The Triangle Pinball League presents

Bond. James Bond. In...

Goldeneye

The Rule Sheet
v1.1H

Based on the Sega Pinball machine, based on the motion picture, based on characters by Ian Fleming. The authors of this rule sheet recognize all the appropriate copyrights and stuff. No profit can be made from distribution or other use of this document.

These rules were observed on a machine running 4.02 ROMs, presumably on default settings. Your mileage may vary.

Overview

Goldeneye is Sega's first pinball effort in 1996, following Apollo 13 and preceding Twister. The theme is licensed from the latest James Bond movie Goldeneye, the first which features Pierce Brosnan as 007.

The major toy in this game is a rotating Satellite with a magnet in its center capable of catching and holding a pinball. The player can load the Satellite via a Pop-Up Ramp which rises up from the playfield. Also of note is the Ball Saver, which consists of a magnet system which catches and flings the ball away from the outhole and back into play. The effect is similar to that found in the lock mechanism of the Williams/Bally game The Shadow.

The playfield contains 3 relatively easy ramps, which is a departure from earlier Segas which typically contain fewer and more difficult ramps. As a result, the game flows better and contains a more attractive shot selection. My biggest gripe with this game is the Right Ramp return's tendency to allow the ball to hop into the outlane rather than the inlane. There is currently no compensation for this.

Overall, I believe this game to be one of Sega's best efforts to date. The Satellite is genuinely fun, the Ball Saver effect is cool, and the rules are innovative (see Satellite Multiball, Eject or Die). The sound system on this game could have been better; the music is repetitive and cheap sounding. The display is the smaller size used on Apollo 13, but it still can show movie clips and actors' faces believably. The game is also chock full of Easter Eggs if you look hard enough.

Playfield

Flippers
Two in the standard positions. The ones I've seen have 007 stickers on them.

Slingshots
Yawn.

Outhole
Collect Bonus :) Also the location of the coolest ball saver made yet, even if it was "inspired" by The Shadow. The ball is caught and held by a magnet, and then flung into play. This works even if the ball went down an outlane first.

If the ball is not caught by the magnet for whatever reason, the game plunges another ball. There even seems to be a custom animation for just this occasion; Boris is frozen ("Freeze!") and cracks into bits.

Several other events will trigger the ball saver, such as an immediate drain off of the Center Eject Target or the standup to the right of the Lock Ramp. There's also a short ball saver after the Mode Start Lane kickout, and maybe some others. Not enough is done, IMHO, to notify the player that their ball is being saved. There's no quote, no animation, and not even the "Shoot Again" light comes on. I'm told that this is due to a hardware limitation of the ball save mechanism. Be sure and check that your ball is well and truly drained before walking away.

Now moving clockwise around the playfield:

Left inlane
Under certain conditions, this will trigger a Pop-up Ramp that gives you a shot at the Satellite. The best way to get the ball to this inlane is the Far Left Ramp.

This inlane has 2 switches; one near the top of the inlane, and another just before the flipper. The ramp return is supposed to drop the ball between the two switches. In order to get the Pop-up Ramp to rise, you either need the ramp-> lower switch or the upper->lower switch combination.

Left outlane
Eject or Die when lit.

Shootout Bank
This bank consists of 4 standup targets; 3 large white and 1 small yellow between the 2nd and 3rd white targets. During single- ball non-mode play, shoot all 3 white targets to light Shootout at the small yellow target. Shoot the small yellow target to start Shootout. Completing Shootout is required to advance towards the Wizard Mode.

Far Left Ramp
A shallow ramp which feeds the Left Inlane. This is the best way to set up a shot at the Satellite. This is also a Jackpot shot.

This ramp can be backhanded from the left flipper(!)

Ramp Standups
Two green targets on either side of the Lock Ramp entrance. Along with the four targets on the Satellite Bank, these make up the 6 Guard targets. Immediately draining off of the right standup will be compensated with a ball saver.

Lock Ramp
A less shallow ramp which feeds the Right Inlane. When lit, this awards a Virtual Lock. Two Virtual Locks are required to light Satellite Multiball. This is also a Jackpot shot.

