James Bond 007
Stern Pinball, 2022 — shot-by-shot rules and strategy guide.
Open James Bond 007 in the Pinball Genie app →Designer George Gomez; code by Lonnie Ropp & Mike Vinikour. 1960s Connery era. Editions: Pro / Premium / LE share the exact same shot geometry; only mechanical toys differ (premium-le: motorized Bird One rocket + physical Swipe-A-Ball lock, magnetic Jetpack that carries the ball over the Dragon Tank). The 007 60th Anniversary (2023) is a separate machine and is NOT covered here.
Structure
The game is a mode game: 4 categories × 6 modes (one per Connery film) = Villain modes (start at the right ramp), Henchmen modes (start at the side ramp off the upper flipper), SPECTRE Weapons (spell SPECTRE at the rocket lane, start at the flashing Goldfinger target), and Q Branch modes (lit by feature progress). Completing a whole category lights that category's mini-wizard; collecting all four mini-wizards + the "Bond… James Bond" multiball leads to the final wizard On Her Majesty's Secret Service.
Multiballs
- Jetpack Multiball (2-ball) — the beginner workhorse. Left eject lights the left ramp; left ramp starts it. Shoot the center lane fast to bank the hurry-up (~3M), make 5 jackpots, left ramp lights the double, then super + add-a-ball.
- Bird One Multiball — the big numbers. Complete the Osato drop targets to light the lock, shoot the center loop 3× to lock, collect green single→double→triple jackpots, then hit the rocket for a super jackpot capped ~300M. Spell SPECTRE first to pump the base (1M + 25k/SPECTRE target).
- Q Branch 2-ball multiballs — Attaché Case, DB5, Power Pack, Little Nellie convert to dedicated 2-ball multiballs on completion.
Scoring engine — 007 Scoring (Bond Women)
Qualify six Bond Women by feature progress (25 bumper hits, 3 right-orbit, 4 DB5 ejects, 4 left ejects, 10 rocket hits, 200 spinner spins), collect at the upper loop, then press the pink action button with 2+ collected to run a timed playfield multiplier: 2x/20s up to 7x/70s (7x also grants a 30s ball save). Draining while the button flashes loses the multiplier and all collected Women. Bonus multiplier (end-of-ball, 1x→5x) advances by completing the MI6 top lanes.
Combos & smart missiles
20 named film/character combos (2M + 125k per unique combo/ball) plus the Martini shot (brick the side ramp → falls to the right ramp = smart missile + 1M). Both ramps feed the opposite flipper, so Dr. No (L→R ramp) and Professor Dent (R→L ramp) are the reliable starter combos. Smart missiles (max 4) auto-collect the hardest lit shot; earned from skill shots and every mode completion.
Recommended play
Plunge for Licensed To Kill (left eject — banks a missile AND lights Jetpack), start a villain mode off the right ramp ×2, start Jetpack at the left ramp, build Bond Women for the multiplier, and cash 007 Scoring during your biggest multiball. Avoid the Dragon Tank unless a multiball is running — it and the adjacent center loop are the main center-drain hazard.
How James Bond 007 plays
Run the Bond films across four feature categories -- villains, henchmen, SPECTRE weapons, and Q-Branch gadgets -- while collecting Bond Women for a playfield multiplier. Play a mini-wizard in each category to unlock the final On Her Majesty's Secret Service wizard.
The loop
- Plunge into the left eject for the Licensed To Kill skill shot -- it banks a smart missile and lights Jetpack Multiball in one shot.
- Kick off a villain mode from the right ramp or a henchman mode from the upper-flipper side ramp, then fold it into Jetpack Multiball.
- Qualify Bond Women through bumper, spinner, orbit, and eject progress, make them solid at the upper loop, then hit the pink lockbar button to run a timed multiplier over your biggest jackpots.
- Pre-load the SPECTRE targets, break the Osato drops, and lock three at the rocket for Bird One Multiball and its huge super jackpot.
