Firepower

Author ready
Completion100%

Williams1980SYSTEM-6williams.firepower.1980 Updated 2026-09-25 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
frpwr_l6

10 ROM sets resolve to this machine. Clones share the definition unless a hardware difference is listed.

Controller platform
pinmame.system-6

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays
  • Player 1 score, six digits6 digits
  • Player 2 score, six digits6 digits
  • Player 3 score, six digits6 digits
  • Player 4 score, six digits6 digits
  • Credit display, two digits (master display left pair, strobes 15-16)2 digits
  • Ball in play and match display, two digits (master display right pair, strobes 7-8)2 digits
Address space
Switches
-7–88 (77)
Solenoids
1–48 (27)
Lamps
1–64 (64)
DIP
1–24 (18)
Cabinet & flipper inputs
82flipper.lower.right.button84flipper.lower.left.button1cabinet.tilt2cabinet.tilt3cabinet.start4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.slam-tilt

Portable roles — the consuming engine maps them to its own input actions.

Playfield

Where each address physically sits. The switch and lamp maps below show the electrical layout — this shows the same devices as the player sees them.

Playfield map

110 placements · 12 stacked · normalised player view · outline is nominal

29 Outhole · 1 Ball Release210 Left Outside Rollover · 7 Left Ball Saver Kicker11 Left Inside Rollover212 Left Kicker · 22 Left Kicker213 Left Eject Hole · 4 Left Eject Hole14 Upper Middle Left Standup15 Spinner16 Top Left Standup17 "1" Target18 "2" Target19 "3" Target21 "4" Target22 "5" Target23 "6" Target325 Bottom Left Jet Bumper · 18 Bottom Left Jet Bumper · 47 Bottom Left Jet Bumper326 Top Left Jet Bumper · 17 Top Left Jet Bumper · 44 Top Left Jet Bumper327 Top Right Jet Bumper · 19 Top Right Jet Bumper · 45 Top Right Jet Bumper328 Bottom Right Jet Bumper · 20 Bottom Right Jet Bumper · 46 Bottom Right Jet Bumper29 Top Center Target230 Right Eject Hole · 5 Right Eject Hole31 Upper Top Right Standup32 "F" Rollover33 "I" Rollover34 "R" Rollover35 "E" Rollover236 Upper Right Eject Hole · 6 Upper Right Eject Hole37 Lower Top Right Standup38 Middle Right Standup39 Top "POWER" Target40 Middle "POWER" Target41 Bottom "POWER" Target242 Right Kicker · 21 Right Kicker43 Right Inside Rollover44 Right Outside Rollover245 Right Flipper Lane Change Switch · 38 4X46 Ball Shooter47 Playfield Tilt48 Lower Right Standup49 Center Middle Left Standup50 Lower Middle Left Standup51 Left Ball Ramp53 Left Eject Rollover54 Right Eject Rollover57 Right Ball Ramp58 Center Ball Ramp8 Ball Ramp Thrower15 Flash Lamps15 Flash Lamps1 Same Player Shoots Again (Playfield)2 Ball Saver Kicker On3 FIRE3 FIRE4 POWER4 POWER5 "F"6 "I"7 "R"8 "E"9 Top POWER Target10 Center POWER Target11 Bottom POWER Target12 Right Inside Rollover13 Left Inside Rollover14 1,000 Bonus15 2,000 Bonus16 3,000 Bonus17 4,000 Bonus18 5,000 Bonus19 6,000 Bonus20 7,000 Bonus21 8,000 Bonus22 9,000 Bonus24 10,000 Bonus25 20,000 Bonus26 "1" Target Arrow27 "2" Target Arrow28 "3" Target Arrow29 "4" Target Arrow30 "5" Target Arrow31 "6" Target Arrow32 Spinner 1,000 When Lit33 Left Eject Hole Arrow34 Right Eject Hole Arrow35 Upper Right Eject Hole Arrow36 2X37 3X39 5X40 Extra Ball When Lit41 10,000 FIREPOWER Bonus42 30,000 FIREPOWER Bonus43 50,000 FIREPOWER Bonus48 Left Special49 Right Special56 Credits (Playfield)

Hover a marker to identify it, or click to keep it selected. Numbered markers are several devices in one spot — clicking lists them.

Show
Marker shape
  • emitterlights the playfield53
  • sensorsenses the ball45
  • effectmoves the ball12
  • nStackseveral devices in one spot12
107 devices shown

Not on the playfield36 cabinet or service, 18 dip switch, 14 unused, 12 virtual, 5 internal nonvisual — declared rather than missing.

Coverage

Author ready

Full semantic I/O, mechanisms, variants, wiring and recreation notes passed the completeness validator.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated

Switches

The addresses PinMAME reports as closed. Numbers are the public API values, not matrix hardware pins.

69 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
Hover or tap an address to identify it.

Outside the matrix-7, -6, -5, -4, -3 — dedicated, diagnostic or flipper-column addresses. See the table below.

