Rules & Strategies
NOTE: The following is based on my particular game set to replay mode with mostly factory game adjustments. Results may vary. Corrections welcome.
Skill Shot: The Skill Shot consists of a straight vertical shooter lane running right up the right side of the playfield and ending at a red button in the upper right corner. Halfway up the shooter lane is a one-way gate followed by five rollover switches. From bottom to top, the five rollovers score 20k, 10k, 30k, 100k and 5k points, respectively. The top red button strikes a concealed stationary target, which scores the lowest value of 1k points.
The Skill Shot score becomes the highest switch that the ball hits before rolling back down the lane. So the goal is to plunge just hard enough to make it to the 100k point rollover. Then the ball rolls back down, hits the one-way gate and bounces out into the playfield. There are no multipliers for ball in play. That is, point possibilities for Skill Shots on ball 3 are the same as Skill Shots on ball 1.
There's a transparent ball shield covering the top half of the shooter lane with indicated Skill Shot score values. However, the indicated values don't line up with the physical locations of the underling respective rollover switches, which themselves are not consistently spaced. The bottom value of 20k points is missing altogether. Only the 10k, 30k, 100k, 5k and 1k point values are shown. So you need to know that the 100k point switch is the fourth rollover up and aim for the rollover, not the 100k point value shown on the ball shield. There is one hint; the indicated 100k point value is yellow, which corresponds to a yellow ring around the 100k point rollover switch.
Skill Shot lane and ball shield.
Fireplug: The Fireplug is a ball saver post that pops up between the Flippers. I'm covering this next because it often saves the ball as it rolls down from the shooter lane Skill Shot. The Fireplug momentarily pops up following each Skill Shot. The Fireplug also momentarily pops up following successful shots to the Rescue Ramps, shots to the Orbit and at the beginning of Multiball. The Fireplug pops up and stays up for about 10 seconds after any shot to the Turnaround. The Fireplug stays up for about 30 seconds at the beginning of ball 3 as consolation if you suck.
As a warning to when the Fireplug will retract, the game produces a sound effect, which to me, sounds like a quickly tip-toeing cartoon character. There's also a red insert above the Fireplug that blinks faster as the Fireplug is about to retract. The Fireplug can be more of a hindrance than a help. It's easy to tip a ball into the Fireplug which then causes the ball to bounce back under the Flipper. If you're going to make use of the Fireplug, you need to commit to not flipping.
Fireplug ball saver post.
Stationary Target Banks: There are four banks of three stationary targets. Two banks are located in the upper-middle area of the playfield aside the Turnaround. The remaining two are located at the middle sides of the playfield between the Outlanes and the Orbit. The playfield is mostly symmetrical. Each target has a respective fire insert.
Upper pair of Stationary Target Banks.
Lower-left Stationary Target Bank.
Lower-right Stationary Target Bank.
After a ball is plunged into play, a fire will "break out" at one of the four target banks. That is, all three inserts of a randomly selected bank will be lit. The fire is not initially indicated, so I like to try to momentarily trap the ball and take a look at what's what. In fact, the game seems more concerned with putting on playfield light shows than indicating fire locations. So it takes some concentration to keep track of what shots need to be made. Once the correct target bank is identified, the fire needs to be put out as quickly as possible by hitting each of the three targets within the bank. Alternatively, one lit target may be extinguished by shooting the Orbit. Or an entire bank of three may be extinguished by passing through a lit Inlane. One Inlane is always lit and toggled by the four Slingshots.
Any unlit target scores 1k points. Hitting a first of the three lit targets scores 5k points. Hitting a second of the three lit targets scores 5k points. Hitting the final lit target extinguishes the fire and scores 10k points times the indicated Fire Multiplier. Each lit target adds 1k points to the End-of-Ball Bonus. Completing a bank (extinguishing the fire) adds an additional 1k points to the End-of-Ball Bonus.
Fire Multipliers: Fire Multipliers (not to be confused with the End-of-Ball Bonus Multipliers) are indicated by a vertical column of red inserts in the upper center area of the playfield. Indicated multipliers are 2x, 3x, 5x, 7x and 10x. All inserts are lit at the beginning of each ball. An insert will go out every few seconds in descending order as play continues. So, for example, if a fire is quickly extinguished with the 10x insert still lit, points for extinguishing the fire will be 5k + 5k + (10k x 10) or 110k points. If a fire is extinguished with the 5x insert still lit, points for extinguishing the fire will be 5k + 5k + (10k x 5) or 60k points. Eventually, all the multiplies go out. Extinguishing subsequent fires scores 20k points.