This ramp can also be backhanded.

Mode Start Lane
A small lane most easily hit from the right flipper. The lane ends in a small hole, from which the ball is then kicked out. There is a short ball saver after this kickout. This lane is used to start 007 Encounters (i.e. modes) and collect Mystery. This is also a Jackpot shot. Completing all 5 modes is required to advance towards the Wizard Mode.

Center Eject Target
A large circluar, mirror-like standup located in the center of the game. It is used to collect Extra Balls, light Vitural Locks, light Tank Multiball, and can save your life in Eject or Die. There is a short ball saver for draining immediately after hitting this target.

007 Top Lanes
3 top rollovers, "0" "0" "7". Complete all three to increase Bonus X. The ball enters this area at the start of each ball. Completing the rollovers is required to advance towards the Wizard Mode.

This is more troublesome than it sounds. Note that there is a long delay between collecting a lane and being able to collect it again, and the lanes cannot be collected during multiball of any kind. Moreover, there is no good shot which feeds the top lanes, other than starting a new ball.

If you really need one of these lanes during a ball (i.e. if it's the last goal you need for the Wizard Mode), you can either shoot the Bumper area and hope for a lucky bounce (unlikely) or try for the Collect Bonus lane (dangerous).

Bumpers
3 bumpers, worth 250K / hit. Balls leaving the bumper area will exit between the Center Eject Target and the Satellite Bank.

Satellite Bank
A bank of 4 green Guard targets and a white Satellite Value target. Not that the Satellite Value target has anything to do with the value of shots to the Satellite. It toggles the value of the award you get when completing the Guard targets in single ball play.

Pop-Up Ramp
A steep inclined platform that raises up in front of the Satellite Bank in certain situations. It is triggered by the Left Inlane. After hitting this ramp, the ball will sail through the air and hopefully get stuck on the center of the Satellite. If not, it will probably hit the glass and could land just about anywhere.

Satellite
A large white rotating dish with a magnet in the center. Shoot the magnet via the Pop-Up Ramp, and the ball will stay there until either the magnet lets it go or you knock it away with another ball (see Satellite Multiball).

Right Ramp
A large ramp which loops all the way around the playfield, and can either drop the ball into the bumpers (on a weak shot), load the tank (during certain modes), or feed the Left Inlane.

Unfortunately, it could also potentially feed the outlane. On fast shots (and even medium shots), the ball can pop out of the ball return and roll down the outlane, not even hitting the outlane switch. There is no compensation for this at this time.

Q Targets
A white and a blue target on the lower right side of the game. Hit either target 3 times to start Q's Pen mode. Finishing Q's Pen is required to advance towards the Wizard mode.

Collect Bonus Lane
A small lane above the right in/out lanes which leads to the plunger lane. Making this lane in single ball play will award the multiplied Bonus value.

Right Outlane
Eject or Die when lit.

Right Inlane
Lights Mystery at the Mode Start Lane for a short time.

Starting the Game

Upon starting the game, you have 8 seconds to decide between Novice Mode and Regular Game. Novice Mode means that you are guaranteed an infinite number of balls (no penalty for drains) for 2 minutes. Then your next drain will be your last (unless you have an extra ball or Eject or Die). Regular Mode is a more conventional style game, and is automatically selected if you don't pick one. I believe that this choice affects all players.

Before Player 1 plunges their first ball, they are treated to the classic film sequence recognizable to everyone who's ever seen a James Bond movie. Here's an animated gif of the sequence that plays out if you don't interrupt it.

007 Encounters (Modes)

There are 5 modes which can be started at the Mode Start Lane. You cannot start one mode while in another. In non-mode single ball play, the bumpers cycle the currently lit mode. I believe that there is a short ball saver right after the mode kickout. 10M is automatically added to your Mode Total, displayed after the mode ends (with the exception of Xenia Extra Ball).

You need only to start and end each mode in order to advance towards the Wizard Mode; you don't actually have to complete any of them.

