GoldenEye (Flipper) (e)

Chris Hehman wrote 99% of this; I made a very few additions.
Please email or post (if interesting enough :) any additions
/corrections/suggestions to myself or Chris (hehman@vnet.net).

            ______________________________________________________
           |                                                      |
           |         The Triangle Pinball League presents         |
           |               Bond.  James Bond.  In...              |
           |                                                      |
           |                       GOLDENEYE                      |
           |                                                      |
           |                    The Rule Sheet                    |
           |                         v1.0                         |
           |                                                      |
           |  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.  This rule sheet  |
           |  can be freely distributed, so long as no profits    |
           |  are gained and due credit is given to the authors.  |
           |______________________________________________________|

**Quick Take**

   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.

**Machine Vital Stats**
   These rules are based on a machine with 4.02 ROMs.

**Detailed Description**

   *Playfield*

   Flippers
      Two in the standard positions.  They seem to have Goldeneye-
      specific markings, which is a little unusual.

   Slingshots
      Yawn.

   Outhole
      Collect Bonus :)  Also the location of the coolest ball saver
      ever, 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.  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 parallel to the inlane
      and one parallel to the flipper.  The higher switch
      is the one that activates the Satellite Ramp when ready.

   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 (!) on the 2 machines I've
      played.

   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, I think.  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.  Note that there is a large delay between collecting a
      lane and being able to collect another, and that you can't
      collect a lane during any multiball.  Completing the rollovers
      is required to advance towards the Wizard Mode.

      The only way to hit these rollovers other than from a launched
      ball is to shoot the bumpers and -hope- the ball goes
      up a lane.  This is important if you do something like
      collect all the Wizard items except 007 on your first ball.
      Kind of a shame.

   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 ramp 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 the white 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.


   *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.

   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!

   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.  Not sure what happens after that, but the pattern can't go
      for much further before your score starts to go down :)

   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.


   *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 a bug-ish feature to me...


   *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.

   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.


   *Q's Pen*

   At the start of each ball, the white Q Target is unlit.  Shoot once
   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 can be 10M
   (unlit), 25M, 50M, 75M, or 100M.  The best way to get high-scoring
   jackpots is to get the value up 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 is amazingly
   handy, and I'm kind of surprised that nobody had ever thought of
   doing something like this before.

   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.

   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 :)


   *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.


   *Interactions*

   You can light and start multiball during any 007 Encounter,
   Shootout, Goldeneye ramp hurryups, and/or 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.


   *Novice Mode / Regular 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.


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

   To enable, press the left?/right? flipper while pressing Start.
   I didn't notice anything different, but I only tried it once.


   *League Play*

   To enable, press the right?/left? flipper while pressing Start.
   I haven't been able to pin down if this does anything other than
   show the sum total of players 1 & 3 and 2 & 4 during a 4-player
   game.  I wonder if Mystery award are the same, not that it would
   really matter that much.


   *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.  I'm not sure if this is an option the
   operator can enable or not.


*Credits*

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

Chris Hehman 
Steve Lane 
Lea Armentrout 
others in the Triangle Pinball League

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

Credits for the creation of the pinball game are available in the
attract mode.  I'd like to include them here, schedule permitting.


*More Work Needed*

There are a number of as-of-yet-unanswered questions in this rule
sheet, some numbers which are not entirely known for certain, and
probably some outright errors.  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:

      1)  A cow
      2)  Your initials -during- the game, not in the Attract
          Mode or in the Instant Info.  Well, they're somebody's
          initials.  They could be yours if you've done well
          recently.
      3)  The word POW!
      4)  A dinosaur
      5)  The word CHICAGO

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*

Below I've included 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).

I included 25 or so blank lines or so between each item so you can
avoid spoiling the surprise on certain features.  Now go away, and
don't come back until you've made a good-faith effort to figure this
out all on your own.

I said go away!  If you don't leave now, you'll see how Shootout
works...






















   *Shootout*

   James is telling you to "Shoot to Kill" ... well, what do you shoot
   people with ... the game comes equipped with one ...

   You'll need 6 presses to finish Shootout, 2 for each guard.  The
   first shot is 2M, then 4M, 6M, 8M, 10M, and then Eject or Die is
   lit.  I -told- you that you would kick yourself.

   Wizard Mode spoiler approaching...

























   *Wizard Mode*

   The difficult-to-acheive Wizard Mode is called *GOLDENEYE!*, with
   asterisks and an exclamation point, I presume, to distinguish it
   from the GOLDENEYE ramp hurryup thingy.  All 5? balls are kicked
   out, with a short-if-any ball saver.  *GOLDENEYE!* ends when you
   are down to 1 ball.