69 shown
# Name Device ID Role Wiring Evidence
-7
Advance
Button
switch.advance
service.advance
validated
-6
Auto-Up / Manual-Down
Other
switch.auto-up-manual-down
service.auto-manual
validated
-5
CPU Diagnostic
Button
switch.cpu-diagnostic
service.cpu-diagnostic
validated
-4
Sound Diagnostic
Button
switch.sound-diagnostic
service.sound-diagnostic
validated
-3
Master Command Enter
Button
switch.master-command-enter
service.master-command-enter
validated
1
Plumb Bob Tilt
Tilt
switch.plumb-bob-tilt
cabinet.tilt
2J2-9, 7P1-19GRN-BRN
2J3-9, 7P1-21WHT-BRN
Williams System 6 driver board
validated
2
Ball Roll Tilt
Tilt
switch.ball-roll-tilt
cabinet.tilt
2J2-9, 7P1-19GRN-BRN
2J3-8, 7P1-22WHT-RED
Williams System 6 driver board
validated
3
Credit Button
Button
switch.credit-button
cabinet.start
2J2-9, 7P1-19GRN-BRN
2J3-7, 7P1-23WHT-ORN
Williams System 6 driver board
validated
4
Right Coin Switch
switch.right-coin-switch
cabinet.coin
2J2-9, 7P1-19GRN-BRN
2J3-6, 7P1-24WHT-YEL
Williams System 6 driver board
validated
5
Center Coin Switch
switch.center-coin-switch
cabinet.coin
2J2-9, 7P1-19GRN-BRN
2J3-5, 7P1-25WHT-GRN
Williams System 6 driver board
validated
6
Left Coin Switch
switch.left-coin-switch
cabinet.coin
2J2-9, 7P1-19GRN-BRN
2J3-4, 7P1-26WHT-BLU
Williams System 6 driver board
validated
7
Slam Tilt
Tilt
switch.slam-tilt
cabinet.slam-tilt
2J2-9, 7P1-19GRN-BRN
2J3-3, 7P1-27WHT-VIO
Williams System 6 driver board
validated
8
High Score Reset
Button
switch.high-score-reset
service.high-score-reset
2J2-9, 7P1-19GRN-BRN
2J3-1, 7P1-28WHT-GRY
Williams System 6 driver board
validated
9
Outhole
switch.outhole
2J2-8, 8P1-1GRN-RED
2J3-9, 8P1-8WHT-BRN
Williams System 6 driver board
validated
10
Left Outside Rollover
switch.left-outside-rollover
2J2-8, 8P1-1GRN-RED
2J3-8, 8P1-9WHT-RED
Williams System 6 driver board
validated
11
Left Inside Rollover
switch.left-inside-rollover
2J2-8, 8P1-1GRN-RED
2J3-7, 8P1-10WHT-ORN
Williams System 6 driver board
validated
12
Left Kicker
switch.left-kicker
2J2-8, 8P1-1GRN-RED
2J3-6, 8P1-11WHT-YEL
Williams System 6 driver board
validated
13
Left Eject Hole
switch.left-eject-hole
2J2-8, 8P1-1GRN-RED
2J3-5, 8P1-12WHT-GRN
Williams System 6 driver board
validated
14
Upper Middle Left Standup
switch.upper-middle-left-standup
2J2-8, 8P1-1GRN-RED
2J3-4, 8P1-13WHT-BLU
Williams System 6 driver board
validated
15
Spinner
switch.spinner
2J2-8, 8P1-1GRN-RED
2J3-3, 8P1-14WHT-VIO
Williams System 6 driver board
validated
16
Top Left Standup
switch.top-left-standup
2J2-8, 8P1-1GRN-RED
2J3-1, 8P1-15WHT-GRY
Williams System 6 driver board
validated
17
"1" Target
switch.1-target
2J2-7, 8P1-2GRN-ORN
2J3-9, 8P1-8WHT-BRN
Williams System 6 driver board
validated
18
"2" Target
switch.2-target
2J2-7, 8P1-2GRN-ORN
2J3-8, 8P1-9WHT-RED
Williams System 6 driver board
validated
19
"3" Target
switch.3-target
2J2-7, 8P1-2GRN-ORN
2J3-7, 8P1-10WHT-ORN
Williams System 6 driver board
validated
20
Not Used (matrix column 3 row 4)
switch.not-used-20
validated
21
"4" Target
switch.4-target
2J2-7, 8P1-2GRN-ORN
2J3-5, 8P1-12WHT-GRN
Williams System 6 driver board
validated
22
"5" Target
switch.5-target
2J2-7, 8P1-2GRN-ORN
2J3-4, 8P1-13WHT-BLU
Williams System 6 driver board
validated
23
"6" Target
switch.6-target
2J2-7, 8P1-2GRN-ORN
2J3-3, 8P1-14WHT-VIO
Williams System 6 driver board
validated
24
Not Used (matrix column 3 row 8)
switch.not-used-24
validated
25
Bottom Left Jet Bumper
switch.bottom-left-jet-bumper
2J2-6, 8P1-3GRN-YEL
2J3-9, 8P1-8WHT-BRN
Williams System 6 driver board
validated
26
Top Left Jet Bumper
switch.top-left-jet-bumper
2J2-6, 8P1-3GRN-YEL
2J3-8, 8P1-9WHT-RED
Williams System 6 driver board
validated
27
Top Right Jet Bumper
switch.top-right-jet-bumper
2J2-6, 8P1-3GRN-YEL
2J3-7, 8P1-10WHT-ORN
Williams System 6 driver board
validated
28
Bottom Right Jet Bumper
switch.bottom-right-jet-bumper
2J2-6, 8P1-3GRN-YEL
2J3-6, 8P1-11WHT-YEL
Williams System 6 driver board
validated
29
Top Center Target
switch.top-center-target
2J2-6, 8P1-3GRN-YEL
2J3-5, 8P1-12WHT-GRN
Williams System 6 driver board
validated
30
Right Eject Hole
switch.right-eject-hole
2J2-6, 8P1-3GRN-YEL
2J3-4, 8P1-13WHT-BLU
Williams System 6 driver board
validated
31
Upper Top Right Standup
switch.upper-top-right-standup
2J2-6, 8P1-3GRN-YEL
2J3-3, 8P1-14WHT-VIO
Williams System 6 driver board
validated
32
"F" Rollover
switch.f-rollover
2J2-6, 8P1-3GRN-YEL
2J3-1, 8P1-15WHT-GRY
Williams System 6 driver board
validated
33
"I" Rollover
switch.i-rollover
2J2-5, 8P1-4GRN-BLK
2J3-9, 8P1-8WHT-BRN
Williams System 6 driver board
validated
34
"R" Rollover
switch.r-rollover
2J2-5, 8P1-4GRN-BLK
2J3-8, 8P1-9WHT-RED
Williams System 6 driver board
validated
35
"E" Rollover
switch.e-rollover
2J2-5, 8P1-4GRN-BLK
2J3-7, 8P1-10WHT-ORN
Williams System 6 driver board
validated
36
Upper Right Eject Hole
switch.upper-right-eject-hole
2J2-5, 8P1-4GRN-BLK
2J3-6, 8P1-11WHT-YEL
Williams System 6 driver board
validated
37
Lower Top Right Standup
switch.lower-top-right-standup
2J2-5, 8P1-4GRN-BLK
2J3-5, 8P1-12WHT-GRN
Williams System 6 driver board
validated
38
Middle Right Standup
switch.middle-right-standup
2J2-5, 8P1-4GRN-BLK
2J3-4, 8P1-13WHT-BLU
Williams System 6 driver board
validated
39
Top "POWER" Target
switch.top-power-target
2J2-5, 8P1-4GRN-BLK
2J3-3, 8P1-14WHT-VIO
Williams System 6 driver board
validated
40
Middle "POWER" Target
switch.middle-power-target
2J2-5, 8P1-4GRN-BLK
2J3-1, 8P1-15WHT-GRY
Williams System 6 driver board
validated
41
Bottom "POWER" Target
switch.bottom-power-target
2J2-3, 8P1-5GRN-BLU
2J3-9, 8P1-8WHT-BRN
Williams System 6 driver board
validated
42
Right Kicker
switch.right-kicker
2J2-3, 8P1-5GRN-BLU
2J3-8, 8P1-9WHT-RED
Williams System 6 driver board
validated
43
Right Inside Rollover
switch.right-inside-rollover
2J2-3, 8P1-5GRN-BLU
2J3-7, 8P1-10WHT-ORN
Williams System 6 driver board
validated
44
Right Outside Rollover
switch.right-outside-rollover
2J2-3, 8P1-5GRN-BLU
2J3-6, 8P1-11WHT-YEL
Williams System 6 driver board
validated
45
Right Flipper Lane Change Switch
switch.right-flipper-lane-change-switch
2J2-3, 8P1-5GRN-BLU
2J3-5, 8P1-12WHT-GRN
Williams System 6 driver board
validated
46
Ball Shooter
switch.ball-shooter
2J2-3, 8P1-5GRN-BLU
2J3-4, 8P1-13WHT-BLU
Williams System 6 driver board
validated
47
Playfield Tilt
Tilt
switch.playfield-tilt
2J2-3, 8P1-5GRN-BLU
2J3-3, 8P1-14WHT-VIO
Williams System 6 driver board
validated
48
Lower Right Standup
switch.lower-right-standup
2J2-3, 8P1-5GRN-BLU
2J3-1, 8P1-15WHT-GRY
Williams System 6 driver board
validated
49
Center Middle Left Standup
switch.center-middle-left-standup
2J2-2, 8P1-6GRN-VIO
2J3-9, 8P1-8WHT-BRN
Williams System 6 driver board
validated
50
Lower Middle Left Standup
switch.lower-middle-left-standup
2J2-2, 8P1-6GRN-VIO
2J3-8, 8P1-9WHT-RED
Williams System 6 driver board
validated
51
Left Ball Ramp
switch.left-ball-ramp
2J2-2, 8P1-6GRN-VIO
2J3-7, 8P1-10WHT-ORN
Williams System 6 driver board
validated
52
Not Used (matrix column 7 row 4)
switch.not-used-52
validated
53
Left Eject Rollover
switch.left-eject-rollover
2J2-2, 8P1-6GRN-VIO
2J3-5, 8P1-12WHT-GRN
Williams System 6 driver board
validated
54
Right Eject Rollover
switch.right-eject-rollover
2J2-2, 8P1-6GRN-VIO
2J3-4, 8P1-13WHT-BLU
Williams System 6 driver board
validated
55
Not Used (matrix column 7 row 7)
switch.not-used-55
validated
56
Not Used (matrix column 7 row 8)
switch.not-used-56
validated
57
Right Ball Ramp
switch.right-ball-ramp
2J2-1, 8P1-7GRN-GRY
2J3-9, 8P1-8WHT-BRN
Williams System 6 driver board
validated
58
Center Ball Ramp
switch.center-ball-ramp
2J2-1, 8P1-7GRN-GRY
2J3-8, 8P1-9WHT-RED
Williams System 6 driver board
validated
59
Not Used (matrix column 8 row 3)
switch.not-used-59
validated
60
Not Used (matrix column 8 row 4)
switch.not-used-60
validated
61
Not Used (matrix column 8 row 5)
switch.not-used-61
validated
62
Not Used (matrix column 8 row 6)
switch.not-used-62
validated
63
Not Used (matrix column 8 row 7)
switch.not-used-63
validated
64
Not Used (matrix column 8 row 8)
switch.not-used-64
validated

Controlled devices

Everything the ROM can energise, grouped the way a table author builds it.

Coils, magnets & motors

17
17 shown
# Name Device ID Kind Role Wiring Evidence
1
Ball Release
coil.ball-release Coil
Q15
Williams System 6 driver board
validated
2
Left Drop Target Reset (Not Used)
coil.left-drop-target-reset-not-used Coil
Q17
Williams System 6 driver board
validated
3
Right Drop Target Reset (Not Used)
coil.right-drop-target-reset-not-used Coil
Q19
Williams System 6 driver board
validated
4
Left Eject Hole
coil.left-eject-hole Coil
Q21
Williams System 6 driver board
validated
5
Right Eject Hole
coil.right-eject-hole Coil
Q23
Williams System 6 driver board
validated
6
Upper Right Eject Hole
coil.upper-right-eject-hole Coil
Q25
Williams System 6 driver board
validated
7
Left Ball Saver Kicker
coil.left-ball-saver-kicker Coil
Q27
Williams System 6 driver board
validated
8
Ball Ramp Thrower
coil.ball-ramp-thrower Coil
Q29
Williams System 6 driver board
validated
14
Credit Knocker
coil.credit-knocker Coil
cabinet.knocker
Q41
Williams System 6 driver board
validated
16
Coin Lockout
coil.coin-lockout Coil
cabinet.coin-lockout
Q45
Williams System 6 driver board
validated
17
Top Left Jet Bumper
coil.top-left-jet-bumper Coil
Q2ORN-BRN
Williams System 6 driver board
validated
18
Bottom Left Jet Bumper
coil.bottom-left-jet-bumper Coil
Q4ORN-RED
Williams System 6 driver board
validated
19
Top Right Jet Bumper
coil.top-right-jet-bumper Coil
Q6ORN-BLK
Williams System 6 driver board
validated
20
Bottom Right Jet Bumper
coil.bottom-right-jet-bumper Coil
Q8ORN-YEL
Williams System 6 driver board
validated
21
Right Kicker
coil.right-kicker Coil
Q10ORN-GRN
Williams System 6 driver board
validated
22
Left Kicker
coil.left-kicker Coil
Q12ORN-BLU
Williams System 6 driver board
validated
23
Game On (Flipper Relay and Special Solenoid Enable)
relay.game-on-flipper-enable Relay
cabinet.flipper-enable-relay
Williams System 6 driver board
validated

Flashers

1
1 shown
# Name Device ID Wiring Evidence
15
Flash Lamps
flasher.flash-lamps
Q43
Williams System 6 driver board
validated

