# James Bond 007 Pinball Making of Video

**Source:** Stern Pinball  
**Type:** video  
**Published:** 2023-06-02  
**Duration:** 7m 4s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=CdmFufE7-Bc

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## Analysis

George Gomez discusses the design philosophy and development process for James Bond 007 pinball, emphasizing thematic immersion, mechanical innovation, and comprehensive content integration from six Sean Connery films. The game features 24 main modes plus four wizard modes, each representing different Bond films with unique mechanics, and integrates Insider Connected achievements (100+) as a core design consideration from scratch.

### Key Claims

- [HIGH] The game features 24 main modes plus four wizard modes, with content from six James Bond/Sean Connery films — _George Gomez official statement: 'There's 24 main modes in this game plus four wizard modes. Each movie is represented with a villain mode, a henchman mode, a Q Branch, and then a Specter weapon.'_
- [HIGH] James Bond 007 pinball was designed with Insider Connected achievements from the ground up (100+ achievements) — _Gomez: 'This is the first one from scratch that we had to think about achievements as we were designing the game. We currently have a little over a hundred achievements in this game.'_
- [HIGH] The final wizard mode is titled 'Her Majesty's Secret Service' — _Gomez: 'when you get through all of it, you light all six, and then you get to the final wizard mode, which is Her Majesty's Secret Service.'_
- [HIGH] George Gomez has been a Bond fan since age 10, specifically influenced by Goldfinger (1964) — _Gomez: 'My history with Bond goes back to I was 10 years old and the movie was Goldfinger. In the context of 1964, no one had seen anything like that.'_
- [HIGH] The design includes scuba diver sculptures of Bond and a Specter diver that 'wiggle around' with flasher lighting — _Gomez describing mechanical elements: 'There's two sculpted scuba guys, you know, you know, fighting there, and they wiggle around. And there's a flasher on there. Bond actually looks just like Sean Connery.'_

### Notable Quotes

> "I want the player to feel those incredible moments when the Bond music comes up, bringing the player into that world."
> — **George Gomez**, opening
> _Articulates core design philosophy: emotional immersion through thematic audio-visual moments_

> "The very first thing I do is sort of immerse myself in the theme when I begin designing a game."
> — **George Gomez**, early
> _Explains Gomez's foundational design methodology: deep thematic research before mechanical development_

> "There's 24 main modes in this game plus four wizard modes. Each movie is represented with a villain mode, a henchman mode, a Q Branch, and then a Specter weapon."
> — **George Gomez**, mid
> _Details game structure and content organization; confirms comprehensive movie integration across six films_

> "This is the first one from scratch that we had to think about achievements as we were designing the game."
> — **George Gomez**, late
> _Notes Insider Connected integration as design requirement, not afterthought; signals Stern's shift toward connected game architecture_

> "It shoots like a dream, and it doesn't feel like any game you've shot before."
> — **George Gomez**, closing
> _Expresses confidence in playfield ergonomics and shot layout uniqueness_

> "The simplest concept in the game is the notion that the player should experience the elements of a Bond film. That is essentially the magic of a pinball machine."
> — **George Gomez**, final
> _Philosophical statement on pinball design purpose: immersive thematic storytelling through gameplay_

### Entities

| Name | Type | Context |
|------|------|---------|
| George Gomez | person | Legendary Stern Pinball designer; Chief Creative Officer. Lead designer of James Bond 007 pinball; decades-long career designing iconic games. |
| James Bond 007 | game | Stern Pinball licensed pinball machine based on James Bond film franchise (Sean Connery films). Features 24 main modes, four wizard modes, mechanical toys, Insider Connected integration. |
| Stern Pinball | company | Major pinball manufacturer; developer of James Bond 007 machine with Insider Connected ecosystem integration. |
| Insider Connected | product | Stern's digital ecosystem and mobile app for pinball machines. James Bond was first game designed with Insider Connected achievements integrated from the ground up (100+ achievements). |
| Sean Connery | person | James Bond film actor. Six Sean Connery Bond films represented in game content; scuba diver sculpture modeled to look like Connery. |
| Goldfinger | game | 1964 James Bond film; George Gomez's formative Bond experience at age 10; shaped his approach to Bond pinball design. |
| Her Majesty's Secret Service | game | Final wizard mode title in James Bond 007 pinball machine. |
| DB5 | product | Aston Martin vehicle from James Bond films; represented as mechanical toy on playfield with escape hatch ball ejection mechanism. |
| Specter | organization | James Bond villain organization; referenced in game modes and scuba diver mechanical elements. |
| Q Branch | organization | James Bond gadget division; represented as game mode type in James Bond 007 pinball (one per movie). |

### Topics

- **Primary:** Mechanical design and prototyping, Thematic immersion in game design, Game mode structure and progression, Insider Connected integration
- **Secondary:** Content adaptation from film franchise, Playfield layout and shot design

### Sentiment

**Positive** (0.85) — Gomez expresses enthusiasm for the theme, design solutions, and mechanical innovations. Confident tone about gameplay feel and shot layout. No critical concerns or reservations voiced.