Fire Multipliers.
Every few seconds a new fire starts. That is, the three inserts at another target bank lite. This is pretty much endless and there is always a fire to be put out somewhere. The initial fires tend to occur at the lower target banks, which is good because these are also the banks that need to be shot to lower the upper ramp flaps to lock balls.
Additionally, fires may break out at the Orbit as indicated by a fire insert at each end of the Orbit. Putting out an Orbit fire score 7k points times the indicated Fire Multiplier. The Fire Multiplier is also applied to the 10k points ball lock score. And the Fire Multiplier is reset to 10x at the beginning of Multiball.
Orbit fire insert.
Rescue Ramps: Immediately inside the Orbit are the two Rescue Ramps. These are long, steep, dead-end ramps with a stationary target at the top. Hitting each target at least once will alternately lite one of the Rescue Ramps for an Extra Ball. Once lit for Extra Ball, the Rescue Ramps will remain lit from ball to ball until the Extra Ball is collected. The lit Rescue Ramp is toggled by Slingshot hits. Extra Balls may be stacked, but require additional successful target hits before a Rescue Ramp will be lit again. For example, each target must be hit at least twice before one Rescue Ramp will lite to stack a second Extra Ball. A Rescue Ramp may be lit for Extra Ball at the beginning of ball 3 as consolation if you suck.
The Rescue Ramps require strong, clean shots and have a pretty high risk/reward factor. A Rescue Ramp target must be hit in order to raise the Fireplug. Weak, unsuccessful shots often result in the ball rolling back straight down the middle. So I tend not to deliberately shoot the Rescue Ramps unless I notice that I already have one of the ramps lit for Extra Ball.
Rescue Ramps.
Rescue Ramps target detail. Baby or alien?
For each ball in play, an initial shot to either Rescue Ramp target scores 10k points and starts a timer. Subsequent shots to either target score points based on elapsed time. Scoring steps are 100k, 70k, 50k, 30k, 20k and 10k points. Every few seconds the potential scoring reduces by one step until back down to 10k points per hit. There is no indication of time elapsed. The displays are more concerned with showing flame animations than points scored. I imagine that most people never notice this scoring feature. An additional 2k points are scored for hitting the target lit for Extra Ball. However, earning the Extra Ball does not reset the timer. That is, there's only one opportunity per ball in play to get the elevated scores. Each target hit adds 2k points to the End-of-Ball Bonus.
On a very few occasions I have noticed both Rescue Ramps lit for Extra Ball. Slingshot hits then toggle the Rescue Ramps between both lit and both unlit. Hitting one ramp collected the Extra Ball, but extinguished both inserts. I have no idea how I set that up and I have not been able to deliberately replicate the scenario.
Orbit: The Orbit is located under the upper ramp, what the manual refers to as the "Second Floor". Does that then mean that the Orbit is the "first floor"? Shooting the Orbit in either direction will momentarily raise the Fireplug and spot one lit stationary target among the four Stationary Target Banks. That is, the Orbit can be used to extinguish fires. To me, this is easier than trying to plink off individual targets.
The Orbit playfield path is red, but mostly concealed by the Second Floor.
A ball's view looking up the left side of the Orbit.
Any shot to the Orbit will raise the opposite upper ramp flap if lowered (see Multiball description below). The game is pretty good about this. However, a rogue ball may on occasion get trapped behind a flap. Then you just have to wait for the game to run a ball search.
Orbit shots appear to award a base score of 5k points. But the total displayed score will include what ever would have been scored by hitting the spotted stationary target. This depends on target progress and possible Fire Multipliers (see Stationary Target Banks description above).
There's also a fire insert at each end of the Orbit that may lite at random and functions in a manner similar to the Stationary Target Banks. Shooting the Orbit in the direction of a lit fire insert scores 7k points times the indicated Fire Multiplier (see Stationary Target Banks description above). As with the Stationary Target Banks, an Orbit fire may be extinguished by passing through a lit Inlane.
