Theatre of Magic
Bally, 1995 — shot-by-shot rules and strategy guide.
Open Theatre of Magic in the Pinball Genie app →Bally, March 1995. Designed by John Popadiuk (WPC-S, DMD). Single production model — no Pro/Premium/LE splits; the only "editions" are factory ROM v1.3 versus the 2021 community "2.0" balance mod, which changes rules but not the layout.
Skill shot
The plunge rides a wireform to the right inlane. The DMD cycles three awards (10M/20M, 2x Bonus, Advance Clock +2, and Begin Illusion or 2x Combos); plunging locks the one showing, and the first Magic Trunk hit collects it. Once any ball is locked, later plunges instead offer a fixed captive-ball skill shot that always advances the clock.
The Left Lane (Theatre lane)
The backbone shot. Each shot spells a T-H-E-A-T-R-E letter and returns to the right flipper, so it self-loops. Completing the word lights a THEATRE Hurry-Up at the trunk hole (~10 s, 50M base + ~100K per pop hit). Weak shots fall into the Bonus X rollovers — complete both (lane change, read via the back-panel mirror) to step bonus toward 8x. Bonus X resets every ball, and end-of-ball bonus multiplies everything: letters (500K each), MAGIC letters, clock hours, Illusions started, magicianship rank. The tournament meta is simply: 8x first, then Theatre-lane loops — bonuses can exceed 300M.
Theatre Multiball
Spell MAGIC on the ramps (both count for the first two multiballs, right ramp only after), lock two balls at the inner loops (20M each), then shoot the trunk's bulls-eye magnet face to start 3-ball play (4-ball if a Vanish ball waits). The Rear Trunk Entrance is a Secret Ball Lock that spots all of MAGIC. At the start, the trunk hole during the 5-4-3-2-1 countdown is an instant 100M. Jackpots (50M base) collect at the trunk and pump +5M per major shot — the value never resets; relights cost escalating trunk hits.
Tiger Saw Multiball
Three captive-ball hits (later six) light Vanish; the Left Lane then locks the ball (40M — the third Vanish lights Extra Ball) and the right orbit starts 2-ball play. The captive ball is an always-lit jackpot: 30M, +10M per collect, 70M max. Letters and clock stay live during it.
Illusions (8 modes)
Three trunk hits light an Illusion; the trunk's open hole face starts it (~20 s each): Tiger Saw, Levitating Woman, Trunk Escape, Spirit Cards (spinner), Safe Escape (11-04-69), Metamorphosis, Strait Jacket, Hat Magic. Starting — not completing — counts toward the Finale.
Clock, Trap Door, extras
Every right orbit advances the clock an hour: 6:00 lights Extra Ball, 12:00 starts Midnight Madness (magnet catches worth 2M x hour). Four trap-door target hits light Raise Trap Door at the center ramp; the raised door (blocking the right ramp) pays 15M + a Basement mystery. Hocus Pocus standups arm ~15 s outlane magna-save magnets. Combos: any two-in-a-row among the six major shots, 2M and +2M per link, uncapped in factory code, doubled all ball by the 2x Combos skill award.
Grand Finale (wizard)
Light four diamonds — spell THEATRE, play Theatre Multiball, reach Midnight, start all 8 Illusions (the hard one) — then start at the inner loop: one ball, 60 seconds, every major shot 50M + a MAGIC THEATRE letter; all 12 letters pays 500M. Diamonds also set your Magicianship rank (Novice → Master).
How Theatre of Magic plays
Theatre of Magic is a Bally stage-magic table built on two self-returning shots -- the Left Lane and the center ramp -- that loop straight back to the flipper that fired them. Run the trunk's Illusions and stack the multiballs, and light all four diamonds -- earned by spelling THEATRE, playing a multiball, driving the clock to midnight, and starting every Illusion -- to open the Grand Finale.
The loop
- Loop the Left Lane from the right flipper to spell THEATRE and chain escalating combos; a full shot rides its wireform right back to the same flipper.
