Solar Fire
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Note: This page is a work in progress. Please help get it to a completed state by adding any useful information to it. |
Manufacturer | System | Year | Model | Produced |
---|---|---|---|---|
Williams | System 7 | Jul 1981 | 507 | 782 |
IPDB.org page for Solar Fire
Notable Features:
- Sound (Type 2) only
- Two level (or two-tier) playfield
- Four flippers, two in the normal position and two on the upper tier
- Drop targets: One 4-bank, Two 3-bank
- Captive ball which continues to oscillate by magnet called the 'Solar Gun'
- Horseshoe lane on upper tier
- Right ramp Roll-under for Mystery (as per Black Knight)
- Magna-Save on both outlanes, with a timed feature
- 2-ball and 3-ball Multiballs
- Fixed Bonus ball for highest scoring player at end of normal play, with unlimited ball saver durung the timed period (as per Black Knight)
Special Notes:
- Fourth of the 4 two-tiered playfields Williams produced.
- In order they were:
- Black Knight (Sound and Speech)
- Jungle Lord (Sound and Speech)
- Pharoah (Sound and Speech)
- Solar Fire (Sound only)
Solar Fire Playing Tips and Rule Sheet
1 System 3-7 Specific Issues
See Williams_System_3_-_7#Problems_and_Fixes
2 Game-Specific Issues
Click on the links to learn about the more complex problems that this era of games faces.
Return to Williams_System_3_-_7#Games page.