
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.
16P-497-103
Game No. 497
March, 1980