It's interesting that during Goldeneye's modes, successive shots score -less- points, instead of -more- points like they do in preceding Sega games and most other games in general. Word is that this may be changed in a later ROM release.

Xenia Extra Ball
The Center Eject Target is lit for a hurry-up extra ball. You have 15? seconds to hit the target, which is usually more than enough. One shot to the Eject target ends the mode.

The graphics during this mode are, well, graphic, regardless of whether you complete it or not. Xenia is strangling someone to death during the hurry-up, and completing it means that his eyeball pops out, which not completing it means that his entire head pops off. Yum!

Satellite Hurryup
The Left Inlane raises the Pop-Up Ramp for a shot at the Satellite. The value starts at 90M, and counts down by 5M's until 10M? and then quits. One shot to the Satellite ends the mode. One thing to note: I've made a shot at the last possible moment, and it stuck to the Satellite but didn't give me the award. Harumph! (I've been told this is another hardware limitation.)

Nerve Gas Plant
Complete all 6 Guard Targets, and then shoot the Lock Ramp within 30 seconds. The 1st target is worth 25M, the second 20M, and subsequent targets are worth 15M each. Targets you have already hit seem to be worth 1M each. Once you make all the targets, shoot the lock ramp for a whopping 30M. This is a lot of work for a possible 150M points or so.

Train/Tank Multiball
A 2-ball multiball with an initial ball saver. The Far Left Ramp starts lit, shooting it lights the Right Ramp, and making that lights the Far Left Ramp, and so on back and forth. Note that shots to the Right Ramp are loaded into the Tank and then fed back to the Right Inlane, so the two ramps feed each other.

The first shot is worth 30M, the second 25M, then 20M, 15M, and 10M. Subsequent lit ramps are worth 10M. Whee!

Send Spike
Shoot either the Lock Ramp or the Right Ramp to send a "spike" and make connections to more cities on the displayed world map. Both ramps are loopable, so it is best to just pick one and shoot it over and over. You have 30 seconds to complete the mode, and I am guessing that 7 shots or so would be enough. I can't recall right now how much shots are worth, but they are in the 20-30M range I think (and probably go down in value with each shot).

Shootout

Complete all 3 white standups on the Shootout Bank in non-mode single ball play to light the yellow "Shootout" target. Shoot the yellow target to start Shootout.

Funky music starts, 3 strange-eyed guards appear on the display, and James encourages you to "Shoot to Kill!" It's up to you to figure out how to finish the mode; I'll leave instructions for the impatient in the Spoilers section. You'll kick yourself.

Finishing Shootout is worth 30M, but more importantly lights the outlanes for Eject or Die, which can come in very handy indeed. You also need to finish Shootout in order to advance towards the Wizard Mode, which is even handier.

Eject or Die

Completing Shootout lights Eject or Die at the outlanes, which can only be collected during single ball play. If you drain down the center or during multiball, Eject or Die will still be there on your next ball. If you drain down either outlane with Eject or Die lit during single ball play, the ball is grabbed by the ball saver magnet and the fun begins.

The ball is flung into play, and you have 6 seconds to hit the Center Eject Target or your ball is over. You're only going to have to time to make one, maybe two attempts at the target, assuming that the ball makes it to the flippers in 6 seconds. Thankfully, the timer seems to stop while in the bumper area.

Regardless of whether you "Eject" and your ball continues, or you "DIE" as clearly indicated on the display, that uses up 1 Eject or Die. You can stack them by getting multiple Shootouts, which may not be such a bad idea.

On a strange note, I once saw someone hit the Eject target -just- after the timer had expired. The ball sailed SDTM, but was saved by the rebound-from-center-target ball saver. But this wasn't very helpful, because the flippers had already been disabled and DIE was flashing on the backglass. Sounds like another funky hardware interaction.

GOLDENEYE

You're probably noticed, if you've played the game, that the word GOLDENEYE is spelled in lamps just below the display. Don't worry, this isn't an Apollo 13-style indicator that holds over between players and games; it's separate for each player and each game.