Orbit shots appear to add 1k points to the End-of-Ball Bonus. However, that may just be an indirect result of the spotted stationary target.
Ladder Ramp and Turnaround: The Ladder Ramp is a motorized ramp in the upper-middle area of the playfield. The Ladder Ramp may be raised to access the upper ramp. The manual refers to the upper ramp area as the "Second Floor". The Ladder Ramp is normally in its lowered position and flush with the playfield. If the Ladder Ramp is lowered, the ball simply strikes a rubber sleeve. The Turnaround is a small horseshoe passage running behind the Ladder Ramp and located between the upper pair of Stationary Target Banks. The Ladder Ramp does not block the Turnaround. The Turnaround becomes a tighter shot, but is still accessible with the Ladder Ramp raised. "Turnaround" comes from the instruction card. The manual refers to this passage as the "horseshoe". I'll stick with "Turnaround".
Turnaround and Ladder Ramp lowered .
Ladder Ramp raised.
There's an insert at each end of the Turnaround. The Turnaround may be unlit, lit for a clockwise shot, lit for a counter-clockwise shot or lit for both. Lit directions change by Slingshot hits, but there appears to be no pattern or sequence. Shooting in an unlit direction scores 26k points. Shooting in a lit direction scores 63k points, advances the End-of-Ball Bonus Multiplier and raises the Ladder Ramp for about 25 seconds. If both directions are lit, you still only get 63k points and one advance of the End-of-Ball Bonus Multiplier. Shooting the Turnaround lit or unlit raises the Fireplug for about 10 seconds. It's a good idea to take your Ladder Ramp shot within those 10 seconds.
A successful shot up the raised Ladder Ramp to the Second Floor scores 50k points and may result in a lock if the ball happens to roll in the direction of an empty lock. Otherwise, the ball will replace an existing locked ball. The Ladder Ramp and Turnaround are worth paying attention to. The Ladder Ramp is a relatively easy way to get a lock or two without worrying about extinguishing fires. And the End-of-Ball Bonus can result in significant points. It's not terribly difficult to work the EoB Bonus Multiplier up to 10x. Once the 10x multiplier is lit, an additional Turnaround shot in a lit direction will light an Outlane for Special. Multipliers 2x, 3x and 4x are carried from ball to ball. If 4x is exceeded, the EoB Bonus Multiplier will return to 2x for the next ball.
Multiball: The 3-ball Multiball is pretty much the main aim of the game and involves most of the playfield features. There's a ball lock on each side of the playfield behind the lower pair of Stationary Target Banks. The locks are entered via upper platforms that are molded into the decorative buildings on either side of the playfield. The platforms are accessed by way of a bidirectional upper ramp that's mounted over the Orbit. The manual refers to all of this as the "Second Floor". Each end of the upper ramp has a flap, which is normally raised to provide access to the adjacent platform. Getting the right lock requires lowering the left flap of the upper ramp and shooting clockwise around the Second Floor. Getting the left lock requires lowering the right flap of the upper ramp and shooting counter-clockwise around the Second Floor. Both flaps may be lowered. However, the upper ramp is never used as an alternate orbit. If both flaps are lowered, the game will detect a shot to the Second Floor and quickly raise the opposite flap to lock the ball. Likewise, the game will detect a successful Ladder Ramp shot and quickly raise both flaps.
Left upper lock platform with left flap raised.
Right upper lock platform with right flap raised.
Overview of the Second Floor with both upper ramp flaps raised.
The upper ramp flaps are lowered by extinguishing fires at the lower Stationary Target Banks. Extinguishing the lower right bank will lower the left flap for a clockwise shot around the Second Floor to the right lock. Extinguishing the lower left bank will lower the right flap for a counter-clockwise shot around the Second Floor to the left lock. Alternatively, the Orbit can be shot to extinguish one insert. Or passing through a lit Inlane will extinguish an entire bank. I find that shooting the Orbit is often easier than trying to plink off individual stationary targets. The flaps are transparent and not super noticeable. So there's a green insert below each flap that will lite when its respective flap is lowered. Lowered upper ramp flaps carry from ball to ball until shot.