- Play a mini-wizard in each of the four categories to arm the final wizard.
Reading the lights
- MI6 Top Lanes (lanes) — lit: A lit MI6 top lane is one you still need, and completing the set is what steps your end-of-ball bonus multiplier -- these rollovers also award the Classified and MI6 skill shots off the plunge. · then: Shift the lit lanes onto the ball's path and complete the set to climb the bonus multiplier toward its five-times ceiling. Those BOND return lanes pour into the same multiplier at double weight, and every other BOND finish arms the High Stakes mystery over at the left eject. · control: Either flipper button: a tap of either flipper shifts which of the MI6 top-lane rollovers are lit, so you can slide an uncompleted lane under the ball instead of steering it through the bumpers (as the ball rolls through the top lanes above the bumpers)
- 007 Scoring / Bond Women (multiplier) — lit: Bond Women qualify through feature progress -- twenty-five bumper hits, three right-orbit shots, ejects, spinner spins -- each lighting a flashing insert at the upper loop that you collect there to make solid. · then: With two or more Women banked, press the pink action button to run a two-times-to-seven-times playfield multiplier for twenty to seventy seconds, ideally over a multiball's jackpots. Draining while that button is flashing loses the multiplier and every Woman you collected, so cradle up before you fire it.
- Jetpack Multiball (shot arrows) — lit: The left eject (the Swamp) lights the left-ramp lock, and the lit left ramp starts the two-ball Jetpack Multiball -- the fastest guaranteed points on the game. · then: Rush the center lane to bank the hurry-up value before it ticks down, since that number sets how big every jackpot in the multiball is. After five jackpots the left ramp pays a double, then a super with an added ball.
- Bird One Multiball (shot arrows) — lit: Hitting the SPECTRE standups first raises the base jackpot, the Osato drop bank lights the lock when cleared, and three locks at the center loop or rocket start a multiball that puts up the biggest single numbers anywhere on this playfield. · then: Pre-load the SPECTRE targets, break the drops, and lock three, then collect the green jackpots single, double, then triple. Rip the rocket for a super jackpot that caps near three hundred million.
- Villain & Henchman Ramps (mode) — lit: The right ramp starts a villain mode and the upper-flipper side ramp starts a henchman mode, while a flashing Goldfinger target rotates which villain or henchman is lit and kicks off SPECTRE weapon countdowns. · then: Rotate which mode is lit using the bumpers or that Goldfinger target to spread your progress around, and finish each mode for a smart missile. Starting all six villains off the right ramp and all the henchmen off the side ramp carries you to those two category mini-wizards.
- SPECTRE Weapons (letters) — lit: Shots to the rocket lane spot SPECTRE letters one at a time and the standups light the weapons, and a flashing Goldfinger target starts the weapon countdown once you are spelled up. · then: Spell SPECTRE and start a weapon such as Outer Space Hijack, then finish it with six rocket hits -- the first three from the rocket lane or standups, the last three off the drops. Each completed weapon qualifies an add-a-ball at the action button and steps you toward the weapon-category mini-wizard.
- Q-Branch Ejects (mode) — lit: Three DB5 ejects qualify the DB5 gadget mode and three left ejects qualify the Power Pack mode, both counts carrying across balls, and every eject also chips toward a Bond Woman. · then: Convert either Q-Branch mode into a two-ball multiball -- rip the spinner to pump the DB5 jackpots, or work white-arrow shots to raise Power Pack -- then shoot its eject for the super jackpot. Keep feeding both ejects all game to reach the gadget-category mini-wizard.
Lane change: the flipper buttons move the lit lane. Tap either flipper to shift which of the MI6 top-lane rollovers are lit, so you can complete the set by sliding an uncompleted lane under the ball rather than steering it through the bumpers. Each completion steps the end-of-ball bonus multiplier toward its five-times cap, with each BOND return-lane finish worth a double step.