Shoot the ramps during single ball non-mode play in order to spot letters in GOLDENEYE. The letters start to flash once you get close, which I think is a nice touch. Once you've done it once, only Combos award GOLDENEYE letters.

Spelling GOLDENEYE starts hurry-ups at the 3 ramps. You are given 10M for starting the mode. They all start at 50M, and count down 1M per second down to 20M before expiring. If you collect all 3, the Left Inlane will raise the Pop-Up Ramp for a shot at the Satellite. Do it quickly, because it won't give you much time. Making the shot will award your hurry-up points (+10 M) again.

So completing the whole sequence is worth a maximum possible 320M. You're going to lose a few million on the hurry-ups, so your realistic best is going to be around 310M. Still, this is a very large sum in comparison to most of the other game features. You need to spell GOLDENEYE to advance towards the Wizard Mode.

Combos

In single ball non-mode play, making a ramp lights one or more of the others for a possible Combo. Making the Far Left or Right Ramp lights the Right Ramp for a Combo, and making the Lock Ramp lights the Far Left and Lock Ramps.

The first combo is worth 10M, and successive combos are worth an additional 2M each time (12M, 14M, 16M, etc.). The values start over at 10M once the sequence of ramps is broken.

Guard Award

In single ball play, collecting all 6 Guard Targets awards the current Satellite Value. The Satellite Value is toggled by shooting the Satellite Value Target, and can be 10M (unlit), 25M, 50M, 75M, or 100M. I think this works in all modes except Train/Tank Multiball and Nerve Gas Plant.

Mystery

During single ball non-mode play, the Right Inlane lights the Mode Start Lane for Mystery. Shoot the Lane within a few seconds to collect Mystery.

I've only seen Mystery be 10M or 2X. Note that 2X does not give you the 007 Top Lanes light to advance towards Wizard Mode. I'm told that Mystery can also award Extra Ball and Special. I guess you can kind of say that it awards Tank Multiball during a certain situation described below, but it's not particularly mysterious.

Q's Pen

At the start of each ball, the white Q Target is unlit. Shoot either Q target for it to be lit, shoot again for it to blink, and shoot a third time to start Q's Pen mode. This only works during single ball non-mode play.

Once Q's Pen is started, you have 14 seconds to hit the Q Target Bank 3 times. If you make the 1st or 2nd shot with 0-2 seconds left, you'll get a very brief extension (3 secs?). You get 10M for starting the mode, 10M for the first hit, 20M for the second, and 30M for the third.

You need to successfully finish Q's Pen in order to advance towards the Wizard Mode. This is the most common (for me, anyway) item to be missing.

Lighting Multiball

There are two ways of lighting multiball; one involves shooting the Center Eject Target to light the Lock Ramp for Virtual locks, and then collecting Virtual locks. The other involves draining without doing any work until Ball 3 starts. If you haven't gotten multiball by the start of Ball 3, the game will light both Satellite and Tank Multiball.

If you want to do it the hard way, shoot the Center Eject Target until the Lock Ramp is lit for a Virtual Lock. You only need one hit for your first two multiballs; then you need 2 hits to start the third. Not sure after that.

Collect two Virtual Locks to light Satellite Multiball. The top left inlane switch will raise the Pop-Up Ramp for a shot at the rotating Satellite dish. You need to get the ball on the magnet in the center of the dish in order to start Satellite Multiball.

While Satellite Multiball is lit, if you hit the Center Eject Target, the Right Ramp will be lit for Tank Multiball. If you hit it again, the Mode Start Lane will also be lit for Tank Multiball.

Tank Multiball

Tank multiball is a 4? ball multiball with a short ball saver. The 3 ramps and the Mode Start Lane are lit for Jackpot, which is cycled by hitting any of the Guard Targets. The Jackpot value cycles from 10M (unlit), 25M, 50M, 75M, 100M, 25M, 50M, etc. The best way to get high- scoring jackpots is to get the value to 100M and then not miss any jackpot shots :) Upon collecting all 4 jackpots, they are relit for another go.

