extinguished. - Now the Progress bar displays mode completion progress for "DB5 Multiball" - Add logic to Training Grounds, Diamonds of Destruction, and Disco Volante Demolition display awards to be aborted via flipper "blowoff" when balls are waiting to be kicked from a playfield multiball device. - Add logic to Training Grounds, Diamonds of Destruction, and Disco Volante Demolition display awards to forestall ball search if balls are waiting to be kicked from a playfield multiball device. - Fixed a bug in DB5 Multiball where the mode music/background transitioned prematurely to the main play music/background. - Now the Bond Women Multiplier lit display effect, when awarded during via a left/right eject, no longer uses choreography to stage the award if this is done during a multiball event. - Added a new DB5 Multiball Super Jackpot Lightshow. - Changed the Pop Bumper sound FX to remove possible distortion when played back at a louder volume. - Now the "007 Scoring" Timer icon animates upon each switch hit/score. - Fixed a bug where the Disco Volante Demolition award display effect displayed the wrong score. - Changed Helicopter Countdown (HCD) rule logic to kill previous HCD awards still being displayed or queued up to be displayed. - Added Verified Location with check-mark when appropriate to attract mode Coin and Login screens. - Various behind the scenes improvements for correctness and performance. LE/PRE V0.93.0 - June 22, 2023 ===================== - Added 9 new Insider Connected Achievements. - Now "Ahoy Mr. Bond" Wizard mode is available at the right ramp upon playing any of the following: All 6 Villain modes. All 6 Henchmen modes. All 6 SPECTRE Weapon modes. All 6 Q Branch modes. - Added "Ahoy Mr. Bond" as a single ball Hurry-Up Wizard Mode. Make 1 of 8 lit shots for a Jackpot (blinking arrow) or a Double Jackpot (solid lit arrow). Collecting all Jackpot and Double Jackpot awards will light the Side Ramp and Right Ramp for a Super Jackpot (2X Super Jackpot if awarded via the Side Ramp). Shoot either Side/Right ramp to score a Super Jackpot and end the mode. - Fixed a problem where total screen(s) could appear twice upon exiting a mode. - Added "Ahoy Mr. Bond" High Score Champions to the attract mode. - Now the "Ahoy Mr. Bond" background display text reads "Shoot the Red Arrows". - Now the Wizard Mode Ready lamp effect flashes faster, i.e. the fast flashing insert indicates which Wizard mode will start. - Modified skill shot connectivity awards. - Fixed a problem where the game limited Wizard Modes from being available to start. - Added a Wizard Mode ready Lightshow to strobe the right ramp lamps in sequence when a Wizard Mode is available to start. - Added logic to determine which rules disqualify a wizard mode from starting. - Added logic to bring up the text sooner in the Countdown Videos when a mode is active. - Added logic to Countdown videos to only show text when a mode is active. - Changed the Hunted By Helicopter Multiball Super Jackpot Lightshow timing and layering. - Changed the Bond Women Multiplier colored banner graphics. - Changed score awards for the Wint & Kidd Henchmen mode. - Updated to nodeboard firmware/protocol v1.9.0 - Conagent v1.0.10 - Various behind the scenes improvements for correctness and performance. LE/PRE V0.92.0 - June 1, 2023 ===================== - Added logic to allow "007 Scoring" to start via pressing the the lockdown bar action button. - Added logic to disable advancing/lighting Bond Women Multipliers while "007 Scoring" is available. - Changed the score awards for the Attache Case, DB5, Under Water Power Pack, and Little Nellie Q Branch modes. - Changed the score award values for the Villain/Henchmen modes. - Added 41 new Insider Connected Achievements. - Fixed a bug where the Bond Women Multiplier threshold award levels were being displayed in the Pop Bumper, Spinner, and Rocket Countdown display effects while "007 Scoring" was active. - Added logic to disable "007 Scoring" from starting at the completion of Multiball events that end and collect balls at the trough before returning back to single ball play. - Added logic to disable "007 Scoring" from starting if the action button is going to launch a ball sitting in the shooter lane. - Changed the DB5 Spinner score awards. - Changed the DB5 Q Branch mode score awards. - Changed the Little Nellie Multiball Super Jackpot score award. - Added new logic to handle the progression of the right orbit lamps. - Changed the Power Pack Multiball Super Jackpot score award. - Changed the escrow logic that determines the Hunted by Helicopter Super Jackpot score award. - Added a new Helicopter Countdown sound FX. - Added a new Helicopter Countdown video clip. - Fixed a bug where the DB5, Power Pack, and Helicopter Countdown rules were not giving the correct threshold awards. - Fixed a bug where the Pop Bumper, Spinner, and Rocket Countdown threshold award display effects were not displaying the correct "Power Points" when "007 Scoring" was active. - Changed the "Power Points" scores awarded by the DB5, Power Pack, and Helicopter Countdown rules. - Added a new Hunted by Helicopter Multiball Super Jackpot Lightshow that is synced to music/sound FX. - Changed the font color of the "Jackpot Increases" text in the DB 5 Q Branch Mode. - Added logic allowing the Jetpack Ready display effect to be aborted via flipper "blow off". - Fixed a bug where the DB5, Power Pack, and Helicopter Countdown threshold award display effects were not displaying the correct "Power Points" when "007 Scoring" was active. - Added logic to suppress "007 Scoring" timing out speech sound FX while other modes/multiballs are active. - Added logic to stop "007 Scoring" at end ball and/or during a tilted ball. - Added "007 Scoring" timing out speech sound FX. - Added "007 Scoring" timing out sound FX. - Removed Bond Women Multiplier collected speech sound FX. - Added a new "007 Scoring" looping tune. - Changed the volume of the "007 Scoring" start sound FX. - Added "007 Scoring" start speech. - Added a "Propulsion Power Points" sound FX. - Added a revised "Passing Power Points" sound FX. - Raised the priority of the "007 Scoring" start display effect to insure it is seen during multiball events. - Now The Jetpack Multiball Hurry-Up Jackpot value starts at 3 Million points and counts down to 1 Million points. - Added logic to allow the side ramp stand-up target to cycle the available Villain & Hench modes. - Now the Double Scoring Timer is no longer paused during multiball events. - Added a new "Passing Power Points" sound FX. - Added a new "Power Pack Points" sound FX. - Added a Power Pack Countdown