PINBALL FIELD GUIDES
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Theatre of Magic — restyled cabinet backglass

Bally · 1995

Theatre of
Magic

Complete four long goals to open Grand Finale: spell THEATRE, play Theatre Multiball, move the clock to midnight, and start all eight illusions.

Take the stage →

The whole game

Objective

The rotating trunk in the center starts the eight illusions. Hit the trunk until its open side faces you, then shoot into the opening. The same trunk also advances several long goals.

  1. Spell THEATRE Seven shots up the left lane
  2. Theatre Multiball Spell MAGIC on the ramps, then lock two balls
  3. Midnight Twelve hours on the clock, one right orbit at a time
  4. Eight illusions Three trunk hits, then the hole, eight times over

Find your targets

Shots

Theatre of Magic illustrated cabinet field guide hero

Magic Trunk

Magic Trunk close-up from the installed Theatre of Magic playfield

Hit the rotating trunk’s front face, left of center, to light an Illusion. Shoot into its opening when it turns to start the lit Illusion.

How to try it: Hold the ball still on the right lower flipper. Aim into the opening at Magic Trunk, avoiding its rim and nearby posts. Watch where the machine kicks the ball back and regain control.

Tiger Saw captive ball

Tiger Saw captive ball close-up from the installed Theatre of Magic playfield

Strike the front captive ball in the short channel beside the left lane. The saw disc above it is scenery; the ball is the target.

How to try it: Hold the ball still on the right lower flipper and hit the exposed ball at Tiger Saw captive ball as squarely as possible. The trapped ball moves into its switch; your ball rebounds, so be ready to catch it.

Left lane

Left lane close-up from the installed Theatre of Magic playfield

The ground-level lane beside the captive-ball area, inside the far-left clear return. Make this lane to spell THEATRE; do not aim at the raised return track.

How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Left lane; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.

Installed Theatre of Magic playfield with real feature close-ups alongside
The installed table, with real feature close-ups.
Open full-size playfield reference →

Center staircase ramp

Center staircase ramp close-up from the installed Theatre of Magic playfield

The shorter staircase ramp beside the trunk. Aim at the black entrance at the foot of the red stairs; the ramp can raise the Trapdoor.

How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Center staircase ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.

Right staircase ramp

Right staircase ramp close-up from the installed Theatre of Magic playfield

The longer red staircase on the right. Its entrance is the broad black mouth at the bottom of the stairs, inside the right orbit.

How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Right staircase ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.

Right orbit

Right orbit close-up from the installed Theatre of Magic playfield

The lane outside the right staircase ramp. Shoot the ground-level lane beside the ramp to advance the clock.

How to try it: Hold the ball still on the left lower flipper. Aim through the open channel at the bottom of Right orbit; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.

Choose your launch

Launch

Time the first launch for Begin Illusion or Advance Clock, then hit the trunk. Later launches award one clock hour at the Tiger Saw captive ball.

Launch awards and timing

Every launch here is a chance at a skill shot: an award for hitting one particular thing with the first shot after you launch. The ball you launch comes down to your right flipper, so this first shot is always from the right.

The first launch of each turn: the trunk

Before you pull the plunger, look at the dot display above the table. It cycles through three awards. Pull the plunger when the one you want is showing, then hit the trunk with your first shot. The three on offer are chosen from four: 10 or 20 million points; double your end-of-ball bonus (the points counted up when the ball ends); move the clock forward two hours; and either “Begin Illusion”, which starts an illusion on the spot, or “2x Combo”, which doubles every combo for the rest of the turn. Begin Illusion is on the list when no illusion is lit; 2x Combo is on the list when one is. You never see both.

One catch: if an illusion is already lit and the trunk is showing its hole, hitting the trunk is not enough. You have to put the ball in the hole to get the award. Miss and you simply play on; the rulesheet does not describe a second try.

Every launch after that: the captive ball

When the machine gives you a fresh ball in the middle of a turn, for instance after it locks one behind the trunk, the skill shot moves to the Tiger Saw captive ball and is always the same thing: one hour on the clock. Hit the captive ball with your first shot and the clock moves.

Every skill shot you make also adds a million to your end-of-ball bonus, so they are worth taking.

Your first useful run

First game

First illusion route: Three trunk hits expose the hole; the trunk hole starts an illusion.
First illusion routeThree trunk hits expose the hole; the trunk hole starts an illusion.
  1. Trunk three times, then its hole. Play the lit illusion.
  2. Loop the left lane. Seven shots spell THEATRE.
  3. Spell MAGIC on the ramps. Lock two balls through the inner loops.
  4. Hit the trunk bull’s-eye. In Theatre Multiball, shoot the trunk hole immediately for 100M.
  5. Repeat. Use safe right-orbit shots to advance the clock.

