The Official GeekBoy Edition of Rules for Theatre of Magic
New To This Version
- Explanation of the Theatre hurry-up.
- Better explanations of illusions.
- A half-way organized layout of info.
- Designer names.
- A replacing of 'kewl' with 'cool' (you're welcome Cameron =))
- Realization that the lovely assistant is actually the magician. oops.
Super-Duper King-Sized Extra Special Thanks
- Cameron Silver
- Scott R. Tiesma
- Bowen Kerins
- SDTM - Straight Down The Middle
- WCS - World Cup Soccer
- ST:TNG - Star Trek: The Next Generation
- Playfield Design: John Popadiuk Jr.*
- Software Degin: Jeff 'Japple' Johnson
- Mechanical Engineer: Jack Skalon*, Ernie Pizarro
- Mechanical Design: Joe Loveday
- Art & Design: Linda Deal
- Music & Design: Dr. Dave Zabriske
- Dot Animations: Brian C. Morris, Adam 'ation' Rhine
* worked on World Cup Soccer
Actually something to rival WCS. I didn't think that they could do
it. I would even go as far as to say that I think it's better than Shadow
(and from me, that's high praise). Very smooth, and very natural shots.
It's not a game that you have to practice specific shots for; shots are
more of a natural extension. Great job guys.
- BALL LAUNCH
- A real plunger, just like in WCS, but without the coin
toss. I'll explain the skill shot later on.
- Just two, in the normal positions.
- SLING SHOTS
- Two triangles, relatively small and
- Two, called 'staircases', in the center and on the right. Neither
is steep, but both are very long. The center ramp drains to the left
in-lane, the right to the right. There is possibly the coolest diverter
in history on the right ramp that is activated during the Metamorphosis
mode. It is a large magnetic ring (called the 'Spirit Ring') located on
the left that catches your ball, flashes a blue light, and then placed
your ball in the center ramp return track. The right lane has a drop
similar to the one in WC, wherein if the ball doesn't make the ramp all
the way around, it drops into this and back onto the
playfield. On the one I play, both are angled well as to avoid SDTM drains.
However, I have heard reports of others on which the center ramp is VERY VERY
unkind, to the point of being a design flaw. Both are used to start locks,
and in modes. More on that later.
- The left orbit scores extra balls and various silly things (like
the vanish I'll talk about in a second) and also spells T-H-E-A-T-R-E. A
left orbit shot will either lead to a right in-lane drop (because of a
weak shot, during the Straightjacket mode, and during the THEATRE
hurry-up), or go to the jets. Either way it will score an orbit. Right
orbit advances the clock and starts the Tiger Saw Multi-ball.
- ORBITS PART DEUX
- There is a mini-orbit the the middle of the playfield,
surrounding the trunk. This is where balls are locked, modes are played,
and the spinner rests (on the right entrance). Kinda tight entrances, but
relatively easy to get the hang of (my apologies for the dangled
- There is a big rotating trunk in the middle of the playfield. One
side is flat with a green lite, one is flat with a blue lite, one has a
super-cool magnet used in the clock mode and to start multiballs, and one
has a trap used for jackpots and in modes. It starts modes, scores skill
shots, is the jackpot, is a target in modes and locks balls. Its a magic
trunk, and so much more. More on it later.
- Three jets, in a triangle. You can't see them from your vantage
point, so a mirror is provided. Artwork is inverted for you even (X sunoB
ecnavdA). Very neat.
- A really neat feature, wherein a 'trapdoor' pops up and stays
open for a few seconds, awaiting the entry of your ball. It can be
accessed by a center ramp shot when the 'Open Trapdoor' lite is lit. See
- CAPTURED BALLS
- There are two captured balls on the left, just to the right of
the far left orbit. Every three hits lites Vanish. It is also used in
the Tiger Saw mode, to advance the clock, and as the Skill Shot after a
ball has been locked or vanished. Plus it makes super-neato sounds when
- Middle drain is very kind, seldom drops there, and the Anti-Biff
Bars do an exceptional job of bouncing the ball back into play. The right
and left lanes are normal, and relatively kind. There is no kickback,
however on both sides there are old-style, but automated magna-saves that
make a neat 'hiss' when accessed. Very cool. This has to be earned
though by hitting the 'Hocus Pocus' target above the left in/out lanes
(about the same position as the Lite Kickback in WCS).
- THEATRE MULTIBALL
- The trap in the one side of the
- TIGER SAW MULTIBALL
- The Captured Balls.
