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Solar Fire (Williams 1981)

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23736 Views
5721 Downloads
4.9 From 21 reviews
213.21 MB File Size
solar_l2.zip ROM Name
UnclePaulie Created by
Williams Manufacturer
1981 Year

4 Screenshots

Solar Fire (Williams 1981) is one of several Williams System 7 machines, and one of the most complicated rulesets of the time, but only had 507 units made.  It's a fun, fast table and higher scores are very achievable... 1M-2.5M is a good game.  The Solar Gun feature is fun to achieve, as a magnet slings a captured ball back and forth while generating points when lit.  There is a lot to do on this table with all the targets to hit to enable other functions.  You'll find similarities to Black Knight, Grand Lizard, and other tables of that era.  This table significantly utilizes magnasaves to keep your ball from going into the outlanes.   

 

I made Solar Fire a few years ago but was only an update to another table, and the playfield, graphics, etc were not great, nor accurate.  Also, I've learned so much more since then, and physics, graphics and everything is leaps further now, I decided to redo the table from scratch.

 
I found a playfield online that had accurate hole placement, and so @redbone completely upscaled, enhanced, and cleaned up the playfield.  This 3.0 version utilizes the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. Dozens of hours were spent studying gameplay videos to match the table shots and action.  

 

Also I loved what Mecha_Enron did in Cosmic Gunfight as far as an interactive tutorial, I decided to learn and implement in this table.  To utilize, go into the F12 menu and turn on the tutorial.

 

Also thanks to Primetime5k for implementing staged flippers and testing.  As well as to the VPW team for testing.

 

Once again, I've included several options in the F12 menu including various balls, ball brightness, GI brightness, insert brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting... AND the interactive tutorial.

 

For the ROM settings... The baseline comes pretty much correct except for the high score to date is defaulted to something high and the coins are defaulted to one credit is 3 games.  I've included a .nvram file that will adjust the coin/credits to 1 coin is 1 credit.  Also, I've set the default high score to 100,000.
 

Required Software (64-bit versions):

VPX 10.8.0 final release or later: https://github.com/vpinball/vpinball/releases
VPinMame v3.6.0-1227 or later: https://github.com/vpinball/pinmame/releases
B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases
 


Permission from ORIGINAL Author(s)?

This is my own creation.

Allow file to be included on a VPUniverse downloader app?

Yes

VPX Standalone

Yes
https://www.ipdb.org/machine.cgi?id=2238
https://vpuniverse.com/files/file/7900-solar-fire-williams-1981/
Yes
10.8 required
Yes

What's New in Version 3.0.3   See changelog

Released

Version 3.0.3

Note: No updates to gameplay at all.  Only enhanced the visual graphics of the ramps.

 

- Baked the Ramps to reflect elements and GI.  

- Added an option in F12 to turn off baked ramps if you don't want the GI reflections.

- Updated the timing of the trough system and trigger in ball in plunger lane to protect against a timing issue on a quick start press during gameplay.

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