Firepower Rulesheet
                   by Ray Johnson ([email protected])
                        Revision 1 - May 20, 1999

  The Game:

  Firepower. This game definitely deserves a few words of history and
  praise.

  What can I say? What a game! Truly one of designer Steve Ritchie's
  legends which graced arcades and gaming locations across the country
  during what many call the "second golden era" of pinball- the early
  1980's. In regard to Ritchie's other pinball creations, Firepower took
  second place only to his masterpiece, Black Knight, which toppled
  Firepower from it's top position on the earnings list in 1980 when it
  was released only months later in the same year.

  I consider Firepower to be my favorite game of all time. Why? Well,
  partly due to the fantastic game play, sounds, and lighting effects,
  but also for sentimental reasons. This is the game I grew up playing
  the most. When my pre-teen lawn-mowing income determined how much
  pinball I could play, Firepower was the game that got most of my
  quarters, probably because I was able to keep the ball in play longer
  than on other games. And who could walk away from the excitement on
  the playfield? It always kept me coming back.

  Firepower was released in March of 1980. A staggering 17,410 units
  were produced. It was the first solid-state Multi-Ball pinball
  machine, and was the only Level 6 Williams pinball to use ALL SIX game
  ROM chip locations on the MPU board. Some would call it ahead of it's
  time. The designers definitely squeezed all they possibly could out of
  the electronics in this game to make it what it is.

  Firepower features 3-ball Multi-Ball play. The playfield has two
  flippers, in the standard location at the bottom center of the
  playfield. Four pop bumpers, three eject holes, and one spinner.

  It also has both sound and voice for it's audio effects. The voice
  effects in these early Williams solid-state pinballs were always my
  favorite, and still are, even though competitor Bally had at the time
  what many consider a "better" voice system with their Squawk & Talk
  board. But I think it's the slightly-rudimentary,
  computer-generated-sounding voice in these games that gives them more
  personality- it's more like the game itself is speaking to you rather
  than just playing back someone's recorded voice. Just adds more
  character to the game.


  Basic Game Objectives:

  - Score center targets to light eject holes to lock balls. Lock 3
    balls to start Muti-Ball play.

  - Complete F-I-R-E rollover lanes to advance bonus multiplier and
    light Extra Ball.

  - Collect Firepower Bonus to light outlanes for Special.


  Playfield Overview:

  Firepower's playfield shows many features that lended themselves to
  the designs found in some of Steve Ritchie's later games. At first
  glance, the playfield seems to be something of a cross between "High
  Speed" and "Terminator 2". The following is a brief description of the
  playfield features, following the ball's path from the plunger, going
  counter-clockwise around the playfield. All scoring and awards
  described are based on the game's "factory" default settings:


  Plunger Lane:

  The plunger lane is located on the right side of the playfield, as
  usual. It releases the ball into play near the top of the playfield
  after the ball leaves a one-way gate at the top of the lane. The
  player can attempt one of two types of shots from the plunger lane. A
  light plunge will allow the ball to enter immediately into play on the
  playfield, dropping it straight down to the flippers. A 'normal'
  plunge will cause the ball to continue out of the plunger lane,
  curving to the left, and entering the top center area of the playfield
  above the four F-I-R-E rollover lanes (see F-I-R-E Rollover Lanes
  below).


  Lower Right Lock:

  The Lower Right Lock, or eject hole, is located on the inside edge of
  the curve from the plunger lane to the upper-center of the playfield
  (above the four F-I-R-E rollover lanes). The ball passes behind this
  lock as it makes it's way to the rollover area. This lock will capture
  a ball, when lit, and awards 10,000 points. When not lit, the hole
  scores 1,000 points. There is a star-rollover button located in front
  of this lock, which also scores 1,000 points when activated.


  Upper Right Lock:

  This lock is located just above the curve that exits into the F-I-R-E
  rollover area, at the top of the playfield. A ball being shot into
  this area (from the plunger or from flippers at the bottom of the
  playfield) will pass along the curve and below the Upper Right Lock,
  entering the area above the F-I-R-E rollover lanes. In short, a ball
  cannot be shot into the Upper Right Lock when it enters from the
  right. It can only land in this lock by being shot up the Left Spinner
  lane (see below), or by a lucky or skillful rebound off one of the
  posts at the top of the F-I-R-E rollover lanes. Scoring for the Upper
  Right Lock is the same as the Lower Right Lock- 10,000 points when
  lit, and 1,000 points when not lit.


