THEATER OF MAGIC Pinball Arcade Machine FREE SHIPPING :: $5495.00
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THEATER OF MAGIC Pinball Arcade Machine FREE SHIPPING!
1995 THEATER OF MAGIC Pinball Machine by Bally/Williams - NR!
Very Fun and Popular Show Business Magic Pinball Machine 6,600 produced in 1995 – Very Successful Game by production count 100% Working - Plays Great Playfield, Cabinet, and Translight in great shape All functions have been checked for proper operation Uses Williams WPC-S Electronics, Very Reliable with many other Pins sharing this platform. All Moving Parts Functioning Properly All Ramps intact All Pop Bumpers working This auction is for a very highly collectable Pinball Machine. Super Clean Playfield. SUMMARYThis is a great game that features Tiger Saw Multiball (2-Ball), Trunk Multiball (3-Ball), Trunk Multiball w/Vanish Lock (4-Ball), an amazing Magic trunk on playfield, with a Levitating Ball feature that levitates ball (with magnet) and makes it "disappear" to start multi-ball. The "Spirit Ring", a round magnet which grabs the ball from the left ramp and releases it to the ramp across the playfield. FEATURES: Ball Saver:A short ball saver is active at the beginning of each ball. "Stay right where you are!" There is no ball saver on any Multiball, or any other game situation. The ball saver on a buy in is much longer than the standard ball saver time. Vanish Lock: About 2/3 of the way around the Left Lane, the Vanish Lock can hold one ball. The ball locks on a shot through the Left Lane, and the kickout pushes the ball out the Left Lane entrance. The lock releases at the start of any Multiball, or at the end of the game. Tiger Saw Captive Ball: Just to the right of the Left Lane, the Captive Ball is actually two. A first ball is stuck [nailed?] to the playfield, and most of the ball can be hit [unlike traditional captive balls]. Hitting the first ball propels a second, moving ball, and pushing that ball to the top of a short lane scores the shot. Magic Trunk: The biggest "gimmick" on the game is left of center, about halfway up the playfield. It rotates to four faces, and has a Hall-effect sensor in front [like Road Show's bulldozer] to judge hits. · Face 1: nothing special, just a trunk. · Face 2: like Face 1, with a hole in the center large enough for a shot. · Face 3: like Face 1, with a green light near the top. · Face 4: A bulls-eye target, with a magnet in the center that takes the ball off the playfield when activated. ‘Rear Trunk Entrance : Located behind the Trunk, this opening leads to the Trapdoor Kickout. The Rear Trunk Entrance also serves as the lock for Theatre Multiball. Left Inner Loop: This short loop goes around the back of the Trunk, and out the Right Inner Loop entrance [through the spinner]. A post diverter behind the Trunk can push the ball into the Rear Trunk Entrance, or a weak shot up the Left Loop may fall into it. Center Staircase Ramp: Located halfway up the playfield, this ramp feeds the Left Inlane. Trap Door Targets: Two targets to the left and right of the Center Ramp. Right Inner Loop: This loop goes directly through the Spinner, past the Rear Trunk Entrance, and out the Left Inner loop entrance. Like the Left Inner Loop, the ball can be diverted to the Rear Trunk Entrance, or may fall into it. Beware that a full Loop shot may send the ball straight down the middle, and plan accordingly. Spinner: Located within the Right Inner Loop. Right Staircase Ramp: This longer ramp travels around the back of the machine, all the way to the Right Inlane. A shot that doesn’t make it up the ramp falls behind the Spinner and comes out the Right Inner Loop entrance. Spirit Ring: Its associated with the Right Ramp, the Spirit Ring pulls the ball off the Right Ramp habitrail, holds it briefly, then drops it on the Center Ramp habitrail [to the Left Inlane]. The Ring itself is on the left side, above the Tiger Saw Captive Ball. Trap Door : Its a Slot Machine-like hole comes out from under the playfield at certain times, blocking the Right Ramp. This also serves as the kickout from the Magic Trunk. Right Orbit: Normally, this orbit travels all the way around the back of the machine, coming out the Left Lane entrance. A diverter can stop the ball along the orbit, keeping it above the Bonus X Rollovers. Skill Shot: Whenever a ball is plunged, the player has an opportunity for a Skill Shot. If it is the first plunge of the ball, the Skill Shot will be located at the Trunk, for one of three awards. Plunge when the award you want is on the dot display. The three awards are selected among four possibilities: · 10 Million OR 20 Million · 2x Bonus [Multiplier] · Advance Clock [1 hour] · Begin Illusion OR 2x Combo