Pinballrom

“Programmer of many different types of pinball parts (EPROMS, ROMS, PROMS, GALS, PALS, PICS). I sell LEDS, NVRAM. Ni-Wumpf boards, and solid state machines.”

» Back to Pinballrom home



Biz information Shop home


ROM CIRQUS VOLTAIRE -CPU-HOME

I am a fully licensed supplier.

2.0HOME


This is version 2.0H of Cirqus Voltaire. This Home ROM is NOT an official

Williams release, and as such is not supported by that company.



Version 2.0H of Cirqus Voltaire is an 8 megabit ROM (27C080 or equivalent),

which is free only (will not accept coins). The checksum is: $B120



  Changes since 1.4:

    - The ramp lockup test was NOT clearing the switch status flags when

      it started up, this has been fixed.

    - If the ramp magnet switch could not start the multi-ball start LAMP

      effect, but the display effect was running, it would re-run the

      display effect once the ball reached the lockup. This has been

      fixed.

    - Starting final mode now cancels the multiple jackpot.

    - Shots are ignored just after starting a new final mode phase.

    - Shots are ignored just after adding a ball in phase 3 of Join.

    - Added additional tilt check in ramp lockup code.

    - Added adjustment to install manual eddy boards.

    - Ringmaster is no longer down during sideshow, but IS down during

      video modes.

    - Added adjustment to allow all abort-friendly display effects to be

      aborted right from the start of the game.

    - Possible to abort most display effects.

    - Added adjustment to make Acrobats only spot from made switch on

      the ramp (instead of enter).

    - Added adjustment to enable the 'old' skill shot. Simple skill shot

      runs in tournament mode.

    - Added adjustment to enable timed Ringmaster mode.

    - Added adjustment to skip first Ringmaster defeat.

    - Added adjustment to stop Ringmaster magnet catching the ball after WOW.

    - Added Copy-Cat video mode.

    - Side-Show lamp effect now masks in-lane lamps.

    - Neon multiball has a significantly reduced chance of running until

      one of the regular multi-balls has been played.

    - Side show will try not to give out two video type modes in a row.

    - Added juggler sneaky lock on left loop.

    - Boom Balloon will attempt to lower itself if it registers hits while it

      should be down, and the ball is hitting other jets.

    - All multi-balls can be restarted when quickly starting another

      multi-ball. (On an adjustment which defaults OFF).

    - Updated Cirqus Member time-stamp to reference from 2001, and system

      clock starts at 2002.

    - Created some presets for new adjustments.

    - Added 'Early' to game over kick-out adjustment - It kicks during

      match/hstd processing.

    - Added adjustments to stop physical HighWire and Juggler locks.

    - New juggler lock and start lamp effects.

    - Diverter will switch position when balls in play decreases to 1 to

      free jams. (Adjustment sets frequency, or disables)

    - Added quick jackpot, lit from side-show.

    - Removed pinball hotline and web/email info from attract mode. :-(

    - Tweaked the speech for skill shot, Ringmaster and Hat-Trick.

    - Hat-Trick and Ringmaster modes now work correctly together.

    - Test Report messages regarding disabled hardware will only show

      up in Test mode .. Stopping DOT on home games.

    - BackBox Luck switch will not be marked bad if the backbox is disabled.

      (However it will still show up in the test report if it is bad.)

    - 'Load Cannon' award on the out-lanes has been modified to give

      lower points.

    - Game restart is now correctly handled during Side Show.

    - Added delay to Boom Balloon timer so background display effect

      shows starting time.

    - Added feature adjustment to disable timed spot-marvel (off the

      in-lane).

    - Added 'Clear Hardware Errors' utility.

    - Spot Marvel disabled while no marvels can be spotted.

    - Timed spot marvels (off the in-lane) are not lit at all if no

      remaining marvels can be spotted.

    - Added music and speech when Join The Cirqus is ready.

    - Added new Join The Cirqus phase 'Acrobats Spin': Player must score 

      100 spins to win. Target spins set by new Feature Adjustment.

    - Added second Join The Cirqus phase: Player must score 3 million

      points (from roving hurry-ups) to win. Final score set by new Feature

      Adjustments.

    - New Cirqus phases played second time player reaches Join. Added new

      adjustment to set this.

    - Add ball/score to background display effect of phase 2 of Join

      The Cirqus.

    - Join The Cirqus intro display effects can be aborted at ball-start

      and the second (or more) time through.

    - Skill Shot lit at ball start, during Join The Cirqus to advance the

      mode. Ball is held during intro effects (which can be aborted).

    - Timer adjustments for Kangaroo Video mode and Cannon Fire Mode

      can be set to 'OFF' to disable these modes.

    - If all marvels except the Acrobats Marvel have been awarded, but

      the Acrobats mode is active, then that marvel will be spotted.

    - Added pause feature to the coin-door. Opening the door disables

      the flippers, stops mode timers, and starts a ball saver (2 seconds

      for each ball in play). Balls are re-launched once the door is closed.

    - Fixed some small glitches in the ball lock and multi-ball start

      lamp effects.