When you launch the ball, there is a hat on the screen that has various
goodies coming out of it. Launch when it is on the one that tickles your
particular fancy. Choices I've seen are:
- Various points
- 2x multiplier
- 2x combos
- Start illusion (mode)
- Advance Clock
There are only three choices per launch, and I believe the 2x combos appears
only if Illusion is already lit. Once the choice is made, you activate it by
hitting the trunk. You may get two tries at it of you're fast. Also, you
only get one Skill Shot per ball. After a ball is locked or vanished, hit
the Captured Ball to Advance Clock.
Note: the flippers will change which Illusion is lit before the ball is
Modes are started by hitting the trunk three times, then hitting the vault
trap, or by a skill shot. A trunk shot during a mode gives you 2y points,
with y starting at 2M.
The various modes are:
- TIGER SAW
- Timed mode with big tiger with a saw rolling around the screen
sawing various things such as a pinball machine. Three hits of the
captured ball finishes the mode.
- LEVITATING WOMAN
- you attempt to make a lady levitate. Three shots
of the center ramp completes the trick.
- ESCAPE THE TRUNK
- You, as a master magician attempt to escape from a
sealed trunk. You have to hit the trunk three times. Pretty easy.
- SPIRIT CARDS
- I'm not quite sure of the point to this one, you just flip
cards around on the screen. Spinner shots award points.
- ESCAPE A SAFE
- You, as a Master Magician, force yourself into a safe and
become submersed in water. Three shots through the middle orbit, either
side, and you live to tell about it. Great quotes during this mode.
points = 51M (17M x 3)
- Three right-ramp shots and you are a member of the animal
kingdom. Rumor mill has it that a cow has been spotted during this mode.
- You attempt to escape a straitjacket this time. 16 jet
hits completes the mode. And as Scott says, completion yields a really
neat animated sequence. Very easy.
points= 48M (16 x 3M)
- HAT TRICK
- You pull things out your hat, like a good magician. First a
rabbit, then doves and finally a phone which screams "MOVE YER CAR!!!".
Three hits in the trunk trap ends the mode.
points= 15M per shot.
THINGS THAT ARE NOT ILLUSIONS, BUT MODE-ESQUE IN NATURE NONETHELESS
- If you get the clock to midnite (accomplished through skill shots,
right orbit hits (one hour per orbit), Captured Ball hits, and Basement
Awards) the trunk rotates until the magna-surface is facing you. Hit it
for big big
points. Starting at 24 million points, and decrementing for each hour
down to 0. At 6:00 extra-ball will lite. It will also light the
extra-ball when you get the Midnight Basement Award. My roommate's
girlfriend got a replay from this mode alone.
- Four hits of the two white targets on either side of the center
ramp will light 'Open Trapdoor'. Then hit the center ramp to, well, open
the trapdoor, located on the right side. below the right ramp. When a
ball is captured in this manner, it goes down into the playfield, awards
15M points and a random menu ala the Roadshow convenience store pops up.
Balls are ejected from here during multiball, when a ball is shot into
the trunk, and when you are playing with more than one player and you lock
a ball after she/he has already done so.
Awards are as follows:
- Digital Pinball (YEA!!)
- Extra Ball
- Advance Clock
- Light Special
- X Bonus
- DIGITAL PINBALL
- Very very cool video pinball game available as a Basement
Award. There are five targets at the top, and two flippers at the
bottom. if you hit all five targets in 20 seconds, you get either 40 million
points or an extra ball. WOO HOO! It even lets you catch the ball on
a raised flipper. If the ball drains it just reappears above one
of the flippers.
- When the vanish indicator is lit (accomplished through three
Captive Ball hits), hitting the left orbit will vanish the ball. The ball
disappears, a new one is ejected into the launch-lane, and you receive 40
million points. This will lite the Tiger Saw Multiball.
- Shooting the left orbit spots a letter in T-H-E-A-T-R-E. Once
this is complete, a hurry-up is invoked. For some some strange and
wonderful reason the value doesn't count down. You have 10 seconds to
shoot the trunk (which has turned so the trap is facing you) to collect
big points (which is increased by bumper-hits during normal play). If you
lock a ball during this mode, you get credit for the trunk shot as well.
Plays a hum-dinger of a tune during this mode.