Begin Illusion is always a choice if Illusion is not already lit; otherwise, 2x Combo is always a choice. Both are never lit at the same time. 2x Combo doubles all Combo scores for the ball. If Illusion is lit, you must make the Trunk’s hole to get credit for the Skill Shot. If it is not the first plunge of the ball, the Skill Shot will be located at the Captive Ball, and is always Advance Clock. Skill Shots count toward End-of-Ball Bonus [see individual section]. "Amazing skill!" GAME PLAY/MODESILLUSIONS: There are eight illusions, listed in a book in front of the flippers. The lit Illusion is flashing; Illusions already complete are solidly lit. The lit Illusion is advanced by the slingshots and bumpers. There are three ways to begin an Illusion: by Skill Shot, by Basement award [see section], and by shooting the Trunk. To begin the Illusion by shooting the Trunk, you must first light the Illusion by shooting the Trunk three times [lights in front of the trunk indicate the number of shots made]. The Trunk then rotates to reveal a hole, and shooting the hole begins the Illusion. If you manage to hit the Trunk a fourth time while it is still rotating into position, the game will give you the benefit of the doubt and start the Illusion immediately. Generally during Illusions, you are encouraged to complete the task at hand: "You must concentrate." "You must hurry up!" A list of the Illusions, and their scoring level: Illusion 1: Tiger Saw During this round, shoot the Captive Ball for 15 million, and animation of a tiger… sawing. The first hit shows the tiger sawing a woman in half, and the second shows the tiger pulling a Fiorello LaGuardia, sawing a pinball machine in half. Presumably it is a Popeye. The two animations alternate for later hits. Illusion 2: Levitate Woman Shoot the Center Ramp for an increasing award: 11 million, 12 million, no limit. Each shot shows an animation of a levitating woman, who winks at you, and the female voice says "Levitate!" Illusion 3: Trunk Escape The trunk has been thrown underwater! As the pressure climbs, shoot the standard side of the Trunk four times to break the chains. Each shot is 17 million; completing the round gives a good animation. "You must break free!" "The pressure is building!" Illusion 4: Spirit Cards Shoot the spinner to collect points, and watch the cards fly between hands. The first spinner shots gives 500K/spin, then 750K/spin, and so on [I do not know of a limit]. If Lock or Grand Finale is lit on the Left Inner Loop, you must shoot the Right Inner Loop to collect. In general, this is a round to avoid, as it has low scoring potential. Illusion 5: Safe Escape The assistant is locked in a safe, held by a rope. Shoot either Inner Loop to get part of the safe’s combination [the combination is 11-04-69, probably someone's birthday]. Each shot scores 17 million [?]. Again, a very good-looking animation is yours for completing the round. "The rope is breaking!" "She’s in danger!" "You are amazing." [completion] Illusion 6: Metamorphosis The assistant is holding up a cape. "I am only an illusion." Shoot the Right Ramp to score; the Spirit Ring will activate, giving you a chance to loop the ramp. The first shot is 12 million, then 16, then 20… The first shot shows the assistant transforming into a dove. The second shows her transform into a tiger. The third… well… Illusion 7: Strait Jacket The assistant is in a strait jacket, and spikes are closing in. Shooting the bumpers pushes her hand closer to the freeing buckle. Either the Left Loop [if Vanish is not lit] or the Right Orbit will deposit the ball in the bumpers. 6 million is scored for each bumper, 60 million [10 bumpers] completes the round. "I knew you could do it!" Illusion 8: Hat Magic The trunk remains on the side with the hole; shoot the hole for 15 million and some magic. With the first shot, a rabbit comes out of the hat; doves come out the second time; the third time, a telephone. A telephone? [Try the Easter Egg section if you must...] Later shots just give the rabbit again. Each Illusion has around a 20-second time limit. Timers freeze while the ball is in the pop bumpers or underneath the playfield. In addition to the points particular to each Illusion, extra points are awarded for Trunk hits during rounds which do not involve the Trunk [all but Trunk Escape and Hat Magic]. The Trunk scores an increasing amount for each hit: the first hit is 2 million, then 3 million, 4, etc. The value resets each ball, but carries between Illusions. In low-scoring Illusions [such as Spirit Cards] it may be more worthwhile to shoot for the Trunk. Beginning all eight Illusions awards one-fourth of the items necessary to light the Grand Finale [see individual