From matt@teriyaki.BLEEPBLEEPBLEEP.gt.ed.net Tue Nov 04 00:00:41 1997



			CIRQUS VOLTAIRE RULESHEET

			      version 0.03
				11/02/97

			  (c) 1997 Matt Magnasco

-------------------------------------------------------------------------------

0.0. This is my first attempt at a rulesheet.  As the version number indicates,
     it's far from being complete.  Please email me (matt@teriyaki.gt.ed.net)
     with corrections, fill-ins, etc.

0.1. CIRQUS VOLTAIRE is Bally/Williams' newest pinball game. It was designed by
     one of Williams' best designers (IMHO), John Popadiuk. John brought us such
     great games as World Cup Soccer '94, Theatre of Magic, and Tales of the
     Arabian Nights.  This is his newest creation.

     BTW, his name, according to Scott Piehler, is pronounced
     /pop' a duke/, not /pop a die' uck/

0.2. This game features *8*, yes, EIGHT, multiballs plus a multi-stage wizard 
     mode with *its* own multiballs. At least three different multiballs may be
     stacked, in which case the jackpots get *really* big.

0.3. I really like this game.  From the obnoxious colors, to the full-sized
     backglass, to the unique inlane/outlane area, this game is unique.
     IMHO, I feel it is a fusion of AFM, Scared Stiff, and Theatre of
     Magic.  See if you agree.

0.4. This game has an automanual plunger, so both physical and virtual locks
     are possible.  This is a much-needed modernization to John's
     previous games, where some sort of multiball restart or ballsaving was
     mecessary.

0.5. Game Credits:
	* Game design:  John Popadiuk
	* Software:     Cameron Silver
	* Music:	Dr. Dave Zabriskie
	* Animations:	Adam Rhine and Brian Morris (I'm assuming)
	Copyright Midway Manufacturing Company, 1997.

===============================================================================

1. PLAYFIELD LAYOUT

Going clockwise from the center drain:

* Left flipper.  Standard.

* Left slingshot.  Narrower than usual, to accommodate for the left "inlane".

* Left "inlane".  This is not your typical inlane.  Instead of being clearly
  divided by a wireform, it is an area the size of an inlane and outlane com-
  bined.  Where the wireform would normally curve to feed the flipper is a post.
  There are two other posts to set the size of the "outlane".  All in all, there
  is a *lot* of rubber in this area; this game is ideal for learning how to 
  nudge a pinball machine.

* Menagerie.  In about the same spot as the MAR martian in AFM is a large cage
  with a racquetball ball trapped inside.  It takes the term "captive ball" to
  a new dimension.  Adjacent to the wall is a swtich which scores the menagerie.

* Left loop.  Feeds the juggler and side show.  Awards the extra ball.

* Left ramp.  Used for locking balls, starting multiball, spotting marvels, 
  and Strike-an-arc MB.

* 2 standups on either side of the left ramp.  LIGHT and LOCK respectively.  Can
  you guess what they do?

* Lock queue.  Parallels the left ramp.  Where locked balls go.

* Unnamed lane.  One of two drains from the juggler locks

* Magnet.  Ideally, it catches balls to lock them in the juggler for juggler MB
  or for awarding extra balls.

* 2 saucers.  Ball locks for juggler multiball.

* Backward-facing-and-hidden scoop.  Diverts balls to the side show.

* Skill shot target.  A sideways-facing target used for the skill shot.

* Juggler drain #2.  Drain used for releasing juggler ball #1.

* Inner loop.  It's the same loop that's on Theatre of Magic but only on the
  right side of the playfield.  Used to light the spin marvel.

* Hidden Ringmaster.  The main toy of the game.  The idea for the ringmaster,
  IMHO, was taken directly from AFM's saucers or MM's castles.  Hit the ring-
  master 6 times to allow you to blow him up.  After defeating each ringmaster
  after the first (i.e. ringmasters 2-5), you get a 2-ball multiball

* 2 yellow "Ballyhoo" standups.  Used to light the side show, and to award
  hits on the ringmaster.

* WOW targets.  Spell WOW (hit each target once) to raise the ringmaster.

* Right ramp.  Used to light the acrobat marvel.  Strong shots feed the left
  flipper, weak shots dribble out in the 2nd juggler drain. 

* Hidden BOOM baloon.  A recessed jet bumper that becomes activated during
  the Boom! marvel.  Hit it enough times while it's up (~10 sec) for an extra
  ball.