    - Removed 'Player One' speech during single player games. Ball serve

      speech only plays 5 times.

    - Modified Backbox disabled adjustment so that the time between kicks

      can also be set. Changed adjustment text to "BBOX. KICK DELAY".

    - Added more compensation logic to Highwire ramp: lock (or multi-ball)

      will be awarded if no scoring occurs 5 seconds after the ramp magnet

      releases the ball. This is so the player receives the correct lock/

      multi-ball sequence even if a lockup switch is failing.

    - Improved Ringmaster Battle logic.

    - Diverter remains unenergized for several seconds after the wire-ramp

      enter switch.

    - Added feature adjustment 'QUICK ARC MBALL.'. When set YES, the ball

      will NOT be stopped on the ramp magnet when Strike An Arc Multiball

      is started along with a Highwire Multiball lock (or start).



Description of Feature Adjustments.


Since there are several new adjustments (and slight re-ordering of some of

the existing ones), they will all be explained below.


BALL SAVES


This sets the number of times the ball will be saved.



TIMED PLUNGER


This can set a delay before the game will automatically plunge the ball

into play.



BALL SAVE TIME


This sets the time (in seconds) for the ball save timer. This time is only

used to save the number of balls set in the 'BALL SAVES' adjustment.



MBALL. BALL SAVER


This sets the time (in seconds) that the ball saver runs at the start of

Highwire Multiball.



R.MSTR. BALL SAVE


This sets the time (in seconds) that the ball saver runs at the start of

the Ringmaster multi-balls (Frenzy, Razz and Special).



ARC MBALL. SAVE


This sets the time (in seconds) that the ball saver runs at the start of

Strike An Arc multi-ball.



JUGLE. MBALL. SAVE


This sets the time (in seconds) that the ball saver runs at the start of

Juggler multi-ball.



NEON M.B SAVER


This sets the time (in seconds) that the ball saver runs at the start of

Neon multi-ball.



RMASTER. EX.BALL


This sets the number of Ringmasters which must be defeated to light Extra

Ball.



"BOOM" FOR E.B


This sets the number of Boom Balloon hits to light Extra Ball.



COPY CAT E/B


This sets the number of correct sequences needed in the Copy Cat video mode

to light Extra Ball.



ALL M/B RESTART


This will allow any multi-ball to restart if another multi-ball is started

shortly after the first one ends. (Presently this only works when starting

a Ringmaster multi-ball ...). Setting this to YES can allow all multi-balls

to run at the same time.



RAMP DIFFICULTY


This sets the number of ramp shots needed to start Strike An Arc multi-ball

at the start of the game.



"RING MEMORY"


This allows the RING number to be carried from ball to ball.



SIDE SHOW LIT


This sets whether or not the Side Show is lit at the start of the game.



SUPER JETS TIME


This sets the time (in seconds) for which super jets (Boom Balloon) runs.



POPCORN TIME


This sets the time (in seconds) for which Popcorn Mania runs.



ROONIE TIMER


This sets the time (in seconds) for which the Amazing Roonie video mode runs.

Set this to 'off' to disable the mode.



CANNON MODE TIME


This sets the time (in seconds) for which the Cannon Fire video mode runs. Set

this to 'off' to disable the mode.



HAT-TRICK TIMER


This sets the time (in seconds) for which the Ringmaster Hat Trick mode runs.



R/M HIT MODE TMR


This sets the time (in seconds) for which Ringmaster mode runs, or 'OFF' to

disable the timer. When timed, the player only has a number of seconds to

defeat the Ringmaster; or shooting 'SPIN' increases the time. The mode ends

when the time expires, and the player must spell WOW again to restart the

mode. This timer is paused during any multi-ball.



M/B STACK LOCKS


This adjustment sets the number of multi-balls for which locks can be stacked.

Stacking locks means that 'lock 2' can be lit before ball one is locked.



FIRST R/M DEFEAT


This adjustment disables the first Ringmaster defeat (meaning that Frenzie

will be awarded the first time the Ringmaster is defeated).



MAGNET BALL SAVE


This adjustment causes a short ball saver to become active when the

Ringmaster magnet plays with the ball.



MAGNET CATCH WOW


Set this adjustment to 'NO' to stop the Ringmaster magnet from catching the

ball once WOW is spelled.



AC'BATS RAMP


When set to 'HARD', the player will need to shoot the ball all the way up

the Acrobats ramp to be awarded the shot. When set to 'NORMAL', the shot is

awarded by the enter switch.



SIMPLE SKL. SHOT


Set this adjustment to 'NO' to activate the complex skill shot. When

activated, the player can choose one award out of five to collect if the

skill shot is made.



LOW RM. BATLE. SCR.


This adjustment lowers the scoring during the Ringmaster Battle mode. (Low

scoring is active during tournament mode.)



INLANE SPT. MRVL.


Set this adjustment to 'NO' to stop Spot Marvel from being lit by the right

in-lane.



QUICK ARC MBALL.


Set to 'YES', the ramp magnet will no longer grab the ball if lock is lit

(or Highwire Multi-ball is starting) at the same time as Strike An Arc

multi-ball starts.



