Lighting it. Battle the Power lights on the Right Ramp at the third hitchhiker and every tenth after, from its Door panel, from every second Spiral award, from the red zone of the Super Skill Shot, and, if the machine is set that way, at the start of every game. Lit battles play at the same time and are remembered while the Powerfield is unavailable.
The fight. With Battle the Power lit, shoot the Right Ramp: the Bridge Diverter swings aside and the ball rides into the top-left corner of the Powerfield. Your flipper buttons now work Magna-Flip, the two magnets in the bottom corners. You have at least ten seconds, plus a grace moment, to throw the ball out through the hole at the top. Fail and it falls out of the bottom into the jet bumpers.
What it pays. The Powerfield value starts at five million. Each of the four switches on the lower walls adds 500,000, and the sensor at the top exit adds twice that. After your first win the switches are worth 750,000 for the rest of the game, after your second a million. Beating the Power doubles the Powerfield value, gives you the flashing Door panel (moving the flashing light on, exactly as the Player Piano would), and lights the two Power Payoff targets under the Player Piano for ten million. Everything the Powerfield pays also goes into your end-of-ball bonus, with no known limit.
How to flip. Press the button for just long enough: too short and the ball barely moves, too long and the magnet slows it on its way out. Practise gently, one press at a time. A stronger style is to keep flipping with whichever magnet is nearest the ball, bouncing it between the two nearest walls until it is thrown free toward the top. Never press both buttons at once, and never flip as fast as you can. A small nudge with one solid throw helps, but you can tilt on the Powerfield: a tilt is the penalty for shaking the machine too hard, and it ends the ball. One trick: as the ball enters and drops past the right-hand magnet, one press on that magnet can throw it straight out of the top. How strongly the magnets throw on your table has not been tested, so start gently.
When not to fight. If something valuable is flashing, such as Lite Extra Ball, remember that failing dumps the ball into the jet bumpers, which move the flashing panel on. The Player Piano may be the safer way to earn it.