sound FX. - Added a "007 Scoring" started sound FX. - Now the DB5, Power Pack, and Helicopter Countdown rules are not available during multiball events. - Now the Max Super Jackpot for Bird 1 Multiball is 300M. - Added a "Passing Power Points" video clip to the DB5 Countdown threshold award rule. - Added a "Power Pack Points" video clip to the Power Pack Countdown threshold award rule. - Added a new Power Pack Multiball background looping video that plays after the primary background video has completed playing. - Changed the default setting of the "Reset Bond Women Multipliers Each Ball" adjustment. Default = NO. - Changed the behavior of how Bond Women Multipliers are reset between balls. A multiplier is reset if: 1. The "Reset Bond Women Multipliers Each Ball" adjustment is set to YES. 2. The multiplier has been collected (lit solid) but not used. - Now, the progress of unused (blinking) Bond Women Multipliers are not reset when starting "007 Scoring". - Fixed a bug where advancing towards Jetpack Multiball was still advancing the Bond Women Multiplier (Domino). - Now only 4 Power Pack Countdown shots are need to light the Bond Women Multiplier (Domino). - Now only 4 DB5 Countdown shots are need to light the Bond Women Multiplier (Pussy Galore). - Changed the criteria needed to advance towards lighting Bond Women Multipliers. - Changed the criteria needed to advance towards lighting Q Branch. - Changed the criteria for when display effects are shown while advancing towards lighting Q Branch. - Added a Helicopter Countdown Rule. Shoot the Right Orbit to advance towards lighting Q Branch (Attache Case), lighting the side loop multiplier, or awarding Propulsion Power Points. - Added "Diamonds are Forever" as the "007 Scoring" background music that will play when modes/multiballs are not active. - Changed the 7X "007 Scoring" Ball Saver time, Default = 30 seconds. - Added a new video clip to the "007 Scoring" background display effect along with rule information displayed in the accompanying banner. - Made the Bond Women Multiplier text that appears on the Pop Bumper, Spinner, Rocket, DB5, Power Pack, and Helicopter Countdown display effects more readable. - Upon starting "007 Scoring" a Ball Saver is awarded if the MAX number of Bond Women Multipliers have been collected. - Now the amount of "007 Scoring" time is based upon the number of Bond Women multipliers collected, i.e. 2X scoring = 20 seconds, 3X scoring = 30 seconds, etc... - Added logic to pause the "007 Scoring" timer until the start display effect has finished playing. - Added a "007 Scoring" timer that appears on any mode/multiball background display effect. - Added video clips to the "007 Scoring" start display effect. - Modified/Replaced the Bond Women Multiplier collected video clips. - Added an adjustment to the game called "Reset Bond Women Multipliers Each Ball". - Now, upon draining, progress towards lighting Bond Women multipliers is reset. - Added logic to make lighting individual Bond Women multipliers more difficult once that multiplier has been collected and used to start 007 Scoring. - Now the Rocket Countdown rule tries to advance the Bond Women Multiplier independent of the threshold awards, i.e. both threshold and multiplier rules are advanced at the same time. - Now the Spinner Countdown rule tries to advance the Bond Women Multiplier independent of the threshold awards, i.e. both threshold and multiplier rules are advanced at the same time. - Now the Pop Bumper Countdown rule tries to advance the Bond Women Multiplier independent of the threshold awards, i.e. both threshold and multiplier rules are advanced at the same time. - Added a Power Pack Countdown Rule. Shoot the Left Eject to advance towards lighting Q Branch (Power Pack), lighting the side loop multiplier, or awarding Power Pack Points. - Shooting the left orbit no longer advances/lights Q Branch (Power Pack). - Added logic to the Left Eject to hold the ball for staged display presentations of: 1. Jetpack Ready 2. Mystery 3. Power Pack Countdown rule. - Added Passing Power Points as a threshold award for the DB5 Countdown Right Eject rule. - Now the DB5 Countdown rule tries to advance the Bond Women Multiplier independent of the threshold awards, i.e. both threshold and multiplier rules are advanced at the same time. - Fixed a bug in "Bond..James Bond" Multiball where the highest score achieved during this multiball might not be recorded properly if the player tilts prior to the mode being completed or timing out. - Added a "Bond..James Bond" Multiball High Score Champion. - Added adjustments to support the "Bond...James Bond" Multiball High Score Champion (default score threshold, type of award to give, # of awards to give). - Added a "Bond..James Bond" Champion to the attract mode presentation. - Added a new Little Nellie MB Super Jackpot Lightshow that is synced to music/sound FX. - Fixed a bug where the Mystery sound FX was too loud when played at the same time as the "qualifying a Jetpack shot" sound FX. - Added motion, padding, and a 4 pixel outline to the font used for the DB5 Countdown rule to make the text more readable. - Added a new DB5 Multiball background looping video that plays after the primary background video has completed playing. - Updated to nodeboard firmware/protocol v1.8.0 - Various behind the scenes improvements for correctness and performance. LE/PRE V0.91.0 - May 11, 2023 ===================== - Added DB5 as an available Q Branch Mode. Shoot the DB5 (Right Eject) to advance/light Q Branch at the DB5 Eject. - Start the Q Branch DB5 Mode at the DB5 Eject when lit. Make 6 lit Left Orbit or DB5 Eject shots to complete the mode. Shoot the Spinner to build the Jackpot award value. Shooting the DB5 Eject relights the Left Orbit shot. Completing DB5 starts DB5 Multiball. - Added DB5 Multiball as a 2 ball Multiball. Make 1 of 6 lit shots for a Jackpot award. Doing this lights the DB5 Eject for a Double Jackpot. Make blinking arrow Jackpot shots in order (from left to right) to upgrade the Jackpot award to a Double Jackpot. Collect all Jackpot/Double Jackpots to light the Side Loop and Side Ramp for Triple Jackpots. Collect the Triple Jackpots to light the DB5 Eject for a Super Jackpot. Shoot the DB5 Eject to score a Super Jackpot and end the Multiball. All of the balls are cycled back into the trough and 1 new ball is kicked into the shooter lane to allow play to continue. - Added Power Pack as an available Q Branch Mode. Start Jetpack Multiball to to qualify/light Q Branch at the DB5 Eject. - Start the Q Branch Power Pack Mode at the DB5 Eject when lit. Make 6 lit Left Eject shots to