Strange, same manafacture date, same exact SN as mine.
Quoted from pin-pimp:Strange, same manafacture date, same exact SN as mine.
Maybe it was one of the first pin owner or... just a mistake in the SN
Quoted from pin-pimp:I just looked at that cv owners list, my sample game is listed with another’s name. Looks like the list has not been updated in a while. I emailed the old owner, see if his email still works and what he has to say. It’s not the same person I bought it from.
Which one was yours? Two on that list were mine (... since I started that list myself a loooong time ago) and to this day I wonder what happened to my games.
Quoted from McPin54:[quoted image]
Curious (suspicious) on that serial plate as the date and serial seem way off. Plus the fact that the decal is square cut (vs the typical radius corner) and Perfectly clean makes me question the decal. Sad to admit but I have heard of individuals in the past reprinting these decals (not really hard to do) with more valuable serial numbers to add fake value. Do you have other serial numbers on the boards etc or prototype playfield markings that validate this serial number?
I have 65. 8-12-97 Man another scam. Seems there isn't a day that goes by that I hear of another scam to steal or commit fraud. Crazy...
Quoted from pin-pimp:Mine is numbers ending 154
Do you have a link to that list you are looking at?
Quoted from whthrs166:Do you have a link to that list you are looking at?
I guess it’s this one:
that list says updated in 2010, i bought my pin in 2011 from Colorado. list says owner was in Florida so who knows the story
Quoted from pin-pimp:that list says updated in 2010, i bought my pin in 2011 from Colorado. list says owner was in Florida so who knows the story
I dunno if Hassell is even around anymorme honestly. I origianklly made those pages back in the early 2000's when I had my second Sample CV. When I sold it, I couldn't keep up with the pages anymore, so I gave him all the HTML. Heard form him off and on since then, but eventually lost contact.
Quoted from whthrs166:I have 65. 8-12-97 Man another scam. Seems there isn't a day that goes by that I hear of another scam to steal or commit fraud. Crazy...
Did you buy it while in Colorado? Thinking that one may be the first I had when i was out there. Huh, cool.
Why not enter your info on ipsnd.net instead? I think that one is self-administered? Or is it also out-of-date?
Quoted from Coyote:Did you buy it while in Colorado? Thinking that one may be the first I had when i was out there. Huh, cool.
Yes I bought it from A guy here local. He bought it in 2008. and it looked like this before Chris (HEP) restored it in 09.
CVorig2 (resized).jpgCVorig8 (resized).jpgCVorig9 (resized).jpgHere is a video of the CV proto gameplay with the prototype software and the old ringmaster voice before it was re-recorded.
The ringmaster had 2 voices because it has been recorded a second time during the prototype phase. The old ringmaster has a completly different voice.
Also, there have been a lot of changes, the center insert was targetting the ring 3 feature and the Ringmaster mode was limited in time. The ball lock was also different and so on...
Quoted from noitbe1:Here is a video of the CV proto gameplay with the prototype software
Thanks for posting that! Very interesting! The game play is somewhat different. The behavior of the Ringmaster is definitely different not just the voice.
Quoted from whthrs166:Thanks for posting that! Very interesting! The game play is somewhat different. The behavior of the Ringmaster is definitely different not just the voice.
yes the software has a lot of differences. Also the "crank" insert (also visible on sample) and the "Ring 3" center target was part of this prototype software. Getting ring 3 was the main marvel and one of the main objective. There was also several level of "crank".
Here is the old animations related to it:
CV_Ring3 (resized).pngCV_crank (resized).pngThank you for sharing this! Found it very interesting.
Also explains why the skillshot was brought back in the homerom, it was somewhere in there probably from the start.
Quoted from noitbe1:yes the software has a lot of differences. Also the "crank" insert (also visible on sample) and the "Ring 3" center target was part of this prototype software
The Sample CV I got when I was out in Colorado still had the 'Visit Ring 3' insert.
Apparently the sample games had that on the main insert - and it was covered by a decal. Not sure if my sample was never decaled, OR, the decal was taken off.
Quoted from Coyote:The Sample CV I got when I was out in Colorado still had the 'Visit Ring 3' insert.
Apparently the sample games had that on the main insert - and it was covered by a decal. Not sure if my sample was never decaled, OR, the decal was taken off.
Yes you’re right. This prototype software was still matching with the sample original playfield without the decals. The thing is, it seems that the decals idea and the 0.1 version came with the production software already so only the proto ROM has the right software to match the playfield. My prototype never had any decals on it because it was shipped as a test game prior the software changes with the prototype software on it.
Quoted from Joe_Blasi:The Proto roms need to be dumped.
It’s done. You should check on visual pinball website the D52 version.
Quoted from DavidPinballWizz:Thank you for sharing this! Found it very interesting.
Also explains why the skillshot was brought back in the homerom, it was somewhere in there probably from the start.
