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.
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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Licensed To Kill Skill Shot
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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MXV Super Skill Shot
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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Dr. No Combo
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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You Only Live Twice Combo
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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Goldfinger Combo
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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Fiona Volpe Combo
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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Q Branch Combo
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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The Martini Shot
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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Jetpack Multiball
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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Bird One Multiball
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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DB5 Multiball (Q Branch)
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 double, side ramp 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; BOND return-lane completions count double.
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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Opener: Jetpack Anchor
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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Path to All Four Mini-Wizards
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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