If you manage to drain all but one ball before making -any- jackpot shots, you can restart Tank Multiball by shooting the Right Ramp within 20? seconds.

Satellite Multiball is cooler. And more lucrative. So starting Tank Multiball can be kind of a drag. Fortunately, you can cancel it by pulling the trigger during the tank animation. Satellite Multiball will continue to be lit. You can relight shots to start Tank Multiball by shooting the Center Eject Target, in case it turns out that you really did want to play it for some reason.

Satellite Multiball

Satellite Multiball is a 4? ball multiball (not counting the one stuck to the Satellite) with a short ball saver. The 3 ramps and Mode Start Lane are lit for Jackpots, and score just like in Tank Multiball.

If you complete all 4 jackpots without dropping below 2 balls in play, the Left Inlane will raise the Pop-Up Ramp for a shot to knock the ball out of the Satellite! This is pretty cool, and is worth a very cool 200M if you make it.

Also, upon finishing your game, you get to put in your initials as the last player to collect the Satellite Jackpot. The initials are shown during attract mode, and maybe somewhere else too...

If you get down to 1 ball before completing the jackpots or knocking the ball out of the Satellite, then the Satellite ball is returned to you to automatically continue multiball! This implicit ball saver is another nifty feature of Satellite Multiball.

Once you knock the ball out of the Satellite (or it comes out on its own and you complete the jackpots), then the Super Jackpot is lit. It's a roving jackpot that automatically cycles between the four jackpot shots. It's worth 150M, which seems strange right after picking up 200M for the Satellite shot. Word has it that in previous versions, their order was reversed so that the point values made more sense.

After the Super Jackpot, the four regular jackpots are lit, and completing them leads to another SJ, and so forth.

If you somehow manage to miss all the jackpots, drain all but one ball, get the extra Satellite ball, and drain -another- ball before shooting a jackpot, you get ANOTHER restart chance. Shoot the Right Ramp to start Tank Multiball. You can't abort it. You should be grateful to be in multiball at all :)

One note: in this restarted Tank Multiball, you seem to be able to get Super Jackpots, while you aren't able to if you start Tank Multiball the other way.

Bonus

Your base bonus is the sum of your ramp shots plus your Mode Start Lane shots, multiplied by 1M. If you fail to make any of these shots, you are given a 1M pity bonus. Your base bonus is multiplied by your bonus multiplier for your bonus value, which is displayed at the end of your ball or after getting Collect Bonus. You don't get to see what your base bonus or your multiplier is, you are only shown the final product.

Two movie character heads appear on either side of your final bonus value. If your bonus is under 10M, they are randomly chosen from at least 12 characters from the movie, and don't seem to do very much. But if your bonus is 10M or higher, James and Xenia appear, and she coyly admits "Mmm... very good, Mr. Bond." :)

Interactions

You can light and start multiball during any 007 Encounter, Shootout, Goldeneye ramp hurryups, and Q's Pen. The running mode will pause and resume once multiball is over.

You can play Shootout, Q's Pen, and/or the Goldeneye ramp hurryups during a 007 Encounter, but you can only start them during non-mode play. You can start and play Shootout, Q's Pen, or the Goldeneye ramp hurryups while any of the others is running, assuming that no 007 Encounter is running.

The Train/Tank Multiball 007 Encounter will pause other running features just like Satellite or Tank Multiball.

All features also continue to run during Eject or Die. I'm not sure if you can start features, but you should be spending your time going for the Eject Target anyway, so it shouldn't matter to you :)

If you are prone to high blood pressure, do not start Eject or Die during the Extra Ball hurryup -- one target means 0 balls or 2 balls and you have only a few seconds to hit it ... no pressure ...

Wizard Mode (the difficult-to-achieve award)

To light Goldeneye's wizard mode, you must complete the following in any order: Start and end (but not necessarily successfully complete) all 5 modes, complete the 007 Top Lanes, finish Shootout, successfully complete Q's Pen, and spell GOLDENEYE. You'll know when it's lit when the 5 mode indicators start flashing. Start the wizard mode at the Start Mode Lane.