- Loop the center ramp from the left flipper to spell MAGIC, which lights the ball locks at the two inner loops for Theatre Multiball.
- Bash the Magic Trunk three times to light an Illusion, then feed its open hole to start the twenty-second mode; getting all eight underway lights a diamond.
- Push the clock an hour at a time up the right orbit toward Midnight Madness, and light Vanish at the captive ball for the safe Tiger Saw multiball.
- Rebuild Bonus X on the top rollovers every ball, sliding the lit lane under the ball with either flipper, and light the four diamonds to open the Grand Finale.
Reading the lights
- Bonus X Rollovers (lanes) — lit: The two top rollover lanes, read in the back-panel mirror, stay lit until you roll them, and Bonus X drops to its base every ball, so it is never banked for good and must be rebuilt from scratch each ball. · then: Line the lit lane up with the ball and complete the pair to step Bonus X one notch toward the 8x ceiling, past which each pair simply pays five million. The easiest farm is Theatre Multiball, when the diverter sends every Left Lane shot up into these rollovers, and because end-of-ball bonus multiplies your whole letter, clock and Illusion haul, 8x can be worth hundreds of millions. · control: Either flipper button: a tap of either flipper button shifts the lit rollover sideways to the neighboring lane (as the ball crosses the top lanes, fed by a soft Left Lane shot or a right orbit sent up by the diverter)
- THEATRE Lane (letters) — lit: Each shot up the Left Lane lights the next letter of THEATRE, a lit letter is one you have banked, and the letters carry ball to ball until you cash a hurry-up -- and it is the safest full-power shot on the table because it returns to the very flipper that fired it. · then: Keep looping and the combo climbs two million higher each time with no ceiling, and every seventh letter completes the word to light a fifty-million-plus hurry-up at the trunk hole. Collect it inside its short window, then drop right back onto the lane.
- MAGIC Ramps (letters) — lit: The ramps light the letters of MAGIC, and the center ramp's wireform always comes back to the left inlane, putting the ball on the left flipper for an instant re-shoot with no trap -- both ramps spell it early, but once you have run two multiballs only the right ramp still lights letters. · then: Spell MAGIC to light Lock at both inner-loop entrances, bank two balls there, and the trunk swings to its magnet face -- shoot that to begin three-ball Theatre Multiball. The rear-trunk hole is a shortcut that spots the whole word plus a free lock for those first two multiballs.
- Magic Trunk & Illusions (mode) — lit: The rotating trunk shows four faces and only some pay -- a green jackpot light, a magnet bulls-eye, and an open hole, while the fourth is dead and rejects down the middle -- so three hits on a scoring face light one of the eight Illusions and swing the open hole toward you. · then: Shoot the open hole to start a twenty-second Illusion, the timer even pausing in the pops, and only starting one counts toward the Illusions diamond, so you never have to finish them. Getting all eight underway is the toughest of the four diamonds and worth chasing all game.
- Vanish & Tiger Saw (status) — lit: Hits on the Tiger Saw captive ball light Vanish, three for the first of the game and six for each one after, and with Vanish lit a Left Lane shot pays forty million and drops the ball into the hidden lock where it vanishes. · then: Start the two-ball multiball at the right orbit and farm the captive-ball jackpot, which needs no relight and climbs thirty, forty, fifty, sixty to a seventy-million cap while you trap one ball and feed it with the other. Skip the right orbit to leave the ball vanished, then start Theatre Multiball and it joins for a four-ball stack.
- The Clock (ladder) — lit: Every right orbit winds the clock forward an hour -- skill shots and Basement awards add hours too -- and the hour you have reached is lit on the dial and is also worth a million apiece in bonus. · then: Reach 6:00 for the first time and an Extra Ball lights at the Left Lane; reach 12:00 and Midnight Madness fires on its own as the Midnight diamond lights. In the frenzy, bash the trunk magnet face for two million times the current hour as the clock rewinds -- twenty-four million a catch at midnight.