section]. Note that this award is given as soon as the eighth Illusion is begun, and not as soon as it ends. Illusions count toward End-of-Ball Bonus [see individual section]. "The next performance is about to begin!" VANISH / TIGER SAW MULTIBALL: Vanish lights at the Left Lane after a set number of hits on the Tiger Saw Captive Ball [hits during any Illusion count as well]. The default is to start at three Captive Ball hits to light Vanish. "Make the ball vanish!" Vanish scores 40 million, then qualifies the Right Orbit to start Tiger Saw Multiball. Upon making the Orbit, the second ball is kicked down the Left Lane, and the Jackpot is the Tiger Saw Captive Ball. The first shot to the Captive Ball is 30 million, then 40 million, then 50 million. "Tiger Saw Jackpot!" I am not aware of a limit. You do not need to relight the Jackpot, and there is no ball saver on this Multiball. Upon completion of Tiger Saw Multiball, the count of Captive Ball hits resets to zero, and the number of hits needed to light Vanish doubles. If Theatre Multiball is started after Vanish has been collected, the ball will be kicked out of the Vanish Lock for a four-ball Multiball. Upon completion of Theatre Multiball, the Left Lane will immediately be lit for Vanish and another 40 million. Tiger Saw Multiball does not count toward lighting Grand Finale. During Multiball, other game functions are interrupted; you cannot advance THEATRE, you cannot advance the Clock, you cannot advance to Vanish Lock, and you cannot advance toward a Trap Door Award. You can get a Bonus Multiplier, and that’s about it. THEATER MULTIBALL: To start Theatre Multiball, you must first qualify two locks. Lock is lit by completing MAGIC on the ramps. For the first two Multiballs, either ramp will spot a letter in MAGIC; for the third, only the Right Ramp will spot a letter. Progress toward MAGIC is displayed in lights in the center of the playfield. When MAGIC is complete, Lock becomes lit on either Inner Loop shot. The first Lock is 20 million, and a new ball is served to the plunger or from the Trap Door Kickout [if three balls are already in the lock]; if the ball is served to the plunger, an opportunity for a Skill Shot is given. "The first ball is locked!" The second Lock is immediately lit at the Inner Loop. There is another method for achieving the first Lock; shooting the Rear Trunk Entrance at any time will award a Secret Ball Lock, a great animation, a free completion of MAGIC, and the first Lock. "Oh NOOoooo!!" After a Secret Ball Lock, the second Lock is immediately lit at the Inner Loop. The second Lock is 20 million, and spins the Trunk to the side resembling a bulls-eye target. Hit the Trunk, and the ball is stuck to its side by a magnet. The trunk spins to drop the ball into the Rear Trunk Entrance, and Multiball begins. Before the balls are kicked out, the Trunk spins to the side with the hole. As balls are kicked out, a timer counts down immediately: 5… 4… "Three"… "Two"… "One". Shooting the Trunk hole during the countdown scores an immediate 100 million points. "ONE hundred MILLION!" This counts as a Theatre Jackpot, and the trunk spins to the side; a green light flashes at the top of the Trunk. If the 100 million shot is unsuccessful, Jackpot is lit at the Trunk, base value of 50 million [always]. Shoot the Trunk to collect the Theatre Jackpot. "Theatre JACKPOT… jackpot… jackpot…" A nice echo effect on the Jackpot. Several shots will raise the Jackpot by 5 million. They are: Left Lane, Left Inner Loop, Center Ramp, Right Inner Loop, Right Ramp, Right Orbit. These shots raise the Jackpot value, whether the Theatre Jackpot is lit or not. There is no apparent maximum to the Jackpot value; if there is one, it is at least 115 million. After a Theatre Jackpot is collected, the Trunk spins to the side, and a green light flashes on the Trunk. You must shoot the Trunk a number of times to relight the Theatre Jackpot; this number increases for each Jackpot you score. To relight the Jackpot the first time, only two Trunk hits are required; the second time, three; then four; then five. I believe five is the maximum. When the required hits are complete, the Trunk spins back to reveal the hole. A shot that falls into the Rear Trunk Entrance will also score the Jackpot when lit. Nothing happens if the Jackpot isn’t lit, though this would be a nice Easter Egg to include in future versions [if there are any]. Entering Theatre Multiball qualifies one of the four items necessary to light the Grand Finale [see individual section], but if Theatre Multiball is the fourth item [unlikely], Grand Finale will not light until Multiball is over. During Multiball, other game functions are interrupted; you cannot advance