Lamps

64

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
1
Same Player Shoots Again (Playfield)
lamp.same-player-shoots-again-playfield-1
Williams System 6 driver board
validated
2
Ball Saver Kicker On
lamp.ball-saver-kicker-on-2
Williams System 6 driver board
validated
3
FIRE
lamp.fire-3
Williams System 6 driver board
validated
4
POWER
lamp.power-4
Williams System 6 driver board
validated
5
"F"
lamp.f-5
Williams System 6 driver board
validated
6
"I"
lamp.i-6
Williams System 6 driver board
validated
7
"R"
lamp.r-7
Williams System 6 driver board
validated
8
"E"
lamp.e-8
Williams System 6 driver board
validated
9
Top POWER Target
lamp.top-power-target-9
Williams System 6 driver board
validated
10
Center POWER Target
lamp.center-power-target-10
Williams System 6 driver board
validated
11
Bottom POWER Target
lamp.bottom-power-target-11
Williams System 6 driver board
validated
12
Right Inside Rollover
lamp.right-inside-rollover-12
Williams System 6 driver board
validated
13
Left Inside Rollover
lamp.left-inside-rollover-13
Williams System 6 driver board
validated
14
1,000 Bonus
lamp.1-000-bonus-14
Williams System 6 driver board
validated
15
2,000 Bonus
lamp.2-000-bonus-15
Williams System 6 driver board
validated
16
3,000 Bonus
lamp.3-000-bonus-16
Williams System 6 driver board
validated
17
4,000 Bonus
lamp.4-000-bonus-17
Williams System 6 driver board
validated
18
5,000 Bonus
lamp.5-000-bonus-18
Williams System 6 driver board
validated
19
6,000 Bonus
lamp.6-000-bonus-19
Williams System 6 driver board
validated
20
7,000 Bonus
lamp.7-000-bonus-20
Williams System 6 driver board
validated
21
8,000 Bonus
lamp.8-000-bonus-21
Williams System 6 driver board
validated
22
9,000 Bonus
lamp.9-000-bonus-22
Williams System 6 driver board
validated
23
Not Used (lamp matrix column 3 row 7)
lamp.not-used-23
validated
24
10,000 Bonus
lamp.10-000-bonus-24
Williams System 6 driver board
validated
25
20,000 Bonus
lamp.20-000-bonus-25
Williams System 6 driver board
validated
26
"1" Target Arrow
lamp.1-target-arrow-26
Williams System 6 driver board
validated
27
"2" Target Arrow
lamp.2-target-arrow-27
Williams System 6 driver board
validated
28
"3" Target Arrow
lamp.3-target-arrow-28
Williams System 6 driver board
validated
29
"4" Target Arrow
lamp.4-target-arrow-29
Williams System 6 driver board
validated
30
"5" Target Arrow
lamp.5-target-arrow-30
Williams System 6 driver board
validated
31
"6" Target Arrow
lamp.6-target-arrow-31
Williams System 6 driver board
validated
32
Spinner 1,000 When Lit
lamp.spinner-1-000-when-lit-32
Williams System 6 driver board
validated
33
Left Eject Hole Arrow
lamp.left-eject-hole-arrow-33
Williams System 6 driver board
validated
34
Right Eject Hole Arrow
lamp.right-eject-hole-arrow-34
Williams System 6 driver board
validated
35
Upper Right Eject Hole Arrow
lamp.upper-right-eject-hole-arrow-35
Williams System 6 driver board
validated
36
2X
lamp.2x-36
Williams System 6 driver board
validated
37
3X
lamp.3x-37
Williams System 6 driver board
validated
38
4X
lamp.4x-38
Williams System 6 driver board
validated
39
5X
lamp.5x-39
Williams System 6 driver board
validated
40
Extra Ball When Lit
lamp.extra-ball-when-lit-40
Williams System 6 driver board
validated
41
10,000 FIREPOWER Bonus
lamp.10-000-firepower-bonus-41
Williams System 6 driver board
validated
42
30,000 FIREPOWER Bonus
lamp.30-000-firepower-bonus-42
Williams System 6 driver board
validated
43
50,000 FIREPOWER Bonus
lamp.50-000-firepower-bonus-43
Williams System 6 driver board
validated
44
Top Left Jet Bumper
lamp.top-left-jet-bumper-44
Williams System 6 driver board
validated
45
Top Right Jet Bumper
lamp.top-right-jet-bumper-45
Williams System 6 driver board
validated
46
Bottom Right Jet Bumper
lamp.bottom-right-jet-bumper-46
Williams System 6 driver board
validated
47
Bottom Left Jet Bumper
lamp.bottom-left-jet-bumper-47
Williams System 6 driver board
validated
48
Left Special
lamp.left-special-48
Williams System 6 driver board
validated
49
Right Special
lamp.right-special-49
Williams System 6 driver board
validated
50
1 Can Play
lamp.1-can-play-50
cabinet.backglass
Williams System 6 driver board
validated
51
2 Can Play
lamp.2-can-play-51
cabinet.backglass
Williams System 6 driver board
validated
52
3 Can Play
lamp.3-can-play-52
cabinet.backglass
Williams System 6 driver board
validated
53
4 Can Play
lamp.4-can-play-53
cabinet.backglass
Williams System 6 driver board
validated
54
Match
lamp.match-54
cabinet.backglass
Williams System 6 driver board
validated
55
Ball In Play
lamp.ball-in-play-55
cabinet.backglass
Williams System 6 driver board
validated
56
Credits (Playfield)
lamp.credits-playfield-56
Williams System 6 driver board
validated
57
#1 Player Up
lamp.1-player-up-57
cabinet.backglass
Williams System 6 driver board
validated
58
#2 Player Up
lamp.2-player-up-58
cabinet.backglass
Williams System 6 driver board
validated
59
#3 Player Up
lamp.3-player-up-59
cabinet.backglass
Williams System 6 driver board
validated
60
#4 Player Up
lamp.4-player-up-60
cabinet.backglass
Williams System 6 driver board
validated
61
Tilt
lamp.tilt-61
cabinet.backglass
Williams System 6 driver board
validated
62
Game Over
lamp.game-over-62
cabinet.backglass
Williams System 6 driver board
validated
63
Same Player Shoots Again (Backbox)
lamp.same-player-shoots-again-backbox-63
cabinet.backglass
Williams System 6 driver board
validated
64
High Score To Date
lamp.high-score-to-date-64
cabinet.backglass
Williams System 6 driver board
validated

Virtual & other outputs

4
4 shown
# Name Device ID Evidence
45
Right Flipper Power (synthetic)
virtual.right-flipper-power-synthetic validated
46
Right Flipper Hold (synthetic)
virtual.right-flipper-hold-synthetic validated
47
Left Flipper Power (synthetic)
virtual.left-flipper-power-synthetic validated
48
Left Flipper Hold (synthetic)
virtual.left-flipper-hold-synthetic validated

Configuration & other inputs

26 shown
# Name Device ID Kind Role Evidence
1
Sound Board DS1 Position 1
Dip
dip.sound-board-ds1-position-1 DIP switch
validated
2
Sound Board DS1 Position 2
Dip
dip.sound-board-ds1-position-2 DIP switch
validated
9
CPU Board Lower Function Bank F1
Dip
dip.cpu-board-lower-function-bank-f1 DIP switch
validated
10
CPU Board Lower Function Bank F2
Dip
dip.cpu-board-lower-function-bank-f2 DIP switch
validated
11
CPU Board Lower Function Bank F3
Dip
dip.cpu-board-lower-function-bank-f3 DIP switch
validated
12
CPU Board Lower Function Bank F4
Dip
dip.cpu-board-lower-function-bank-f4 DIP switch
validated
13
CPU Board Lower Function Bank F5
Dip
dip.cpu-board-lower-function-bank-f5 DIP switch
validated
14
CPU Board Lower Function Bank F6
Dip
dip.cpu-board-lower-function-bank-f6 DIP switch
validated
15
CPU Board Lower Function Bank F7
Dip
dip.cpu-board-lower-function-bank-f7 DIP switch
validated
16
CPU Board Lower Function Bank F8
Dip
dip.cpu-board-lower-function-bank-f8 DIP switch
validated
17
Master Command Switch 8 - Zero Audit Totals
Dip
dip.master-command-switch-8-zero-audit-totals DIP switch
validated
18
Master Command Switch 7 - Restore Factory Settings
Dip
dip.master-command-switch-7-restore-factory-settings DIP switch
validated
19
Master Command Switch 6 - Auto-Cycle Mode
Dip
dip.master-command-switch-6-auto-cycle-mode DIP switch
validated
20
Master Command Bank D4
Dip
dip.master-command-bank-d4 DIP switch
validated
21
Master Command Bank D5
Dip
dip.master-command-bank-d5 DIP switch
validated
22
Master Command Bank D6
Dip
dip.master-command-bank-d6 DIP switch
validated
23
Master Command Bank D7
Dip
dip.master-command-bank-d7 DIP switch
validated
24
Master Command Bank D8
Dip
dip.master-command-bank-d8 DIP switch
validated
81
Unused emulator flipper-column position 81
switch.flipper-column-81 Virtual
validated
82
Right Flipper Button
switch.right-flipper-button Virtual
flipper.lower.right.button
validated
83
Unused emulator flipper-column position 83
switch.flipper-column-83 Virtual
validated
84
Left Flipper Button
switch.left-flipper-button Virtual
flipper.lower.left.button
validated
85
Unused emulator flipper-column position 85
switch.flipper-column-85 Virtual
validated
86
Unused emulator flipper-column position 86
switch.flipper-column-86 Virtual
validated
87
Unused emulator flipper-column position 87
switch.flipper-column-87 Virtual
validated
88
Unused emulator flipper-column position 88
switch.flipper-column-88 Virtual
validated

Mechanisms

Logical assemblies with their actuators, sensors and observed behaviour. Click a chip to jump to the address it refers to.