The magician’s eight tricks

The eight illusions

Eight-illusion progression: Repeat trunk hits and trunk-hole starts until all eight illusions have begun.
Eight-illusion progressionRepeat trunk hits and trunk-hole starts until all eight illusions have begun.

Each illusion is a short timed job. The book shows the next one; slingshots and bumpers move the selection. Start one through the trunk hole, the Begin Illusion launch award or the basement.

Starting all eight prepares Grand Finale. Each adds 4M to bonus. During non-trunk illusions, trunk hits score an increasing value that lasts for the ball.

1 · Tiger SawCaptive ball · 15 million a hit

Shoot the Tiger Saw captive ball, the two-ball channel right of the left lane. Every hit that pushes the back ball to the top is 15 million and the tiger saws something in half on the display. Hits here also count toward lighting Vanish (see Tiger Saw Multiball), so this illusion does two jobs at once.

2 · Levitate WomanCentre ramp · 11 million and rising

Shoot the centre ramp. The first shot is 11 million, the next 12, and it keeps rising with no limit. The ramp brings the ball back to your left inlane, so you can turn round and shoot it again from the left flipper.

3 · Trunk EscapePlain side of the trunk, four times · 17 million each

The trunk has been thrown underwater and you break the chains by hitting its plain side four times, 17 million a hit. Finish all four to see the escape. The trunk is the only thing that scores in this one.

4 · Spirit CardsSpinner · 800,000 a spin and rising

Shoot the right inner loop so the ball rips through the spinner. The first spinner shot pays 800,000 for every spin, the next 1.1 million a spin, then 1.4 million, with no limit. The left inner loop normally counts too, but if the left loop is lit for a lock or for the Grand Finale, only the right inner loop counts. This is the low-scoring illusion; the rising trunk hits described above may be worth more.

5 · Safe EscapeEither inner loop, three times · 20, 20, then 30 million

The assistant is locked in a safe. Shoot either inner loop to get one number of the combination. The first two shots are 20 million each and the third is 30 million, 60 million for the set, and finishing it plays the escape.

6 · MetamorphosisRight ramp · 12, 16, 20 million and rising

Shoot the right ramp. The first shot is 12 million, then 16, then 20, and on up. Each time, the Spirit Ring grabs the ball off the ramp rail and drops it down to your left inlane, which sets you up to shoot the ramp again. The rulesheet says the ring activates here but will not necessarily pay its own points.

7 · Strait JacketPop bumpers · 6 million a hit, 60 million finishes

Get the ball into the pop bumpers. Shoot the left lane (as long as Vanish is not lit) or the right orbit and the gates drop the ball into the bumpers. Every bumper hit is 6 million, and ten hits, 60 million, finishes it. The ball also rolls through the top lanes on the way, so this is a good time to advance your bonus multiplier.

8 · Hat MagicThe trunk’s hole · 15 million a shot

The trunk stays on its hole side. Shoot the hole for 15 million a time. A rabbit comes out the first time, doves the second, and a telephone the third. The trunk is the only thing that scores in this one.

The main multiball

Theatre Multiball

Spell MAGIC on the ramps, lock two balls behind the trunk, then hit the trunk’s bull’s-eye. Take the opening trunk shot, earn jackpots there, and use its ejects to keep the other balls under control.

Theatre Multiball flow: Spell MAGIC on the ramps, lock behind the trunk, hit the bull's-eye, then chase jackpots.
Theatre Multiball flowSpell MAGIC on the ramps, lock behind the trunk, hit the bull's-eye, then chase jackpots.
Full Theatre Multiball lifecycleLocks, start, jackpots, value advancing, restart and ending

Multiball means more than one ball on the table at once. To get this one you spell MAGIC, lock two balls, then send a third ball to the trunk’s magnet. Here is the whole thing in order.

