
                     Rules for Bally's "Theatre of Magic"
                     ------------------------------------
                                 Bowen Kerins

                      version A 1.0 software, P-1 sound


--- With Thanks To ---


Cameron Silver              s924105@yallara.cs.rmit.edu.au
TJ Beyer                    rugrat@cluon.com
Kevin Martin                sigma@mcs.com
Scott Tiesma                tiesmasc@egr.msu.edu
Ken Chaney                  chaney@leland.stanford.edu
Geek Boy                    dolemite@falcon.cc.ukans.edu
Robert McCann               aa388@detroit.freenet.org
Don Coons                   dwc@wnb3b2.att.com

Send comments and corrections to me, and you too can join the club.


--- Playfield Description --- [left to right]


     Where possible, the game's description of the shot is used.  If you have
played Theatre of Magic, you can safely skip this section, and not miss much.

Left Inlane/Outlane: standard; the dividing post is metal, so saves are more
     difficult.  Saves are sometimes not necessary, though, as a magnet above
     the inlane can automatically keep the ball out of the outlane.  Presumably
     the magnet works by a Hall effect sensor.

Hocus Pocus Targets: Two standups a short distance above the left inlane.

Left Lane: Roughly in the same position as World Cup's Travel Lane.  Normally,
     balls through the lane pass around the back, past the top rollovers, and
     up a short ramp onto a habitrail back to the right flipper, so that the
     shot can be repeated [the setup is similar to Getaway's lock ramp].
     Weaker shots that don't make the ramp fall to the Bonus X Rollovers.
     Also, a post diverter [like Tommy] can stop the ball on its way to the
     bumpers, pushing it into the Vanish Lock.

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.

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.

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.

     All four faces are used often; later rules describe when.

Rear Trunk Entrance: behind the Trunk, this opening leads to the Trapdoor
     Kickout.  The Rear Trunk Entrance also serves as the lock for Theatre
     Multiball.

Center Staircase Ramp: 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: 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: 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: 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.

Poof Target: Single standup above the Right Inlane.

Right Inlane/Outlane: Identical to Left Inlane/Outlane [reversed, obviously].

Bonus X Rollovers: Two rollovers at the top.  Lane-Change is active with either
     flipper.

Mirror: behind the Bonus X Rollovers, the Mirror allows you to see the rollover
     area without craning your neck.

Pop Bumpers: Three, in standard pattern, below Rollovers.  The only bumper exit
     is out the entrance to the Right Orbit.

Flippers/Slingshots: Standard two at the bottom.  No upper flippers or non-
     standard kickers or slingshots.

Manual Plunger: Woo hoo!  The plunger drops the ball on the diverter from the
     Left Lane's ramp, leading to the Right Inlane.


--- Basic Rules --- [using names and descriptions above, again left to right]


Left Inlane/Outlane: The outlane lights for Special by random award or by
     beginning Grand Finale.  Nothing special on the inlane.

Hocus Pocus Targets: When either is hit, outlane magnets light for a short
     time.  No effect during any multiball.

Left Lane: Collects letter in THEATRE anytime in single-ball play.  Normally,
     the diverters allow the ball onto the small ramp; if Vanish is lit, the
     ball will divert to the Vanish Lock, and during Strait Jacket Illusion,
     the ball will divert to the Bonus X Rollovers.  Also collects Extra Ball
     when lit.

Vanish Lock: The Lock releases at the start of any multiball.

Tiger Saw Captive Ball: Advances count to light Vanish Lock [starts at 3, then
     6, then 12]; if Vanish Lock is lit, does nothing.  Also a Skill Shot [see
     individual section], the scoring shot in Tiger Saw Illusion, and the
     Jackpot in Tiger Saw Multiball.  Unlit ball hit scores 2M.

Left Inner Loop: Lights for Theatre Multiball lock and Grand Finale.  Also one
     of the scoring shots in Safe Escape Illusion, and usually a scoring shot
     in Spirit Cards Illusion [if Lock or Grand Finale is not lit].

Magic Trunk: Since there are so many rules involving the Trunk, they don't
     really fit well in this section.  The few "basic" rules to give here are
     the Trunk's activity when nothing major is going on: shoot the Trunk three
     times to light an Illusion [the Trunk rotates], then shoot the Trunk's
     hole to start the Illusion.  The Magic Trunk is a scoring shot in every
     Illusion, but is the only scoring shot in Hat Magic and Trunk Escape
     Illusions.  The Trunk is also a Skill Shot [see individual section].

Rear Trunk Entrance: scores a Lock whenever hit in single-ball play,
     regardless of whether the lock was lit or not.   [See Theatre Multiball
     section.]  Lock scores 20 million.

Center Staircase Ramp: Lights to spell MAGIC for the first two multiballs.
     Also can be lit to Raise Trap Door, and is the scoring shot in Levitate
     Woman Illusion.  Unlit ramp scores 500K.

Trap Door Targets: Hit these targets four times to light Raise Trap Door at
     the Center Ramp.  If the Trap Door shot is not collected, one or more
     target hits may be necessary to light Raise Trap Door again.  The number
     of target hits registered resets at the start of each ball.