Start scoring
- Ball one — Plunge straight into the left eject for Licensed To Kill -- it banks a smart missile and lights Jetpack in a single shot. Then take the right ramp to open a villain mode, and the left ramp to launch Jetpack Multiball with that mode folded in, so your safest ramps double as your fastest points. — Licensed To Kill Skill Shot, Opener: Jetpack Anchor
- Building — Qualify Bond Women through bumper, spinner, orbit, and eject progress and cash them at the upper loop, working toward the 007 multiplier. Spread progress across all four feature categories -- villains off the right ramp, henchmen off the side ramp, weapons at the rocket lane, gadgets at the ejects -- and pre-load the SPECTRE targets before you start Bird One. — 007 Scoring (Bond Women Playfield Multiplier), Path to All Four Mini-Wizards, Bird One Multiball
- The big one — Build the 007 multiplier to seven-times, then run the Bond... James Bond mini-wizard: one giant lap of all ten shots into a super jackpot that sums every jackpot you have banked, which can clear a billion under the multiplier. Play a mini-wizard in each of the four categories and the final wizard, On Her Majesty's Secret Service, opens -- six flip-budget film stages into MI6 Multiball to end the game. — Bond… James Bond (Mini-Wizard Multiball), Strategy: Build to 7x, then Multiball, On Her Majesty's Secret Service (Final Wizard)
The Action Button on James Bond 007
Center of the lockdown bar.
One button with several jobs, and the flippers decide which one is loaded. Its color is the tell: pink runs 007 Scoring, blue fires a smart missile, green swipes a ball out of the Bird One rail on Premium and LE. Look at the color before you press, because the wrong award at the wrong moment is a real loss here.
- Two or more Bond Women collected: Press pink for 007 Scoring: +1x per Woman up to 7x, running 20 seconds at 2x out to 70 seconds at 7x.
- Jetpack or Bird One multiball running: Start 007 Scoring there so the playfield multiplier lands on your biggest jackpots.
- Smart missile banked, button blue: A tap collects a lit shot and takes the hardest one available; up to four missiles stack.
- Multiball after Outer Space Hijack: A long press cashes the add-a-ball that mode qualified.
- Ball sitting in the Bird One rail (Prem/LE): Switch to green and press to swipe it back into play, once per multiball.
- Button showing the wrong award: Tap a flipper to rotate between missile, swipe-a-ball, and 007 Scoring before you commit.
Goals in James Bond 007
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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The beginner-optimal opener: plunge straight into the left eject to bank a smart missile and light Jetpack Multiball in one shot.
Reward: 2.5M + 500k + 1 smart missile; immediately lights Jetpack Multiball
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The three-shot super skill shot flowing off the upper flipper for a double smart-missile payout.
Reward: 2 smart missiles (once per game per unique shot type)
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The easiest named combo and the reliable chain-starter — both ramps feed the opposite flipper.
Reward: 2M + 125k unique-combo bonus (once/ball) + base combo points
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A three-shot ramp-and-center combo that also feeds the Jetpack hurry-up.
Reward: 2M + 125k unique-combo bonus (once/ball)
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A three-shot combo running left ramp to the upper-flipper side ramp.
Reward: 2M + 125k unique-combo bonus (once/ball)
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One of the two five-shot combos — max base award plus the unique bonus, farmed by tournament players.
Reward: Largest base award (100k + 25k×5 = 225k) + 2M+ unique bonus
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The other five-shot money combo, threading center lane through the upper loop and both ramps.
Reward: Largest base award (225k) + 2M+ unique bonus
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A brick that pays — deliberately miss the side ramp so the ball falls back down the right ramp for a free smart missile.
Reward: 1 smart missile + 1M + 1M per martini collected
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The fastest guaranteed points on the machine — two shots to arm and start, ideal to stack a villain mode inside.
Reward: Hurry-up ~3M banked at center lane; double jackpot then super (10M +5M each) + add-a-ball on first super
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The big-money multiball with the highest single numbers on the game — pre-load SPECTRE, break the drops, lock three, then rip the rocket super.
