Theatre of Magic

Bally, 1995 — shot-by-shot rules and strategy guide.

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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).

Goals in Theatre of Magic

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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