Outhole, ball ramp and ball ramp thrower

mech.outhole-and-ball-ramp

Other

Firepower holds its three balls on a ball ramp below the apron instead of a trough. A drained ball falls into the outhole (switch 9) below the apron centre; Ball Release (solenoid 1) kicks it up onto the ramp, where it rolls to the lowest free rest position: right (57) at the exit end, then centre (58), then left (51). Ball Ramp Thrower (solenoid 8) at the exit end throws the ball in position 57 into the shooter lane, where it rests on the Ball Shooter switch (46) until plunged; the next ball then rolls down into 57. The retained gameplay harness run shows the ROM pulsing solenoid 8 at game start with the ramp full, pulsing solenoid 1 repeatedly while switch 9 is held, and throwing the next ball once a ball returns to 57. The booklet's solenoid test tells the operator to pulse solenoid 08 three times to empty the ramp, and a new game cannot start until every ball is back on the ramp. The retained table models the ramp as a three-ball cvpmTrough with SolIn on solenoid 1 and SolOut on solenoid 8.

Left eject hole

mech.left-eject-hole

Kicker

A kick-out hole in the left rail. While switch 13 is closed the ROM either holds the ball (locked for MULTI-BALL when the hole is flashing) or kicks it out with solenoid 4; the gameplay harness run shows repeated solenoid 4 pulses while the switch is held with the hole not locking. Locking a ball releases a new one from the ball ramp, a flashing hole or an unlit hole, in that order; locking all three balls starts MULTI-BALL.

Right eject hole

mech.right-eject-hole

Kicker

A kick-out hole on the right below the upper right eject hole, fed by the right eject lane (star rollover 54). Kicked by solenoid 5 while switch 30 is closed, or held for MULTI-BALL as for the left hole (gameplay harness run).

Upper right eject hole

mech.upper-right-eject-hole

Kicker

A kick-out hole in the top right corner at the end of the right orbit, kicked by solenoid 6 while switch 36 is closed or held for MULTI-BALL (gameplay harness run).

Left ball saver kicker

mech.left-ball-saver-kicker

Kicker

An outlane kickback at the foot of the left outlane. When the Ball Saver Kicker On lamp (2) is lit, the ROM fires solenoid 7 as the ball rolls over the left outside rollover (switch 10) and turns lamp 2 off; with lamp 2 unlit nothing fires. The retained kicker harness run shows exactly this: a control closure of 10 with lamp 2 off, then targets 1-3 made on the same ball light lamp 2, and the next closure of 10 pulses solenoid 7 and clears lamp 2. Which feat lights the kicker is an operator adjustment (booklet Table 1): POWER targets, 1-3 or 4-6 on one ball, or spotting 1-6.

Top left jet bumper

mech.top-left-jet-bumper

Other

A jet bumper fired directly by its own special switch 8SW65 through the driver board's special solenoid circuit, independent of the ROM's matrix scan, while the game-on enable is set; the matrix switch 26 is the bumper's separate scoring contact. PinMAME publishes special solenoid 17 whenever switch 26 closes during play, and the gameplay harness run shows exactly that.

Bottom left jet bumper

mech.bottom-left-jet-bumper

Other

A jet bumper fired directly by its own special switch 8SW66 through the driver board's special solenoid circuit, independent of the ROM's matrix scan, while the game-on enable is set; the matrix switch 25 is the bumper's separate scoring contact. PinMAME publishes special solenoid 18 whenever switch 25 closes during play, and the gameplay harness run shows exactly that.

Top right jet bumper

mech.top-right-jet-bumper

Other

A jet bumper fired directly by its own special switch 8SW67 through the driver board's special solenoid circuit, independent of the ROM's matrix scan, while the game-on enable is set; the matrix switch 27 is the bumper's separate scoring contact. PinMAME publishes special solenoid 19 whenever switch 27 closes during play, and the gameplay harness run shows exactly that.

Bottom right jet bumper

mech.bottom-right-jet-bumper

Other

A jet bumper fired directly by its own special switch 8SW68 through the driver board's special solenoid circuit, independent of the ROM's matrix scan, while the game-on enable is set; the matrix switch 28 is the bumper's separate scoring contact. PinMAME publishes special solenoid 20 whenever switch 28 closes during play, and the gameplay harness run shows exactly that.

Left kicker (slingshot)

mech.left-kicker-slingshot

Kicker

A slingshot above the flipper, fired by its special switch 8SW70 through the driver board while the game-on enable is set; matrix switch 12 is its 10-point scoring contact. PinMAME publishes solenoid 22 whenever switch 12 closes during play (gameplay harness run).

Right kicker (slingshot)

mech.right-kicker-slingshot

Kicker

A slingshot above the flipper, fired by its special switch 8SW69 through the driver board while the game-on enable is set; matrix switch 42 is its 10-point scoring contact. PinMAME publishes solenoid 21 whenever switch 42 closes during play (gameplay harness run).

Right flipper

mech.right-flipper

Other

One lower right flipper, coil 8L25 (SFL-19-400/30-750-DC), switched by the cabinet button 7SW72 through relay Z1 and enabled only while the game-on enable (solenoid 23) is set. Pressing it also closes the LANE CHANGE switch 45, which the ROM uses to rotate the lit F-I-R-E lane lamps one lane (gameplay harness run: lamp 5 off, lamp 6 on). In PinMAME the consumer drives synthetic button 82; PinMAME copies it into switch 45 and fabricates outputs 45 and 46.

Left flipper

mech.left-flipper

Other

One lower left flipper, coil 8L24 (SFL-19-400/30-750-DC), switched by the cabinet button 7SW73 through relay Z1 and enabled only while the game-on enable is set. The ROM cannot read the left button. In PinMAME the consumer drives synthetic button 84 and PinMAME fabricates outputs 47 and 48.

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

Recreation notes

Working knowledge that has no schema field yet — edition differences, tuning values, pitfalls.

Williams game number 497, February 1980, Williams System 6, four players, three-ball MULTI-BALL, designed by Steve Ritchie with software and sound by Eugene Jarvis (IPDB 856). It is the first game with LANE CHANGE and the first with electronic multiball. The physical release year is taken from the machine's own instruction booklet (16P-497-103, January 1980), the March 1980 schematics and IPDB; pinned PinMAME dates every Williams driver 1980.

Reading the driver declaration

src/wpc/s6games.c declares every System 6 Firepower driver with INITGAMEFULL(frpwr_l6, s6_6digit_disp, 0, 45, 26, 25, 27, 28, 42, 12), which expands to core_tGameData {GEN_S6, s6_6digit_disp, {FLIP_SWNO(0,45)}, NULL, {{0}}, {0, {26, 25, 27, 28, 42, 12}}}:

  • FLIP_SWNO(0,45): no left flipper matrix switch, and PinMAME's synthetic right-flipper button (public switch 82) is copied into matrix switch 45 every frame. On the machine, switch 45 is the LANE CHANGE switch the ROM reads to rotate the lit F-I-R-E lamps.
  • {{0}}: the per-game inverted-switch mask is zero. Every public switch reads 1 closed and 0 open, which the ROM's own switch test confirms for all 58 wired positions.
  • {26, 25, 27, 28, 42, 12}: the switches that fire special solenoids 17-22 (see below).

System 6 has no PinMAME profile of its own before this curation; controllers/pinmame/system-6.json was written for it from s6.c and applies to every GEN_S6 game.

The controller contract a recreation drives

  • Switches 1-64 are the sequential matrix, column-major: public = (column - 1) * 8 + row, which is exactly the number Figure 5 prints in each cell. Column 1 is the cabinet: tilts, credit button, three coin switches, slam tilt, high score reset. The service buttons are the direct inputs -7 (Advance), -6 (Auto-Up/Manual-Down, 1 = Auto-Up), -5 (CPU diagnostic), -4 (sound diagnostic) and -3 (Master Command Enter).
  • Flippers are not CPU-driven. Drive PinMAME's synthetic buttons 82 (right) and 84 (left). While the game is on (public solenoid 23), PinMAME fabricates flipper states 45/46 from 82 and 47/48 from 84, and copies 82 into switch 45 (the retained flipper-button harness run shows it: 82 alone, with 45 never written, moves the lit lane-change lamp). The physical coils (8L25 right, 8L24 left, SFL-19-400/30-750-DC) are switched by the cabinet buttons through relay Z1 on the driver board, which the game-on line pulls in; each coil's end-of-stroke contact drops its power winding mechanically, so a recreation has no winding decision to make.
  • Solenoids 1-8 and 14-22 are coils, 15 is two flash lamps, 9-13 are sound-command lines to the sound board, 2 and 3 are fitted drivers with no load (see below), 23 is the game-on enable. Addresses 24-44 are never published on System 6.
  • Lamps 1-64: public = (column - 1) * 8 + row. Lamp 23 is not fitted. Columns 1-6 and column 7 rows 1 and 8 (lamps 49 Right Special and 56 Credits (Playfield)) are playfield lamps; column 7 rows 2-7 and all of column 8 are backbox inserts on the insert board.
  • Displays: four six-digit player displays and a master display whose left pair (strobes 15-16) is the credit display and right pair (strobes 7-8) the ball-in-play and match display. PinMAME's display index 4 (memory positions 14-15) is credits and index 5 (positions 6-7) is ball in play; the ROM's solenoid test proves it by showing the test number on 4 and the solenoid number on 5. The Oliver seven-digit System 6 ROMs frpwr_b6 and frpwr_c6 publish the same six displays at other memory positions (see the driver display_overrides); their own harness runs show the credit on the entry at position 34 and the ball in play on the entry at position 14. PinMAME also publishes a 128x32 rendering frame of the segment layout, which is not a display on the machine.
  • General illumination is an unswitched 6.3 VAC supply through fuse 6F1 (20 A) to the cabinet (coin-door lamps), the playfield and the insert board. There is no GI controller output.

