Quickie Version
Shoot the top left stand-up targets to light locks; lock balls; play multiball. Repeat. When Fireball bonus is large, collect it at the orange-lit saucer.
Go-To Flipper
Lower right to feed the upper left flipper
Full Rules
Completing the upper left drop target 3-bank lights one of the lock saucers (upper left and upper right). Get them a second time to light the other lock. Get them a third time to release the locked balls and start multiball.
There are two bonuses: Fireball and Doomsday. Fireball base bonus is earned by the A-B-C-D lanes (top 2 are A-B, return lanes are C-D) and the left drop targets. Fireball bonus multiplier is advanced each time you complete A-B-C-D, up to 5X. Fireball bonus can only be collected via an orange-lit lock saucer; you don’t get it at the end of your ball. If the saucer is lit for a lock, you can’t collect fireball bonus in it; you’ll have to release it by playing multiball to reenable collecting bonus.
Doomsday base bonus is built up by hitting the center and right side drop targets; it goes up to 39K. Doomsday bonus multiplier comes from completions of the center drop target bank, up to 4X for 156K total. The center target bank also gives points when completed: 15K, 30K, 50K.
At the end of a ball, you collect the accumulated Doomsday bonus, but not the Fireball bonus. Both reset, as do their multipliers.
The two return C-D lanes are the 45 degree angle with deflecting post variety; learn when to nudge and when not to in order to get balls into the return lanes.
There’s a rare “Little Demon” ball save center post, player-controllable. When you push the extra button on the right, it causes the post to kick slightly upward, possibly saving a ball about to center drain. You are spotted 5 kicks to start the game and earn 2 more each time you complete the center drop target 3-bank. You get a bit of extra bonus at the end of the game for any unused post saves, 10K each.
Best strategy is play multiball all day. You can shatz the lower C-D lanes if the gates behind them have not been removed, although on rare occasions you can lose a ball doing this if the gate bounces at the wrong moment. You’ll get plenty of hits to the lower drop targets without even trying just from slingshot action and flips when you can’t get the angle to go up top.
Locks can be stolen\! You can also re-qualify locks during multiball and relock them during it or after returning to single-ball play.
Playfield Risk
All of the drop targets have rebound risk, and balls exiting the bumper area can also drain or go to a slingshot.
External Links
Machine Information

- Name
- Fireball II
- Manufacturer
- Bally
- Year
- 1980
- Type
- ss
- Display
- alphanumeric
- Players
- 4