Reward: Base 1M + 25k/SPECTRE target; single→double→triple jackpots; super jackpot caps ~300M
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Power Pack Multiball (Q Branch)
A very high-scoring Q Branch 2-ball multiball that competitive players target — qualify with left ejects, then convert the mode.
Reward: Jackpot 3M + white-arrow raises; left eject triple then super
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A spinner-boosted Q Branch 2-ball multiball — qualify with DB5 ejects, rip the spinner to pump the jackpot.
Reward: Jackpot 3M + spinner (+3k/spin); DB5 eject scores the double then the super
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Trouble in Jamaica (Dr. No Villain Mode)
The Dr. No villain mode — start off the right ramp and hammer the Dragon Tank while the bumpers build its value.
Reward: 2.5M + 250k/shot; completion = smart missile + progress toward the Chaos at Crab Key mini-wizard
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The Incredible Laser Ray (Goldfinger Villain Mode)
The Goldfinger villain mode — rotate the lit shot set with the Goldfinger target and finish at the DB5.
Reward: +250k per shot; completion = smart missile
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Sinister Summit (Professor Dent Henchman Mode)
The Professor Dent henchman mode with a tight 40s timer — lock the roving lit shot with the Dragon Tank and shuffle it with the rocket.
Reward: 2.5M + 250k/shot; completion = smart missile
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Outer Space Hijack (SPECTRE Weapon)
The You Only Live Twice SPECTRE weapon — spell SPECTRE at the rocket lane, start at the Goldfinger target, then rocket ×6.
Reward: Qualifies the add-a-ball at the action button; progress toward Duel on the Disco Volante mini-wizard
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007 Scoring (Bond Women Playfield Multiplier)
The signature scoring engine — qualify Bond Women by feature progress, collect them at the upper loop, then run a timed 2x–7x playfield multiplier.
Reward: Timed playfield multiplier up to 7x/70s; 7x grants a 30s ball save
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Bonus Multiplier (MI6 Top Lanes)
Advance the end-of-ball bonus multiplier by completing the MI6 top lanes, to a maximum of 5x. The BOND return lanes are a separate system — every second completion lights the High Stakes mystery award at the left eject.
Reward: End-of-ball bonus multiplier 1x → 5x (max), multiplying the entire bonus
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Bond… James Bond (Mini-Wizard Multiball)
The headline mini-wizard — qualify by starting a villain mode, a henchman mode, Bird One and Jetpack, then run one giant structured lap of the whole playfield.
Reward: Super jackpot = sum of all jackpots + extra ball, capped 100M (unmultiplied — but 1B+ possible under 7x)
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On Her Majesty's Secret Service (Final Wizard)
The final wizard — qualify by playing all four category mini-wizards, then a flip-count-based run of six film stages into MI6 Multiball.
Reward: MI6 super jackpot = sum of all 6 stage totals; game ends after MI6 Multiball
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The recommended concrete opener — a skill shot that makes progress, arm Jetpack, start a mode off the ramp, then stack the mode inside the multiball.
Reward: Fastest guaranteed points + a stacked mode completion (smart missile)
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Opener: Henchmen Start (aggressive)
An aggressive opener that starts a henchman mode straight off the skill shot, then arms and starts Jetpack around it.
Reward: Instant henchman mode + smart missile, stacked into Jetpack Multiball
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Strategy: Build to 7x, then Multiball
The high-score amplifier — qualify all six Bond Women via separate progressions, cash them at the upper loop, then run 7x over your biggest jackpots.
Reward: Everything scores up to 7x; billion-plus totals possible in Bond James Bond
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The long game — each of the four feature categories has its own mini-wizard, and you need all four played before the final wizard unlocks. This is the shot map for feeding all four at once.
Reward: Unlocks the final wizard mode; each category mini-wizard scores its own jackpot set
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