complete the mode. Shoot the remaining White Arrow shots to build the Jackpot Award Value. Completing Power Pack starts Power Pack Multiball. - Added Power Pack Multiball as a 2 ball Multiball. Make 1 of 6 lit shots for a Jackpot (solid lit arrow) or a Double Jackpot (blinking arrow). Collecting a Double Jackpot lights the Left Eject for a Triple Jackpot. Collecting all Jackpot, Double Jackpot, and Triple Jackpot awards will light the Side Loop and Side Ramp for Triple Jackpots. Collect the Triple Jackpots to light the Left Eject for a Super Jackpot. Shoot the Left Eject to score a Super Jackpot and end the Multiball. All of the balls are cycled back into the trough and 1 new ball is kicked into the shooter lane to allow play to continue. - Added a DB5 Countdown Rule. Shoot the DB5 shot (Right Eject) to advance towards lighting Q Branch (DB5) or lighting the side loop multiplier. - Fixed a bug where the Attache Case background display effect was incorrectly reporting the next shot score award. - Changed the DB Countdown light show arrow color to match the Goldfinger movie color. - Changed the SPECTRE Weapon mode arrow/SPECTRE lamps to be more dynamic. - Fixed several incorrectly named Audits. - Changed Q Branch Lit/Ready speech to be consistent with what is being shown on the display, i.e. is the award lit/ready. - Added logic to display Q Branch Lit at the start of Jetpack Multiball. - Added a new Super Jackpot Sound FX to Hunted By Helicopter Multiball. - Fixed the Hunted By Helicopter Multiball Super Jackpot light show to be the full duration of the display award. - Added logic to the Top Lane Control Gates to accommodate which shots are diverted into the Pop Bumpers during DB5 Multiball and Power Pack Multiball. - Changed Q Branch Multiball Jackpot Award Text to blink at a different rate emphasizing the ON state. - Fixed a bug in the End-Of-Ball-Bonus sequence where "blowing off" the score might not show the final score long enough. - Added "Next Shot = X,XXX,XXX" text to the Attache Case Background display effect. - Fixed Fonts to make the "commas" more readable. - Added a Bottom Lane Up-Post Power adjustment. - Removed/Reorganized adjustments. - Added logic to keep the Bottom Lane Up-Post raised until the associated video clip finished playing. - Added a light/sound event letting the player know the Bottom Lane Up-Post is about to be lowered. - Added logic to the game to forestall ball search from starting while waiting for multiball to start when playing the last display award for Little Nellie, Attache Case, Power Pack, or DB5. - Advancing towards/starting Bird 1 Multiball or Jetpack Multiball is no longer available while the Power Pack or DB5 Q Branch modes are active. - Fixed a progress bar display bug in Little Nellie and Attache Case. - Added a Tank Target background lamp effect to strobe the Tank Target when the next target hit will give an award. - Now the the DB5 Eject will wait until the Q Branch Lit/Ready display effect has finished playing before kicking the ball back into play. This display effect can also be blown off. - Added a new remixed Hunted By Helicopter Multiball Super Jackpot sound FX. - Added animation blow off to the Hunted By Helicopter Multiball Super Jackpot display effect. - Adjusted the volume of the Little Nellie Multiball Super Jackpot sound FX. - Added logic to make it easier to advance/light the Attache Case Q Branch mode. - Added logic to better determine the next cycled white arrow shot in Hunted By Helicopter Multiball. - Updated to nodeboard firmware/protocol v1.7.0 LE/PRE V0.90.0 - April 20, 2023 ===================== - Added Attache Case as an available Q Branch Mode. Shoot the Right Orbit to advance/light Q Branch at the DB5 Eject. - Start the Q Branch Attache Case Mode at the DB5 Eject when lit. Make 5 lit shots to complete the mode. Award Shots 1 and 3 are at the right orbit, Award shots 2 and 4 are selected at random. Award shots 2 and 4 can be cycled by the pop bumpers. Complete the mode by shooting the final/5th shot at the Right Ramp. Completing Attache Case starts Hunted By Helicopter Multiball. - Added Hunted By Helicopter Multiball as a 2 ball Multiball. Shoot each lit shot 2 times for a Jackpot/Double Jackpot. 1 of the lit shots is a White Arrow shot that scores a Triple Jackpot. Pop Bumper hits cycle the White Arrow shot. Make all of the lit shots to light Super Jackpot at the Side Ramp. Shoot the Side Ramp to score a Super Jackpot and end the Multiball. All of the balls are cycled back into the trough and 1 new ball is kicked into the shooter lane to allow play to continue. - Added Little Nellie as an available Q Branch Mode. Hit the Rocket to advance/light Q Branch at the DB5 Eject. - Start the Q Branch Little Nellie Mode at the DB5 Eject when lit. Make 5 Right Ramp shots, when lit, to collect Score Awards and complete the mode. Shoot the Drop Targets to build the Jackpot award value and Light the Right Ramp. Completing Little Nellie starts Little Nellie Multiball. - Added Little Nellie Multiball as a 2 ball Multiball. Shoot lit Roving Arrow shots 7 times for a Jackpot Award. Next, collect 3 Jackpots at the drop targets and a Double Jackpot at the Rocket. Completing the drop target/Rocket award sequence 3 times to light Super Jackpot at the Side Ramp. Shoot the Side Ramp to score a Super Jackpot and end the Multiball. All of the balls are cycled back into the trough and 1 new ball is kicked into the shooter lane to allow play to continue. - Changed the "Bond...James Bond" Multiball Super Jackpot Ready Lightshow to strobe faster. - Extended the Bottom Lane Up Post default timeout. - Changed Bird 1 award thresholds. - Fixed a Bond...James Bond Multiball bug where the wrong flash lamp was being activated. - Fixed a Bond...James Bond Multiball Super JP lamp rendering bug. - Added logic to allow the Orbit Control Gate to be activated during Hunted by Helicopter Multiball and Little Nellie Multiball. - Advancing towards/starting Bird 1 Multiball or Jetpack Multiball is no longer available while the Little Nellie or Attache Case Q Branch modes are active. - Added Tutorial Videos to the Attract Mode. - Right Orbit shots during the Q Branch Attache Case mode do not activate the Top Lanes Control Gate. - Now any right orbit shot during a Q Branch mode will open the Top Lanes Control Gate. - Fixed a Commander Bond Skill Shot bug where a Spinner and/or Back Ramp opto switch closure turned off the Left Orbit arrow and did not award the Skill Shot. - Fixed a Commander Bond Skill Shot bug where the Skill Shot could only be awarded if the other Super Skill Shots were available. - Added Commander Bond Skill