Price check

Yep, it's ALL about artwork and backglass condition.

If it's got a crappy backglass and flaking playfield with wear spots, and flaking paint on the cabinet & backbox, I'd say $200 with acid damaged boards, and $300 with good looking boards.

Better artwork = higher price.

FYI - a clean, working, good condition FP with new rubber and correctly serviced boards and connectors (IDC SUX!) should fetch $600-700.
 
Just make sure you get a look inside the backbox. It's very important to see if there is any acid damage on the MPU board from the batteries. If there are batteries on the board (3 AA batteries in a board-mounted holder) PULL THEM OUT ASAP.
 
Did the guy give you a price ever? I was texting back and forth with the guy yesterday and he would not give me a price, so I wasn't going to bother, wouldn't even give me an idea if he wanted $200 or $2000.
 
Firepower

Good morning,

Picked up the pin for 160.00

Needs some major cleanup and rubber kit,touch up playfield and a couple new targets. Boards were very clean, games fires up and goes into test mode, all sounds, solenoids work. Backglass is not perfect but looks decent. Won't coin up. Rob came with me and he was working his magic on it. Thanks Rob

No hurry on this one
 
I picked up the same type pin a couple of months ago for $200.

Sounds like it was in about the same condition. On mine, reseating everything got it playing again. It will still need new connectors to make it right, but it's been reliable for several weeks after getting it running.

-JM
 
Nice! I don't like it too much on emulator, haven't had a chance to play a real one, but picking up any pin at that price that's in a salvageable condition is a good deal in my book.
 
Pick up the custom ROM's that include the divide by 7, skill shot, and jackpot features - makes the game much more challenging/interesting to play, and you're not going to roll the score constantly either. Great classic; I'm on my second with no plans to part with it!

If you don't want to spring for new plastics, used ones shouldn't be too hard to find; they made a ton of these..
 
Sprout, tell me more about those custom roms - I got them from HHaase but I never installed them. How do those added features work?

-STG
 
See: http://www.pinball4you.ch/okaegi/pro_soft.html

Specifically:

First variant (this is what I'm currently running)-

firepower / 310 241005 add 7-digit displays for player 1 - 4, add version nummber, recalculate checksum
this software is for system 7 / system 6 boards for firepower

New with version 310:
New rules (based on ideas from Marcel):

Spinner skill shoot:
When the ball is in the shooter lane, the spinner arrow will flash a short time (10 seconds)
If you hit the spinner during this time, the spinner will score 5'000 points

Firepower multiball and award sequence:
1) Multiball starts. "Fire 1... Fire 2... Fire 3..." (as normal).
2) Middle stand up target banks are reset (all strobing)
3) Player must hit all 6 standups. Accomplishing this enables all three locks (green "lock" arrows are flashing) and throws in an uncalled sound effect to signal for next step.
4) Player must shoot the 3 balls *back* into the enabled lock holes during multiball to score the 600'000 point award. CPU makes speech call: "Mission Accomplished".
5) Multiball restarts (back to step #1)

The coin specific settings are removed, you get 1 credit for the left or right coinslot and 4 credits for the center coin slot. The coin counters are also disabled.

===================
===================

Second variant (way cool, and something I plan to do at some point. I just need to scare up an extra System 7 MPU board):

http://www.pinball4you.ch/okaegi/pro_softfirepowerdeluxe.html

Details:

New rules (part one):

Four Missions:
The origional rule states:
Lighting "Fire" and "Power" scores and increases "Fire Power" Bonus Value
The key change is after "fire" and "power" are lit, a challenge (called mission) has to be completed in order to receive the "Firepower" Bonus.

Mission start: A mission will start if you complete "fire" and "power". Look here to see a mission start on my pinball. There is a quick show of the mission number and the speech "mission one", "mission two", "mission three" or "enemy mission" and a wipe up of all playfield lights. Then the normal lights returns and then the timer countdown starts.
A sucessful mission will use the normal flash sequence of "firepower" and will advance the firepowerbonus and the speech "firepower".
An uncessful mission (timer is 0 or one balls is lost) will result in unlight of "fire" and "power" and no firepower bonus and the speech "enemy won".

Start out with all 3 "Fire Power" bonus value lights (10,000 30,000 and 50,000) turned off.
A part of the adjustment# 33 is disabled.


During challenge mode:
The orange targets accepts hits (scores 1000 points) but their inserts will not lit.
The same for the power targets.
An "extraball when lit" lamp(after completing 6 or 5 times F-I-R-E) will be stored after the challenge.

The missions:

First mission:
Hit a moving center (1-6) target.
All center targets are dark and one moving light target must be hit.
Mission time 20 second

Second Mission:
Hit a moving power target
All power targets are dark and one moving light target must be hit.
Mission time 25 second

Third mission:
Hit two moving center targets (1-3, 4-6)
All center targets are dark and two light targets (moving between 1-3 and moving 4-6) must be hit.
Mission time 30 second

Forth mission:
Hit center target (between the bumpers)
Light (10'000,30'000,50'000 firepowerbonus) pulsing ascending.
Mission time 30 second

Special thanks to mjmmx for the design of the firepower missions and the concept.

New rules (part two):

Spinner skill shoot:
When the ball is in the shooter lane, the spinner arrow will flash a short time (10 seconds)
If you hit the spinner during this time, the spinner will score 5'000 points
Firepower multiball and award sequence:
1) Multiball starts. "Fire 1... Fire 2... Fire 3..." (as normal).
2) Middle stand up target banks are reset (all strobing)
3) Player must hit all 6 standups. Accomplishing this enables all three locks (green "lock" arrows are flashing) and throws in an uncalled sound effect to signal for next step.
4) Player must shoot the 3 balls *back* into the enabled lock holes during multiball to score the 600'000 point award. CPU makes speech call: "Mission Accomplished".
5) Multiball restarts (back to step #1)

These two ideas are from Marcel.
The coin specific settings are removed, you get 1 credit for the left or right coinslot and 4 credits for the center coin slot. The coin counters are also disabled.

===================
===================

I'm also using the modified Centaur ROM set from the same site; makes it more challenging to keep multiball going once it's started; with the stock ROM's I was ending up with 30+ minute multiball sessions, which while fun, do get old after a while. LOTS of good modified ROM sets.
 
Last edited:
Back
Top Bottom