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Firepower

Williams • 1980 • ss

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Quickie Version

shoot the center stand-up targets until the left spinner is lit, then UTAD through the spinner.

Go-To Flipper

Right

Skill Shot

Get any lane you need; if you have the top saucer lit, power plunge to try to lock a ball.

Full Rules

*Shot to Master: Spinner.*

A key item here is what lights each of the kickback, locks and the spinner. Default settings are kickback on and one set of three numbered stand-ups to light a lock; both sets of numbered stand-ups are required to light the spinner. The most common competition setting, however, starts with the kickback off and requires all six targets to light a lock, the kickback and the spinner. It also might be set to light the kickback only by completing the three blue POWER targets on the right side, rather than the number targets in the center. If you are allowed to practice, find out\!

First order of business is to light the spinner, so shoot 3 or 6 numbered stand-up targets as needed. Once you have the spinner lit, it’s spinner all day, while trying to nudge the ball in the top lanes to finish them. Each completed set of top lanes raises your bonus multiplier by one up to 5X; maximum base bonus is 29K for a total potential of 145K.

If you have the ball on the left flipper and the spinner is not lit yet, shoot the numbered stand-up targets you need. If you have the spinner lit, try to transfer the ball to the right flipper for a spinner shot. If you find it hard to transfer from left to right, you have four choices: shoot the mid-upper left lock if that is lit; shoot the blue POWER stand-up targets on the left side if those are what light the kickback and the kickback is not yet lit; keep shooting numbered stand-ups until all 3 locks are lit; or try to go up the right orbit to the top lanes.

Completing the three blue Power targets lights the return lanes for 3000 and 3 bonus advances. Completing both the top F-I-R-E lanes and the blue Power targets raises the value of the center stand-up target between the top I and R lanes to 10,000, then 30K and finally 50K the third time you finish both sets.

The tilt penalty is worse than usual, since besides ending your ball, it resets your locks and multiplier progress; don’t tilt\!

Playfield Risk

A surprisingly high number of balls drain from hitting the bumper-facing side of the left orbit just softly enough to angle down the middle; you want either a smooth roll down the face of the rubber to the same-side flipper or a firm bounce across to the opposite side flipper. Failed spinner shots are especially prone to do this, not just bumper action\! Rebounds from the stand-up targets that you need (to light the kickback, spinner and locks) can drain; learn when to hit them face on and when to graze an edge instead. Balls falling softly between the bumpers can center drain. The saucer kickouts are safe.

External Links

Machine Information

Firepower backglass
Name
Firepower
Manufacturer
Williams
Year
1980
Type
ss
Display
alphanumeric
Players
4