Special solenoids

System 6 has six special solenoid drivers, 17-22, for the four jet bumpers and two kickers (slingshots). On the machine each is fired directly by its own special switch, 8SW65-8SW70, through the driver board, as long as the game-on enable is set; the CPU sees only the separate scoring contact in the matrix (switches 26, 25, 27, 28, 42 and 12). PinMAME has no public address for the special switches and instead publishes the special solenoid whenever the matrix switch named in sxx.ssSw closes. The retained gameplay harness run shows each pair: 26 -> 17 top left bumper, 25 -> 18 bottom left, 27 -> 19 top right, 28 -> 20 bottom right, 42 -> 21 right kicker, 12 -> 22 left kicker. Unlike System 11 and Data East, System 6 applies no permutation between the special-solenoid slot and the public address.

The booklet prints solenoid 20 as Bottom Left Jet Bumper twice (Table 3 and Figure 3's chart), repeating row 18. Everything else says Bottom Right: the schematic's coil 8L20 BOTTOM RIGHT JET BUMPER and special switch 8SW68, Figure 3's callout 20 inside the lower right bumper, PinMAME's switch map and the harness. A previous owner has pencilled Rt beside the row on the IPDB scan.

Mechanisms a table author has to build

  • Outhole and ball ramp. No trough: the three balls rest on a ball ramp below the apron, with rest switches 51 (left), 58 (centre) and 57 (right, the exit end). A drained ball falls into the outhole (9) below the apron centre; Ball Release (solenoid 1) kicks it onto the ramp. Ball Ramp Thrower (solenoid 8) throws the ball at position 57 into the shooter lane, onto the Ball Shooter switch (46). At game start with a full ramp the ROM throws the first ball; a new game cannot start until all balls are back on the ramp.
  • Three eject holes: left (13, solenoid 4), right (30, solenoid 5) and upper right in the top corner (36, solenoid 6). A flashing hole locks the ball and a new ball is released from the ramp, a flashing hole or an unlit hole, in that order; locking all three balls starts MULTI-BALL. Otherwise the ROM kicks the ball straight back out; the harness shows repeated kicks while a hole switch stays closed. Star rollovers 53 and 54 sit in the lanes feeding the left and right holes.
  • Left ball saver kicker: a kickback at the foot of the left outlane, solenoid 7. When lamp 2 (Ball Saver Kicker On) is lit and the ball rolls over the left outside rollover (10), the ROM fires solenoid 7 and turns lamp 2 off. Which feat lights it is an operator adjustment: the POWER targets, targets 1-3 or 4-6 on one ball, or spotting 1-6. At factory settings the retained kicker harness run lights it from targets 1-3 and not from the POWER targets.
  • Four jet bumpers and two kickers on special solenoids, as above.
  • Two three-target banks above the flippers, "1" "2" "3" (17, 18, 19) left and "4" "5" "6" (21, 22, 23) right, with target arrows 26-31. They are standups on production machines. The first ten machines had two 3-banks of drop targets here (IPDB, Steve Ritchie), and the production hardware still carries their traces: the schematic calls the switches "Drop Target" and the arrows "Drop Target Arrow", Table 3 prints solenoids 2 and 3 Not Used with drivers Q17 and Q19 fitted and their harness wires ending N/C, and switches 20, 24, 52 and 55 are printed NOT USED. The ROM still drives 2 and 3 as bank resets - at every ball start, and 2 when targets 1-3 are made (harness). A recreation of the production machine leaves them unconnected.
  • Three POWER standups on the right (39, 40, 41, top to bottom) with blue lamps 9-11, and the top centre target (29) between the I and R lanes.
  • Four top rollover lanes F-I-R-E (32-35) with lamps 5-8. LANE CHANGE: each closure of the right flipper's switch 45 rotates the lit F-I-R-E lamps one lane (harness: 45 moves lamp 5 off, lamp 6 on). Spotting F-I-R-E advances the bonus multiplier and lights the FIRE insert.
  • Eight 50-point standups on rubber-post runs: 16 top left; 14, 49 and 50 down the left rail, with 49 level with the left eject hole; 31 and 37 below the upper right eject hole; 38 middle right; 48 lower right.
  • Spinner on the left orbit (15) with lamp 32.
  • FIRE and POWER inserts above the kickers, each with two lamp bulbs (lamps 3 and 4) and one of the two Type 89 flash lamps on solenoid 15, which the ROM flashes every few seconds in attract mode.

Tilts

Plumb bob (1), ball roll (2) and playfield (47, below the lower left playfield) tilt the ball in play: first closure for the ball-roll and playfield tilts, third (adjustable) for the plumb bob. Slam tilt (7) returns the game to game over.

DIP switches and Master Command

PinMAME's DIP addresses are bank * 8 + bit + 1 (see the controller profile). 1 and 2 are the sound board's two-position switch DS1. 17-19 are the Master Command switches the booklet documents (switch 8 zero audit totals, 7 restore factory settings, 6 auto-cycle), read by the ROM only while Master Command Enter (-3) is held; PinMAME labels them D1-D3. The rest of the Master Command bank and the second CPU-board bank (9-16, printed NOT USED in Figure 2) carry no function.

Driver variants

  • Williams: frpwr_l6 (production L-6), frpwr_l2 (L-2: earlier PROM 1, differing only in price presets and maximum credits per IPDB), the free-play-fix flipper ROM versions frpwr_l6ff and frpwr_l2ff, and Ted Estes's T-6 frpwr_t6/frpwr_t6ff. All identical hardware.
  • Oliver System 6 custom ROMs frpwr_a6 and frpwr_d6 (6-digit, 2008): the same board with a 4 KB EPROM set.
  • Oliver seven-digit conversions frpwr_b6 and frpwr_c6 on the same System 6 board: PinMAME's fp_7digit_disp moves the six displays to memory positions 0, 7, 20, 27 (seven digits wide), 34 (credits) and 14 (ball in play), which each driver's own harness run confirms.
  • The Oliver System 7 conversions frpwr_a7, frpwr_b7, frpwr_c7, frpwr_d7 and frpwr_e7 replace the CPU board with a Williams System 7 board, a different controller generation. They are not part of this record: like the Kiss and Eight Ball Deluxe prototypes, a different CPU board makes a separate physical record, williams-oliver.firepower.1980, which stays partial until a System 7 controller profile exists.

Running the ROM in LibPinMAME

A first power-up from empty CMOS stops on the game-identification screen (0497 then 1497 6 in the player 1 display, 04 and 00 on the master display) and shows no lamps. Power up once more with the saved NVRAM and the game comes up in attract mode with the 550,000 high score. The retained harness runs therefore initialize each state directory with exactly one empty-NVRAM boot before the evidentiary run.

Retained table caveats

The retained known-working table (3rdaxis, Slydog43 & G5K, V1.0, 2018) is faithful in layout and in almost every binding. It loads frpwr_b7, the Oliver System 7 conversion ROM, but every binding this record takes from it (switches, lamps, solenoids 1-22) lies in the address space the two boards share, and the production-ROM harness runs and the booklet confirm each one. Its defects:

  1. Every 50-point standup handler pulses switch 48, so switches 14, 16, 31, 37, 38, 49 and 50 are never driven. The script has eight handlers but the table has only seven walls: standup 49 has none (the Vs A.I. revision adds it as StandupTarget8). Bind each standup to its own address.
  2. Solenoid 7 only plays a sound; the table kicks the ball from its own copy of lamp 2. Drive the kickback from solenoid 7.
  3. Lamp 56, the credit window lamp on the apron, is not modelled; the Vs A.I. revision adds it.
  4. The ComboTrigger objects between the 1-6 targets pulse two target switches at once, a table aid.
  5. It sets UseSolenoids=25, the game-on address of the System 7 ROM it loads. With any System 6 driver of this record the game-on enable is solenoid 23, so a recreation must gate its flippers on 23. Loaded unchanged with a System 6 ROM, the table loses only its fast-flip key path, since solenoid 25 never asserts; core.vbs still forwards the ROM's flipper outputs 46 and 48, so the flippers move with ROM latency.