Yes. You can chose a bonus at start which is really cool.
Also it’s missing the RM winning animation but the game flow is better. There is no break during the game. The limited time for the ringmaster make it much harder to complete because you have to redo the WOW target if the times is out.
Also... some of the things I’ve noticed:
there are balloons to collect there with the bumpers.
The bumper time mode balloon is shorter than on the 2.0.
the RM head is not visible in attract mode but stay hidden onthis version.
The ringmaster special is a 4 ball multiball which is great.
It seems that you don’t have to beat all the ringmaster to go to the wizard modes.
The neon and the arc multiball were playable on this version
Quoted from noitbe1:It’s done. You should check on visual pinball website the D52 version.
missing sound roms,
I’ve bought recently an extra prototype ramp and wanted share the look of it comparing to production. This ramp is a really early prototype since the holes doesn’t even fit perfectly. The look is blurry and the lightning effect is completely different. Here are some pictures to compare with the production´si one as well.
The prototype is the orange neon and on the left.
07956594-13AC-4718-9FCC-5D2B9BD44D9C (resized).jpeg291B0863-6AE6-4832-9273-73B2228C6424 (resized).jpeg6958FD5E-F130-4A7B-A130-2FFD5EE87054 (resized).jpeg778D081E-7FAE-40B4-B3DB-18004A668A1F (resized).jpeg79D50886-DADF-45ED-8078-DAB473C513AA (resized).jpeg903FBAA6-831D-41BC-99F7-ABDC645B5DA7 (resized).jpeg932541FB-B3BB-4131-A1BC-D7F2D6F86AAE (resized).jpeg9AB0777E-918C-4C32-A33B-2F785C6D2641 (resized).jpegB1A3E55B-E397-42A7-9AB7-42989DEF78E8 (resized).jpegF19BCEE3-9FC7-4643-AE72-F0A790E91B1B (resized).jpeg
Does anyone has a link to download the proto soundrom ? I've only got the D52 gamerom without the proto soundrom.
Thanks !
Here is a pic of the different bumper caps used in the CV design:
- Clear was used for the whitewood
- Orange for the prototype
- And red for samples and production.
The orange caps has been used only for this title in prototype phase.
09096879-AC0B-49C8-BC57-19CDEBE1A815 (resized).jpegI will resurrect this thread.... stay tune CV fanclub. I think i got back original pictures from dev and comments archive from Cameron Silver...
Maybe a miracle... i don’t know but i got back original pictures from the dev of this pin. That’s the first time I see that. Even better than in a book... enjoy. There are so many interesting things in there.m. Crazy...
First comment:
This is whitewood number 1 (October 29th, 1996) - some things of note:
* Four juggler saucers (trust me, they're there).
* Wireform containing the menagerie ball.
* Acrobats ramp drops ball in front of left sling-shot.
* "Lightning Bolt" inserts (flash-lamps) in front of each sling-shot.
* "CIRQUS" inserts in front of right sling-shot (yes, there's one missing, but that's what these lamps became).
* Retro style jet bumpers (these were removed because they would dis-colour too quickly from the lamps).
* Saucer below the bumpers (above the right in/out lanes) .. I actually didn't remember this until I saw the photo, I think it kicked the ball out into the playfield.
* Launched balls went to the right of the bumpers, and into the right loop (behind the display).
* Same spinner as in the Police Force game.
* The highwire ramp was part of this playfield, but must have been removed when I took the photo. The ramp (leading to the lock magnet) was wood, and the first mock-up of the Neon was very scary and was too tall to fit under the glass (it was just a mock-up!).
* A trail of inserts leading up to the Ringmaster. Hitting the Ringmaster would advance the lamps in this trail. The large square inserts would score a little jackpot, and reaching the top would start multiball. The source code still uses the term "trail advance" as the name for the hit-the-ringmaster mode, even though the trail is long gone!
* Various miscellaneous inserts dotted around.
* The extra flipper button on the cabinet isn't for this game, it was already installed on the scrap cabinet we used for the whitewood.
* Backbox toy.
It's a pity I don't have any more (or better) photos of this whitewood.
2nd comment. Sorry it’s a bit mess but that’s how i got it:
This is a photo of the second Whitewood (January 8th, 1997). This is starting to look a little like the finished product. Some things of note:
* Giant captive ball (the menagerie is still present, it was just removed from the game at the time I took the photo).
* The Highwire ramp is still wood, but again it was temporarily removed. The wooden ramp was fun (with "A", "R", "C" inserts used to show progression to to Strike An Arc Multiball), but it was costly and didn't shoot too well so it was replaced with the plastic ramp. (That large plastic ball in the photo is there to stop the pinballs falling into the cabinet.)
* The Neon part of the High Wire ramp was less scary on this whitewood. Unfortunately it is missing from the photo. (The whitewoods never spent a lot of time fully assembled!)