  1. Light the locks by spelling MAGIC. Each ramp shot gives a letter. For your first two multiballs either ramp counts; from the third multiball on, only the right ramp does. The letters light up in the centre of the table and stay with you from one turn to the next.
  2. Lock the first ball. With MAGIC spelled, both inner loops light for a lock. Shoot either one. That is 20 million, the ball rolls in behind the trunk and stays there, and you get a fresh ball at the plunger with a skill shot chance at the captive ball. (If the machine is already holding three balls it gives you the new one out of the trap door instead.) The second lock lights straight away.
    There is a shortcut for the first lock. Any time in single-ball play, a ball that goes into the opening behind the trunk (the gate can push it in off either inner loop, or a weak loop shot can drop in) is a “Secret Ball Lock”: it spells MAGIC for you and counts as the first lock. That shortcut only works for your first two multiballs; after that, the back of the trunk is worth 10 million and nothing more.
  3. Lock the second ball. Shoot an inner loop again. Another 20 million, and the trunk turns to show the bull’s-eye.
  4. Start it. Hit the bull’s-eye. The magnet holds the ball, the trunk spins round and drops it in the back, and then turns to show the hole. Balls come pouring out of the trap door on the right. The machine serves three balls: the two you locked and the one you were playing. If a ball is also waiting in the Vanish Lock, that one is let out too and you have four.
  5. The five-second countdown. As the balls come out, the display counts 5, 4, 3, 2, 1. Shoot the trunk’s hole before it reaches zero and you get 100 million on the spot. That counts as your first jackpot. Any other big shot made during the countdown cancels it.
  6. Jackpots. If you miss the countdown, the trunk’s hole is lit for a jackpot that always starts at 50 million. Shoot the hole to earn it. Five shots raise the jackpot by 5 million each before you earn: the left lane, the left inner loop, the right inner loop, the right ramp and the right orbit. They raise it whether the jackpot is lit or not, and the rulesheet found no ceiling; it has seen at least 115 million. A ball that falls into the back of the trunk also awards a lit jackpot.
  7. Relighting the jackpot. After each jackpot the trunk turns to its green-light side. Hit the trunk to turn it back to the hole: two hits the first time, three the next, then four, then five. The rulesheet believes five is the most it asks.
  8. No safety net. There is no ball saver during this multiball. The rulesheet does not mention any way to add a ball or restart it, and it does not spell out the ending; expect it to be over once you are down to one ball, as on most machines.
  9. What you can and cannot do meanwhile. While the multiball runs, the left lane does not give THEATRE letters, the right orbit does not move the clock, the captive ball does not count toward Vanish, and the trap door targets do nothing. But the gate that normally sends a left lane shot round to your right flipper is closed, so every left lane shot rolls into the two top lanes. That is your chance to advance the bonus multiplier.
  10. Afterwards. Playing Theatre Multiball is one of the four jobs for the Grand Finale. If it was your fourth job, the Finale lights once the multiball is over, not during it. And as soon as it ends, the left lane is lit for Vanish and another 40 million.

The second multiball

Vanish and Tiger Saw

Hit the captive ball to light Vanish, shoot the left lane to hold a ball, then shoot the right orbit for two-ball Tiger Saw Multiball. The captive ball remains the jackpot shot. Prepare Vanish before Theatre Multiball to turn that start into four-ball play.

Full Vanish and Tiger Saw rulesRequirements, jackpots, extra ball and interaction with Theatre Multiball

This is a two-ball multiball that starts at the Tiger Saw captive ball and pays at the same place.

  1. Light Vanish. Hit the Tiger Saw captive ball three times. Hits made during any illusion count. Vanish lights at the left lane: “Make the ball vanish!” Once Vanish is lit, extra captive ball hits do nothing until you earn it.
  2. Make the ball vanish. Shoot the left lane. The gate stops the ball part-way round and drops it into the Vanish Lock. That is 40 million, and now the right orbit is lit to start the multiball. The ball sits in the lock until a multiball starts or the game ends.
  3. Start it. Shoot the right orbit. The locked ball is kicked out down the left lane and you have two balls in play.
  4. Jackpots. The jackpot is the captive ball. The first hit is 30 million, then 40, then 50, up to a top of 70 million. It never needs relighting. There is no ball saver.
  5. What still works. During this multiball the right orbit still moves the clock and the top lanes still advance your bonus multiplier. THEATRE letters, Vanish, trunk hits and the trap door targets are paused.
  6. How it ends. The rulesheet does not spell it out; expect it to end when you are back to one ball. There is no add-a-ball or restart mentioned. When it is over, your captive ball count goes back to zero and the next Vanish takes six hits instead of three, and six every time after that.
  7. The third Vanish lights an extra ball. Three hits, then six, then six: fifteen captive ball hits in all, and when that third Vanish lights, an extra ball lights with it.

Vanish plus Theatre Multiball is the best combination on the table. If a ball is sitting in the Vanish Lock when you start Theatre Multiball, it is let out and you play four balls instead of three. Then, when Theatre Multiball ends, the left lane is lit for Vanish and 40 million again, straight away. Tiger Saw Multiball itself does not count toward the Grand Finale.

The easiest of the four jobs

THEATRE letters

Each single-ball left lane adds a letter and returns to the right flipper. Spell THEATRE to prepare one Grand Finale job and light a ten-second, 50M trunk-hole hurry-up.

