Firepower

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

Open Firepower in the Pinball Genie app →

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.

How Firepower plays

Firepower is a quick military-themed shooter and the machine that first put three balls on the glass at once. Sweep the centre stand-ups to arm the Shield, the eject holes and the spinner, finish the F-I-R-E rollovers and, on the same ball, the P-O-W-E-R bank, then load all three holes for the release.

The loop

  1. Sweep either centre stand-up bank to relight the Shield, and clear both banks to arm two of the three eject holes plus the spinner.
  2. Rotate the F-I-R-E rollovers with the right flipper to finish the word and push your bonus multiplier a step higher.
  3. Close the P-O-W-E-R bank off the left flipper to triple both return lanes for the rest of the ball and, at top multiplier, to arm the extra ball.
  4. Drop a ball into each lit hole to spring all three at once, then use the crowded glass to close both lettered banks on one ball for the Firepower Bonus.

Reading the lights

  • F-I-R-E Rollover Lanes (lanes) — lit: A lit rollover up top is an F-I-R-E letter already banked; the dark ones are what you still owe, and on stock settings the whole word plus its multiplier reset at the start of each ball. · then: Steer the missing letters under the ball to finish the word, which bumps the bonus multiplier to 2X, then 3X, 4X and 5X. One more completion once you are at 5X arms the extra ball for collecting over on the right-hand stand-ups. · control: Right flipper button: each press of the right flipper button shuffles the lit rollovers one lane toward the right, so you can park a letter you still need under whichever lane the ball is dropping through (as the ball rolls back down through the four top lanes after a full plunge or a spinner-lane shot)
  • P-O-W-E-R Stand-Ups (letters) — lit: A lit letter on the bank above the right slingshot is one you have already knocked down; the unlit ones are all that stand between you and a finished word. · then: Sweep the bank from the left flipper to light the POWER insert, which turns both return lanes from small change into three-thousand each until you drain. This is also the spot where a lit extra ball is cashed once F-I-R-E has armed it at 5X.
  • Centre Stand-Ups (status) — lit: These six pay their value struck lit or dark, so they never waste a shot; what you are watching is not the individual lamps but whether a whole bank has been swept, because sweeping is what arms the rest of the machine. · then: Clear one bank and the Shield relights at the left outlane. Clear both and two eject holes plus the spinner come on, and a couple of jet bumpers jump to full value; go around a second time to arm the last hole and the remaining bumpers. When nothing else is on, this is your default shot.
  • The Three Eject Holes (status) — lit: A lit hole is worth ten-thousand and swallows the ball to hold it for the release; a dark one pays a token amount and spits it straight back at you. · then: Take the left and lower-right holes head-on, but the top-right one cannot be reached from below -- the sole entry is a sharp rip up the left spinner lane, which swings over the top and drops in from behind. Fill all three lit holes and every ball springs loose at once.
  • The Shield (status) — lit: Lit, the left-outlane kickback is armed and boots any ball that heads down that side back into play; the instant it fires it goes dark and stops saving you. · then: Treat relighting it as the first thing you do after it kicks -- a single centre bank does it whether those targets were fresh or already collected -- because a dark Shield turns that outlane from a free return into a straight drain.

Lane change: the flipper buttons move the lit lane. The right flipper button walks the lit F-I-R-E rollovers one lane rightward on every press. Line the letters you are missing up with the lanes the ball is diving through on its way down, finish the word, and the bonus multiplier climbs a step to a 5X ceiling; the very next completion after 5X arms the extra ball at P-O-W-E-R.

Start scoring

Does Firepower have an action button?

No action button on a 1980 machine — two flipper buttons and a manual plunger cover everything. The right flipper button rotates the lit F-I-R-E lanes, and leaning on it is the one bit of extra control you have.

Goals in Firepower

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

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.