THEATRE, you cannot advance the Clock, you cannot advance to Vanish Lock, and you cannot advance toward a Trap Door Award. You can get a Bonus Multiplier, and that’s about it. Collected letters in MAGIC count toward End-of-Ball Bonus [see individual section]; this includes only letters collected from ramp shots, and not any letters added by a Secret Ball Lock. THEATRE Hurry-Up: The base value for the THEATRE Hurry-Up is 50 million; the value is advanced with every bumper hit by about 100 thousand per bumper. Piddly points, basically.Pick up a letter in THEATRE by shooting the Left Lane in single-ball play. The letters in THEATRE are spelled out on the dot matrix after each shot, and are also in playfield lights in the front center. When THEATRE is complete, the THEATRE Hurry-Up is lit at the Trunk, which spins to the side with the hole. You must shoot the hole within 10 seconds to collect, after which time the Trunk spins back to whatever side it was on. To collect the Hurry-Up, you must shoot the Trunk hole before it spins away. The Hurry-Up timer pauses while the ball is in the bumpers. Whether the Hurry-Up is collected or not, THEATRE resets. If you collect the Hurry-Up, the value resets to 50 million; otherwise it keeps its current value. Spelling THEATRE qualifies one of the four items necessary to light the Grand Finale [see individual section]. You do not need to collect the Hurry- Up. Collected THEATRE letters count toward End-of-Ball Bonus [see individual section]. Clock / Midnight Madness: Advancing the Clock can be done in three ways: by Skill Shot [either at the Trunk or the Captive Ball], by Basement award [see section], or by shooting the Right Orbit during single-ball play. Note that the basement can award both "Adv. Clock" [1 hour] and "Midnight" [immediate Midnight Madness]. Advancing the Clock yields a quote about the time, more frantic as the hours go by. "It’s two o’clock." "ELEVEN O’CLOCK!" Advancing to 6:00 lights Extra Ball on the Left Lane for the first time through to Midnight; successive go-throughs score 40 million at 6:00. Advancing to Midnight [12:00, of course] begins Midnight Madness immediately. All mattresses are 50% off… no, wait, that’s not it. The Trunk spins to reveal the bulls-eye target, and the Clock starts rewinding itself from 12:00. Shots to the Trunk catch on the magnet, and score twice the current hour on the Clock, or 10 million, whichever is larger. Every 5-7 seconds, a loud "bong" is heard, and the Clock goes back one hour. An immediate shot to the Trunk after the ball drops from the magnet may not catch on the Trunk’s magnet, as it takes a few seconds to get ready for another shot. If this happens, there is no score compensation; you only get credit for shots that activate the magnet. Still, there is enough time for two shots per "hour" of time in Midnight Madness. Getting to Midnight qualifies one of the four items necessary to light the Grand Finale [see individual section]. You do not need to finish Midnight Madness; if this is the fourth item, Grand Finale will light immediately on the Left Inner Loop. The current Clock time counts toward End-of-Ball Bonus [see individual section]. Unlike MAGIC and THEATRE letters, there is no carryover between completions. TRAP DOOR / BASEMENT AWARDS: Getting a Basement award is done in three stages: Hit the Trap Door Targets four times to light Raise Trap Door on the Center Ramp. Shoot the Center Ramp for Raise Trap Door; the Trap Door will block the Right Ramp entrance. Shoot the Trap Door for 15 million and a Basement Award. The animation of walking down to the basement is very nice. There are always 10 Basement Awards to choose from.. The selection is apparently random, but surely has a lot to do with the game in progress and so on. The game rarely gives the same Basement Award twice in one game. Notes on the selections… Random millions can be anywhere from 15M to 40M. Midnight advances the Clock to Midnight immediately; if 6:00 is passed, the appropriate award [Light EB or 40M] is given automatically. Bonus X only awards if 8x is not the current multiplier. "Pinball" = Video Mode. Shoot all six targets in 20 seconds [?] for Extra Ball [usually] or 40 million. [Also see Easter Eggs section.] Light Special at both Outlanes, lit continuously for the rest of the ball. Illusion starts the currently lit Illusion immediately; this -can- be awarded while an Illusion is already in progress, I believe. Trunk Magic spins the Trunk to reveal the hole; shoot it within about 5 seconds for 40 million. COMBO SHOTS: A Combo is awarded for any two shots in a row, made from the following list: Left Lane, Left Inner Loop, Center Ramp, Right Inner Loop, Right Ramp, and Right Orbit. Note that these are the same shots that raise the Jackpot in Theatre Multiball.The first Combo Shot is 2 million; successive [immediate] Combo Shots increase by another 2 million. So a 3-Way Combo would be 4 million, 4-Way is 6 million, and so on. There does not appear to be a limit to this behavior. If you are lucky enough to make the "2x Combo" Skill Shot, it doubles every Combo value for the ball. 2-Way Combos become 4M, then 8M, 12M, etc. Some of the Combo Shots are easily repeatable; the Left Lane and Center Ramp are most obvious. A decent way to build points is to continually loop the Left Lane. 3-Way and higher Combos also generate encouraging quotes from the game: 3-Way [4M]: "Amazing!" 