CiRQuS VoLTaiRe (Bally, 1997)

Bally SS Recreation FizX BAM FP CiRQuS VoLTaiRe (Bally, 1997) v3.0b

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Solid State Machines
Future Pinball
I couldn't resist trying my hand at editing the color DMD. I created colors similar to the Summer color set. I have attached it if you want to try it. It has the FizX ball saved to it like the others in the download.
Well done @GeorgeH ! You have chosen color shades that make the display look cleaner than in my original summer color set.
 
I wouldn't expect anything less from @GeorgeH when it comes to visuals (not just that but it is the topic at hand). He does have an eye for this stuff.
 
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I got this meditation error during the Roonie video mode after I pressed the key for the second jump:

```CiRQuS VoLTaiRe - Bally 1997 [v3-0] - Summer2 color set.png
 
I got this meditation error during the Roonie video mode after I pressed the key for the second jump:
I think I found what is causing this error. I fixed the script. I will post an update and I will take the opportunity to add your Summer color set :wink:
 
I have been experiencing some difficulty getting the ball to go up the left ramp. I have found that changing the end height of the short ramp on layer 9 from 50 to 42 seems to help. The TipOmega also needs to be set to 29 or 30.
 
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Is it just me or at table launch while choosing the settings, it is hard to read the theme name? I have a very hard time reading against the stripes background.
 
Is it just me or at table launch while choosing the settings, it is hard to read the theme name? I have a very hard time reading against the stripes background.

The color of one of the stripes is the same color as some of the text. I don't why. Using LtJazz's old summer has green text. For some reason, my summer version has the text as blue which is the same as one of the stripes. I didn't change any coding to do it. Not sure how to fix it.
 
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The right ramp gave me a little trouble too. I ended up moving the top of the ramp closer to the wall like you see in the screenshot. The ball tends to run along the wall that leads to the ramp and moving the ramp up makes it travel in a straight shot to the ramp. In the unchanged state, the ball has to jump to the left a bit in order for it to go up the ramp which reduces ball speed. There is also a large piece of rubber on the left wall of the lane lane entrance shaped like a box that leads to the ramp. I deleted it although it's purpose may be to make hitting the ramp more difficult (not sure). Also I increased the swing of the flippers to 51. If you don't change the swing, you have to hit the ball off the tip of the flipper to hit the entrance lane to the ramp. I tried changing the flipper start angles but that didn't work.

I changed my copy like this. Untimately, it is up to you and how you want the table to play.

1678401558688.png
 
I could read parts of the text so it was easy to set up, I was just wondering if it was just me. It doesn't affect gameplay or setup in any way.
 
I found a problem with the "lock is lit" lights. When they are lit, they often stay lit until multiball starts but sometimes they don't (not very consistent). In this game, they were both lit during the first ball locks. On the last ball lock, only one light was lit and I made the ramp shot. The last ball was locked even though only one lock light was lit. Multiball never started and a new ball was not kicked out. So, I was left with the table as it appears in the screenshot and was stuck there and unable to play it.

```CiRQuS VoLTaiRe - Bally 1997 [v3-0b] - Summer color set.png
 
I got a "Match" at the end of the game and the game stalled out. I was expecting another ball to kick out but it didn't. I just had to end the game because nothing was happening.

I have not had a recurrence of the problem from the previous posting (message 37). Maybe it was a fluke. I'm not sure.

By the way, I have played the Roonie video mode several times without any problems. Thank you!
 
Maybe I missed it in the readme ... but how can I move move the DMD on the playfield to display 2? and I have two display setup and other FP tables work fine with DMD on display 2.... :(
 
I have been experiencing some difficulty getting the ball to go up the left ramp. I have found that changing the end height of the short ramp on layer 9 from 50 to 42 seems to help. The TipOmega also needs to be set to 29 or 30.
Thanks @GeorgeH .

The problem with the left ramp is its shape. The climb is steep and the turn is tight. Then it's a long flat to the hiwire magnet.
It gave me a hard time !
I added several pieces of invisible ramps to better channel the ball on the way up and prevent it from jamming too often in the ramp, but it's not perfect.
I'll try the change you suggest (not had time yet because I'm working on v4). I will also try to increase the omega tip but I remember that if it increases too much, it is more difficult to reach the menagerie on the left and the acrobats ramp on the right.
 
Is it just me or at table launch while choosing the settings, it is hard to read the theme name? I have a very hard time reading against the stripes background.
You're right !

This is because of the font used in the settings menu which is not highlighted with a black border. In game, I think (hope) there is no readability problem with the fonts used.
This background should be deleted in the settings menu in a future update.
 
I suppose
Thanks @GeorgeH .

The problem with the left ramp is its shape. The climb is steep and the turn is tight. Then it's a long flat to the hiwire magnet.
It gave me a hard time !
I added several pieces of invisible ramps to better channel the ball on the way up and prevent it from jamming too often in the ramp, but it's not perfect.
I'll try the change you suggest (not had time yet because I'm working on v4). I will also try to increase the omega tip but I remember that if it increases too much, it is more difficult to reach the menagerie on the left and the acrobats ramp on the right.