* 2 other jet bumpers.  Between them and the boom bumper, they form the standard
  triangle.  Used for bumping up (no pun intended) the Boom! value; each hit
  raises the Boom! value by 5000 points.

* Right inlane, slingshot, and flipper.  Same as on the left.

  The right inlane *briefly* (2-3 sec) lights the left ramp for "spot marvel".

* Both outlanes.  Always lit is the alternating "Load Cannon" light.  Tripping
  its switch (lit cannon alternates each flipper hit) awards a random amount
  of points and 1 cannon ball.


============================================================================

2.  OBJECTIVE.

Your task is to complete all 9 marvels to join the Cirqus.  Once you complete
that, a multi-level wizard mode automatically begins.  I've made it to level 3.

To join the cirqus, you have to get all of these marvels:

(in no particular order)
1. Juggler
2. Acrobats
3. Ringmaster Frenzie
4. Defeat all Ringmasters
5. Spin
6. Boom!
7. Menagerie
8. Highwire Multiball
9. Side Show


2.1: Juggler.  Shoot the left loop 3 times to light the Juggler, and three more
     times to lock three balls and start juggler multiball.  The jackpots are
     ___________, and they are worth __________ points.

2.2  Acrobats.  Shoot the right ramp 4 times.

2.3  Ringmaster Frenzie.  Play the multiball associated with defeating Ring-
     master #2.  RMF is a 2-ball multiball and the ringmaster raises himself
     up a few inches to allow access to the hole.  Each shot to the ringmaster
     during RMF awards 250,000 points.

2.4  Defeat all ringmasters.  Defeat 4 Ringmasters, playing Frenzie, Razz, and
     Special multiballs.  Spell WOW to raise up each Ringmaster, and then hit
     him 5, 6, 7, and 8 times respectively.  The two standups on either side
     of the Ringmaster will spot hits on him.

     After spelling WOW, a magnet built into the Ringmaster's head will catch
     the ball, hold it while the Ringmaster taunts you, and then randomly flings
     it around the playfield.  There *is* a ballsaver at the end of each fling,
     lest the Ringmaster fling the ball SDTM.  If he flings it onto the lock
     queue, the game will award a "sneaky lock".
 
     NOTE: A ball will frequently get trapped behind the left standup and next
     to the Ringmaster.  Semi-vigorous shaking will free the trapped ball, as
     will waiting for the ball search *and* giving the game a gentle nudge for-
     ward.  Method 2 has an advantage in that it will award a Ringmaster's Hide-
     out.

2.5  Spin.  Shoot the inner loop (the one surrounding the Ringmaster) four times
     to spell S-P-I-N.

2.6  Boom!.  Spell V-O-L-T by rolling over the red rollovers (a la WCS) to
     charge up the Boom! balloon.  I believe that you either need to roll over
     each rollover once or roll over only the lit rollovers to spell V-O-L-T.
     The ballon/bumper is raised for about 10 seconds (the timer stops if the
     ball is temporarily out of play by being in the side show, on the Ring-
     master's magnet, etc.), and if you hit it enough times, you'll light an
     extra ball.  The Boom! EB count is cumulative, per player, throughout the
     game (e.g., Boom! one yields 6 hits, and Boom! two yields 12 hits.  You
     have 18 hits toward an EB)

2.7  Menagerie. ????????  Help me here, guys ???????

2.8  Highwire Multiball.  Lock three balls on the left ramp queue by hitting
     the LIGHT and LOCK standups.  Once one lock has been lit, hitting the
     targets again will light another lock.  IOW, lit locks may be stacked.
     Jackpots are worth 1M and are the Juggler, Acrobats, and Ringmaster loop.

2.9  Side show.  After hitting the yellow Ringmaster standups enough times,
     the Side Show becomes lit just past the Juggler magnet.  This is the
     equivalent of the Stroke of Luck in AFM, and it awards:

     * The Amazing Roonie  (video mode)
     * Cannonball Run
     * Popcorn Mania
     * Neon Multiball
     * Big Points (500,000)
     And????

     2.9a.  Video Mode:  Roonie is a kangaroo, and you need to jump over objects
                         just like on Dr. Who.  ????  More Help ????

     2.9b.  Cannonball Run:  Fire the cannon in the backbox.  ???? More help ??

     2.9c.  Popcorn Mania:  Each switch scores 30,000 points.

