Cirqus Voltaire Pinball Machine by Bally
Cirqus Voltaire is a 1997 pinball game, planned by John Popadiuk and delivered by Midway Games (under the Bally name). The subject includes the player performing a wide range of wonders to join the bazaar. A portion of the charming highlights incorporates a neon light running along the right-hand slope, a pop guard that ascents up from the center of the playfield at specific occasions, and a scaled-down playfield at the highest point of the middle incline with a magnet to get the ball for locking. The most eminent component is the Ringmaster, a head that ascents at specific occasions and makes breaks against the player.
It was the primary Williams/Bally pinball machine missing a genuine replay knocker, a gadget driven by a curl to deliver an uproarious bang when pounding against the wood of the bureau or backbox. Rather this audio effect was pre-recorded and played through the ordinary speakers. It was likewise the subsequent machine (after Capcom’s Flipper Football, delivered in 1996) to move the speck lattice show (DMD) from the backbox squarely into the bureau, so the player isn’t occupied from ongoing interaction when watching the DMD (a thought that was taken to the most extreme with the Pinball 2000 design two years after the fact).
Flippers (2), Pop bumpers (3), Slingshots (2), Stop magnets (3), Standup targets (9), Kick-out holes (2), Spinning targets (2), Speech, Playfield-mounted dot matrix display. The menagerie ball, a large plastic ball trapped within a cage above the left slingshot, can be hit by the ball in play and disrupts the ball’s direction. The Ringmaster is an animated head that elevates from the underside of the playfield and makes wisecracks at the player, who tries to defeat him by hitting him with the pinball in various modes. A stop magnet is on the top of the Ringmaster’s head, holding the ball there when the head rises up. One of the three pop bumpers “disappears” by dropping down until its flat plastic top is level with the playfield. The backbox animation simulates a cannonball fired to ring a bell, although the bell is really just a piece of plastic with a bell drawn on it. This animation is mostly activated automatically by the game but one feature allows the player to continuously fire the cannonball using the flipper buttons in a timed mini-game. Points are given if the ball takes a certain path in the fall (this path has a switch).
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