  F-I-R-E Rollover Lanes:

  Four rollover lanes are located at the top center of the playfield.
  Each lane is marked with one letter of the word FIRE. The Lane-Change
  feature in the game allows the player to rotate any lit rollover lanes
  from left to right, one position at a time, by pressing the right
  flipper button. This makes collecting all four rollover lanes much
  easier. Completing all four rollover lanes lights the "FIRE" insert
  (in center of playfield), and awards a bonus multiplier- 2X, 3X, 4X,
  and 5X. When 5X has been collected, completing all four rollover lanes
  again lights Extra Ball (see Lower Right Standup Targets below).

  Balls can enter the area above the F-I-R-E rollover lanes from the
  left or the right. Each entrance features a one-way gate that will
  prevent the ball from leaving the area without going through one of
  the rollover lanes.

  Each rollover lane (lit or unlit) scores 1,000 points.


  Pop Bumper Area:

  Four pop bumpers are positioned strategically below the F-I-R-E
  rollover lanes, in a square formation. The left two pop bumpers are
  actually located slightly higher up the playfield than the right pop
  bumpers, which I think really helps the ball action in that area. Most
  Firepower games will exhibit very good response and ball action from
  the pop bumpers.

  Pop bumpers, when not lit, award 100 points each. When lit, pop
  bumpers award 1,000 points each. Pop bumpers are lit by completing all
  six Center Stand-Up Targets, located just below the pop bumpers, in
  two banks of three targets each (see below.) On first completion of
  the Stand-Up Targets, two pop bumpers are lit, one left, and one
  right- one above and one below. These will alternate as they are hit.
  On second completion of the Stand-Up Targets, the other two unlit pop
  bumpers will be lit, so all four are lit.

  Rebound switches around the pop bumper area score 50 points. The
  sounds associated with these switches, and the sounds associated with
  pop bumper activation, make for some neat sound effects when the ball
  is in this area.

  A single "bullseye" stand-up target is located in the top-center pop
  bumper area- between the "I" and "R" rollover lanes. Scoring for this
  target is often misunderstood by players, due to the three lamp
  inserts located directly below it. The target actually scores 1,000
  points. The three lamp inserts below it (mounted vertically on the
  playfield) are marked 10,000, 30,000, and 50,000, from bottom to top.
  These inserts actually indicate the bonus points awarded when the
  player completes F-I-R-E and POWER (see Lower Right Stand-Up Targets
  below.) They do not in fact pertain to the bullseye target. I have
  often wondered if the combination of the stand-up target and these
  inserts were originally designed for some other award, but have not
  been able to confirm this. The layout of these two items certainly
  doesn't seem too logical, so it's perhaps possible that points or
  award(s) associated with the stand-up target were changed in the game
  before it was released. Which leads us to....


  Center Stand-Up Targets:

  This is probably the "heart", and most interesting area of Firepower's
  playfield, and game play. Two banks of three stand-up targets are
  mounted here, just below the four pop bumpers (one bank of stand-ups
  below each column of two pop bumpers). Again, like the pop bumpers,
  these two banks are slightly offset, and pointed slightly inward
  toward the center of the playfield. The left bank is mounted slightly
  higher than the right bank.

  Targets are marked "1" through "6" by orange arrow inserts on the
  playfield in front of the targets themselves. Completing one bank of
  targets lights the Left Kickback in the left outlane (see below).
  Completing both banks of targets will light two of the three ball-lock
  eject holes (Left Lock, Upper Right Lock, and Lower Right Lock), and
  will also light the spinner in the Left Spinner Lane (see below) for
  1,000 points. Completing all six stand-up targets a second time will
  light the remaining lock.

  Each stand-up target awards 1,000 points, whether lit (collected), or
  not lit (not collected).

  Initially, the game was designed to use drop targets in place of the
  stand-up targets. In fact, some prototype Firepower games still exist
  with the original drop targets in place. Some early production
  Firepower games actually have the wiring for the drop targets still in
  place (but taped up). The software for Firepower supports the use of
  drop targets, whether they, or the wiring for them, is in place or
  not, so it is possible to "retrofit" your Firepower to use drop
  targets in place of the stand-up targets. Details of this retrofit
  have been covered in detail in Ted Estes' Firepower Retrofit document,
  so I won't cover them here, but his document can be found in various
  locations on the Internet.


  Left Spinner Lane:

  This lane is located in the upper left corner of the playfield. It
  actually starts about mid-way up the playfield, and hooks sharply to
  the right at the top of the playfield, sending the ball through a
  one-way gate, across the top of the F-I-R-E rollover area, and toward
  the Upper Right Lock. This is the shot to make when attempting to lock
  a ball in the Upper Right Lock, and with a crisp shot off the right
  flipper, can be very gratifying when the spinner hits maximum RPMs and
  the ball slams into the lock. Very nice shot, and typical Steve
  Ritchie "flow"! Experienced players will note that this is virtually
  the identical shot found on Terminator 2, but without the spinner.