- Grand Finale Diamonds (status) — lit: Four diamonds track your progress -- one for spelling THEATRE, one for playing Theatre Multiball, one for driving the clock to midnight, one for starting all eight Illusions -- and each stays lit until the Finale is played. · then: With all four lit in single-ball play the Finale opens at either inner loop -- one ball, sixty seconds, no save, every major shot fifty million and a letter of MAGIC THEATRE. Collect all twelve for a five-hundred-million bonus, then the diamonds clear and the climb starts over.
Lane change: the flipper buttons move the lit lane. Either flipper button slides the lit rollover across the two top lanes; tap it as the ball rolls up there, off a soft Left Lane shot or a diverted right orbit, to drop the lit one onto the ball's path. Completing both lanes steps Bonus X up one 2x notch to the 8x max (five million per pair after that), and since it resets every ball while end-of-ball bonus multiplies your entire stack, rebuilding it early every ball is where the huge scores come from.
Start scoring
- Ball one — Take whatever the skill-shot menu is offering off the plunge, then live on the Left Lane from the right flipper -- it spells THEATRE, feeds the Bonus X rollovers on soft shots, and never leaves your flipper. Rebuild Bonus X toward 8x early. — Trunk Skill Shot, THEATRE Lane Loop, Build 8x Bonus
- Building — Spell MAGIC for Theatre Multiball, light Vanish at the captive ball for the low-risk Tiger Saw, and start Illusions at the trunk. Keep winding the clock up the right orbit toward Midnight Madness. — Theatre Multiball, Tiger Saw Multiball, Start an Illusion, Clock to Midnight Madness
- The big one — Light all four diamonds to open the Grand Finale, where every shot is fifty million and all twelve MAGIC THEATRE letters pay a five-hundred-million bonus. The biggest single jackpot lives in Theatre Multiball, where the countdown trunk hole is an instant hundred million. — Grand Finale, Theatre Jackpot Cycle
Does Theatre of Magic have an action button?
Theatre of Magic gives you two flippers, a plunger, and nothing else to press. The feature people mistake for a magna-save button is automatic: hitting either Hocus Pocus standup arms the outlane magnets for roughly fifteen seconds, and they grab the ball off a sensor with no input from you at all.
Goals in Theatre of Magic
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
-
The ball-start skill shot: time your plunge to lock the cycling award, then collect it with the first Magic Trunk hit off the right-inlane feed.
Reward: 10M/20M points, 2x Bonus, Advance Clock +2 hours, Begin Illusion, or 2x Combos — plus 1M into bonus per made skill shot
-
Once any ball is locked or vanished, the cycling menu goes away and every later plunge offers a fixed skill shot at the Tiger Saw captive ball.
Reward: Advance Clock +1 hour toward Midnight, plus 1M into bonus
-
The game's signature money sequence: the Left Lane returns to the right flipper that shoots it, so it self-loops forever — escalating combos, THEATRE letters, bonus base, and hurry-up qualification all from one shot.
Reward: Escalating combos (2M, +2M each, no factory cap), 500K per letter in bonus, and a 50M+ THEATRE Hurry-Up every 7 letters
-
The center ramp always returns to the left inlane, so the left flipper can loop it endlessly — chaining combos while spelling MAGIC toward Theatre Multiball.
Reward: Escalating combos plus MAGIC letters (1M each in bonus) and multiball qualification
-
Chain five of the six major combo shots (Left Lane, both inner loops, both ramps, right orbit) without a break for the escalating N-way combo and the top callout.
Reward: 2M + 4M + 6M + 8M across the chain (doubled all ball by the 2x Combos skill award)
-
The money sequence inside Theatre Multiball: grab the 100M countdown, then alternate jackpot collects at the trunk with +5M pump shots — the value never resets.