Shot. - Now the Right Orbit can advance/light/enable Q Branch to start the Attache Case mode. - Fixed a bug where Q Branch modes could reset the SPECTRE targets. - Updated to nodeboard firmware/protocol v1.5.0 - Conagent 1.0.9 - Update selectable upper bound for Grand Champion, and HSTD 1-4 Awards. GC may be set up to 5, HSTD #1 to 4, HSTD #2 to 3, HSTD #3 to 2, and HSTD #4 to 1. The default value for these has not changed, just the ability to select a higher value. - Adjust timing to address phantom broken trough switch tech alerts. - Added game version number to lower left of attract mode Insider Connected screens. - Updated Service Menu landing screen to graphics. - Added Connectivity Icon (Ethernet or WiFi Signal Bars) to attract mode Insider Connected screens. The Icon will be displayed in the upper right corner with the number of credits/free play. - Blink selected icon in Service Menu Dot Matrix menus - Updated "Target Game Time" to guarantee the entire time for a single ball game. LE/PRE V0.89.0 - April 3, 2023 ===================== - Added 4 new Skill Shots. Hold in the left flipper and plunge the ball to activate: "Licensed to Kill" Skill Shot at the Left/Scuba Eject. "Undercover" Skill Shot at the Right Ramp. "Double "0"" Skill Shot at the Side Ramp. "Top Secret" Skill Shot, (You'll have to find it, it's a secret). - Added 20 Sequence Combos. Shot the following shot sequence for a Combo Award. Dr. No Combo: left orbit -> right ramp From Russia With Love Combo: left orbit -> right orbit Goldfinger Combo: left orbit -> right orbit -> side ramp You Only Live Twice Combo: left orbit -> right ramp -> center lane Diamonds Ae Forever Combo: left orbit -> right orbit -> right ramp Thunderball Combo: left orbit -> right orbit -> side loop -> side ramp Professor Dent Combo: right ramp -> left orbit Rosa Klebb Combo: right orbit -> side loop Mr. Osato Combo: right orbit -> side ramp Oddjob Combo: right orbit -> right ramp Largo Combo: right orbit -> side loop -> side ramp Blofeld Combo: right ramp -> center lane -> side ramp Red Grant Combo: right ramp -> left orbit -> right orbit -> side ramp Fiona Volpe Combo: right ramp -> left orbit -> right orbit -> side loop -> side ramp Mr. Wint & Mr. Kidd Combo: center lane -> side ramp Honey Ryder Combo: center lane -> side loop Kissy Combo: center lane -> right ramp Domino Combo: center lane -> side loop -> side ramp Tiffany Combo: case center lane -> side ramp -> left orbit -> right ramp Q Branch Combo: center lane -> side loop -> side ramp -> left orbit -> right ramp - DJ Mixer now has 11 tunes to play and/or cycle thru. - Fixed a Bug where, upon completing a 2nd Jetpack Multiball Super Jackpot during the grace period of draining back to 1 ball play, the game didn't restart Jetpack Multiball when it added 1 ball back into play. - Fixed a bug where the "Bond...James Bond" timer would continue to be displayed after the Mode/Multiball was over. - Added arrow lights to indicate where/when Skill Shots are available. - Now the "Bond...James Bond" Multiball has a "Nixie Tube" style timer. - Now "Bond...James Bond" switch score awards are displayed using abbreviated text. - Fixed a bug where the display would stop drawing floating diamond awards. - Fixed DJ Mixer Text. - Fixed a bug where a lit Skill Shot was not awarded upon shooting the lit shot. - Fixed a bug where ball save could be awarded during the grace period of draining down to 1 ball play during Jetpack Multiball. - Added Sound FX to the new Skill Shot awards. - Now instructional speech doesn't occur during Skill shot awards. - Added reload display effect to Jetpack Multiball. - Removed reload speech from Jetpack Multiball. - Added logic to the game to allow/disallow right orbit shots to activate the Orbit Control Gate. When a Mode/Multiball is not active a shot to the Right Orbit will either activate the Orbit Control Gate or divert the ball into the Pop Bumpers. The right Back Panel Flasher indicates which action will be taken, i.e. Flasher ON = Activate Orbit Control Game, Flasher OFF = Divert balls into the Pop Bumpers. Shots to the Tank Target toggle the state of the Back Panel Flasher. - Added logic to allow combos to help determine if the Orbit Control Gate should be opened based upon Rules/Modes/Multiballs that are active. - Added a new Combo Award background video. - Added a new Sequence Combo Sound FX. - Added logic to give priority to the "Trouble in Jamaica" rule/mode when deciding if the Orbit Control Gate should be opened during multiball events. - Now the "Bond...James Bond" Nixie Timer can be displayed during Combo award display effects. - Added more "Bond" text positions to the "Bond...James Bond" background display effect. - Fixed the alignment and justification of the Bond High Scores displayed in the Attract Mode. - Now Turquoise "Bond" text appears upon each switch closure during "Bond...James Bond" Multiball along with White floating score awards. - Now X-WAY Floating Combo awards are drawn in front of the connectivity icons. - Now Super Spinners displays Large Floating Diamonds as the display award. - Now X-WAY combos are displayed on the right side of the display. - Now X-WAY combos are drawn in front of the Villains/Henchmen that appear on the right side of the display during Villain/Henchmen mode start. LE/PRE V0.88.0 - March 21, 2023 ===================== - Added a "Bond...James Bond" 2 ball Mini Wizard mode. This is started at the either the left eject or right ramp upon playing a Villain mode, a Henchmen mode, Bird 1 Multiball, and Jetpack Multiball. Default time = 0070 seconds. Balls that drain are immediately cycled back into play. Make 10 lit shots to build/light a Super Jackpot at the side ramp. The multiball ends upon making a Super Jackpot shot or when time has expired. When the multiball ends all of the balls are cycled back into the trough at which time 1 new ball is kicked into the shooter lane to allow play to continue. Lit side loop shots spot an award for 2X value. - Added a new Moby tune which is heard during "Bond...James Bond" Multiball. - Now the Progress bar displays mode completion progress for "Bond...James Bond" - Fixed adjustment text. - Added a Back Ramp Up Post Duty-Cycle Power adjustment. (LE/ONLY) - Fixed a bug where Super Spinner was awarding the wrong score value. - Now the drop targets stay in the up position during "Bond...James Bond" Multiball. - Now "Bond...James Bond" spotted shot awards score double. - Modified Jetpack MB stage 2 lights to be sweeping instead of all blinking. - Modified Jetpack Multiball Super Jackpot tank lights to blink faster. - Fixed a bug where the back ramp up post