Evidence

  • Instruction Booklet 16P-497-103 (IPDB), cross-checked against a second printing (Internet Archive), for the switch, lamp and solenoid tables and location drawings.
  • March 1980 schematics (IPDB) for wiring, the insert board, the master display, power and the sound board.
  • Service Bulletin SS 20 for the flash lamp ground; Ted Estes's drop-target note and IPDB for the prototype history.
  • Pinned PinMAME 8371478a for the System 6 contract and the Oliver System 6 conversion drivers.
  • The retained known-working table and its Vs A.I. revision for geometry and runtime bindings.
  • LibPinMAME harness runs: solenoid test, switch test, gameplay causality, ball saver kicker, the flipper-button path, and the seven-digit frpwr_b6 and frpwr_c6 displays.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
frpwr_d6Firepower (Sys.6/6-digit /10 Scoring rev. 31)
Oliver 2008 System 6 six-digit /10 scoring ROM, revision 31, fitted the same way as frpwr_a6. Addresses, display layout and hardware are the production machine's.
2008frpwr_l6compatible
frpwr_c6Firepower (Sys.6/7-digit conversion rev. 31)
Oliver 2008 System 6 seven-digit conversion, revision 31. Same seven-digit display layout as frpwr_b6; see display_overrides. Its own harness run shows the credit on position 34 and the ball in play on position 14, and the same special-solenoid, eject-hole, outhole and ball-ramp causality. Switch, lamp and solenoid addresses are the production machine's.
2008frpwr_l6compatible
frpwr_a6Firepower (Sys.6/6-digit conversion rev. 31)
Oliver 2008 System 6 six-digit custom ROM, revision 31: a 4 KB game EPROM in IC14 (S6_ROMSTARTMOD) replacing the stock ROM and PROM set on the same System 6 board, with the stock sound and speech ROMs. Addresses, display layout and hardware are the production machine's; only the CPU ROM chip set differs.
2008frpwr_l6compatible
frpwr_b6Firepower (Sys.6/7-digit conversion)
Oliver 2003 System 6 seven-digit conversion: custom CPU ROMs plus seven-digit player displays on the same System 6 CPU board. PinMAME declares fp_7digit_disp for it, so the six displays are published at different display-memory positions and the player displays are seven digits wide; see display_overrides. PinMAME labels the two small entries only as left and right side; the retained frpwr_b6 harness run shows the coin credit on the entry at position 34 and the ball in play on the entry at position 14. Switch, lamp and solenoid addresses are the production machine's, and the same run reproduces the special-solenoid, eject-hole, outhole and ball-ramp causality.
2003frpwr_l6compatible
frpwr_t6ffFirepower (T-6 Ted Estes Free Play Fix)
T-6 with the free-play-fix flipper ROM 1. Same hardware and addresses.
1980frpwr_l6identical
frpwr_t6Firepower (T-6 Ted Estes)
Ted Estes's T-6 revision (driver.c: /10 scoring): flipper ROM 2 replaced by green2a.716 on the L-6 set. Same hardware and addresses.
1980frpwr_l6identical
frpwr_l6ffFirepower (L-6 Free Play Fix)
L-6 with the community free-play fix: flipper ROM 1 replaced by green1fpfix.716, which keeps the credit knocker working when Adjustment 18 sets free play (s6games.c header comment). Same hardware and addresses.
1980frpwr_l6identical
frpwr_l6Firepower (L-6)
Williams production L-6 game ROM set on the System 6 CPU board: game ROM, green flipper ROMs 1 and 2 and PROMs 1-3 (prom1_6), with sound ROM 3 and speech ROMs 5T4971-5T4973. The booklet requires green-labeled FIREPOWER PROMs, game ROM and flipper ROMs on a revision 6 or later CPU board. This is the driver the solenoid-test, switch-test, gameplay, ball-saver-kicker and flipper-button harness runs use; the seven-digit display runs use frpwr_b6 and frpwr_c6.
1980—identical

Parent set: frpwr_l6 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

frpwr_l6.map.json

williams-system6-7.5Kv3format 0.8

maps/williams/system6/frpwr_l6.map.json

Applies to ROMs
frpwr_l2frpwr_l2fffrpwr_l6frpwr_l6fffrpwr_t6frpwr_t6ff
Sections
adjustmentsauditsgame_statehigh_scoresplayer_state

williams-system6-7.5K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.8371478a7640

    Pinned catalog driver records for the System 6 members of the frpwr_l6 clone tree: frpwr_l6, frpwr_l2, frpwr_l6ff, frpwr_l2ff, frpwr_t6, frpwr_t6ff, frpwr_a6, frpwr_d6, frpwr_b6 and frpwr_c6

    by
    PinMAME contributors
    rev
    8371478a7640
  • PinMAME source

    BSD-3-Clause

    pinmame.core.8371478a7640

    Source locations

    src/wpc/s6games.c 'Firepower - Sys.6 (Game #497)': INITGAMEFULL(frpwr_l6, s6_6digit_disp, 0, 45, 26, 25, 27, 28, 42, 12), which expands to core_tGameData {GEN_S6, s6_6digit_disp, {FLIP_SWNO(0,45)}, NULL, {{0}}, {0, {26, 25, 27, 28, 42, 12}}} - no left flipper matrix switch, the right-flipper button copied into switch 45, a zero inverted-switch mask, and special solenoids 17-22 fired by switches 26, 25, 27, 28, 42 and 12 - with the same INITGAMEFULL line for every System 6 Firepower driver and fp_7digit_disp (player displays at memory positions 0, 7, 20 and 27, seven digits, and the two-digit left and right side entries at 34 and 14) for frpwr_b6 and frpwr_c6; src/wpc/s6.c (PIA wiring, setSSSol, s6_gameon_w, s6_vblank's ssSw loop and CORE_SSFLIPENSOL, s6_dips_r, SWITCH_UPDATE(s6), s6_6digit_disp); src/wpc/s6.h (S6_COMPORTS DIP and diagnostic ports); src/wpc/core.c (core_swSeq2m, core_updateSw, core_getSol); src/wpc/core.h; src/wpc/wmssnd.c (sound DIP bits); src/wpc/core.c layoutAlphanumericFrame (the extra 128x32 layout frame is a rendering aid, not a machine display)

    src/wpc/s6games.csrc/wpc/s6.csrc/wpc/s6.hsrc/wpc/core.csrc/wpc/core.hsrc/wpc/wmssnd.clines for every System 6 Firepower driver and fp_7digit_disp (player displays at memory positions 0, 7, 20 and 27, seven digits, and the two-digit left and right side entries at 34 and 14) for frpwr_b6 and frpwr_c6
    by
    PinMAME contributors
    rev
    8371478a7640
  • Human review

    MIT

    controller-profile.pinmame-system-6

    Source locations

    Williams System 6 public address rules: sequential switch matrix 1-64, diagnostics -7 to -3, synthetic flipper buttons 81-88, DIP addressing bank * 8 + bit + 1, solenoids 1-23 with the game-on enable at 23, synthetic flipper outputs 45-48, lamps 1-64 and no GI channel

    internal:controllers/pinmame/system-6.json
    by
    pinmame-game-defs curation
    rev
    repository
  • Operator manual

    manual.williams.firepower.1980.instruction-booklet

    Source locations

    Instruction Booklet 16P-497-103, Game No. 497, January 1980, twelve pages, 600 dpi colour scan hosted by IPDB (retrieved through the Internet Archive's Wayback Machine copy of 2026-01-08 because IPDB is Cloudflare-gated; retained at external:pinmame-manuals/by-machine/williams.firepower.1980/). Page 1 board requirements, pages 1-3 game operation, bookkeeping and diagnostics, page 7 the Master Command switch, page 8 Figure 3 solenoid locations and chart, page 9 Table 3 solenoid connections, page 10 Figure 4 switch locations and chart, page 11 Figure 5 switch matrix, page 12 Figure 6 lamp matrix.

    by
    Williams Electronics, Inc.; scan hosted by the Internet Pinball Database
    sha256
    ed59481c2a4e…
  • Operator manual

    manual.williams.firepower.1980.instruction-booklet-archive

    Source locations

    Internet Archive item arcademanual_Firepower_OPS, uploaded 2017-09-20 by manuallibrary@textfiles.com, file Firepower_OPS.pdf (400 dpi 1-bit scan, 'Scanned by www.gamearchive.com', 1999). A different printing of the same instruction booklet: its tables and figures agree with the IPDB copy cell for cell, and its game-operation text says 'targets' where the IPDB copy says 'drop targets'. Used as a cross-check of the IPDB copy.

    by
    Williams Electronics, Inc.; scan by gamearchive.com via the Internet Archive
    sha256
    5054f1c5f9f7…
  • Operator manual

    manual.williams.firepower.1980.schematics

    Source locations

    28-page 600 dpi scan of the schematics section of the March 1980 Firepower game manual, every sheet marked 497, hosted by IPDB (retrieved through the Wayback Machine). Page 15 sound board logic (16D-8224), page 23 power wiring, page 24 cabinet wiring, page 25 playfield solenoid wiring, page 26 playfield switch wiring, page 27 playfield lamp wiring, page 28 insert board and master display wiring.

    by
    Williams Electronics, Inc.; scan hosted by the Internet Pinball Database
    sha256
    a3b403c78b5f…
  • Service bulletin

    service-bulletin.williams.ss20

    Williams Service Bulletin SS 20, two pages, undated: the Flash lamp circuit ground on Firepower production and test games.

    by
    Williams Electronics, Inc.; scan hosted by the Internet Pinball Database
    sha256
    d4ababaebe28…
  • Human review

    human-review.firepower-drop-target-retrofit

    Ted Estes, 'Firepower drop target retrofit', rec.games.pinball, 22 May 1995, as hosted by IPDB. Secondary source, used only to explain the prototype origin of unused solenoids 2-3 and unused switches 20, 24, 52 and 55.

    by
    Edward (Ted) Estes; hosted by the Internet Pinball Database
    sha256
    8d5f6647412a…
  • Human review

    ipdb.856

    Source locations

    IPDB machine 856: Firepower, Williams Electronics, February 1980, model number 497, Williams System 6, 17,410 units, design Steve Ritchie, software and sound Eugene Jarvis; notable features 'Flippers (2), Pop bumpers (4), Slingshots (2), Standup targets (10), Kick-out holes (3), Star rollovers (2), Spinning target (1), Left outlane kickback, 3-ball multiball, Speech', first Lane Change and first electronic multiball, the ten drop-target prototypes. Retrieved through the Wayback Machine capture of 2026-01-08 (retained page SHA-256 above); playfield photographs image-28 and image-31 show the apron's round credit window to the left of the left flipper, retained at external:pinmame-review-artifacts/firepower-1980/ipdb-images/.

    by
    The Internet Pinball Database
    sha256
    b81dc9f4154a…
  • VPX table

    vpx-table.firepower-williams-1980-v1-0

    Source locations

    Community recreation by 3rdaxis, Slydog43 & G5K, version V1.0, release date 12-06-2018, from the operator's table archive. Exact playfield bounds left=0 top=0 right=952 bottom=1974; normalized coordinates are x/952 and y/1974. Geometry authority for named objects. A normalized candidate dump is retained at external:pinmame-review-artifacts/firepower-1980/vpx-spatial-candidates.json (SHA-256 0dbb74f4f0d508c3b6b772f62f3dec5fe1e052b259def1f8698b0791e934d85c).