Reward: 100M countdown shot, 50M+ jackpots pumped past 115M (effectively uncapped)
-
The main multiball: spell MAGIC on the ramps to light the inner-loop locks, lock two balls, then bash the trunk's bulls-eye magnet face to start 3-ball play.
Reward: 20M per lock, 100M countdown, 50M+ jackpots; playing it lights the Multiball diamond
-
The safest multiball: light Vanish at the captive ball, vanish a ball off the Left Lane, then start 2-ball play at the right orbit and farm the always-lit captive-ball jackpot.
Reward: 40M Vanish, jackpots 30M/40M/50M/60M to a 70M max; third Vanish lights Extra Ball
-
The only multiball stack in the game: park a vanished ball in the lock instead of starting Tiger Saw, then start Theatre Multiball to release it for 4-ball play.
Reward: 4-ball Theatre Multiball with the full jackpot cycle and an extra ball in play
-
The core mode loop: three trunk hits light one of the eight ~20-second Illusions, then the trunk's open hole face takes the starting shot. Starting all eight lights a Grand Finale diamond.
Reward: 20-second scoring modes worth 60M-100M+; each start adds 4M to bonus and counts toward the Illusions diamond
-
One of the few completable Illusions: dial the safe combination with three inner-loop shots for roughly 60-70M and the payoff animation.
Reward: 20M + 20M + 30M for completing the combination
-
Bally mystery award: pound the trap-door standups, raise the door with the center ramp, then shoot the pop-up door before it closes for 15M plus a Basement award.
Reward: 15M + Basement mystery: 15-40M points, Spell Magic, Midnight, Extra Ball, video mode, Special, Illusion start, Bonus X and more
-
Drive the clock to 12:00 with right-orbit shots: 6:00 lights an Extra Ball, and midnight instantly starts the trunk-magnet frenzy while lighting the Midnight diamond.
Reward: Extra Ball at 6:00 (first time), Midnight diamond, magnet catches worth 2M x clock hour (24M at midnight)
-
The only bonus multiplier: complete the two mirror-read top rollover lanes to step Bonus X up to 8x. It resets every ball, so rebuild it early, every ball.
Reward: Bonus X to 8x (then 5M per completion); end-of-ball bonus can exceed 300M
-
The game's only shot-value multiplier: the 2x Combos skill award doubles every combo score for the rest of the ball — the force multiplier behind the lane-loop strategy.
Reward: All combos doubled: the 2M/4M/6M chain becomes 4M/8M/12M
-
The wizard mode: light all four diamonds — Theatre, Multiball, Midnight, Illusions — then start the 60-second Finale at the inner loop, where every major shot is 50M and a MAGIC THEATRE letter.
Reward: 50M per shot, +500M for all 12 MAGIC THEATRE letters inside 60 seconds; Master magicianship rank
-
The safe default opener: take a skill award, then live on the Left Lane — the shot that drives letters, bonus base, multiplier feeds, and hurry-up qualification all at once.
Reward: Safe scoring foundation: letters + Bonus X + a lit hurry-up with minimal drain risk
-
The tournament meta in one line: 8x bonus first, then Theatre-lane loops all ball — end-of-ball bonus multiplies everything, and 8x times a fat letter stack is hundreds of millions per ball.
Reward: End-of-ball bonuses in the hundreds of millions (8x x letters + clock + illusions + magicianship)
-
The tournament ball-one opener: take Begin Illusion on the plunge (pre-selecting Levitating Woman), loop the center ramp for the mode, and bank wizard-mode progress while you score.
Reward: 100M+ mode ceiling plus a head start on the hardest Grand Finale diamond
-
Digital Pinball (Left Flipper at Start)
Hold the left flipper while you press Start and Theatre of Magic locks a hidden video game in as your first Basement award instead of leaving it to chance. The display confirms it straight away, and you still have to earn the Trap Door to actually play it.
Reward: The first Basement award of the game becomes the Pinball video mode. Clearing all six on-screen targets scores 40 million for the player who set the secret; other players in a multiplayer game receive an extra ball instead.
Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.