Note that during long balls the same Stationary Target Bank may be extinguished multiple times. The respective upper ramp flaps will be lowered regardless of previously locked balls. Additional shots around the Second Floor simply replace any previously locked balls. This can result in an unofficial 2-ball Multiball. A weak shot to the Second floor may trigger a lock eject, but then the first ball stops and rolls back down in the same direction from which is was shot. The game is able to recover from this unintended scenario. You can relock one ball and keep playing. Or you can lose one ball and keep playing.
A ball's view toward the Second Floor with the left flap lowered.
The upper ramp can also be accessed by way of the Ladder Ramp as noted above. Shots to the Ladder Ramp can lock balls without lowering the upper ramp flaps. That is, without having to extinguish fires. However, there's no control over ball direction. This is an okay (or even preferred) strategy for the first lock. But then there's only a 50/50 chance that a second shot to the Ladder Ramp will go in the direction of the empty lock. Locking a ball scores 10k points times the Fire Multiplier and adds 1k points to the end of ball bonus.
Lock theft is available (and encouraged!) during multi-player games.
With two balls locked, both flaps are raised and the Ladder Ramp is lowered and disabled. That is, shooting the Turnaround will not raise the Ladder Ramp. Instead, the Orbit is lit for "Lights Rescue". The third ball must be shot around the Orbit in either direction. This then raises the Ladder Ramp for a shot to "break the window". The Ladder Ramp remains up for an auto-adjusted interval (See Ad 41). If the Ladder Ramp times out, the Orbit must be shot again for another try at the window. The "window" is not a window, but looks more like a pair of black swinging saloon doors. The saloon doors detect a successful shot and start Multiball. The ball in the right lock is ejected down toward the right Inlane. With an unlucky bounce, this ball may end up going down the right Outlane. The ball in the left lock is ejected up toward the middle of the playfield. The left and right eject directions are about the only asymmetrical aspect of the playfield. The third ball is ejected from which ever lock it happened to roll toward from the window. Multiball continues so long as at least two balls are in play.
Window detail.
Note that there is what appears to be a rollover switch in the left lock's eject path. This is not a switch, but merely a mechanical one-way gate, which is intended to prevent balls from entering the lock directly from the playfield. The gate is not flawless. Balls do on rare occasion sneak by in the wrong direction. If the lock is unoccupied, you may get a free lock. If the lock is already occupied, the game ejects both balls and you get another one of those unofficial 2-ball Multiballs.
The odd one-way gate in the left lock's eject path.
The object of Multiball is put out all fires for 1 million points. This means hitting all twelve targets among the Stationary Target Banks plus one lap around the Second Floor in each direction. As before, fires at the lower Stationary Target Banks must be extinguished to lower the upper ramp flaps. The Ladder Ramp is lowered and fully disabled during Multiball. So all shots to the Second Floor must be by way of the upper ramp flaps. Aside from all the random ricochet action, my strategy is to just keep shooting balls in the direction of the Orbit. As before, Orbit shots will spot stationary targets. Eventually I'll get the Second Floor shots without having to change my plan of attack. This is all particularly frantic and I don't really notice my progress until the game shows me that the million points have been awarded. For some additional scoring, the Fire Multiplier is reset to 10x at the start of Multiball. The million points is awarded only once during each Multiball. Also, balls cannot be relocked during Multiball. And, as before, the Fire Multipliers eventually go away. At that point there's not much more to do, but get yourself back down to one ball in play and start over.
Jet Bumpers: None.
Slingshots: There are four Slingshots. An upper pair of Slingshots are located directly below the upper pair of Stationary Target Banks. Ricochet action from these two Slingshots is good for extinguishing fires at the upper Stationary Target Banks and lighting the Turnaround for EoB Bonus Multipliers. The lower pair of Slingshots are conventionally configured and cause the conventional hazards. All Slingshot hits score 10 points, toggle the Rescue Ramps when lit for Extra Ball, toggle the Inlanes and toggle the Outlanes when lit for Special. Slingshots also randomly toggle the Turnaround inserts among left, right, both and none. There are no other rebound switches on the playfield.
Down-playfield view of the upper Slingshots.
Lower playfield.
Inlanes: The Inlanes are conventionally configured. One Inlane is always lit to extinguish one Stationary Target Bank or Orbit fire. The lit Inlane is toggled by Slingshot hits. Lit or unlit, each Inlane scores 5k points and adds 1k points to the End-of-Ball Bonus. In addition to the 5k base points, a lit Inlane scores what ever points result from extinguishing a Stationary Target Bank or Orbit fire (see Stationary Target Banks and Orbit descriptions above).