What happens now? Find out yourself! Once you've done it, feel free to check the Spoilers below for more info. But not until then. It won't be as exciting or feel as good your first time through if you've already read about how the mode works.

Wizard Mode (not the award, the type of game you can start)

To enable, press the left?/right? flipper while pressing Start. Except that it doesn't do anything. At least, not in the version that this rule sheet was based on.

League Play

To enable, press the right?/left? flipper while pressing Start. This eliminated percentaged awards and fixes Mystery to give the same things to each player. Note that all 4-player games, League Play or no, show running totals of Player 1 + 3's scores and Player 2 + 4's scores.

Thwacker

There isn't one, presumably to cut costs. When you get a replay, a very loud BLOP sound comes from the speakers. The first time I heard it, I thought the sound system had crashed or the speakers had blown or something. It was, and continues to be, somewhat unnerving. It does get the message across to the rest of the arcade that you've won a credit, and specifically that you won it on Goldeneye. I'll be interested to see if Twister, Sega's next game, also uses this feature.

Buy-ins

There don't seem to be any. It can be enabled by the operator, I'm told.

Miscellaneous

I haven't spent too much time looking at miscellaneous point values, so all I know is that the gate from the shooter lane to the top lanes is worth 100K.

One of our league members scored greater than 10B points, but the display stopped counting at 9,999,999,990. This is how his high score appears in the chart as well. While I like that his score shows at the top of the high score chart, I dislike that it stopped keeping score during the game. Also, I'm worried that it's not improbable enough to score 10B -- 4 high scores on the chart of the machine are above 6B. My main question is what happens when someone else scores 9,999,999,990 -- do they get the top spot, or #2 ?

Credits (rule sheet)

Credits for the creation of this rule sheet are due for:

and those on rec.games.pinball who helped answer questions. Thanks, guys!

The images used in this site were duplicated from

Special thanks to Orin Day for his invaluable input.

Credits (pinball game)

Here is a shortened and slightly annotated version of the design credits for Goldeneye, courtesy of Orin Day:
PROJECT MANAGER
JOE KAMINKOW


GAME DESIGN
WARD PEMBERTON


MECHANICAL DESIGN
ROB HURTADO	   (Did majority of mechanical design)
BOB BHATT


GAME SOFTWARE
NEIL FALCONER


DISPLAY SOFTWARE
ORIN DAY


ADDITIONAL SOFTWARE
JOHN CARPENTER     (Started display, then left Sega)
BRIAN A. RUDOLPH   (Wrote some game code)
LONNIE D. ROPP     (Made updates to game system)


DUFF OF ALL TRADES
MICHAEL TOLER	   (EE stuff including making magnets work)


MUSIC AND SOUNDS
BRIAN SCHMIDT


DOT MATRIX ART
KURT ANDERSEN
MARC RANESES	   (Marc also did playfield typesetting)
DINO KOSTOUROS     (Now doing dots for Cleveland Indians scoreboard, he
		    was temporary here.)


GAME ART
PAUL FARIS


CABLES
PHILLIS


BILL OF MATERIAL
BOB KAREGIANES

Corrections/Additions

There are a few minor as-of-yet-unanswered questions and unconfirmed guesses present in this rule sheet. Please mail corrections to me,
hehman@vnet.net, or post them or rec.games.pinball . If you have corrections to the spoilers, please include a spoiler warning as below when posting to r.g.p.

Easter Egg Hunt

Goldeneye is chock full of hidden or subtle tidbits. Yes, there is a cow. Here's a checklist of things you should look for:

There's more, too, but this should get you started. If you've found them all, give yourself a large pat on the back.

Spoilers

The spoilers include how to complete Shootout, a description of the Wizard Mode (the difficult award), a strategy guide, and the answers to the above Easter Egg Hunt (along with a bunch more not on the checklist).

You can get to the spoilers by looking at the source for this HTML document (in Netscape, View Source). They're near the bottom of the document. But don't look at them until you've made a good-faith effort to find them on your own!

GOLDENEYE
GOLD NEYE
GOLD NEEE
...
GAME OVER