The letters clear after spelling. Once you have earned a hurry-up, unfinished letters reset at the end of later balls.

Twelve hours to midnight

Midnight Madness

During Midnight Madness, hit the trunk bull’s-eye after its magnet resets. A hit pays twice the displayed hour in millions, with a 10M floor.

The mystery award

Trap door

Hit the two trap-door targets four times, shoot the center ramp to raise the door, then shoot the raised door for a basement award. The door remains up only briefly, so prepare the right-flipper shot before earning the ramp.

Basement awards and exceptionsEvery award, tournament behavior and dangerous returns

The trap door is this table’s mystery award: a shot that gives you one thing from a list, and you do not know which until you get there. It takes three steps.

  1. Hit the two trap door targets, the standing targets on either side of the centre ramp, four times between them. “Raise Trap Door” lights at the centre ramp. The count starts over at the beginning of every turn, and if you light the ramp but never earn, you may need a hit or two to light it again.
  2. Shoot the centre ramp. The trap door rises up in front of the right ramp, but only for a moment.
  3. Shoot the trap door while it is up. That is 15 million and a trip to the basement for an award.

The display offers ten awards and picks one, apparently at random, and rarely gives the same one twice in a game. Here is what each does:

Award What you get
Millions Somewhere between 15 and 40 million.
Spell MAGIC MAGIC is spelled for you, so the locks light.
Midnight The clock jumps to midnight and Midnight Madness starts. If you had not yet passed 6:00, you get the 6:00 award as well.
Pinball A video game on the display. Shoot all six targets in twenty seconds for an extra ball, or sometimes 40 million.
Lite Ex. Ball An extra ball lights at the left lane.
Trunk Magic The trunk turns to its hole. Shoot the hole within about five seconds for 40 million.
Adv. Clock One hour on the clock.
Lite Special Both outlanes light for a free credit for the rest of the turn.
Illusion The flashing illusion starts right now. The rulesheet believes this can happen even while another illusion is running.
Bonus X Your bonus multiplier goes up one, unless it is already at the top.

Two cautions. Balls come out of the trap door with no ball saver, so be at the flippers when it kicks. And if the machine is set to tournament play, the basement is switched off and the trap door is just 15 million.

Side-feature reference

Points between the big features

Side features

Right-ramp shots advance the Spirit Ring, consecutive major shots advance combos, and the two top lanes raise bonus. Take these when they align with an illusion, lock or ramp route instead of leaving the main progression to chase them.

Side-feature values and bonus formulaSpirit Ring, combos, Bonus X and end-of-ball bonus

The Spirit Ring

The first right ramp you shoot when the ring is off switches it on. The next right ramp, the ring pulls the ball off the rail and drops it to the left inlane for 10 million. Then the ring is lit again for 20 million, but only briefly; make that and it lights once more for 30 million, briefly again. After the 30 million it does not relight. The rulesheet does not say whether it comes back on your next turn.

Combos

A combo is two big shots in a row. The shots that count are the left lane, the left inner loop, the centre ramp, the right inner loop, the right ramp and the right orbit. The first combo is 2 million and each one straight after adds another 2 million: a three-in-a-row is 4 million, four is 6, with no limit. The “2x Combo” skill shot doubles all of that for the turn. The left lane is the easy one to repeat, because it returns the ball to your right flipper every time; the centre ramp comes back to the left flipper.

What your bonus is made of

When a turn ends, the machine adds up your bonus: a rank for Grand Finale jobs done (2 million with none, then 4, 6, 8 and 10 million for four); 1 million for every MAGIC letter you shot on a ramp (free letters from a Secret Ball Lock do not count); 500,000 for every THEATRE letter; 1 million for every hour on the clock; 4 million for every illusion played; and 1 million for every skill shot made. Then the whole lot is multiplied by your bonus multiplier, up to 8x. The rulesheet’s author has seen it pass 300 million.

Play more than one feature

playing two features at the same time

Running two features together is called a play at the same time. On this table the rule of thumb is: the trunk-side jobs pause during any multiball, the clock and the top lanes do not. Here is the list.

