GoldenEye

Sega, 1996 — shot-by-shot rules and strategy guide.

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GoldenEye is Sega at its most inventive. The centrepiece is a rotating satellite dish with a magnet at its hub, loaded by a ramp that rises up out of the playfield when you roll the left inlane. Down at the outhole there is a second magnet that catches draining balls and flings them back into play. Three genuinely shootable ramps give the game a flow that earlier Segas never had. Underneath all of it is a wizard mode gated behind a five-item checklist, and that checklist should be your entire plan for the game.

The five requirements

Everything else is decoration. Five boxes have to be ticked before the Mode Start Lane will light for the wizard mode: all five 007 Encounters started and ended, the 0-0-7 top lanes rolled, Shootout beaten, Q's Pen carried all the way through its third hit, and GOLDENEYE spelled out with ramp shots. Note the wording on the encounters — you only have to start and end them, not complete them, so a mode you are losing badly is still doing its job. You know the wizard mode is ready when all five mode indicators start flashing together.

Shootout and Eject or Die

Clear the three white targets on the Shootout bank, hit the small yellow target between them, and three guards appear with an instruction to shoot. Players stand there hammering the flippers. The machine has a gun on the front of the cabinet — six pulls of the trigger, two per guard, finishes the mode. The shots climb 2M, 4M, 6M, 8M and 10M, and then Eject or Die lights at both outlanes. This matters enormously because GoldenEye has no kickback. With Eject or Die lit, an outlane drain during single-ball play gets caught by the outhole magnet and thrown back out, and a six-second clock starts. Land the Center Eject Target inside it or that ball really is finished. Six seconds is about one attempt, so make it a good one — and note that the clock pauses while the ball is rattling around in the bumpers. Eject or Die stacks, so finishing Shootout several times banks several saves.

One target controls the whole economy

The white Satellite Value target in the satellite bank toggles a number through 10M, 25M, 50M, 75M and 100M. That number is the Guard award for clearing all six green Guard targets, and it is also the jackpot value in both multiballs. Setting it before you start anything is the single cheapest decision on the machine. The flip side is a trap: during Tank Multiball, hitting any Guard target cycles the value, so a careless stray hit can turn a 100M jackpot into a 10M one.

The two multiballs are not equal

One hit on the Center Eject Target puts the Lock Ramp on, and the ramp itself is what banks the Virtual Lock. Two locks light Satellite Multiball, and from there the left inlane is what throws the pop-up ramp into position for a swing at the dish. Both multiballs use the same four jackpot shots — three ramps and the Mode Start Lane — but Satellite Multiball has a payoff Tank Multiball does not. Sweep all four jackpots without dropping below two balls and the ramp arms again to knock the stuck ball off the dish for 200M, followed by a roving 150M Super Jackpot. Tank Multiball has none of that, which is why you can and often should cancel it outright by pulling the gun trigger during the opening animation. Satellite Multiball stays lit for later.

The GOLDENEYE hurry-ups

Spelling GOLDENEYE pays 10M and immediately lights all three ramps for hurry-ups. Each opens at 50M and bleeds a million a second down to 20M. Collect all three and the left inlane arms the pop-up ramp one more time, and landing that Satellite shot pays your hurry-up total all over again plus another 10M. A clean run is worth over 300M, which dwarfs almost anything else outside multiball. Hesitation is what costs you here, so decide your ramp order before the sequence starts.

Small things that add up

A trip through the right inlane arms Mystery at the Mode Start Lane for a couple of seconds — take it on reflex, but know that its 2X award does not spot the top lanes toward the checklist. Ramp combos start at 10M and grow 2M for each unbroken link, resetting the moment you miss. Your bonus is a flat million per ramp and Mode Start Lane shot times your multiplier, and the Collect Bonus lane above the right inlane cashes it mid-ball. And before your very first plunge, pull the trigger during the opening animation — there are a dozen different hidden endings hiding in there.

How GoldenEye plays

Run Bond through five 007 Encounters, arm the dish and its hundred-million jackpots, and tick the five boxes that open the wizard mode. A gun bolted to the cabinet, not the ball, is what beats Shootout and lights your only outlane save.

The loop

  1. Plunge to roll the 0-0-7 lanes for free, then step the white dish target up to its top value before you start anything that pays it.
  2. Light the lock ramp at the mirrored center target and bank two virtual locks to arm Satellite Multiball.
  3. Spell GOLDENEYE on single-ball ramp shots to trigger three hurry-ups, then cash them a second time on the dish.
  4. Start and finish all five encounters, clear the top lanes, beat Shootout with the trigger, and win Q's Pen to light the wizard at the mode-start hole.

