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  • Submitted: Jan 02 2013 06:33 AM
  • Last Updated: Mar 05 2014 08:57 PM
  • File Size: 153.18MB
  • Views: 23897
  • Downloads: 7,218
  • Author(s): JP Salas, Rosve, Aaron James, Teppotee, Koadic, Dozer316
  • Manufacturer: Bally
  • Year: 1997
  • IPDB Link:
  • Permission to MOD?: Yes, with approval

Previous Versions

  • 20 Feb 2014 Download Cirqus Voltaire (Platinum Edition)_VP9.2_v1.5 1.5
  • 26 Jan 2014 Download Cirqus Voltaire (Platinum Edition)_VP9.2_v1.4 1.4
  • 31 Dec 2013 Download Cirqus Voltaire (Platinum Edition)_VP9.2 1.3

Download Cirqus Voltaire (Platinum Edition)_VP9.2_v1.6 1.6

* * * * * 19 Votes
cirqus voltaire aaron james teppotee rosve jpsalas koadic platinum edition

Thank you to JP Salas and Rosve for giving myself, Teppotee, and Koadic the permission to update this table.
This is the "Platinum Version" of Cirqus Voltaire.
The night mod has been deleted because, in my opinion, this is much more than just a night mod.
You can now toggle between the original version, night mod, and day/night w/ BMPR Lite....with all the recent table updates!
  (4 tables in 1 all easily displayed in the F6 Menu, among many more options)
All script issues should be fixed, with no more errors (F6 Menu)
*Special thanks to Koadic, Teppotee, and Dozer316 (version 1.6)
    You guys have made this table so much more than I could have ever imagined. 
 ** Thanks to jimmyfingers for his bmpr script!

What's New in Version 1.6 (See full changelog)

  • Version 1.6
  • Dozer316 has made a FOM (flasher object mod) for this table! Awesome work!
  • This archive contains the flush and sunken versions as well as the associated b2s .exe files from the original Rosve mod. The .exe files have been named so that they match the filename of the associated table and will load appropriately if someone chooses to use the older B2S instead of directb2s from the F6 menu.
  • Both versions end with B2S for users that are using the files with Hyperpin. It may be worth noting the subtleties associated with what they need to select in the F6 menu if they are going to use the old B2S with Hyperpin etc.
  • The F6 menu has also been modified to remove the GI options as it is now alpha 8 step GI but the rest of the options remain the same. When both tables are run for the first time options will need to be set as they don't query the options database for the Platinum Mod. Everything else is pretty much the same.
  • Version 1.5
  • Koadic Update: This is a final fix to the sound issues when I 'fixed' it in 1.4... it should all be working properly now and as intended.
  • Version 1.4
  • Koadic updated the flipper issue that has arised with the new VP Beta 9.2 builds. Thx again Koadic!
  • Version 1.3
  • Adjusted the 2 hole kickers (juggler) so that the ball isn't cut in half anymore. Used surface 7H
  • Thanks Koadic ;-)
  • Version 1.2
  • I had a chance to play a HUO Cirqus Voltaire this past weekend at a friend's house. I wanted to make just a couple small changes to this mod to reflect how I felt the game played in real life...so here is a minor update:
  • -Changed the width of the game and made it more narrow.
  • -In turn, then had to redo Koadic's alpha ramp to hide the flasher on the left.
  • -Changed Menagerie ball (Size and mass)
  • -Changed the Highwire Multiball ramp's lock magnet.
  • -Increased flipper size just a bit.
  • Version 1.1
  • Koadic changed the green neon tube visual.
  • He created some alpha ramps to enhance the overall look to make it more realistic.
  • Koadic fixed Boom Balloon. He added a trigger and a collidable dropwall, as the boom balloon comes up, the trigger is enabled, if the ball is on the trigger when it is enabled, it will shift the z position by 70 and end up on top of the dropwall, then roll off... so it should no longer get stuck inside the boom balloon.
  • Koadic replaced all the rubbers/posts in the game with primitives (viewable in "3" layer in the editor). This ultimately gives a good performance boost.
  • Koadic changed all the ramps to have normal 3d on so region optimization can be turned off as well, as well as making one huge refresh light that gets called everytime the lamps update (only once per update instead of once for each lamp that gets updated)... I am able to get a nice performance increase this way... about 800 fps with alpha slider all the way down, about 550 to 600 with it all the way up. Also fixed a minor issue with the ball rolling sounds as they were effectively disabled, with or without feedback sounds enabled.
  • I fixed GI near polar bear.
  • *SPECIAL THANKS to ClarkKent for providing a new middle ramp decal image...looks great!
  • Other small changes as well.

Feb 25 2013 03:41 AM

I must say I finally got some time to play this table tonight and I must say I love it.. Great Job!!!

Very nice work, thank you :D

Aaron James
Jul 18 2013 02:58 AM

Updated to Version 2.0  ( VP 9.1.6 )

Aaron James
Jul 19 2013 03:33 AM
I changed the elasticity of the playfield rubbers and made them just a tad bit LESS bouncy per feedback from the community.

i love this table!!!

thx, i love the night mode :)

how do I download vp 16?

Oct 10 2013 07:53 PM

if I change false to true (for launching backglass) I get the following error :





and after clicking that error away :


Variable is undefined: 'vpmInit'


I use the latest VPinball 916 677

Love the table!

Nov 04 2013 09:13 PM

I use the UVP of Cirqus Voltaire....till someone know the solution for this

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