was being raised prematurely. (LE/ONLY) - Changed the value for a Super Spinner score award and changed the number of spinner "spins" that are available during Super Spinner. - Changed spinner award threshold order and threshold limits. - Now the game plays the original Bond Theme upon finishing the "Bond...James Bond" mode. - Added switch/target lamp effects for rules that are disabled while "Bond...James Bond" is active. - All Villain, Henchmen, SPECTRE Weapon, and Q Branch modes are disallowed from starting if "Bond...James Bond" is available to start. - Disabled the Drop Target lamps while "Bond...James Bond" is active. - Disabled the Top Lanes rule while "Bond...James Bond" is active. - Disabled the Bottom Lanes rule while "Bond...James Bond" is active. - Disabled the mystery rule while "Bond...James Bond" is active or ready to start. - Now the orbit control gate is opened while launching balls from the shooter lane during "Bond...James Bond" Multiball. - Changed the Jetpack Multiball background Super Jackpot Ready light presentation. - Added logic to qualify/disqualify when the bottom lane up post should be activated. - Added the backpanel flasher to the Jetpack MB stage 2 presentation. - Added a new Jetpack MB Super Jackpot load/reload background lamp effect. - Jetpack MB reload score award = 250K. - Fixed a bug where "black screen" video clips were momentarily causing the game to bog. - Modified Double Jackpot to not award again on a missed Super Jackpot during Jetpack Multiball. Instead will award a reload value. - Fixed a Jetpack Multiball start bug caused by "Bond...James Bond" Multiball draining all of it's balls upon multiball end. - Now the Jetpack Multiball Hurry Score award starts at 7 Million. - Now the pop bumper, rocket, spinner & tank target rules are turned off during "Bond...James Bond" Multiball. - Added 4 new main play tunes that alternate playing after modes/multiballs are finished. - Added logic to alternate main play music every ball. - Added logic so instructional speech does not occur/play during SPECTRE Weapon and Q Branch Gadget modes. - Added graphics/score awards to show the player has made a combo shot. - Changed the difficulty towards starting Jetpack Multiball. Now, only 1 shot into the left eject followed by a left orbit shot will start Jetpack Multiball. Subsequent Jetpack Multiball starts require multiple left eject, left orbit shots. - Fixed an issue where Jetpack MB shot lights were not being presented correctly. - Added logic to extend the back ramp up post time upon making a Double Jackpot during Jetpack Multiball. - Added new rules to Jetpack Multiball. Upon starting Jetpack Multiball shoot the lit Center Lane to release the ball, collect a Jackpot, and light all of the arrow shots for a Jackpot. Collect 5 Jackpots to light the left orbit for a Double Jackpot. Upon collecting a Double Jackpot the Jetpack picks up the ball and moves it back and forth across the playfield. Shoot the playfield tank target to release the ball. If the released ball hits the tank hood target a Super Jackpot award is given along with lighting all of the arrow shots for a Jackpot. If the released ball fails to hit the tank hood target the left orbit shot is re-lit for a "Reload" award. Shoot the left orbit to "reload" the Jetpack and take another try at collecting a Super Jackpot. Once a Super Jackpot has been collected shoot the left orbit for a Double Jackpot. Upon collecting a Double Jackpot the Jetpack picks up the ball and is allowed to be be moved under play control, i.e press the left/right flipper buttons to move the Jetpack left/right. Try to position the ball over the tank hood target. As before, hit the playfield tank target to release the ball and collect a Super Jackpot at the tank hood target. - Removed the "Special" award adjustments from the Adjustment Menu options as there is no "Special" lamp on this game. - Fixed a bug where, upon exiting Jetpack Multiball, sometimes the back ramp up post would raise/actuate upon shooting the left orbit. - Added a ball save to Jetpack Multiball when the Hurry-Up is successfully completed. - Fixed a bug where Jetpack Multiball, upon ending, could start again by just shooting the left orbit. - Modified Jetpack motor speed (and the ability to use speed). - Added logic to make the Super Skill Shot lamp more responsive to left flipper state change actuations. - Added logic to qualify the Super Skill Shot rule (and associated lamp) by pressing/releasing the left flipper button prior to plunging the ball. Previously the lamp would only illuminate upon exiting the right->left orbit path. - Fixed Orient Express complete Insider Connected achievement. - Added logic to allow stacked mode award display icons to persist while transitioning from background/foreground display effects. - Added logic to make sure the Progress Bar lights up fully upon completing a mode. - Fixed a problem with the spinner display effect where it was drawing the wrong satellite dish frame. - Changed the Q's Ring intro video to match the other gadget intros. - Moved the score position in all gadget awards 2 pixels lower for vertical centering. - Vertically centered the score in Mode Total display effects. - Fixed a bug where Q's Ring could crash if the progress bar was not initialized properly. - Fixed drop-shadow clipping on updated stacked mode icon art. - Fixed BathOSub Award and Total display effects. - Modified Q Branch intros - Updated to nodeboard firmware/protocol v1.4.0 LE/PRE V0.87.0 - February 10, 2023 ===================== - Fixed a bug in the Professor Dent Henchmen Mode that could cause the game to crash if all of the shot awards were "locked in" while progressing thru the mode. - Fixed a Mr. Osato Henchmen mode display bug where, instead of displaying a score of "3,000,000", the game displayed ",000,000" LE/PRE V0.86.0 - February 9, 2023 ===================== - Added a "Villain" Trouble in Jamaica mode. Default = 10 shots to complete. Shoot the lit right orbit, pop bumper lane, or tank target to collect an award. Pop bumpers contribute to the next tank target award. - Now mode award lightshows that occur during multiball blink at a faster rate. - Added a Villain Mode Start difficulty adjustment, default = 3 shots to start a Villain mode. - Added a Henchmen Mode Start difficulty adjustment, default = Medium. The following table indicates how many shots are need to start a Henchmen mode. For example, on Medium settings the first Henchmen mode takes 1 side ramp shot to start. The next Henchmen mode requires 2 shots to start, and the 3rd Henchmen mode requires 2 shots to start, etc... Extra Easy - 1,1,1,1,1,1 