    external:pinmame-vpx-sources/williams/firepower-1980/source/Firepower (Williams 1980).vpx
    by
    3rdaxis, Slydog43 & G5K
    rev
    V1.0
    sha256
    7786f7d073b6…
  • VPX script

    vpx-script.firepower-williams-1980-v1-0

    Source locations

    Embedded script of the retained table, 135,191 bytes. Const cGameName="frpwr_b7" with S6.VBS and UseSolenoids=25 (the frpwr_b7 game-on address; this record's System 6 drivers publish game-on at 23). Runtime authority for: the SolCallback table (1 trTrough.SolIn, 4/5/6 eject holes, 7 BallSaveKick, 8 trTrough.SolOut, 14 knocker, 15 Flashers, 21/22 slingshots, sLRFlipper/sLLFlipper); switch constants 9-58; the three-ball cvpmTrough with entry switch 9 and addsw 2, 1, 0 = 51, 58, 57; vpmMapLights AllLights, which binds each light to its TimerInterval lamp number, plus Set Lights(26..31) and Set Lights(44..47). Known defects not followed: all eight StandupTarget handlers pulse switch 48 (the table has walls for seven of them; StandupTarget8 has no object); BallSaveKick only plays a sound while the table kicks locally from its own lamp copy; lamp 56 is not modelled.

    external:pinmame-vpx-sources/williams/firepower-1980/extracted-vpxtool/firepower-williams-1980-v1.0/script.vbs
    by
    3rdaxis, Slydog43 & G5K
    sha256
    8d0ec27855bf…
  • VPX table

    vpx-extraction.firepower-williams-1980-v1-0

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size and SHA-256 under extracted-vpxtool/firepower-williams-1980-v1.0: 1098 files, 252535142 bytes, manifest SHA-256 119ea4e367f16ae078fe76ac9dcd50f80f8b01192e4bd413b1dbb963f9c26c31, produced with vpxtool git:v0.33.3 from the retained table. Bounds left=0 top=0 right=952 bottom=1974.

    external:pinmame-vpx-sources/williams/firepower-1980/extracted-vpxtool/firepower-williams-1980-v1.0.manifest.json
    by
    vpxtool extraction
  • VPX table

    vpx-table.firepower-vs-ai-v3-4-2

    Source locations

    The 'FirePower (Vs A.I.)' revision of the same table by 3rdaxis, rothbauerw, Slydog43 & G5K (table_version V3.4.0 in its metadata, file V3.4.2), bounds left=0 top=0 right=952 bottom=1974. Same lineage as the base table, so not independent geometry; used for the apron credit lamp CreditLight1 (TimerInterval 56), which the base table lacks, and as corroboration for standup 49, whose wall (StandupTarget8, drag-point centroid (0.111636, 0.369892), pulsing 48 like every standup wall) the base table also lacks. Extraction manifest external:pinmame-vpx-sources/williams/firepower-1980/extracted-vpxtool/firepower-vs-ai-v3.4.2.manifest.json (1065 files, 332893876 bytes, manifest SHA-256 cb8357b34e6ed744e9bae39f3845fd6477a1361925f5d8248f54936349252055); candidate dump SHA-256 7e646afe424fca7a04d0dde028cb71d9fe830c8af7ff08aac26504e18c2f3abc.

    external:pinmame-vpx-sources/williams/firepower-1980/source/FirePower(Vs A.I.)V3.4.2.vpx
    by
    3rdaxis, rothbauerw, Slydog43 & G5K
    rev
    V3.4.2
    sha256
    070c34356ef6…
  • VPX script

    vpx-script.firepower-vs-ai-v3-4-2

    Embedded script of the Vs A.I. revision, 179,787 bytes, cGameName frpwr_b7. Cited only for its direct Controller.Switch(82)/(84) flipper-button writes and lamp 56 binding.

    external:pinmame-vpx-sources/williams/firepower-1980/extracted-vpxtool/firepower-vs-ai-v3.4.2/script.vbs
    by
    3rdaxis, rothbauerw, Slydog43 & G5K
    sha256
    fa95a85f322e…
  • VPX script

    vpx-script.firepower-1-1-thal-mod

    Source locations

    Pinned corpus script 'FirePower (Williams 1980) 1.1_Thal_Mod.vbs', cGameName frpwr_c7, an earlier table whose geometry is not retained. Cited only because it binds each 50-point standup to its own switch address (UpperMiddleLeftStandup 14, TopLeftStandup 16, LowerTopRightStandup 37, MiddleRightStandup 38, LowerRightStandup 48, CenterMIddleLeftStandup 49, LowerMIddleLeftStandup 50), where the retained tables pulse 48 from all of them.

    by
    Community table authors; pinned copy in sverrewl/vpxtable_scripts
    rev
    0c036bb61b4b
    sha256
    485e36dda12e…
  • Human review

    MIT

    human-review.firepower-geometry-registration

    Source locations

    Registration of the booklet's Figure 4 onto the retained table frame: ten control points, a least-squares affine fit with 21.1 table-unit RMS residual, identity reading of every callout, and the derived two-decimal coordinates for the outhole, playfield tilt, lane-change switch, the three ball-ramp positions and standup 49. It also records which StandupTarget wall is which standup (1=16, 2=31, 3=37, 4=14, 5=48, 6=50, 7=38). World-space primitive bounds for the POWER and top centre targets are retained at external:pinmame-review-artifacts/firepower-1980/primitive-world-bounds.json (SHA-256 0d4a67a9f99f6e04c67a56ff231eba434e855282a1d87e936920319f4b5c7fc1).

    internal:evidence/excerpts/williams.firepower.1980/switch-locations.md
    by
    pinmame-game-defs curation
    rev
    repository
  • Runtime run

    runtime.firepower.solenoid-test

    Source locations

    LibPinMAME harness run of frpwr_l6 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 ddee814f9dd321d03f7e6978f93096fe830e029e61d0399846e7e44428b7ce4e), ROM archive frpwr_l6.zip from the operator's authorized ROM corpus (SHA-256 09d60b4eb0f5180b4b36cd33d729c75bbba56c24189e0f518e1f520b3a894ab1, CRCs matching the pinned driver), in an isolated state directory. Scenario tools/harness-scenarios/system-6/firepower-solenoid-test.json (SHA-256 ae89585247ea3a3a590e3e0746bad2aeed960274a559d17c6e9dd2d36ed27bb7). A first power-up from empty CMOS stops on the game-identification/audit screen, so every evidentiary run starts from a state directory initialized by exactly one prior empty-NVRAM boot (scenario SHA-256 5ad5f8beadd1006f7b2b79d9cf0098a842e3454088f1ad25280928acc77a33eb, raw run SHA-256 f5a4f91c67c4d27644e72fbebc445ac4cd48e9ebc35eaceecb5cb56306c35c07). The ROM's own Test 02 pulses public solenoids 1 to 22 in order, each for about a second per Advance, while the ball-in-play display (PinMAME display index 5, memory positions 6-7) shows the same number and the credit display (index 4, positions 14-15) shows 02; public 23 asserts on entering the test. It also shows the attract mode flashing solenoid 15 and energizing 16 at power-up, and the lamp test lighting all 64 lamp addresses. The whole run directory is pinned by external:pinmame-runtime-evidence/firepower-1980.manifest.json (40 files, 5508646 bytes, manifest SHA-256 2af0fcd687c87a98813e5e4bfc6ebd22cd3730e7584ff81ff4ab8c1e621b42c6). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/firepower-1980/run-sol.json
    by
    pinmame-game-defs curation
    rev
    8371478a7640
    sha256
    aae363a50218…
  • Runtime run

    runtime.firepower.switch-test

    Source locations

    LibPinMAME harness run of frpwr_l6 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 ddee814f9dd321d03f7e6978f93096fe830e029e61d0399846e7e44428b7ce4e), ROM archive frpwr_l6.zip from the operator's authorized ROM corpus (SHA-256 09d60b4eb0f5180b4b36cd33d729c75bbba56c24189e0f518e1f520b3a894ab1, CRCs matching the pinned driver), in an isolated state directory. Scenario tools/harness-scenarios/system-6/firepower-switch-test.json (SHA-256 94d6e78f2170b0a8e687c9625036944eaffaf96e1b6039699425abb9003f745f). A first power-up from empty CMOS stops on the game-identification/audit screen, so every evidentiary run starts from a state directory initialized by exactly one prior empty-NVRAM boot (scenario SHA-256 5ad5f8beadd1006f7b2b79d9cf0098a842e3454088f1ad25280928acc77a33eb, raw run SHA-256 346d62e0e53d6ab0268e4b0946451bf09bc396ce5ebaebaae0afe7b0ca2ad5a4). Test 03 (switch test): closing each public switch 1 to 58 alone makes the ball-in-play display show that number, with no stuck switch reported at rest, so every matrix switch reads 1 when closed and 0 open with no inversion; closing 59 to 64 is never reported. The whole run directory is pinned by external:pinmame-runtime-evidence/firepower-1980.manifest.json (40 files, 5508646 bytes, manifest SHA-256 2af0fcd687c87a98813e5e4bfc6ebd22cd3730e7584ff81ff4ab8c1e621b42c6). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/firepower-1980/run-sw.json
    by
    pinmame-game-defs curation
    rev
    8371478a7640
    sha256
    5653f72185c5…
  • Runtime run