- THEATRE MULTIBALL
- The lock is initiated by hitting either ramp while the
'Lite Magic' indicator is lit (which is lit through ramp shots), or
through the secret ball lock. Secret ball lock is accomplished by the
ball not quite making the orbit. All balls are ejected to the right
flipper from the Basement (its a three ball multi-ball, however if you
make a ball Vanish, and do not collect the Tiger Saw Multiball, it will be
a four-ball. You will then have to Vanish a ball afterwords to re-light
TSMB.). Jackpot is scored by hitting the trap in the Trunk wall (which is
the side now facing you). While the balls are being ejected initially the
lovely assistant will count 3-2-1 (rather quietly, you may not be able to
hear her in a loud environment). A jackpot shot during this will give you
100 million points. Three shots to the trunk re-lights jackpot. Ends
when less than two balls are in play.
- TIGER SAW MULTIBALL
- After you have made a ball vanish, you can access
the Tiger-Saw Multiball (a two-ball) with a right orbit shot. Bad news is
there's no ball save. Good news is that Illusions continue during it.
Jackpot is the Captured Ball at about 15M a pop.
Extra Balls are lit by:
- Reaching 6:00 on the clock
- Winning Digital Pinball
- Basement Award
Hitting the left orbit then awards it.
Combos are scored by consecutive shots to just about anything (i.e.
orbits, ramps, etc.). You do not have to alternate flippers or targets.
You can just sit there and hit the center ramp from the left flipper until
your face turns blue (memories of alpha quad in ST:TNG). Two in a row
starts the scoring at 2M points, and increments 2M for every combo
thereafter. Maxes at about 12M.
Bonus multiplier is via the lanes above the jets (flippers control which
lane is lit).
You work your way up through the ranks, aspiring to someday become 'Master
Magician'. You advance a rank for every time you complete a mode. Ranks
You receive 2M x rank as an end-of-ball bonus.
Send me your best (no buy-ins, and only three-ball machines count).
- GRAND FINALE
- When all Illusions are complete, Theatre Multiball is finished,
Theatre has been spelled and the Midnight is complete, the Grand Finale
starts. I don't want to ruin the surprise =).
Holding the left flipper while hitting the start button to start the game
will initiate the 'Digital Pinball Selected" mode. This will give you
Digital Pinball as your first Basement Award.
I have heard, but have not been able to get this to work, that holding
the right flipper while hitting start to start the game will initiate the
'Mortal Kombat 3' mode. This will supposedly give you clues during
while spelling T-H-E-A-T-R-E to codes for MK3. Perhaps it depends on the
machine's ROM version.
There are some great sounds, and some that are really rather familiar in
tone. For instance, after a ball save the lovely assistant will say
"Here is another ball" which sounds EXACTLY like the ST:TNG ball save
comment of "Here is another chance." The jackpot comment is very similar
to Raul Julia in TAF.
Some of my favorites:
- "Amaaaazing Skill"
- "Oh noooooooooo"
- "That ball is FULL of magic" (after secret ball lock)
- "You MUST concentrate"
- "The air pressure is building"
- "The magic is within you"
Something that should have been put in: Doug Henning saying "Illuuuuusion".
As always with Bally games (well, with the exception of D*rty H*rry)
playfield, cabinet and backglass artwork is superb. The obligatory Bally
babe adorns the backglass, throwing pinballs at you in front of various
magician toys and a very mean looking tiger. Also, if you look closely
the 'O' in 'Of' is actually a pinball.
Screen graphics rival Shadow in quality. Mode animations are very smooth
and detailed. By far the best animation is that of the lovely assistant
breaking loose of the straitjacket when said mode is completed. Looks
vaguely like Samus's death animation in Super Metrois (apologies for the
v*d** g*am* simile).
The cabinet is a magic trunk, wrapped in a chain and lock, and is more
than a little impressive. Looks as though it may have been rendered.
VARIOUS OTHER EARTH-SHATTERING TIDBITS/COOL FEATURES
- 2 high score tables... 1 for buy-ins... 1 for 0 buy-ins.
- Message about standby for extra ball on DMD after ball drains if you
collected an extra ball.
- Mirror for lane change.
- If you hit the trap (door in trunk) before the trunk is fully turned
(while it is turning for start illusion shot), you receive both start
illusion and a hidden lock!!!
The lane lights above the jets are a pale green and very hard to see.
A very clean inner-orbit shot will result in an SDTM drain that is hard to stop.
Well thank you all for your time and continued support. Look for updates
as they become necessary. Have fun kids.
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Check me out at http://falcon.cc.ukans.edu/~dolemite
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