  The spinner in this lane scores 100 points, or 1,000 points when lit.
  Complete all six Center Stand-Up Targets to light the spinner.


  Left Lock:

  The third of the three lock eject holes, this lock is located just
  behind (to the left) of the start of the Left Spinner Lane. Rules for
  this lock are the same as other locks, as described above. This lock
  also feature a star rollover-button in front of it, like the Lower
  Right Lock.


  Left Kickback:

  Another Steve Ritchie signature classic, this feature comprises the
  left outlane, and is dubbed, the "Shield" on this game. The "Shield"
  is lit by completing either bank of the Center Stand-Up Targets
  (whether they've been completed already or not), and awards 1,000
  points, whether lit or unlit. When lit, the Shield will kick the ball
  back into play, and become inactive. Complete center stand-up targets
  again to re-light the Shield.


  Slingshots, Flippers, Return Lanes, Outlanes:

  Ah, the standard layout here- which I do like. Traditional. Two lanes
  behind each slingshot bumper- an outlane and a flipper return lane.
  Return lanes award 1,000 points, or 3,000 points when lit (see Lower
  Right Stand-Up Targets). Outlanes score 1,000 points, or Special when
  lit. Special is lit by collecting Firepower Bonus (see below) three
  times.

  Left outlane of course features a kickback (see above). Slingshot
  bumpers score 10 points each. The right flipper will activate the
  Lane-Change feature for the F-I-R-E rollover lanes (see above). 'Nuff
  said.


  Lower Right Stand-Up Targets:

  Again, very typical of Steve Ritchie playfield layouts- the lone
  3-bank of stand-up targets to the above-right of the right slingshot.
  Seen on other games like Terminator 2, and Getaway. On Firepower,
  these targets, when completed, award "POWER", light the "POWER" insert
  in the center of the playfield, and light both flipper return lanes
  for 3,000 points each. These targets will also award the Extra Ball,
  when lit (see F-I-R-E Rollover Lanes).

  This completes our tour of the playfield....


  Firepower Bonus:

  Completing both "FIRE" (F-I-R-E rollover lanes) and POWER (Lower Right
  Stand-Up Targets), awards the Firepower bonus, which is a value of
  10,000, 30,000, or 50,000 points, as indicated by the insert lights in
  the center of the pop bumper area. After collecting the 50,000 award,
  the outlanes are both lit for Special.


  Bonus Points:

  Bonus can range from 1,000 points to 29,000 points, and can be
  multiplied from 1X to 5X. Bonus points are accumulated by major
  targets, when initially collected (such as F-I-R-E rollovers, unlit
  Center Stand-Up Targets, etc.) Bonus multipliers are collected by
  completing the F-I-R-E rollover lanes.


  Multi-Ball:

  Multi-Ball play is awarded after locking all three balls in locks, or
  eject holes, on the playfield. All three balls are then released into
  play. The game does a great countdown effect with the displays,
  lights, and sound when Multi-Ball is collected. Very neat effect.

  Unfortunately, Multi-Ball on this game is a bit shallow. If you're
  used to playing newer games that have a jackpot or other strategy
  during Multi-Ball, then you'll notice the difference when you hit
  Multi-Ball on Firepower. Really no object to it once all three balls
  are in play. Just keep the flippers going and enjoy the action,
  really!


  Strategies:

  - My personal favorite: Go for Extra Ball. This can be pretty tough on
  Firepower, however, depending on the way the game is setup/adjusted.
  By factory default, one must achieve 5X, then collect the Extra Ball,
  all in one ball. Can be tough. On more liberally-adjusted games, bonus
  multipliers can be carried over, thus making the Extra Ball more
  easily obtainable.

  - Keep the Shield lit. A must on any Steve Ritchie game with an
  outlane kickback. Actually pretty easy on Firepower. Just keep
  whacking the center stand-up targets to get the Shield re-activated.

  - Go for bonus X. Always ensures bigger points.

  - Remember that center stand-up targets are always worth 1,000 points
  each, whether lit or unlit (flashing), so if you can't make the shot
  you want, slap the center targets for some easy points.

  - Keep in mind that most features can be more easily obtained during
  Multi-Ball, for the simple reason that there is 2 to 3 times the
  playfield activity (depending on how many balls you can keep in play).
  This may be the most comprehensive of strategies- go for Multi-Ball.
  As there's really no Jackpot or other strategy employable during
  Multi-Ball, use it for points and feature collection.



  As always, Happy Pinballing!

  --

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