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You may join.. the Cirqus Voltaire! |
Since 2.0H is out, my old bug
list pretty much had to be scrapped. Which is a very good thing<tm>, really.
However, because the new version has many many new features, a few other
things broke. Here's a list as far as I know, of bugs that you may come
across while playing 2.0H. Since 1.4 is the latest real version, I have that
list archived if you're interested in reading it.
- Occasionally the 'Jackpot', 'Extra Ball', and the 'Shoot Again'
light will get stuck on dim when they're supposed to be off. Per
Cameron, the "dimming light" code was a major hack, and sometimes it
doesn't know what it's doing with the lights.
- In the Status Display, the # of remaining hits for lighting "Side
Show" is wrong. It seems to like the number "11".
- If you have one marvel lit, and "Spot Marvel" and "Multiball" lit on
the center ramp, the game will spot the marvel, run through the
Multiball animation, then give you your ball back for Join The Circus.
(The Multiball will be lit after Party Multiball, however.)
- With above, if "Arc Multiball" is also lit, with "Quick Arc
Multiball" adjustment set to YES, it will start all multiballs.
- If you start JTC with "Spot Marvel" lit, when you reach Party
Multiball, it will be lit during that mode, yet can never be awarded.
- Lighting glitch - when EB is lit, and JTC is ready, the EB will be
awarded, and then JTC will start, but have the wrong lamp effect.
- JTC Mode "Amazing Acrobats", when introducing the mode, does not run
through the neato light effects showing you where to shoot.
- If you hit the ramp right after a stacked Multiball mode, and the
magnet misses the ball, and you shoot up the ramp again, the
"Super Duper Jackpot" animation will run twice. (Unknown if it actually
awards the jackpots a second time.)
I am NOT criticizing Cameron's programming in
any way! Trust me, I absolutely love 2.0H, to the point to playing it
daily now. These are just things I've noticed while playing. And I know I'm
forgetting some as well. |
Long before 2.0H came out,
I had a short little wish list. Things I'd like to see the game do, or
would rather it do. With 2.0H, many of my items were scrathed off. Now,
there is absolutely no way that there will be a next version, so I'm
reluctant on even putting this list up here. However, I figure that it
can't hurt. Keep in mind that unless someone wins the lottery and
purchases the entire WMS resources, we won't see any new software
upgrades. (Give me a break.. I'm working on the lottery as fast as
possible!)
- Juggler Lock: Sometimes when a ball has alot of spin on it, and
the Juggler magnet lets go of the ball, it will roll back down the
loop. When this happens, it hits the loop switch which automagically
awards another Juggler lock. I'd like to see this catch itself -
i.e. don't award it right away, if the ball never ends up in the
first saucer.
- More scoring from the Judges: They judge the Juggler, Highwire
Multiball, and Ringmaster. Why not have them judge other marvels as
well? Like the Boom Baloon? Or Menagrie? It wouldn't affect the
score hardly at all, since they're all averaged together in the
Fun-With-Bonus.
- Scoring Juggler & Acrobats Loops: Some Multiballs (Ringmaster,
at least) will still award a Juggler and Acrobat shot when you make
either. Other Multiballs (like Highwire) will not. I'd like to see
it where no Multiball will score a Juggler or Acrobat
loop.
- Upgrading difficulty for shots: After the second Highwaire
Multiball, the 'Light' and 'Lock' targets usually require two
hits each to light a lock. I'd like to see this extended to other
marvels - Like spelling 'WOW', or two loops around the Juggler to
get one light.
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I've gotten several questions and
concerns regarding the upgrade kit available for Cirqus Voltaire. Now
I'm a purist, and am against modifying my game if it works properly, and
I'm seriously against drilling any holes into my playfield that weren't
there to begin with. Some of my fixes regarding the upgrade kit follows.
You might want to try these before installing the upgrade kit,
unless you just really want to have a game where everything is up to
factory spec.:
- Ramp Lockup: One of the major problems with the game, the lock releasing
balls correctly. Before inserting the spacer for the ramp, try these first,
because installing the spacer can add too much slope to the ramp, making it
release two balls instead of one.
- Game Level: Make sure your game is leveled properly! Most of my
friends like putting the game at a lesser slope than the 6.5 degrees-
and if you're like them, this can cause a problem. Also, make sure it's
leveled left-right.
- First ball movement: Put three balls into the lock. Move the first
ball vertically. You should have very little vertical (up-down)
play. If a ball has too much vertical play, it will ride up the post,
and off the switch. This can cause problems with the game releasing all
balls on purpose.
- Ramp Level: If you really don't want to get an upgrade kit, and the
ramp lockup is still giving you problems, bend the center of the ramp,
between the first support and the magnet. Either up or down, depending
on your ramp's performance. Bending up will increase ball speed (too
much will cause two balls to pop out of the lock), while bending down
will slow down the speed.
- Switches: Even if you have the spacer installed, you may have a
problem with the switch leafs. When the post pops back up, it will push
the ball still on the ramp back up some. If the switch leaf is bouncing
or up too high, it will catch on the ball. Try replacing the leafs with
the roller-type used in older Data East ball troughs. These small
rollers work great.
- Display Plastic Cut: This one is easy. Every time you lower your
playfield, just make sure the plastic does not get caught on the
magnet-playfield. No cutting is necessary. Usually when I lower my
playfield, right before it catches on the plastic, I pull it forward towards
me as far as it will go. Once it's past the edge of the plastic, I push it
back so it fill rest in the hooks properly.
- The rest of the fixes, mostly ball hang-ups, are up to you whether or not
you want to install them. I haven't installed them in my game, and have very little
problems. (For a home game, at least..)
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Cameron Silver released
version 2.0H a year or so ago, and it is absolutely a gorgeous piece of
work. Done all on his free time, he told me at one point that he almost
decided not to let it go because of a few bugs in it. However, he let it
loose in the wild, and boy.. Is it worth installing. Note that this is
an unofficial release - Cameron did this on his free time, with his own
resources. If you find something in it you don't like, do not
go badger him about it. Just downgrade your game back to 1.4 - because
we don't want to hear from you. Such as it is, WMS will not support it,
and it is free-play only. In fact, to make room for the added code, much
of the audit and pricing adjustments have been removed from the
software. You can download the ROM image at the bottom of the update
list. Note that it goes onto an 8Mbit ROM (27C080), and I always recommend
using 100ns or faster ROMs. Now, items that were added, fixed, and
addressed in 2.0H:
- 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 Multiball 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.
- 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 inlane lamps.
- Neon Multiball has a significantly reduced chance of running
until one of the regular Multiballs 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 Multiballs can be restarted when quickly starting another
Multiball. (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 kickout 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 outlanes 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
inlane).
- Added 'Clear Hardware Errors' utility.
- Spot Marvel disabled while no marvels can be spotted.
- Timed spot marvels (off the inlane) 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 multiball 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
multiball) 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/multiball 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).
Like I did with Twilight Zone, I will have a
manual addendum available shortly, that is an update for all software
revisions since the manual was printed. You can download the ROM below.
If you'd like a chip mailed to you where you only have to plug it in,
drop me a line. I charge
$4.00 for a chip and programming, not including shipping.
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