Williams Electronics Firepower Instruction Booklet Download Page 1

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

http://www.firepowerpinball.com

Summary of Contents for Firepower

Page 1: ...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 s...

Page 2: ...h 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 S...

Page 3: ...h it set to MANUAL DOWN in Value left of Player I display is new setting For values see Table I and for pricing Table 2 4 Repeat steps 2 and 3 until all required adjustments have been made 5 Turn game...

Page 4: ...s 1 9 03 30 Number of Balls 03 or 05 9 03 31 1 6 Targets 9 03 00 Eject Holes lit singly no target memory 01 Eject Hole pair lit first time no target memory 02 Eject Holes lit singly targets on memory...

Page 5: ...erate but no credits are awarded 6 Functions 14 17 Replay Scores may be set to any multiple of 10 000 points Setting a function to zero disables the replay score point Always disable the Replay 4 leve...

Page 6: ...00 13 65 26 05 65 20 Cent 50 Cent 1 20 3 50 00 06 00 15 05 00 1 Franc 10 Franc 5 Franc 1 2F 3 5F only 8 10F only 04 01 16 06 02 00 25 Cent 1 25 4 1G 06 01 00 04 01 00 1 Guilder 1 25 5 1G 00 01 00 04 0...

Page 7: ...utton The LEDs should blink once 6 a After zeroing audit totals turn game OFF and ON to return to game over mode b After restoring factory settings turn game OFF and ON twice to return to game over mo...

Page 8: ...Left Eject Hole 05 Right Eject Hole 06 Upper Right Eject Hole 07 Left Ball Saver Kicker 08 Ball Ramp Thrower 09 Sound 10 Sound 11 Sound 12 Sound 13 Sound 14 Credit Knocker 15 Flash Lamps 16 Coin Locko...

Page 9: ...RN VIO 2P9 5 6P2 Q43 Type 89 Bulbs 16 Coin Lockout BRN GRY 2P9 6 7P1 18 7P2 4 Q45 SM 35 4000 DC 17 Top Left Jet Bumper BLU BRN 2P12 7 8P3 11 Q2 SG 23 850 DC 18 Bottom Left Jet Bumper BLU RED 2P12 4 8P...

Page 10: ...29 Top Centre Target 1000 30 Right Eject Hole 1000 10 000 31 Upper Top Right Standup 50 32 F Rollover 1000 33 I Rollover 1000 34 R Rollover 1000 35 E Rollover 1000 36 Upper Right Eject Hole 1000 10 00...

Page 11: ...RIGHT JET RIGHT EJECT ROLLOVER USED USED SWITCH BUMPER HOLE 5 WHT CENTRE LEFT 4 TOP CENTRE LOWER RIGHT FLIPPER LEFT EJECT NOT GRN COIN EJECT HOLE TARGET TARGET TOP RIGHT LANE CHANGE ROLLOVER USED SWI...

Page 12: ...RN x2 POWER BONUS TARGET EJECT HOLE FIREPOWER CAN PLAYER TARGETS ARROW ARROW BONUS PLAY UP 4 RED POWER RIGHT 7 000 3 2X TOP 3 4 YEL x2 INSIDE BONUS TARGET LEFT JET CAN PLAYER ROLLOVER ARROW BUMPER PLA...

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