Firepower II is described by many as Firepower lite. This is in some ways an accurate assessment of this deck. In other ways this game has a character of it's own and when set up as it should be, is a player.
The Pros:
The Artwork is cool and the game looks the part. I'm not usually a Constantino Mitchell fan, but this deck has a great package on it. Stronger flippers mean faster play. Some of the shots are very satisfying. The curves of the standups mean that there are more "angles" to the center of this table. The multiball start standup at the top of the PF looks like it can't be made. It can be hit from either flipper. Just get your aim down solid first. The left orbit to the loop at the bottom of the PF can shoot straight down into the left outlane if you get caught sleeping. Stay on your toes at all times with this deck. The big speaker in the backbox pointing right at the player sounds great when the volume is cranked up!
The Cons:
This is the worst designed ramp on a williams game... ever. Unfortunately, we see this again in Sorcerer as well. A 2 ball multiball... really? Psst... the original had a 3 ball multiball and speech. What happened? Was it simply production costs making the decision? I hope so. The cabinet could have been used on ANY Williams game.
The Takeaway:
A fun straightforward skills game. If you set the rules to extra hard, take off the rubber bumpers between the inlanes and outlanes and open the outlanes... I got a chance to play a really nice copy recently and the more I played it, the more I wanted to play it again. This is a good sign.
Update:
This table is much more balanced than I thought it was. Heck, it just made the wish list. This particular table had been set up at Pintoberfest in Lakewood, CO. Adam brought in his own personal copy and it was very well tuned and it made a huge difference in my opinion of this game. The first thing I really noticed were the Stern (v1) bars between the lanes. We see this in Taxi and this particular setup is difficult to control the speed with. I really like it. Multiball is easy to prep, not always easy to start. The shot between the standups though the pops to start, is very dangerous to the point where sending the ball through the right lane to the top lanes to reflect from the pop garden into the standup. Risk/reward in multiple ways for the multiball start. Double score when in 2 ball multiball means that the left hand of the PF with a rippin' spinner or the Mystery score on the left ramp. The lock saucer from the right flipper at 50k is a worthy shot now as well. Making F-I-R / E-P-O / W-E-R lights up the tale features and ALL of those shots are dangerous to attempt. My strategy is to play the game, let the targets get hit as the game plays on and when I have a moment to check the table... I'll shoot for the last target or two if they need to be hit, but I say the heck away from them unless I'm sure that I can backhand the shot. Hitting any 3 bank and then looping the Blackout/Warlok orbit lights the bonus holdover. This is the key to the game. Build up bonus and between all the trips to the top 4 lanes, you'll be at 5x in no time. WORK IT! This game also features one of the best art pax ever done by Constantino Mitchell. Space themes are his specialty. This one is up there with Solar Fire, Defender, Blackout and Class of 1812.
Yeah, people will bag on this game. No speech, only a 2 ball multiball. I get it. The right orbit can be less than the ideal "smooth feel" that you'd expect from the Ritchie Brothers, But I have also seen the metal armature modified to But I like playing this game much better than the original Firepower. The PF has good shots and the rules require you to shoot all over the table. Some shots are dangerous, some are scored indirectly. Solid pinball action all around. Good scores on this game are indicative of quality pinball play. That is something that I sincerely appreciate about this table. I hope you find a nice copy of this table and enjoy it for the "pure" pinball experience that it is. Enjoy!