4-Way [6M]: "Marvelous!" 5-Way [8M]: "Magnificent!" There are definitely more. Often, some other event [such as completing MAGIC or THEATRE] gets in the way of the Combo displays and quotes. THE GRAND FINALE: To light the Grand Finale, you must complete four tasks. Two are simple, one is hard, and one is extremely difficult. What you must do: "Theatre": Complete THEATRE [to light THEATRE Hurry-Up]. Collecting the Hurry-Up is not necessary. "Multiball": Play Theatre Multiball. "Midnight": Get to Midnight on the Clock. "Illusions": Play all eight Illusions. Completing THEATRE is a piece of cake. Getting to Multiball is pretty easy. Getting to Midnight is difficult, but can be done when you put it at a high priority. But those Illusions are hard to come by, and eight.. Completing any of the tasks helps toward your Magicianship rating, which is part of End-of-Ball Bonus. NOTES ABOUT GAME CONDITION · Playfield is in Excellent Shape with almost no wear (See Pictures below for more detail) Small amount of wear below flippers that has been painted to prevent additional.· Overall Surface condition is Excellent. No Missing Plastics, Ramps, or other playfield parts. All Ramps are in tact and functioning 100% Note: Trap Door Decal Missing but will be installed before shipping· Plastics are in great condition – Note: any broken plastic will be replace before shipping game· No Coin Mechanisms in Coin Door (N/A Game is set to FREEPLAY)· Cabinet and Back Box has very few scratching and dings, and almost no fading.· Translight is in Excellent Shape. (Please request additional pictures for if you would like more detail on any of the above) COMPLETELY SHOPPED PINBALL MACHINEGame is working 100%· Playfield is in Very Good Condition · All Moving Parts Functioning Properly· All Ramps intact· All Pop Bumpers working· Displays are working great · Playfield was stripped and completely cleanedAll parts removed and inspected and cleanedPlayfield was waxed then reassembled Playfield wear spots are touched up as neededNew playfield rubbers were installedNew playfield Light Bulbs were installedAll Playfield Switches Inspected and replaced where neededFlippers rebuiltAll Solenoids inspected and replaced where neededAll electronics inspected and reworked where neededGame ROMS upgraded to latest releaseWe will warranty the electronic PCBs for 30 days. Simply return it to us for free replacement or repair.ALSO INCLUDED· New Playfield Glass· Game Manual · Extra Box of Playfield Light Bulbs· Extra Set of Flipper Rubbers· Extra Set of Slingshot Rubbers· New Set (4) of Leg Levelers · New Set (8) of Leg Bolts· New Locks (2) and Keys for Coin Door and Back BoxSHIPPINGFree Shipping Included in Purchase Price We will professionally prepare, pallet, and pack the game for shipping at no charge. Shipping Insurance is through carrier for damage to games during shipping. Any documented shipping damage claims to be made by purchaser. Plus: NO charge for crating, pallet or boxing (as many other people do). Games Ship in 5-10 days from receipt of payment. We want to ensure every detail about your game complete before game leaves our facility. ABOUT GAMES WE PLAYYou can see and play the game (and many others about 30 to check out) in our showroom if you like. Any questions or concerns you can email pinball4u@gmail.com or call us at 800-456-7277 Please see our web site for more gameroom fun… We sell Fun!!! Games We Play is a Full Service Brick and Mortar Business. Our customer showroom has many Pinball Machines and Arcade Games to choose from. We offer:· Full Time Electronics and Systems Technicians· Huge Parts Department· Free Technical Phone Support for all of our customers· In addition, we can come to you home for service or arrange technical support in other geographies. This is a challenging game with lots of features to keep you entertained. Its Striking Graphics and great mechanical features make it a great addition to any billiard room or recreation room…
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