Reading the lights

  • 0-0-7 Top Lanes (lanes) — lit: The three back rollovers spell 0-0-7 and step your bonus multiplier each time you finish them; a plunged ball rolls them for nothing, which is by a mile the easy way in. · then: Complete the trio to lift the bonus and check off one of the five doors to the wizard -- but do it on ball one, because a long gap between lanes and a total blackout in multiball leave a bumper kick as your only other route. Cash the bonus itself at the short lane above the right return once the multiplier is fat.
  • Satellite Value Target (multiplier) — lit: One white target in the dish bank sets the number a huge slice of the game pays -- it steps from a floor figure up to a full hundred million, and that same figure is both the Guard award and every multiball jackpot. · then: Knock it to the top before you launch a multiball or clear the guards, since this one target controls all of it. Mind the flip side: any Guard hit during Tank Multiball nudges the value, so a careless shot can knock a jackpot down by ninety million.
  • Six Guard Targets (status) — lit: Four green targets crowd the dish and two more flank the lock ramp; together they make the six guards, and a target you have hit stays down until the whole set is done. · then: Sweep all six in single-ball play to collect whatever number you set the dish value to. The same six are the meat of Nerve Gas Plant, where you clear them and close on the lock ramp inside the clock for a large single-ball haul.
  • Virtual Locks (status) — lit: That big mirror-faced standup in the center of the field is the switch that lights the lock ramp; a made lock ramp while lit banks a virtual lock, and the price climbs -- a center hit apiece for the first two, then two for the third. · then: Bank two locks to arm Satellite Multiball, then raise the pop-up ramp with the upper left-return switch to fling a ball onto the dish magnet and start it. That center target pulls double duty as your extra-ball collect and your lifeline during Eject or Die.
  • Multiball Jackpot Shots (shot arrows) — lit: In either multiball, jackpots light at four shots for your dish value -- the far-left ramp, the lock ramp, the long right ramp and the mode-start hole -- while the dish payoff itself belongs only to the satellite version. · then: Sweep all four before you are down to your last ball and the pop-up ramp rises for a two-hundred-million knock at the stuck dish ball, after which a roving super circles the four shots on its own. Tank Multiball runs the same four with no dish reward, so keep it lit and save the satellite start for the real money.
  • GOLDENEYE Ramp Letters (letters) — lit: Ramp shots taken in single-ball play with no encounter running spot the letters of GOLDENEYE under the screen, and the last few blink as you close on the word. · flashing: Those final letters flash when the word is nearly spelled; it does not matter which ramp lands them, though alternating ramps banks combo value along the way. · then: Finish the word for a flat award and three ramp hurry-ups that open high and bleed away a million each second. Take all three, then roll the left return so the pop-up ramp lifts and stick the dish for a payout of your whole hurry-up total over again -- the biggest scoring string outside of multiball.
  • Eject or Die Outlanes (lanes) — lit: With no kickback anywhere on this machine, your outlane net is Eject or Die, and only finishing Shootout arms it -- a mode you win with six pulls of the cabinet gun rather than the flippers. · then: Once it is lit, an outlane drain in single-ball play gets snatched by the outhole magnet and flung back out with a six-second clock ticking. Put the ball into the center target before it expires to stay alive; each Shootout you bank stacks another save, and they carry across balls until spent.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Roll the 0-0-7 lanes off the plunge while they still come easy, and push the white dish target to its top value before anything pays it. Bank a Shootout with the trigger so Eject or Die is armed on a machine that gives you no other outlane help. — Complete 0-0-7, Set The Satellite Value, Shootout
  • Building — Light the lock ramp at the center target and bank two locks for Satellite Multiball, the good one. Spell GOLDENEYE for its hurry-up string, and grind out Q's Pen -- the box most players are missing on the road to the wizard. — Virtual Locks, Satellite Multiball, The GOLDENEYE Hurry-Ups, Q's Pen
  • The big one — Tick all five wizard boxes -- every encounter started and ended, the top lanes cleared, Shootout beaten, Q's Pen won and GOLDENEYE spelled -- to light the wizard at the mode-start hole. There each ball floods the field and every fifty switch hits pumps another ball in, so surviving beats aiming. — The Wizard Mode, The Wizard Checklist

The Gun Trigger on GoldenEye

A gun mounted on the front of the cabinet.

GoldenEye bolts a gun to the front of the cabinet and its trigger is a genuine control, not a prop. It is dead through ordinary play, but there are three moments where pulling it is the right move — and in one of them it is the only move that works.

Goals in GoldenEye

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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