     2.9d.  Neon Multiball:  Taken verbatim from AFM's strobe multiball.  The
			     neon tube paralleling the right habitrail is the
			     only thing lit, and you have a 3-ball multiball to
			     hit the WOW targets (any one will do) 10 times to
			     light an extra ball.   *There is NO ballsaver*.

     2.9e.  Big Points:  Self-explanatory.

============================================================================

3.  MULTIBALLS

Some multiballs may be stacked.  I've seen *3* multiballs running concurrently.
They are:

* Juggler
* Highwire
* RM Frenzie
* RM Razz
* RM Special
* RM Battle
* Neon
* Strike-an-Arc.


3.1: RM Razz is like RM Frenzie, except that the jackpots are worth more than 
250k and there is an extra ball lit.  RM Special is, anticlimactically, nothing
special.  There is *no* special (unlike its name implies), and jackpots are
worth 500k.

3.2: RM Battle occurs when you defeat the 5th ringmaster.  First of all, it is 
not marked on the playfield, unlike Frenzie, Razz, and Special, so you have to 
know it exists.  Once you defeat the 5th Ringmaster, another ball is kicked into
play, and your task is to defeat the Ringmaster.  I'm not sure, but I think this
MB requires 25 or 30 hits on the Ringmaster to ultimately defeat him.  There is
a short ballsaver.  Once the ballsaver times out, however, RM Battle does *not*
end.  Instead, the ball is re-served into play, but as penalty, the Ringmaster
grows stronger, and you have re-weaken the ringmaster.  Upon defeating the
Ringmaster, the DMD will go crazy (a la Scared Stiff), and the game will award
you 10M points. 

3.3: Strike-an-Arc occurs after shooting the the left ramp enough times.  It is 
a 2-ball multiball, and jackpots are awarded ???? More help ????

3.4: Here are the combinations for stacking multiballs:
(given in the order required to stack them):

* Juggler, Strike-an-Arc, Ringmaster (any one)
* Juggler, Ringmaster (any one)
* Highwire, Ringmaster (any one)

3.5: Neon MB is not stackable.  Juggler and Highwire MB are 3-ball mutlbialls, 
and
the Ringmaster MB's are 2-ball.  Stacking them yields a 4-ball multiball, with
a fresh ballsaver.  By all means, try to stack your multiballs!  Getting twenty
or even forty million just off stacked multiballs is not uncommon.

===============================================================================

4. WIZARD MODE: Join the Cirqus

4.1. Level 1.

Shoot either the left (Juggler) or right (Acrobat) loop.

4.2. Level 2.

4-ball multiball with a 20-second ballsaver.

Spell C-I-R-Q-U-S by shooting the Juggler, the lock ramp, the Ringmaster loop
from each direction, the Ringmaster, and the Acrobats.

4.3. Level 3.

4-ball multiball with a 20-second ballsaver.

Shoot the Ringmaster and then shoot the lock ramp.  Repeat ????? times.

4.4. Level 4.

Is there one?

4.5. For Levels 2 and 3, once three balls drain and the ballsaver has timed out
does *not* end the wizard mode.  It continues with only one ball.  Especially
for Level 3, I think playing with 1 ball instead of 4 is preferable.  So if you
see ball 3 draining, don't panic.  You'll still continue the wizard mode with
a monoball, ball 4.

4.6. When the game ends, you get to enter your initials as having joined the
cirqus if you made it to at least level 2 wizard mode. 

============================================================================

5. FUN WITH BONUS

???? Help me, y'all ????

============================================================================

6. NOTES & STUFF

* If a ball careens around the Juggler and would have been lock 1 or 2, the
  software will compensate and virtually lock the ball.  Assuming the lock is
  not broken (i.e. the magnet just couldn't catch the ball), lock 3 will not
  take happen.  Lock 3 must be physical.  The same holds true for Level 1
  wizard mode.

* I've found one cow so far.  It's a hurdle that Roonie jumps over in video
  mode.

* DOHO is a judge in awarding the bonus.


????  Anything else ?????
-- 
 ** ------------------------->> Matt Magnasco <<----------------------- **
  "Scrivo, e bevo vino [I write and I drink wine]."  Rodolfo, _La Boheme_  
  CEsenioratGeorgiaTechandanRTAandaFiendandaniceguyandRuleroftheUniverse!
 ** ---------->> http://teriyaki.gt.ed.net/matt/nasco3.html <<--------- **