Maybe it would just be simpler to use one of those insible kickers to give it a "push". It is either that or making a ramp in blender and render it to be perfectly smooth. Then export the model and all that.

Don't ask me to do it though because I don't know how, I just know it works.

Ramps in FP suck :\
 
The right ramp gave me a little trouble too. I ended up moving the top of the ramp closer to the wall like you see in the screenshot. The ball tends to run along the wall that leads to the ramp and moving the ramp up makes it travel in a straight shot to the ramp. In the unchanged state, the ball has to jump to the left a bit in order for it to go up the ramp which reduces ball speed.
I will try these changes as soon as possible.

There is also a large piece of rubber on the left wall of the lane lane entrance shaped like a box that leads to the ramp. I deleted it although it's purpose may be to make hitting the ramp more difficult (not sure).
This ramp rubber exists on real pinball. RwL has tried to reproduce the layout as faithfully as possible with a lot of detail. I actually think it serves to make access to the ramp more difficult

Also I increased the swing of the flippers to 51. If you don't change the swing, you have to hit the ball off the tip of the flipper to hit the entrance lane to the ramp. I tried changing the flipper start angles but that didn't work.

I changed my copy like this. Untimately, it is up to you and how you want the table to play.
I will also try these changes as soon as possible.
 
I found a problem with the "lock is lit" lights. When they are lit, they often stay lit until multiball starts but sometimes they don't (not very consistent).
I will take a look at this problem.

In this game, they were both lit during the first ball locks. On the last ball lock, only one light was lit and I made the ramp shot. The last ball was locked even though only one lock light was lit. Multiball never started and a new ball was not kicked out. So, I was left with the table as it appears in the screenshot and was stuck there and unable to play it.
Would you have succeeded in a "sneaky lock"? (put a ball on the hiwire ramp without having lit "lock" and "lite").
It is planned in the original game but not managed in the script.
I'm still going to look if there is not another bug than that.
 
I got a "Match" at the end of the game and the game stalled out. I was expecting another ball to kick out but it didn't. I just had to end the game because nothing was happening.
When you win a "match", you get one free credit. You may then restart a game by pressing start.
 
@LtJazz I sent you a private message with a version of the table with the ramp changes I made, which have more changes than I suggest here. I suppose you can put the block of rubber back. I moved it above the table in the editor. To me, it seems to be a difficult shot to make anyway without the rubber.
 
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Maybe I missed it in the readme ... but how can I move move the DMD on the playfield to display 2? and I have two display setup and other FP tables work fine with DMD on display 2.... :(
According to the FP manual this only works for a DMD located on the translite.
For this pinball, the DMD is on the playfield so it makes sense that the DMD doesn't show up on the 2nd screen.
It is possible to activate a HUD DMD in overlay with the Hudkey but I guess you have already tried without succes
Perhaps pincabs or multi-screens specialists know of a trick or script to do this.
Having only one screen, I have no way to do tests.
 
I'm pretty sure you have to create a DMD on the translite and in the code basically duplicate everything related to the DMD but changing the name to the new DMD.
 
I haven't had a repeat of the problem I reported in message 37 so I guess it was some sort of one-time fluke. I have had it happen before on FP.

I did however have a ball that got lost when I started Juggler multiball and then started multiball RingMaster Frenzie immediately after. FP lost count of the balls somehow. When the last ball from the 2 concurrent multiballs drained, the game stopped because it was expecting another ball to be on the table.

I was a little surprised that it allowed concurrent multiballs because it would not allow me to start a concurrent Juggler multiball with multiball from the ball lock at the top of the left ramp. It would just divert the ball to the right wire ramp instead of sending it to the ball lock.
 
I did however have a ball that got lost when I started Juggler multiball and then started multiball RingMaster Frenzie immediately after. FP lost count of the balls somehow. When the last ball from the 2 concurrent multiballs drained, the game stopped because it was expecting another ball to be on the table.
I will study this case to check if it's a script error or not. If you encounter this kind of situation again, use the F10 key to switch to wireframe view and see if the ball is not stuck in the vuk (vertical kicker on the right) or if it has not fallen inside or under the flipper. I've had this kind of trouble before when debugging the table with the XML physics settings required for FizX. Sometimes, the ball could get stuck in a kicker, or could "sink" through a surface, especially when the "fps" setting was set to a "low" value.

I was a little surprised that it allowed concurrent multiballs because it would not allow me to start a concurrent Juggler multiball with multiball from the ball lock at the top of the left ramp. It would just divert the ball to the right wire ramp instead of sending it to the ball lock.
The game rules would be as follows (according to the ipdb.org website) :
Here are the combinations for stacking multiballs (given in the order required to stack them) :
* Juggler, Strike-an-Arc, Ringmaster
* Highwire, Strike-an-Arc, Ringmaster
* Juggler, Ringmaster
* Highwire, Ringmaster
* Strike-an-Arc, Ringmaster
* Highwire, Strike-an-Arc
* Neon, Juggler (rare but it happens)
Only Ringmaster Frenzie, Razz, and Special may be stacked. Ringmaster Battle may not.

Therefore, it is not possible to start a juggler multiball during hiwire (or most others) multiball.
 

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