Easy - 1,1,2,2,3,3 Medium - 1,2,2,3,3,3 Hard - 1,2,3,3,3,3 Ex Hard - 3,3,3,3,3,3 - Added a mode award lamp effect that plays during stacked mode/multiballs. - Added Q's Ring and Radio Reconnaissance mode total display effects to be used during multiball. - Added logic to stacked mode award display effects to insure choreographed display effects waiting to run actually get to run. - Added logic so Trouble in Jamaica tank target awards can be seen during multiball events. - Added logic for mode awards given during multiball to end if full screen display effects are running. - Added 3 Dr. No Insider Connected achievements (Trouble in Jamaica, No Means No, NOsy Neighbor). - Added alternate Q's Ring and Radio Reconnaissance display awards that are shown during multiball events. - Fixed a problem where 2 mode awards could be given at once. - Now Villain and Henchman Total display effects have a vertically centered core. - Added tick marks to the Mode Timer progress bar. - Fixed a problem with Mode Total SFX playing at the wrong time. - Added new mode award SFX (that are heard during multiball events). - Added logic so the progress bar located under the Villain and Henchman Mode Timer only appears when multiball is active. - Added logic to display the large/mode progress bar during Q's Ring. - Changed text in the game to read 'RED GRANT' instead of 'GRANT' - Changed the spacing of the mode total text to improve readability. - Added a progress bar to the Mode Timer. - Now all Henchman icons and banners are gold. Score moves along with the banner immediately. - Updated text to Mr. Wint & Mr. Kidd to match the playfield. - Set the default time to complete Trouble in Jamaica, i.e. default = 70 Seconds. - Added logic to the top lane control gate to divert balls into the pop bumpers while the right orbit is lit during Trouble in Jamaica. - Fixed "He Blew a Fuse" and " Mr. Wint & Mr. Kidd" artwork. - Added logic to make sure alternate mode award sound FX only play the fanfare portion of the sound FX. - Fixed a display bug where 1 frame of "Gray" could be displayed at the end of a display effect. - Added Q's Ring and Radio Reconnaissance videos. - Now active/present Villain, Henchmen, and Q Branch modes are allowed to run upon starting a multiball event, i.e. Bird 1 Multiball & Jetpack Multiball. - Added new Villain/Henchmen Total display effects. - Changed lowercase 'r' to uppercase in 'Mr. HENDERSON' - Updated Henchmen Start and Total videos to use the mode's associated colors. - Now advancing towards Bird 1 Multiball is disallowed while SPECTRE Weapon Countdown modes are active/present. - Now advancing towards Jetpack Multiball is disallowed while SPECTRE Weapon Countdown modes are active/present. - Added award sound FX for Femme Fatale, Arrange Usual Reception Please, He Blew a Fuse, Orient Express, and Q's Ring all of which are only heard during multiball events. - Lowered the volume on Disco Volante Demolition sound FX. - Fixed a bug where mode totals were not being displayed upon draining a ball. - Added the pop bumper exit switch as an available mode award shot. - Added logic to Jetpack/Bird 1 Multiball awards to display layered display effects. - Added Villain/Henchmen score banner display effects. - Fixed an issue in Orient Express where the combo timer grace would blink the light on the right orbit incorrectly. - Fixed an issue in Orient Express where the combo timer wasn't ended and would give incorrect combo awards. - Fixed a bug in Orient Express where the blinking lights did not represent the game rules correctly. - Fixed misspelled text in release notes. - Updated to nodeboard firmware/protocol v1.3.0 - Adjusted timing to address phantom broken trough sw tech alerts. LE/PRE V0.84.0 - January 24, 2023 ===================== - Replaced a Disco Volante Demolition video that was the wrong size. - Fixed a bug with the pop bumper award thresholds not working correctly after crossing an award threshold and/or between balls. - Power Plant Points now awards 10 million points. - Changed MAX pop bumper thresholds to 70 pop bumper hits. - Fixed a bug in Jetpack Motor Calibration test where the motor tried to move to an away position that it could not reach. - Fixed a bug in Jetpack Motor test where the motor tried to move to a position that it could not reach. - Added additional switch name information to the Jackpot Motor test to help identify the home/encoder wheel optos. - Changed where error messages are displayed during the Jetpack Motor test. - Fixed an issue with Orient Express grace period awards. - Fixed the right orbit arrow in Orient Express when the side loop arrow should be the only lit shot. - Added a SPECTRE Target adjustment and associated game logic that allows SPECTRE targets to be spotted, i.e. the game will try to spot a SPECTRE target if it has not previously been hit. This makes it easier to complete the SPECTRE targets and in turn, easier to light a SPECTRE Weapon. - Added new Disco Volante Demolition sound FX. - Added new Orient Express sound FX. - Fixed an issue during Orient Express where the right orbit combo arrow/light did not blink rapidly. - Added a right orbit combo rule to Orient Express. - Now available SPECTRE Weapons rotate automatically upon SPECTRE target completion. - Removed logic from the Pop Bumpers from moving/rotating thru the available SPECTRE Weapons. - Fixed several fonts so characters don't overlap. - Added new mode rules for Orient Express. Shoot the right orbit to light the arrows on the right side of the playfield for a combo. Additional right orbit and side loop shots continue the combo sequence. - Added Instant Info to show game award progress as well as Stern Insider Achievements collected. - Outer Space Hijack is now 70 seconds long. - Now the drop targets are available for the last 3 award shots during Outer Space Hijack. - Shooting a lit ramp during Disco Volante Demolition will now temporarily light the left eject for a 2X combo award. - Changed the award fonts in Diamonds of Destruction, Mr. Wint & Mr. Kidd, and Arrange Usual Reception Please. - Now "He Blew a Fuse" award animations load/play more efficiently. - Now "The Incredible Laser Ray" award animations load/play more efficiently. - Added logic to load/play Orient Express award animations more efficiently. - Reorganized Orient Express award animations to coincide with the accompanying video clip. - Added blank frames to the end of the train award animation in Orient Express so the caboose completely leaves the screen. - Added logic to handle active modes when multiball events start. - Added 22 Insider Connected Achievements. - Fixed a visual