FINAL MODE STEPS


This adjustment controls the additional Join The Cirqus modes:

  - Normal: New modes are played the second time the player spells CIRQUS.

  - Reversed: The new modes are played the first time the player spells

              CIRQUS.

  - Random: There is a 50% chance that the new modes will be played the first

            time the player spells CIRQUS.



FNL. STEP 5 SPINS


This adjustment sets the number of spins needed to complete phase 5 of

Join The Cirqus.



FNL. STEP 6 GOAL


This adjustment sets the number of points the player needs to score in order

to complete phase 6 of Join The Cirqus.



FLPRS. ABORT ANIM.


This adjustment sets how the flippers abort long animations.



ABORT ALL ANIM.


Set this adjustment to 'YES' to allow all animations to be aborted, even

the first time they are seen. NOTE: New players are significantly more

likely to be confused when playing the game, if all the animations are

skipped!



PLYR TOURNAMENT


This allows players to play the game in tournament mode by holding both

flippers in attract mode.



A.MODE MUSIC


This adjustment sets the delay (in minutes) between music, in attract mode.



A.MODE SOUNDS


This adjustment sets the delay (in minutes) between sounds/speech, in

attract mode.



A.MODE FLPR. SNDS.


This adjustment causes the flipper buttons to make sounds when pressed in

attract mode.



NEON OFF TIME


This adjustment sets the 'off time' (or 'run time') for the neon tube in

attract mode.



NEON ON TIME


This adjustment sets the 'on time' for the neon tube in attract mode. The

tube will be turned on during attract mode so that it can better maintain a

rich colour.



PHYS. H/W LOCKS

PHYS. JUG. LOCKS



These adjustments can stop the physical locks from holding balls during a

game. These do NOT disable the devices! The ball will still be diverted

into the device, but it will not be held.



GAMEOVER KICKOUT


This adjustment controls how locked balls are kicked out at the end of

a game:

  - Delay: After 1 minute.

  - Never: Balls are not kicked out.

  - Instant: Balls are kicked at the start of attract mode.

  - Early: Balls are kicked after the final bonus count.



AUTO EDDY BOARDS



Manual eddy sensor driver boards can be used installed if this adjustment is

set to 'NO'.



DIVRTR. M/B CHECK



This controls how the diverter tries to free stuck balls.

  - Never: Diverter never tries to free stuck balls.

  - Normal: Diverter tires to free stuck balls when the ball count decreases

            to one ball in play.

  - Paranoid: Diverter tries to free stuck balls whenever the ball count

              decreases.



BBOX. KICK DELAY



This sets the delay for the back-box kicker. Set to 'OFF' to disable the

backbox.



RINGMASTER



This can disable the Ringmaster device.



DIVERTER


This can disable the diverter device.


"KNOCKER" VOLUME


This sets the volume of the 'knocker' sound effect.


The following are additional pre-sets.


SPEEDY PLAY

  FLPRS. ABORT ANIM.: Instant

  ABORT ALL ANIM.: Yes

  MAGNET CATCH WOW: No

  QUICK ARC MBALL.: Yes

  GAME-OVER KICK-OUT: Early



"OLD" RULES

  R/M HIT MODE TMR: 20

  MAGNET CATCH WOW: No

  SIMPLE SKL. SHOT: No



Linked to game



Item photos

F8D21B1D-EA77-4804-8B25-C82378BE595F (resized).jpeg


Order here!

Add this to your cart

ROM CIRQUS VOLTAIRE -CPU-H In stock
$ 10.95


Review

N/A

This item has not been reviewed yet.

Price

$ 10.95

Ships for $ 4.00 (International $ 11.00)

In stock

Listed in

Parts > Eproms

Questions?

Contact Pinballrom (via PinsideMail)


Reviews

No reviews have been posted for this item.
Reviews can be written by anyone who has purchased this item.


Pinballrom

Other items in this category

$ 9.95
$ 36.95
$ 18.95
$ 12.95
$ 18.95
$ 36.95
$ 23.95
$ 18.95
$ 18.95
$ 18.95
$ 18.95
$ 27.95
$ 18.95
$ 27.95
$ 10.95
$ 27.95
$ 45.95
$ 45.95
$ 18.95
$ 18.95
$ 27.95
$ 9.95
$ 45.95
Eproms
 
$ 18.95
$ 18.95
$ 18.95
$ 27.95
Eproms
 
$ 45.95
$ 27.95
$ 45.95
$ 18.95
$ 18.95
$ 27.95
$ 18.95
$ 18.95
$ 27.95
$ 45.95
$ 45.95
$ 18.95
$ 18.95
$ 18.95
$ 36.95
$ 18.95
$ 18.95
$ 45.95
$ 27.95
$ 27.95
$ 18.95
$ 18.95
$ 18.95

» Display more from this shop.

» Display more shop items for Cirqus Voltaire


This page was printed from https://pinside.com/pinball/shops/shop/1089-pinballrom/05967-rom-cirqus-voltaire-cpu-home and we tried optimising it for printing. Some page elements may have been deliberately hidden.

Scan the QR code on the left to jump to the URL this document was printed from.