### Signals

- **[design_philosophy]** Gomez explicitly states core design concept: 'the player should experience the elements of a Bond film. That is essentially the magic of a pinball machine.' Emphasizes thematic experience over mechanical novelty. (confidence: high) — The simplest concept in the game is the notion that the player should experience the elements of a Bond film. That is essentially the magic of a pinball machine.
- **[design_philosophy]** Gomez emphasizes emotional immersion through thematic integration, music, and content authenticity from six Sean Connery films; iterative prototyping approach with 3D mock-ups and sketching (confidence: high) — I want the player to feel those incredible moments when the Bond music comes up. The very first thing I do is sort of immerse myself in the theme.
- **[announcement]** Official confirmation of James Bond 007 pinball feature set: 24 main modes, four wizard modes, content from six films, mechanical innovations (DB5 escape hatch, scuba fight scene, rocket bash toy) (confidence: high) — There's 24 main modes in this game plus four wizard modes... We were able to pull content from six James Bond movies—from all of the Sean Connery films.
- **[technology_signal]** James Bond 007 was the first Stern game designed with Insider Connected achievements integrated from the ground up (100+ achievements), signaling shift toward connected gameplay architecture as core design consideration (confidence: high) — This is the first one from scratch that we had to think about achievements as we were designing the game. We currently have a little over a hundred achievements.

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## Transcript

I want the player to feel those incredible moments when the Bond music comes up bringing the player into that world and that's the kind of stuff that I tried to get into the game so I've been a fan since you know since about age 12. Oh yeah I love James Bond and I've watched all of the movies I'm kind of a big fan of James Bond the very first thing I do is sort of immerse myself in the theme when I begin designing a game in this particular case I knew the material really well my history with Bond goes back to I was 10 years old and the movie was Goldfinger in the context of 1964 no one had seen anything like that any fan of a George Gomez game is going to love this thing I have a portfolio of games that have appealed to people over many many years well I've been working about 40. So I guess I have a style now it was cool to work with him because he's got a good vision of what he wants his product to be and I think that's kind of inspiring I began sketching literally old school and that helps me get ideas and out of my head and explore things you know some early stuff originally I had the entire center of the playfield was going to be an underwater area and I was trying I was also trying to figure out a way to get the DB5 to run down a road once I have an idea for where I'm going with the things that I want to turn into toys in the game I then sketched three-dimensionally physically I'll cut up plastic mock stuff up you know the original jetpack guys like a GI Joe that you know I mean just representing the scale of the guy George had this idea of this rod system that would pick up this ball and it would travel around the playfield and then you could drop it off into six spots this is the original mock-up for the flying guy right you can see that you know he was going to land at one place on a playfield move to another you can tell this would take up a lot of space and so you know I ended up changing it in the end that whole jetpack manage can move in any position it wants in in that arc here we have the the 3D prints of the underwater guys Bond and a Specter diver when you shoot the left saucer it will light up an underwater fight scene there's two sculpted scuba guys you know you know fighting there and they wiggle around and there's a flasher on there you can see the amount of detail in here is tremendous Bond actually looks just like Sean Connery when I lay a playfield out there was always a section designed for the novice to interact with it is the bird one rocket in in Bond the rocket is a bash toy so there's three drop targets in front of it when you lower the three drop targets then you can start hitting the rocket so this is the original sort of mock-up the ball hits the rocket the rocket re-centers it's a fun target to hit there's a lot of interesting ball interactions around it which are new to me and I think new to pinball you know this is some thinking on the DB5 you know how do I get the ball out of the DB5 over here the balls kick out through the roof of the DB5 there's a there's an escape hatch at the top it ejects the ball up through the DB5 onto a wire form return that feeds it back to your right flipper we were able to pull content from six James Bond movies from all of the Sean Connery films and we use it throughout the course of the game so we had a lot of stuff to go through and choose and try to pick out what the fans of the franchise would would want to see we use Bond's one-liners we use a lot of you know really kind of fun stuff from the film so you know a lot of the action sequences of course the villains and henchmen play a big role if I draw rules and very broad strokes I scope out the the high level progression and those guys dig into it there's 24 main modes in this game plus four wizard modes each movie is represented with a villain mode a henchman mode a Q Branch and then a Specter weapon each one is unique with its own set of rules and goals you have to play all the movie modes to light that movie's insert so when you get through all of it you light all six and then you get to the final wizard mode which is Her Majesty's Secret Service. So we designed Insider connected in such a way that the game teams will interact with it at the most basic level with achievements but they can do lots of other things this is the first one from scratch that we had to think about achievements as we were designing the game we currently have a little over a hundred achievements in this game there's a lot to do and we're not done as I speak this I decided that there are going to be special things that we're going to do so you know there's going to be secret missions and things like that that sort of manifest themselves in the context of Insider but they interact with the game the nature of the James Bond movie is like a lot of action car chases there's fights a lot of those really lend themselves well to different game modes Bond James Bond if you're a fan of James Bond you'll like this game because it's got all of the big elements that you remember from all the movies there's a lot of interesting shots there's some new stuff he's done a couple throwbacks to his past favorite things that people really like there's really a lot to get excited about it shoots like a dream and it doesn't feel like any game you've shot before the simplest concept in the game is the notion that the player should experience the elements of a Bond film that is essentially the magic of a pinball machine thank you

_(Acquisition: youtube_auto_sub, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 4b04bad4-c6d8-4cfa-8049-a3def5940e8b*