Combination Status What to do
Vanish ball waiting + Theatre Multiball Allowed, and the best play at the same time Earn Vanish first, then spell MAGIC and lock two. Theatre Multiball starts with four balls, and when it ends Vanish is lit again for another 40 million.
Tiger Saw Illusion + advancing Vanish Allowed Captive ball hits during any illusion count toward Vanish, so every 15-million hit in Tiger Saw is also a step toward the multiball.
Clock + Tiger Saw Multiball Allowed The right orbit still moves the clock during this multiball, but not during Theatre Multiball.
Bonus X + either multiball Allowed The top lanes always work. In Theatre Multiball every left lane shot goes there.
THEATRE letters, Vanish hits, trunk hits or trap door targets + any multiball Blocked Those shots do nothing for those features while more than one ball is out. Do that work in single-ball play.
Hocus Pocus outlane magnets + any multiball Blocked The magnets do not work during multiball.
An illusion + a multiball starting Not answered The rulesheet does not say whether a running illusion carries on when a multiball starts. You cannot light a new one during multiball, because trunk hits do not count then.
THEATRE hurry-up + a lit illusion Not answered Both want the trunk’s hole. The rulesheet does not say which one a hole shot pays first.
Grand Finale + anything Waits It only lights and starts in single-ball play. If Theatre Multiball is your fourth job, the Finale lights after the multiball ends.

A tempting order that wastes shots: locking two balls and starting Theatre Multiball while you still need THEATRE letters, then shooting the left lane for them during the multiball. The lane goes to the top lanes instead and gives no letters. Spell THEATRE first, then lock.

Extra balls, ball savers and the outlanes

Survival

Extra balls

Reach 6:00, light the third Vanish or draw Lite Extra Ball, then shoot the left lane. Winning the basement video mode awards one directly.

Ball savers

Normal balls begin with a short save. Neither multiball nor trap-door returns are protected, so get a flipper under those ball returns immediately.

The outlanes

Hocus Pocus turns on both inlane magnets for about 15 seconds in single-ball play. Ignore lit Specials on free play.

Two shots to respect

The right inner loop can return down the middle. A weak right ramp exits there too. Let the ball reach a flipper before reacting.

The wizard mode

The Grand Finale

The Grand Finale is this table’s wizard mode, the big round you reach by finishing everything else. The four jobs, in rough order of difficulty: spell THEATRE (easy); play Theatre Multiball (fairly easy); reach midnight on the clock (hard, but doable if you make it a priority); and start all eight illusions (the hard one). Tiger Saw Multiball does not count.

After the fourth job, shoot either lit inner loop. For 60 seconds, every ramp and loop pays 50M and adds a MAGIC THEATRE letter. Complete all twelve for 500M.

The rulesheet does not say what happens when the sixty seconds run out short of twelve shots, whether the four jobs reset so you can earn the Finale again, or exactly which shots count as “every ramp and loop”. Assume the six combo shots, and watch the lights.

Score higher

Scoring

The 100 million shot

The single biggest shot on the table is the trunk’s hole during the five-second countdown at the start of Theatre Multiball. Set it up: before you hit the bull’s-eye, remember that the balls will pour out of the trap door on the right, in front of the right ramp. Get a flipper under the first one and shoot the trunk immediately. Do not touch any other big shot first, because that cancels the countdown.

increases the jackpot while it is dark

Theatre jackpots start at 50 million every time, but the left lane, both inner loops, the right ramp and the right orbit each add 5 million whether the jackpot is lit or not. While you are hitting the trunk to relight it, work those shots in between. The inner loops are especially good, because the gate can push a loop shot into the back of the trunk, and that awards a lit jackpot too.

Loop the left lane

The left lane returns the ball to your right flipper and you can shoot it again at once. Every trip is a THEATRE letter, a combo that climbs by 2 million a time, and, if you have made the 2x Combo skill shot, double that. The centre ramp is the other easy repeat; it comes back to the left flipper.

Midnight, two shots an hour

In Midnight Madness the early hours pay the most, 22 million at eleven. Wait a beat after the magnet lets go before you shoot again; a ball that arrives too soon does not stick and scores nothing.

Order of work for a Finale run. Spell THEATRE and prepare Vanish while you are on one ball; those pause in multiball. Shoot the right orbit at every safe chance for the clock. Use Theatre Multiball for bonus multiplier and jackpots, and Tiger Saw Multiball for clock hours. Keep hitting the trunk for illusions between everything else; eight is the job that decides whether you get there.

Your table

Your table

Rulesheet limits and settings

Everything on this page comes from Bowen Kerins’ published rulesheet for Theatre of Magic. Where that sheet is unsure, this page says so rather than guessing.

What the rulesheet could not tell you: exactly when either multiball ends; whether a running illusion survives a multiball starting; which of the hurry-up and a lit illusion the trunk’s hole pays first; whether the flashing illusion skips ones you have played; whether the clock or the Spirit Ring carry over between turns; whether extra balls are capped; what happens when the Grand Finale’s sixty seconds run out and whether it can be played again; and how many balls a game you get.

Operator settings vary from cabinet to cabinet. Where your display disagrees with this guide, trust the display.