    runtime.firepower.gameplay-causality

    Source locations

    LibPinMAME harness run of frpwr_l6 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 ddee814f9dd321d03f7e6978f93096fe830e029e61d0399846e7e44428b7ce4e), ROM archive frpwr_l6.zip from the operator's authorized ROM corpus (SHA-256 09d60b4eb0f5180b4b36cd33d729c75bbba56c24189e0f518e1f520b3a894ab1, CRCs matching the pinned driver), in an isolated state directory. Scenario tools/harness-scenarios/system-6/firepower-gameplay-causality.json (SHA-256 49e8a4aa013b81d7a91d466ec2e0dc8a88e6a53a2a44f43a5425efe96a555bb5). A first power-up from empty CMOS stops on the game-identification/audit screen, so every evidentiary run starts from a state directory initialized by exactly one prior empty-NVRAM boot (scenario SHA-256 5ad5f8beadd1006f7b2b79d9cf0098a842e3454088f1ad25280928acc77a33eb, raw run SHA-256 4437ba680f1e25baf147c1e4643fb00e357c13397ea9fe23aa131110b75ece85). With switches 51, 58 and 57 closed: a coin on switch 4 pulses the knocker (14); the credit button (3) asserts 23, pulses 2 and 3 once and throws with 8; switch 32 lights lamp 5 and switch 45 moves it to lamp 6; switches 12, 42, 26, 25, 27 and 28 each publish 22, 21, 17, 18, 19 and 20; holding 13, 30 and 36 draws repeated pulses of 4, 5 and 6; holding 9 draws repeated pulses of 1; closing 57 again throws with 8. Lamp 23 is never lit outside the lamp test. The whole run directory is pinned by external:pinmame-runtime-evidence/firepower-1980.manifest.json (40 files, 5508646 bytes, manifest SHA-256 2af0fcd687c87a98813e5e4bfc6ebd22cd3730e7584ff81ff4ab8c1e621b42c6). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/firepower-1980/run-play.json
    by
    pinmame-game-defs curation
    rev
    8371478a7640
    sha256
    d0bfae495c53…
  • Runtime run

    runtime.firepower.ball-saver-kicker

    Source locations

    LibPinMAME harness run of frpwr_l6 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 ddee814f9dd321d03f7e6978f93096fe830e029e61d0399846e7e44428b7ce4e), ROM archive frpwr_l6.zip from the operator's authorized ROM corpus (SHA-256 09d60b4eb0f5180b4b36cd33d729c75bbba56c24189e0f518e1f520b3a894ab1, CRCs matching the pinned driver), in an isolated state directory. Scenario tools/harness-scenarios/system-6/firepower-ball-saver-kicker.json (SHA-256 a20206304edee1527f4cd5c535fe09a88e9eebaf1c461ca1081f5970debae113). A first power-up from empty CMOS stops on the game-identification/audit screen, so every evidentiary run starts from a state directory initialized by exactly one prior empty-NVRAM boot (scenario SHA-256 5ad5f8beadd1006f7b2b79d9cf0098a842e3454088f1ad25280928acc77a33eb, raw run SHA-256 f8466589fb6254a10444d8e056694b7fff06461f2dfaaa55e6bffee9479293ff). In play, switch 10 with lamp 2 off fires nothing; the three POWER targets light the POWER insert and inside rollovers but not lamp 2 at factory settings; targets 17, 18 and 19 on the same ball light lamp 2 and pulse solenoid 2; the next closure of 10 pulses solenoid 7 and turns lamp 2 off. The whole run directory is pinned by external:pinmame-runtime-evidence/firepower-1980.manifest.json (40 files, 5508646 bytes, manifest SHA-256 2af0fcd687c87a98813e5e4bfc6ebd22cd3730e7584ff81ff4ab8c1e621b42c6). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/firepower-1980/run-kick.json
    by
    pinmame-game-defs curation
    rev
    8371478a7640
    sha256
    07ee402a3346…
  • Runtime run

    runtime.firepower.flipper-button-copy

    Source locations

    LibPinMAME harness run of frpwr_l6 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 ddee814f9dd321d03f7e6978f93096fe830e029e61d0399846e7e44428b7ce4e), ROM archive frpwr_l6.zip from the operator's authorized ROM corpus (SHA-256 09d60b4eb0f5180b4b36cd33d729c75bbba56c24189e0f518e1f520b3a894ab1, CRCs matching the pinned driver), in an isolated state directory. Scenario tools/harness-scenarios/system-6/firepower-flipper-button-copy.json (SHA-256 6037d5d7955703ecdda18f185b9bb52f368ab2ef7c4f1f4ab3e3d23a48a50b7f). A first power-up from empty CMOS stops on the game-identification/audit screen, so every evidentiary run starts from a state directory initialized by exactly one prior empty-NVRAM boot (scenario SHA-256 5ad5f8beadd1006f7b2b79d9cf0098a842e3454088f1ad25280928acc77a33eb, raw run SHA-256 5523e3e88b11f061179f0c587f6786536b62734eb602716df14821c266fded22). The scenario never writes public switch 45. After a started game lights lamp 5 from the F rollover (32), pressing the right cabinet button (synthetic 82) pulses outputs 45 and 46 and moves the lit lamp from 5 to 6; pressing the left button (84) pulses 47 and 48 and changes no lamp; pressing 82 again pulses 45 and 46 and moves the lamp from 6 to 7. The whole run directory is pinned by external:pinmame-runtime-evidence/firepower-1980.manifest.json (40 files, 5508646 bytes, manifest SHA-256 2af0fcd687c87a98813e5e4bfc6ebd22cd3730e7584ff81ff4ab8c1e621b42c6). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/firepower-1980/run-flip.json
    by
    pinmame-game-defs curation
    rev
    8371478a7640
    sha256
    623f63b8c681…
  • Runtime run

    runtime.firepower.seven-digit-b6

    Source locations

    LibPinMAME harness run of frpwr_b6 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 ddee814f9dd321d03f7e6978f93096fe830e029e61d0399846e7e44428b7ce4e), ROM archive frpwr_b6.zip from the operator's authorized ROM corpus (SHA-256 c43d357fe1662360f8576e3107f8dd38965617683d3a63a501c81b2ec1ef6b10, CRCs matching the pinned driver), in an isolated state directory. Scenario tools/harness-scenarios/system-6/firepower-b6-seven-digit-gameplay.json (SHA-256 244fd92fcd8b7a6ffd9b55dd489e3e382c4a74945f06e6d0a2cdb0c35f70a7ef). A first power-up from empty CMOS stops on the game-identification/audit screen, so every evidentiary run starts from a state directory initialized by exactly one prior empty-NVRAM boot (scenario SHA-256 9109981741ff8390cc8472a82c61c4447043fe86276e32be13e7ddaafdfde160, raw run SHA-256 c7ec82e0dd0859c37c9e46fb0befc282b48b58eb3ce93d511c4d20e6132fcb47). The gameplay causality sequence on the Oliver System 6 seven-digit conversion frpwr_b6 (fp_7digit_disp): the coin credit appears on display index 4 (memory position 34) as 01 and returns to 00 when the credit button starts the game, while display index 5 (position 14) then shows ball 1; the special-solenoid pairs, eject-hole kicks, outhole kick and ball-ramp throw match the frpwr_l6 run. The whole run directory is pinned by external:pinmame-runtime-evidence/firepower-1980.manifest.json (40 files, 5508646 bytes, manifest SHA-256 2af0fcd687c87a98813e5e4bfc6ebd22cd3730e7584ff81ff4ab8c1e621b42c6). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/firepower-1980/run-b6.json
    by
    pinmame-game-defs curation
    rev
    8371478a7640
    sha256
    0222d9b19019…
  • Runtime run

    runtime.firepower.seven-digit-c6

    Source locations

    LibPinMAME harness run of frpwr_c6 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 ddee814f9dd321d03f7e6978f93096fe830e029e61d0399846e7e44428b7ce4e), ROM archive frpwr_c6.zip from the operator's authorized ROM corpus (SHA-256 fe3b33c30078c964e0bd632d5f5152da68f2b628627fbe2722d64c7b6e5e2934, CRCs matching the pinned driver), in an isolated state directory. Scenario tools/harness-scenarios/system-6/firepower-c6-seven-digit-gameplay.json (SHA-256 40f71e0a674f5807e530e2cb4c37b2718cda8b5cdd1ff7e1755586c5d67e881d). A first power-up from empty CMOS stops on the game-identification/audit screen, so every evidentiary run starts from a state directory initialized by exactly one prior empty-NVRAM boot (scenario SHA-256 8cc913f27610af8d211db0d1117c8d384f47880ea65a10af63442948135e9420, raw run SHA-256 9ffb5abf8c8c1aa66465a2b694ec713660d846733fc747a85aa5fdd54fab78db). The same sequence on frpwr_c6 (revision 31): credit 01 on display index 4 (position 34) after the coin, ball 1 on index 5 (position 14) after the start, and the same special-solenoid pairs. The whole run directory is pinned by external:pinmame-runtime-evidence/firepower-1980.manifest.json (40 files, 5508646 bytes, manifest SHA-256 2af0fcd687c87a98813e5e4bfc6ebd22cd3730e7584ff81ff4ab8c1e621b42c6). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/firepower-1980/run-c6.json
    by
    pinmame-game-defs curation
    rev
    8371478a7640
    sha256
    e7851323a0f8…

Something wrong or missing?

Canonical machine fixes belong in the definition itself. Editing on GitHub forks it for you and opens the pull request; no local checkout needed.

Cite a source for anything you change — a manual page, a line in a working VPX script, PinMAME source, or a reading from the machine's own service menu. Claims without provenance cannot be validated.

Other editions

Firepower shipped in 2 editions with different playfields. Compare what each one actually has before building against this definition.

All 2 editions of Firepower, side by side

Missing data

No missing data. This definition has satisfied all author-readiness requirements and is 100% complete.