glitch in Orient Express that occurred when transitioning from an award video to the looping background display effect. - Changed Orient Express looping background video. - Added a brief flash to the front of awarded Orient Express display effects. - Fixed overlapping text in Training Grounds. - Fixed a bug with SPECTRE Weapon Countdown modes that could score left lane shots multiple times. - Now SPECTRE targets score a shot award during Outer Space Hijack. - Now the Orient Express looping background video starts at 1 of 7 positions. - Added a progress bar to Outer Space Hijack. - Fixed a display bug that caused the final shot in Disco Volante Demolition to display incorrect information - Added 4 new Disco Volante Demolition sound FX. - Fixed the spelling of "HIJACK" in the Outer Space Hijack countdown mode. - Changed the default time to complete Disco Volante Demolition, i.e. default = 70 Seconds. - Added watch and knife award animations to Orient Express. - Updated the score animation to sync with the moving train car animation in Orient Express. - Added an additional Disco Volante Demolition award sound FX. - Now it takes 10 shots to complete Disco Volante Demolition. - Added an additional Disco Volante Demolition award display asset. - Added new Disco Volante Demolition award SFX with longer ring outs. - Fixed the Disco Volante Demolition title text. - Added a grenade animation to the right side of the screen for Disco Volante Demolition awards. - Added award animations to Disco Volante Demolition to sync with award video clips. - Added Orient Express award/intro/total SFX to sync with associated display effects. - Adjusted text animation to match train cars seen in Orient Express. - Added new Orient Express music with louder train SFX mixed in. - Added/Removed an Orient Express video clip displayed during the award sequence. - Added new Orient Express looping background display effect. - Added new Orient Express Intro display effect. - Now it takes 10 shots to Complete Orient Express. - During Orient Express the music is no longer synced with the background display effect. - Now Orient Express award clips are based upon movie assets. - Now SPECTRE Weapons display instructions say "SHOOT THE FLASHING ARROW". - Added new Intro/Final Award/Total display effects to the Orient Express Henchmen mode. - Added Intro/Total speech assets/logic to the Orient Express display effects. - Fixed a scoring bug in Orient Express. - Removed "SPECIAL PREVIEW MODELS" text from the attract mode and game start display effects. - Added Encounter on the Orient Express as an available Henchmen Mode. - Added new Orient Express background/award video clips. - Changed the rules for Disco Volante Demolition. Now the left eject and side/right ramp shots advance the rule. - Added new Disco Volante Demolition award sound FX that enable the subsequent award speech to heard better. - Added new Disco Volante Demolition background videos (with lights ON, lights OFF). - Added new Disco Volante Demolition music mixed with SFX to correspond with the progress of the player advancing the mode towards completion. - Added Disco Volante Demolition Intro/Award/Complete/Incomplete sound FX to sync with associated video clips. - Added Disco Volante Demolition Intro, Award, and Award Follow-Up speech. - Changed the animated text seen in Outer Space Hijack. - Added Disco Volante Demolition as an available Villain Mode. - Added Intro/Award/Total/Complete/Incomplete display effects to Disco Volante Demolition. - Fixed Outer Space Hijack award/total display effect conflicts. - Changed text fonts used in Troublesome Tarantula. Added flashing instructions. - Added more impactful Outer Space Hijack Intro/Award SFX. - Changed the focus of the Outer Space Hijack flashing background lightshows. - Added Outer Space Hijack Intro/Award/Complete sound FX to sync with associated video clips. - Added additional looping background videos to Femme Fatale to better reflect the progress made towards finishing the mode. - Added the rocket as an available shot during Outer Space Hijack. - Added ambient SFX to the Outer Space Hijack background music. - Now drops remain up, blocking the rocket, during Outer Space Hijack. - Added a rocket background lamp effect to Outer Space Hijack. - Now SPECTRE Weapons reset after 6 modes have been played. - Added Outer Space Hijack as an available SPECTRE Weapon Countdown Mode. - Added reworked Outer Space Hijack music. - Added Intro/Award/Total speech and follow-up speech to Outer Space Hijack. - Changed the rules to Outer Space Hijack. Now it takes 8 shots to the Rocket (via the left lane) to complete the mode. - Added Intro/Award/Total display effects to Outer Space Hijack. - Added "thousand" text animation to Arrange Usual Reception Please - Updated to node board firmware/protocol v1.2.0 LE/PRE V0.80.0 - December 22, 2022 ===================== - Fixed a bug where SPECTRE Weapons would reset after 4 modes were played instead of 5. - Fixed a bug in Radio Reconnaissance where the game played the wrong award speech phrase after making 4 award shots. - Added award speech to Radio Reconnaissance for finishing the mode. - Added "Green" arrows to the Feeding Frenzy award lightshows. - Changed adjustment mode names to be consistent with the actual mode names that appear during game play. - Enhanced the Feeding Frenzy background/award lightshows. - Now it takes 9 shots to complete Diamonds of Destruction. - Changed the rules for Diamonds of Destruction. The Left Eject, Center Shot, and Right ramp are lit for an award. One of the three shots is blinking and is worth a 2X score award. The spinner moves the blinking shot. - Changed the rules for Feeding Frenzy. Make 9 drop target/rocket hits to complete the mode. Hitting the Rocket awards 2X scores (and resets the drop targets) while a hitting a drop target awards a 1X score. (Note: hitting 2 drops at once awards a single 1X score). Default time to finish the mode is 40 seconds. - Bird One Multiball is disabled from advancing while Feeding Frenzy is active. - Fixed a bug where the display would temporarily display a Gray Screen when transitioning from one display effect to another. - Added flash sequence to the Deadly Dagger award videos - Added Follow-Up mode completion videos and synced speech to Diamonds of Destruction and Deadly Dagger. - Changed the ending video graphics sequence for completing Diamonds of Destruction. - Changed the rules for Death by Derby. Now the side ramp is lit for a 2X countdown award while the DB5 is lit for a 1X countdown award. - Now the Q-Branch Timer is displayed in both background/award display