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This booklet provides game operation, bookkeeping, game adjustment, and diagnostic procedures
for FIREPOWER. For installation and special maintenance information refer to the blue-covered
game manual. For detailed information refer to Williams Solid State Flipper Maintenance Manual.

SPECIAL CONSIDERATIONS WHEN REPLACING CIRCUIT BOARDS

CPU Board

1.
Revision level 6 CPU Boards (batteries located on lower right corner of board) or later
boards must be used.
2.
Must he equipped with green-labeled FIREPOWER PROMs, green-labeled game ROM and
green-labeled flipper ROMs.
3.
Jumper J4 must be connected and J3 removed.

Sound Board

1.
Model D 8224 required for speech.
2.
Must be jumpered for white-labeled sound ROM operation and be equipped with Sound
ROM 3. (Jumpers W2, W5, W7, W9, W10, and W15 connected; W3, W4, W6, W8, W11,
W12, and W13 removed)
Power Supply Board
1.
Fuse F4 (10A SB) for flipper solenoids must be installed.
Optional Speech Module
1.
Requires 5T4971 (IC7), 5T4972 (IC5), and ST4973 (IC6) speech ROMs.

GAME OPERATION

*Indicates adjustable features
Game Over Mode - Turn game ON; player scores show zero, high score to date* alternates with
player I score, player I up lamp flashes, game over lamp lights, all playfield lamps except for
credit lamp cycle in attract mode.
Credit Posting - Insert coin; knocker sounds, number of credits displayed. If maximum credits*
exceeded by coin or high score to date*, credits are posted correctly, coin lockout deenergized
until remaining credits are below maximum. No credits may be won and coins are rejected while
lockout is deenergized.
Game Start - Push credit button; start-up tune played, ball served, credit display reduced by one,
player I up lamp flashes until first scoring switch is made, ball in play shows 1. Pushing credit
button before ball 2 displayed allows additional players.
MULTI-BALL and LANE CHANGE are trademarks of Williams Electronics, Inc.
http://www.firepowerpinball.com
16P-497-103
Game No. 497
March, 1980

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Summary of Contents for Williams Electronics Firepower

  • Page 1 March, 1980 This booklet provides game operation, bookkeeping, game adjustment, and diagnostic procedures for FIREPOWER. For installation and special maintenance information refer to the blue-covered game manual. For detailed information refer to Williams Solid State Flipper Maintenance Manual. SPECIAL CONSIDERATIONS WHEN REPLACING CIRCUIT BOARDS...
  • Page 2 "F-l-R-E". "F-l-R-E" lamps rotate by actuating right flipper (LANE CHANGE™ feature). FIREPOWER - Making three POWER targets scores 10,000 and lites POWER insert, left and right inside rollovers, and *ball saver kicker ON. Liting FIRE and POWER inserts scores and advances FIREPOWER bonus (5,000 or lit values of 10, 30, and 50,000).
  • Page 3 http://www.firepowerpinball.com Operate the ADVANCE pushbutton to display each function on the ball in play display (see Table 1) and record each total from Player I display. (To reveiw a total that has been advanced past, set alternate-action switch to MANUAL-DOWN (in) and operate the ADVANCE pushbutton.) Calculate the following if desired: % Paid Credits = Function 04 Function 08...
  • Page 4 01 = Lit from "1-3" or "4-6" targets on same ball or spotting "1-6" lamps 02 = Lit from "1-6" lamps 03 = Lit from "1-6" Lamps or POWER targets FIREPOWER Bonus Lamps – 00 = No lamps lit initially, no lamp memory (extra conservative)
  • Page 5 http://www.firepowerpinball.com Notes: Functions 00- 11 cannot be changed from the coin door; however, Functions 01-11 can be set to zero as described on page 7. Total Credits (Function 08) is the sum of Function 04 and as applicable, Functions 05, 06, and 07. Total Extra Balls (Function 09) is the sum of the game extra ball feature and Functions 15 and 06, as applicable.
  • Page 6 http://www.firepowerpinball.com...
  • Page 7 http://www.firepowerpinball.com RESETTING AUDIT TOTALS AND ADJUSTMENTS; INITIATING AUTO-CYCLE MODE In game over mode, set the alternate-action switch to MANUAL-DOWN (in) and momentarily depress the ADVANCE pushbutton. All displays should go blank. Remove the backglass and unlatch and open the insert door. Set all switches on the MASTER COMMAND slide switch to OFF (move to the right).
  • Page 8 http://www.firepowerpinball.com SOL. DESCRIPTION Ball Release Not Used Not Used Left Eject Hole Right Eject Hole Upper Right Eject Hole Left Ball Saver Kicker Ball Ramp Thrower Sound Sound Sound Sound Sound Credit Knocker Flash Lamps Coin Lockout Top Left Jet Bumper Bottom Left Jet Bumper Top Right Jet Bumper Bottom Right Jet Bumper...
  • Page 9 http://www.firepowerpinball.com Table 3. Solenoid Connections SOL. WIRE DRIVER SOLENOID FUNCTION COLOR CONNECTIONS TRANS. PART NO. Ball Release GRY-BRN 2P11-4, 8P3-17 SA-23-850-DC Not Used GRY-RED 2P11-5, 8P3-18 — Not Used GRY-ORN 2P11-7, 8P3-19 — Left Eject Hole GRY-YEL 2P11-8, 8P3-20 SG-23-850-DC Right Eject Hole GRY-GRN 2P11-9, 8P3-21...
  • Page 10 http://www.firepowerpinball.com SWITCH FUCTION (SCORE) Plumb Bob Tilt Ball Roll Tilt Credit Button Right Coin Switch Centre Coin Switch Left Coin Switch Slam Tilt High Score Reset Outhole Left Outside Rollover (1000) Left Inside Rollover (1000/3000) Left Kicker (10) Left Eject Hole (1000/10,000) Upper Middle Left Standup (50) Spinner (100/1000) Top Left Standup (50)
  • Page 11 http://www.firepowerpinball.com...
  • Page 12 http://www.firepowerpinball.com...

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