   All switches are worth 3M/hit, and ramps are worth 20M.  But the
   most important thing is that every 50 switches, a new ball is
   added into play.  There is no spinner in this game, so pop
   bumpers are the best way to rack up lots of switch hits.  Keeping
   the balls in play seems to be more important than making ramp
   shots.

   Once *GOLDENEYE!* is over, you can start 007 Encounters again.

   Strategy hints follwing this spoiler...

























   *Strategy*

   Starting *GOLDENEYE!* should be your primary goal in the game.
   Satellite Multiball is a nice source of quick points, but the wizard
   mode can be worth quite a bit more.  And since Xenia Extra Ball is
   the only source of Extra Balls in the whole game, and you can only
   play the modes again after the wizard mode, there is an added
   incentive.

   Eject or Die can save your life many times over, and is especially
   important given the absense of a kickback.  Since you can stack the
   Eject or Die awards, completing Shootout a few times can be a very
   good idea.  During Eject or Die, concentrate your efforts on making
   one good shot at the Center Eject Target.  It's not that hard of a
   shot, so don't rush it more than you have to.

   Tank Multiball is less valuable than Satellite Multiball, so you
   should usually abort it.  If you desperately need only a few points,
   it might be safer to just play Tank Multiball than risk the chance
   of not getting Satellite Multiball.

   The GOLDENEYE ramp hurryup sequence can be worth quite a lot, if you
   make the finishing Satellite shot.  300M is nothing to sneeze at.

   Don't play Q's Pen any more than you have to.  It's difficult, it's
   not worth much, and it's potentially hazardous.  If you need to make
   a shot at the Q Target Bank from the right flipper, try banking the
   ball of the lower part of the Shootout bank into the Q targets.

   Most of the modes aren't worth the effort.  If one of the other
   features is running (that you started before starting the mode),
   it's almost always better to do that first.  The obvious exception
   is the hurry-up extra ball mode.

   Avoid hard shot to the Right Ramp if your machine is prone to
   outlane hops.

   In Multiball, don't spend too much time worrying about the current
   jackpot value.  Especially in Satellite Multiball, when you have a
   guaranteed 150M SJ shot available after every 4 jackpots.

   Easter Egg spoiler follows....




















   *Easter Egg Hunt Hints*

   1)  At the beginning of the game, before Player 001 plunges his/her
      first ball, James walks across the display, turns, fires, and
      kills whomever was looking through the camera lens.  Well, you've
      got a gun -- think you're faster on the draw than 007?

   2)  Specifically, a game good enough where you got the Satellite
      Jackpot...

   3)  It's something that shoots and packs a big punch.  Look closely
      at just the right time...

   4)  See #1

   5)  This isn't that hard.  There's lots of other cities too...

   Answers below...























   *Easter Egg Hunt Answers*

   1)  Pulling the trigger as James turns during the initial animation
      at the very start of the game will lead to one of these events:

         -- James falls over dead
         -- James is blown into tiny bits
         -- James is chased away by the giant head of Xenia Onatop
         -- James is flattened by a falling pinball game
         -- James is chased by Q in a wheelchair "Oh, grow up 007"
         -- James is chased by a cow :)
         -- James is chased by the T-rex from Jurassic Park :) :)
         -- James is chased by a MULTIBULL :) :) :)
         -- James is pursued by a flaming comet-like skull.  I doubt
              this is supposed to be the No Fear skull, but anyway...
         -- James' clothes fall off (except his briefs, of course)
         -- James runs away from 4 bouncing pinballs ("Balls Draining"
              animation)

      If there are any more of these, please let me know.  I kind of
      doubt it; I've been through the list too many times.

   2)  The current Satellite Jackpot champ's initials are shown in the
      bottom right of the display of the satellite when Satellite
      Multiball is lit.  Very cool!

   3)  Tank Multiball.  POW! is visible in the center of the smoke
      during the starting animation.

   4)  see #1

   5)  In Send Spike, you start at Russia and advance 2 cities for
      every lit ramp shot.  Here's what I have so far:

      RUSSIA -> GERMANY-PARIS -> LONDON-MADRID -> NEW YORK-TORONTO ->
      CHICAGO-SAN FRANCISCO -> MEXICO CITY-RIO

      I think there are two more shots, 4 more cities.  The last one
      should be Cuba to match the movie.

--End rule sheet