Outlanes: The Outlanes are conventionally configured and score 20k points and add 3k points to the End-of-Ball Bonus. One Outlane may be lit for Special if the EoB Bonus Multipliers are exceeded by way of the Turnaround as noted above. A lit Special carries from ball to ball until collected. A lit Special is toggled by Slingshot hits. A lit Special can also be toggled by the Flippers. This is the game's only Lane Change feature.
Flippers: There are a pair of conventionally arranged Flippers at the bottom of the playfield. There is a ball-saving Fireplug between the Flippers as described above. Lane change is available for the Outlane Special.
End-of-Ball Bonus: The End-of-Ball Bonus starts at 1k points at the beginning of each ball and has a maximum value of 99k points. The End-of-Ball Bonus is advanced by various playfield features as described above. There is no Hold Bonus feature. The End-of-Ball Bonus may be multiplied up to 10x by way of the Turnaround. Multiplier status is indicated by window inserts under the burning buildings in the center of the playfield. Earned multipliers 2x, 3x and 4x are carried from ball to ball. If 4x is exceeded, the EoB Bonus Multiplier will return to 2x for the next ball. A Tilt forfeits the End-of-Ball Bonus. There are two Tilt warnings.
The game's End-of-Ball Bonus is pretty generous. The EoB Bonus Multiplier holdover is an uncommon game feature. And it's not too hard to work the EoB Bonus Multiplier up to 10x. Long balls can easily result in End-of-Ball Bonuses that well exceed 500k points.
End-of-Ball Bonus Multiplier inserts.
Extra Balls: Extra balls are awarded by way of the Rescue Ramps as described above. Extra Balls may be stacked by way of the Rescue Ramps as described above.
Specials: A Special is awarded by rolling down a lit Outlane. An Outlane is lit for Special by exceeding the 10x EoB Bonus Multiplier by way of the Turnaround as described above. A lit Outlane is toggled by Slingshot hits and Lane Change. This is the game's only Lane Change feature. A lit Outlane is carried from ball to ball until collected. Only one Outlane may be lit for Special. That is, additional shots to the Turnaround will not lite both Outlanes for special. It always annoys me when the only way to get something is to lose the ball.
Consolation: If a player's average ball time is less than 30 seconds, there are two Consolations provided on ball 3. One of the Rescue Ramps will be lit for Extra Ball and the Fireplug will remain up for 30 seconds.
Strategy: Clearly the game wants you do everything as quickly as possible. Maybe that's a good strategy if you're a fireman rescuing women and babies. But I'm not good enough to worry about any of that. I try to take my time as best I can and work toward Multiball, raising the EoB Bonus Multiplier and shooting the Rescue Ramps if lit for Extra Ball.
Fire! Vocabulary:
(M) = Male; (F) = Female; (C) = Cow:
"Mooooo" (C) - Coin drop
"Mooooo" (C) - Start of game
"Tony is trapped" (M) - Right lock
"Hans is trapped" (M) - Left lock
"Another engine" (M) - Plunge after 1st lock
"Another Engine; bring up the ladder" (M) - Plunge after 2nd lock
"Break the window" (M) - Orbit after 2nd lock
"It's out of control" (M) - Start of Multiball
"It's out of control" (M) - Random callout during Multiball
"Move the hose" (M) - Random callout during play
"Help her" (M) - Random callout during play
"It's spreading" (M) - Random callout during play
"Save my baby" (F) - Random callout during play
"Save the girl" (M) - Random callout during play
Scream (F) - Rescue Ramp
"It's about time" (F) - Rescue Ramp
"Get me out of here" (F) - Rescue Ramp **
"Another engine" (M) - Plunge Extra Ball
"We've lost her" (M) - Outlane
"Nice job, lads" (M) - Drain with 10x EoB Bonus multiplier
"Nice job, lads" (M) - High score
"Nice job, lads" (M) - Match
"Break the window" (M) - Random attract
"Move the hose" (M) - Random attract
"Hans is trapped" (M) - Random attract
Scream (F) - Random Attract
** My favorite Fire! callout. To me the woman sounds far more pissed off than frightened.