effects. - Changed the rules for Troublesome Tarantulas. Now the side ramp is lit for a 2X countdown award while the right ramp is lit for a 1X countdown award. - Added logic to the Deadly Dagger background lamp effect to better render solid/blinking arrow lights. - Changed the alternate Deadly Dagger background video clip to be more immersive. - Now the Deadly Dagger blinking arrow shot scores 2X. - Added logic to play an alternate Deadly Dagger background video clip. - Changed Deadly Dagger SFX/music/speech to have different volume levels. - Added logic to Sinister Summit to ignore recent rocket hits. - Added time to Deadly Dagger Countdown. - Updated Deadly Dagger artwork to sync with gunshot SFX timing. - Removed a SFX from the Deadly Dagger award. - Added synced Deadly Dagger SFX, speech, and background/award videos and accompanying game logic. - Default time for Deadly Dagger is now 24 seconds (+4 second intro). - Fixed an Arrange Usual Reception Please looping background video. - Added louder/reworked Arrange Usual Reception Please Award SFX. - Added Arrange Usual Reception Please Award SFX. - Fixed a bug in Arrange Usual Reception Please where the first digit of some score awards was not being displayed. - Changed score award animations that play during a Feeding Frenzy display award. - Fixed a bug where the follow-up speech in Diamonds of Destruction played the wrong speech phrase. - Added a new/longer Deadly Dagger tune. - Added a looping background satellite video to Diamonds of Destruction. - Added Deadly Dagger as an available SPECTRE weapon. - Added Diamonds of Destruction Intro/Award/Total SFX. - Added logic to combine the award/total display effect for Deadly Dagger. - Added logic to handle active modes when multiball events start. - Added a new Diamonds of Destruction tune. - Changed which score award animations are shown during Diamonds of Destruction. - Removed unused sound calls from Diamonds of Destruction. - Added an additional Diamonds of Destruction award video (and accompanying speech). - Now the Diamonds of Destruction background video display effect will play a video clip based upon the progress of completing the mode. - Updated a Femme Fatale looping background video. - Added synced speech to the Diamonds of Destruction mode display effects including start/award/background/total/followup speech calls. - Changed default time to complete the Diamonds of Destruction mode. - Added Intro/award/total video clips for Diamonds of Destruction - Added Diamonds of Destruction speech FX. - Added Diamonds of Destruction as an available Villain mode (i.e. collect Mr. Henderson) - Added logic to the Diamonds of Destruction rule to display the intro, 8 new display awards, and a new completed/total display effect. - Villain and Henchman modes now use the correct mode color in the status bar for the Mode Start wizard rule screen. - Fixed mode names for Bath-O-Sub Bash and Radioactive Reconnaissance start display effects. - Updates to Sinister Summit mode - Hitting the tank target locks shots in. These shots score like normal mode shots. - Added background additional light effects to indicate which shots are locked in with a pulsing light effect. - Updated the roving shot arrow to skip shots that are locked in. Tank target cannot lock in shots when the roving arrow could not move to a new shot. - The tank target will no longer add shots when the number of shots lit on the playfield would exceed the number remaining in the mode. - Shooting the roving shots when the shots are "maxed" will remove the last roving shot added via the tank target. - Added the Rocket Shot - Moves shots clockwise by 1. - Added support for the "earliest" shot for bonus scoring. - Added tracking for most recent earliest shot with shots shifting when the rocket is hit. - Changed Grand Champion (and other highest score initials to GG/George). - Added logic to limit the amount of time the Bottom Lane Up Post is raised during Ball Search. - Removed the magnet from being turned on during Jetpack Motor Test. - Now the Jetpack diagnostic text waits for startup to finish and clears "Finding Home" time out errors. - Added a revised Feeding Frenzy Intro SFX to better match the intro display visuals. - Fixed a bug where the Jetpack did not pick up the ball at the start of Jetpack Multiball, i.e. the back panel up post released the held ball too early. - Added new Feeding Frenzy background music (with water SFX mixed into the music). - Added Feeding Frenzy award SFX. - Added score animations to Feeding Frenzy - Added score animations to Arrange Usual Reception Please. - Added Feeding Frenzy intro/completed speech/video assets and associated logic. - Changed Feeding Frenzy synced award speech to better match associated videos. - Added Feeding Frenzy award/follow-up speech assets and logic to play the assets. - Added revised Feeding Frenzy award videos. - Added logic to insure the rocket hit progress display effect is displayed for a minimum of 1.5 seconds. - Added a new Rocket Fly-in video (seen when hitting the rocket). - Installed a new Feeding Frenzy looping background display effect video. - Added Arrange Usual Reception Please & Feeding Frenzy to the list of available modes to play. - Fixed a rocket display effect priority. - Fixed an issue where super pop hits remaining was being displayed instead of progress towards lighting Q Branch. This occurred while super pops were active. LE/PRE V0.70.0 - November 22, 2022 ===================== - Added "SPECIAL PREVIEW MODELS" text to the attract mode and game start display effects. LE/PRE V0.69.0 - November 21, 2022 ===================== - Fixed a problem where the player 1 connectivity avatar icon was partially off screen. - Now the game will simultaneously display both Rocket hits and SPECTRE target hit progress. - Added connectivity Objectives and Achievements. - Fixed the Femme Fatale music to have background sound effects. - Fixed the "Volume" problem when transitioning the intro music in Femme Fatale. LE/PRE V0.68.0 - November 17, 2022 ===================== - Initial Preview mode release. LE/PRE V0.63.0 - November 14, 2022 ===================== - Now text appears in the attract mode (and each time the start button is pressed) that says: "SOFTWARE UPDATE REQUIRED...CONNECT GAME OR UPDATE...VIA SD CARD OR USB" - Demo Only.
Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!
This page was printed from https://pinside.com/pinball/machine/james-bond-007-le/details and we tried optimising it for printing. Some page elements may have been deliberately hidden.
Scan the QR code on the left to jump to the URL this document was printed from.