* Three Juggler saucers.
* White progression and yellow completion inserts on both outer loops.
* "Side-Show lit" inserts on both outer loops. The side show was removed from the right loop since the diverter needed to be energized while the Side-Show was lit, and was getting too hot. Also, I wanted the four lights on each loop ("1", "2", "3", "Juggler/Acrobats") to match, so the long Side-Show insert was removed from the right loop to make room. The Side-Show will still be award from the right loop, if the diverter is already open and the ball falls into the hole behind the display.
* Extra inserts for the Highwire ramp, including Extra Ball (which was moved to the left loop for the third (final) whitewood).
* Clear Jet Bumpers - this plastic was too brittle.
* Wireform above the popper kickout. This was a temporary fix, and is actually the wireform used to kick balls into the Turbo-Charger on Indianapolis 500. It was used simply because Mark Weyna had one in his office!
* Police Force spinner.
* Ringmaster 'trail-advance' inserts still present, but they didn't last much longer. Note that inserts are present that will be used for the 'trail advance' in the final game - these were the multiball indicators on this whitewood (multiball was only the first, third and fifth lights, the middle ones were minor awards).
* "CIRQUS" inserts are between the flippers, although the Marvels are not yet present. The "Join The Cirqus" insert is above the letters, along with two other inserts that were not used.
* Shooter ramp missing, note the paper ramp mocked up in its place.
I brought this game to Pinball Expo in 2004, more can be read about it here: http://www.buzzneon.com/pinball/Cirqus/cirqus_schpiel.pdf
Comment 3:
Building the third (and final) whitewood (February 21st 1997). This finally looks like the 'real' Cirqus Voltaire that you all know and *cough* love. (This is the same playfield that I have brought to pinball Expo a few times). The big lightning bolt inserts, and the square inserts, are clear because coloured molds had not yet been made.
Comment 4:
This photo shows the storyboards for the Cannon Ball Run mode (not terribly interesting), and the WOW sequence (quite interesting for several reasons).
Note that this photo is dated August 28th 1997, which is almost two months after the game went on test, and just two weeks before Sample games were shipped. Some may think that this was a pretty major part of the game to be adding so late in development .. well, they are right! After watching the game on test, we decided to make some 'small' changes to the Ringmaster.
The original Ringmaster had a slightly different personality, more scary and sinister than the final Ringmaster. His voice was more high-pitched, and generally more 'weird'. (Actually, the announcer in the Roller Coaster Tycoon pinball machine sounds quite similar to the original Ringmaster). He was also a much greater part of the game-play, it was just too much.
The choreography, before this change, was as follows:
* Player spells WOW, and Ringmaster immediately raises to the middle position without the magnet grabbing the ball. The display effect consisted of just the giant cog with the WOW letters.
* The player had 20 seconds to hit the Ringmaster 5 times, but shooting the spinner would increase the time. If the time expired, then the Rimgmaster would drop all the way back into the playfield, and the player would have to spell WOW again (however the hits did not reset). Draining the ball would also end the mode. [ This is available in the Home ROM. ]
* After the fifth hit, the Ringmaster would drop all the way back into the playfield, and the player had to shoot the WOW targets (any target, and just one hit). This is where the magnet would grab the ball and the Ringmaster would raise all the way up while holding the ball; there was no 'Ringmaster Defeated' award, just the Multiball start (the animation of the box opening, etc). The Ringmaster would throw the ball at the end of this animation.
If this sounds awkward, it's because it was! It was very pretty and impressive to watch (especially the first time), however it was extremely confusing for new players. The only thing which I miss is that for the second multiball (Razz) the Ringmaster would hold the ball while the jackpot value counted down, and only release it once hit.
Very early in development (during planing for the first Whitewood), the Ringmaster wasn't a Ringmaster - he was a Jack In The Box, and the WOW targets were POP targets. Jack became the Ringmaster very early on (during the Whitewood 1 stage), although all the code still refers to him as 'Jack' (since that's what he was called when I wrote the device driver!).
Quoted from chad:Thanks for sharing the history of this game! Always like seeing the different phases.
You’re welcome
I was at a Distributor in May of 1997 Chicago and was shown a Cirquis Voltaire,. It was in a back room and most likely a sample. Was definitely ready to see this in production.
Quoted from chad:I was at a Distributor in May of 1997 Chicago and was shown a Cirquis Voltaire,. It was in a back room and most likely a sample. Was definitely ready to see this in production.
Wow. Nice !
Quoted from schudel5:I've got a CV whitewood #2 playfield and the resin model that was used to create the mold for the purple scrolls. The model weighs a good 2lbs (1kg).
[quoted image][quoted image]
Amazing... thanks for sharing. Any idea how many whitewood 2 were built ? Is it the only one?
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