Bonus Advance - "F-l-R-E" rollovers when not lit, flashing "1-6" targets, left and right inside rollovers (3
advances when lit), and left and right outside rollovers. Bonus multiplier advanced and FIRE insert lit by
spotting "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). Outlane Special lit when *30, or 50,000 bonus collected.
"1-6" Targets - *Making "1-3" or "4-6" or same ball lights ball saver kicker ON. Spotting "1-6" lights ball
saver kicker ON*, flashes two eject holes, lights spinner, and alternately lights two jet bumpers; ad justable
to flash eject holes one at a time (always one at a time once MULTI-BALL play is achieved). Spotting "1-6"
twice on the same ball lights all jet bumpers.
Eject Holes - Making eject hole when flashing locks up ball and new ball released per following order: from
ball ramp, flashing eject hole, unlit eject hole. Locking up all balls in eject holes initiates MULTI-BALL
play. To minimize multiple player interaction, lit and flashing eject holes are reallocated from ball to ball as
required: Dashing lamp to empty eject hole if possible; lit lamp to occupied eject hole if possible.
Extra Ball - Maximum of two Extra Balls per ball. Lighting *5x or making"F-I-R-E" with 5x lit lights center
POWER target for Extra Ball. Making target when lit awards Extra Ball.
Tilts - Ball in play tilted on first closure of Playfield and Ball Roll tilts and third* closure of Plumb Bob.
Slam Tilt returns game to game over.
Memory - "F-l-R-E" lanes, FIRE insert, POWER Target lamps, POWER insert, *FIREPOWER bonus lamps,
*lit target arrows, eject hole lamps.
End of Game - Match Digits* appears in ball in play display, *credit awarded for match. Exceeding high
score to date awards *three credits. Match, High Score to Date, and Game Over sounds made as appropriate.
Balls released from eject holes and are placed on ball ramp before new game can be started.
With optional Speech Module, the following phrases are produced during game play:
BOOKKEEPING AND EVALUATION TOTALS
(Functions 01-12)
1. In game over mode, set alternate-action switch to AUTO- UP (out) and depress ADVANCE pushbutton. Test
04 is indicated in number of credits display, Function 00 in ball in play display, and game identification in
Player 1 display.
2
ACHIEVEMENT
Game start, collecting FIREPOWER bonus
Making "F-l-R-E"
Lighting POWER
Spotting "1-6" lamps
MULTI-BALL play
Winning Extra Ball
Making Special
Tilt
High Score to Date
PHRASE
FIREPOWER.
FIRE.
POWER.
Enemy destroyed.
Fire 1, 2, 3.
You won one mission.
Mission accomplished.
You are destroyed.
FIREPOWER mission accomplished.
You destroyed FIREPOWER.
Enemy destroyed you.
Mission 213 accomplished.
You are enemy.
Enemy fire destroyed you.
Fire destroyed you.
Mission destroyed you.
Enemy power won.
You destroyed enemy mission.
Enemy mission.
You won, FIREPOWER destroyed.
FIREPOWER destroyed.
Game Over Random Phrase
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