Page 7 - Firepower II

Basic HTML Version

Game Operation
Game Over Mode-Turn game ON; player 1 score
shows 00; all player scores alternate the high score to
dote, Game Over lamp lights. Ali playfield lamps
cycle In attract mode.
Credit Posting-Insert coins; sound produced, number
of credits displayed. If maximum credits· exceeded
by coin or high score to dote, credits posted correctly
and coin lockout de-energizes until remaining credits
are below maximum. No credits may be won and
coins are rejected while the coin lockout is de-
energized.
Game Start-Push credit button; start-up tune played,
boll served, credit display reduced by one player 1
up flashes until first scoring switch is mode, boll In
ploy shows 1. Pushing credit button before boll 2 Is
displayed allows additional players.
Bonus-Bonus Is advanced (from 1,000 to 99,000)once
by making A-B-C-D lones, and for F-I-R-E-P-O-W-E-R
targets when not lit, and three times for flipper return
lanes when lit. Completing orbit shot scores 5,000 and
three advances, or 10,000and ten advances when lit
for bonus holdpver. Lighting A-B-C-D advances bonus
multipliers (2x, 3x and 5x), and scores 25,000 points
with 5x lit. Operating right flipper (Lone Change fea-
ture) alternates lit lanes.
Orbit Shot-Entering spinner lone and exiting orbit out
gate completes orbit shot. Lighting F-I-R,E-P-O,or W-E-
R lights individual jet bumpers for 1,000 points and
Orbit shot' arrow for ten seconds to award bonus
holdover. Completing Orbit with bonus holdover
arrow lit awards bonus memory for next boll. If bonus
holdover has been awarded, Orbit scores 25,000
points,
,.
F-I-R-E-P-O-W-E-R-CompletingF-I-R-E-P-O-W-E-R:
• Lights one flipper return lane and spinner the first
time
• Lightsother flipper return lane the second time
• LightsRampShotfor ExtraBall the third time
• Lights FIREPOWERand one drain Special the fourth
time
• AwardsFIREPOWERspecial the fifth time
• Scores50,000points the sixth and succeeding times
DrainSpecialswill alternate by hitting kickers .
Ramp Shot-Completing Romp Shot scores 5,000 or lit
value (mystery or extra boil). Making right flipper
return lone when lit lights romp shot for Mystery volue"
(20,000t099,OOO)for seven seconds.
Multi-Bail-Making eject hole· scores 5,000 or lit
value, and advances lit value, locks boll, and another
boll Is put Into play. Hitting release target· scores
10
25,000 or lit value, advances lit value, and initiates
two ball Multi-Boll. All scoring during Multi-Boll dou-
bles except for the eject hole which scores 5,000 and •
ejects boll.
Endof Game-If bonus holdover Is lit at end of lost ball
the bonus and multipliers will score. Then some
amount of bonus will score without multipliers to
award bonus holdover. Match Digits· appear In boll
in play display, creotr' awarded for match. Exceed-
ing High Score to Date awards three· credits. Match,
High Score to Dote, and Game Over sound mode as
appropriate.
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Bookkeeping and
Game Evaluation
(Functions01-17)
1. Set AUTO-UP/MANUAL-DOWNswitch to AUTO-UP
and depress ADVANCEpushbutton. Test 04 is indi-
cated in the credits display, Function 00 in Match
display, and Game Identification In Player 1 dis-
play.
2. Operate the ADVANCEpushbutton to display Func- •
tlons 01 thru 04 on the Match display (See Table 1)
and record the corresponding totals (number of
coins and total paid credits) from the Player 1
display. (To review a total that has been advanced
post, set switch to MANUAL-DOWNand operate the
ADVANCEpushbutton).
3, Operate the ADVANCEpushbutton to display Func-
tions 05, 06, and 07 In the Match display and
record the corresponding free credit totals from
the Player 1display.
4. Operate the ADVANCEpushbutton to display Func-
tion 08 in the Match display. Total credits is indi-
cated in the Player 1 display, total free credits in
the Player 2 display, and percentage of free
credits In the Player 4 display.
5. Operate the ADVANCEpushbutton to display Func- .
tion 09 thru 12 in the Match display and record the
corresponding totals from the Player 1display.
·'ndicates game program adjustable features.
Lane Change and
Multl·Ball
are trademarks of Wil-
liams Electronics,Inc.