Firepower

Williams, 1980 — shot-by-shot rules and strategy guide.

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Firepower, released in March 1980, is one of the most important machines ever built: the first solid-state game with multiball, and over seventeen thousand were made. The ruleset is small by modern standards but unusually well balanced, and it repays a player who knows what each shot actually buys.

The layout

Two flippers in the standard place, four pop bumpers, three eject holes and one spinner. The plunger lane sits on the right and releases the ball near the top. Going anti-clockwise: the Lower Right Lock on the inside of the curve, the Upper Right Lock above the curve exit, the four F-I-R-E rollover lanes at the top centre with a bullseye standup among them, four pop bumpers below in a square, then two banks of three centre stand-up targets. Down the left is the Left Spinner Lane with the Left Lock beside it, and at the bottom right the three P-O-W-E-R stand-ups. The left outlane holds a kickback called the Shield.

One frequent misreading: the three inserts stacked below the bullseye target marked 10,000, 30,000 and 50,000 have nothing to do with that target. They track the Firepower Bonus. The bullseye itself is worth 1,000.

The plunge, and F-I-R-E

You get two plunges. A light plunge drops the ball straight down to the flippers. A full plunge carries it round the curve into the area above the F-I-R-E lanes — and because one-way gates guard both entrances, a ball that gets up there has to leave through one of the four lanes. That is a guaranteed letter, and the right flipper rotates lit lanes one place at a time, so completing F-I-R-E is genuinely cheap.

Each completion steps the bonus multiplier: 2X, 3X, 4X, 5X. Once you are at 5X, one more completion lights the extra ball, which is then collected on the P-O-W-E-R bank. On factory settings all of that has to happen within a single ball, which is what makes the extra ball hard — more liberally set machines carry multipliers over and make it much easier.

The centre targets do everything

Six standups in two banks of three, and they are the engine of the game. Learn what each completion buys:

Keeping the Shield lit is the single best habit on this machine. It goes out the moment it fires, and relighting it costs one bank of targets — a shot you were making anyway. With the Shield up, the left outlane stops being a drain and becomes a free return.

Multiball, and the shot that gets you there

Lock a ball in all three eject holes and all three release at once. Two are easy — the Left Lock and the Lower Right Lock are both straightforward from the flippers. The Upper Right Lock is the problem, and also the best shot on the playfield. It cannot be entered from the right: a ball from the plunger lane passes underneath it. The only reliable way in is up the left spinner lane, which hooks hard right at the top and fires the ball through a gate across the F-I-R-E area into the hole from the far side. Hit crisply with the spinner lit, it pays twice — once in spins, once in the lock.

Be honest about what multiball is here. There is no jackpot and no objective — this predates all that. What it gives you is two or three times the playfield activity, which is exactly when finishing F-I-R-E, sweeping P-O-W-E-R and building bonus get easier. Treat it as a feature-collection window, not a scoring mode.

Firepower Bonus and the Specials

Complete both F-I-R-E and P-O-W-E-R in the same ball and you collect the Firepower Bonus: 10,000, then 30,000, then 50,000, tracked by those stacked inserts in the bumper area. Take it all three times and both outlanes light for Special — the deepest thing in the ruleset, and not something anyone reaches by accident.

P-O-W-E-R is worth completing on its own regardless. It turns both return lanes from 1,000 into 3,000, and it is where a lit extra ball is collected.

Bonus, and a simple game plan

End-of-ball bonus runs from 1,000 to 29,000 and multiplies up to 5X, so a fully built ball is worth 145,000. Bonus comes from collecting features for the first time, not from repeating shots — so spread your shots around, and get the multiplier up early so everything after counts for more.

Goals in Firepower

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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