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JLP Pinball Cards

Firepower

Williams 1980
Strategy updated: June 22nd, 2026

Some copies of this machine have drop targets instead of stand-up targets for the 1 2 3 4 5 6 bank targets, rules remain the same.

Strategy

Shoot the 6 center stand-up targets (1 2 3 4 5 6) to light them solid, bank completion lights spinner on left orbit. Rip spinner. Completing 1 2 3 4 5 6 targets again lights all three ball locks, lock balls in all three saucers to start MB. Complete F I R E top lanes as you play to advance bonus X.

Skill Shot

Plunge any unlit lane for 1,000 points and a bonus advance.

Ruleset

❗️Tilt resets locks and multiplier progress

Complete stand-up target banks 1 2 3 & 4 5 6 to light spinner, rip spinner.

  • First complete also lights two of the three lock ball saucers

Complete 6 stand-up targets again to light the third lock saucer, lock all three balls to start MB.

  • Each locks saucer awards 10K when lit

  • During MB, play is as in single ball play, use the MB to complete FIRE lanes, POWER targets, and rip spinner

Bonus X: Complete F I R E in top lanes to advance bonus X. After 5X, extra ball will be lit at center power stand-up bank on the right side.

  • Max base bonus is 29K

FIRE POWER banks: Complete both FIRE top lanes and POWER stand-up bank to increase the center stand-up target below the top lanes (10K, 30K, and 50K for third and subsequent completions)

Kickback: on left outlane can be relit by completing either 1 2 3 or 4 5 6 targets. In competition mode this requires all six targets to light.

firepower.jpeg playfield