Gorby: shoot Gorby to collect 20K tip and add a Passenger.

Right Inner Loop: Lights for Theatre Multiball lock.  Also one of the scoring
     shots in Safe Escape Illusion, and a scoring shot in Spirit Cards
     Illusion.

Spinner: Scores 100K/spin.  Scoring shot in Spirit Cards Illusion; each spin is
     then worth at least 500K.

Right Staircase Ramp: Lights to spell MAGIC.  If Spirit Ring is not lit, the
     Right Ramp lights it until collected.  Also the scoring shot in
     Metamorphosis Illusion.

Spirit Ring: If Spirit Ring is lit on the Right Ramp, the Ring activates,
     pulling the ball off the Right Ramp habitrail and onto the Center Ramp
     habitrail.  The first Spirit Ring shot scores 10M, then lights Spirit
     Ring for 20M for a brief period.  If the 20M is collected, it is lit again
     for 30M for a brief period.  If the 30M is collected, Spirit Ring is not
     lit again.  The Spirit Ring will also activate [but not necessarily score]
     during Metamorphosis Illusion.

Trap Door: Shooting lit Raise Trap Door on the Center Ramp raises the Trap Door
     for a very brief period.  Entering the Trap Door scores 15M and earns a
     trip to the Basement [see individual section] for a random award.  The
     Trap Door serves as kickout from the Trunk, and when all balls have been
     locked; pay attention, as there is no ball saver.

Right Orbit: advances Clock [see section] by one hour in single-ball play.
     Begins Tiger Saw Multiball when lit.  Normal diverter action sends the
     ball around out the Left Lane entrance; in Strait Jacket Illusion, the
     ball diverts to the Bonus X Rollovers.

Poof Target: No known use or function.  A guess: it is something like the "?"
     target from Judge Dredd, but nothing has been programmed yet.

Right Inlane/Outlane: Identical to Left Inlane/Outlane [reversed, obviously].

Bonus X Rollovers: completing both rollovers advances Bonus X, to a maximum of
     8x.  Nothing happens if you complete the rollovers again.

Pop Bumpers: add 101,320 to THEATRE value, and advance the lit Illusion.  Also
     the scoring method in Strait Jacket Illusion.

Flippers/Slingshots: Flippers are controlled by buttons at side of cabinet.
     Slingshots act of their own accord, score some random number equal to
     epsilon times the replay level, and advance the lit Illusion.

Manual Plunger: plunge, then go for a Skill Shot.  Or not.  It's your life.
     It's your choice.


--- 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 [see individual section].

     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 [1 hour].

     Skill Shots count toward End-of-Ball Bonus [see individual section].
"Amazing skill!"


--- Illusions ---


     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.


--- Theatre 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.

     Note: the countdown is aborted if any other major shot is hit in the
meantime.

     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 screen resembles
Creature's Snackbar Menu and Road Show's Bunker Menu.  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.

     The selections [from memory, so this is probably way off]:

     __ Million                       ?? [Light Lock?]
     Adv. Clock                       Pinball
     Light Extra Ball                 Light Special
     Midnight                         Illusion
     Bonus X                          Trunk Magic

     [Please help fill in the blank...]

     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,
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... feh.

     Anyway, completing all four tasks will light "Start Finale" at the Left
Inner Loop anytime during single-ball play.  Shoot the orbit, and...

     [try the Easter Eggs section]

     Completing any of the tasks helps toward your Magicianship rating, which
is part of End-of-Ball Bonus.


--- End-of-Ball Bonus ---


     Like Flintstones, end-of-ball bonus is a combination of many awards.
Here is a listing of the awards [in order, I hope].

   - Magicianship: points based on the number of Grand Finale tasks complete.
         - none: "Novice", 2M.
         - one: "Apprentice", 4M.
         - two: "Journey Man", 6M.
         - three: "Master", 10M [?].
         - four: Grand Finale was lit, so I didn't bother finding out.

   - MAGIC letters: 1 million x number of letters collected in the game.  This
     counts only those letters collected in ramp shots, not "free letters" from
     the start of the game or a Secret Ball Lock.

   - THEATRE letters: 500 thousand x number of letters collected in the game.

   - Clock Bonus: 1 million x current time on the clock.  12 noon = 0 points.

   - Illusions: 4 million x number of Illusions played in the game.

   - Skill Shots: 1 million x number of Skill Shots [Trunk or Captive Ball]
     made in the game.

     ALL this is multiplied by the current Bonus Multiplier, for the total End-
of-Ball Bonus.  Bonus can sure be a lot; I've had it over 300 million.

     If any of the six categories of Bonus are not applicable [no Illusions,
no Theatre letters, etc.], then that category will be skipped in the Bonus
count.  The only category always listed is Magicianship.


--- Miscellaneous ---


- 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 buyin is much longer than the standard ball
saver time.

- Extra Ball Buy-In -

     Default buyin costs 1 credit, and nothing special happens on the bought
ball other than an extended ball saver.  Default maximum number of buyins is
three.

     The buyin can also be set to 1/2 credit, and the number of buyins can be
set anywhere from 0 [off] to 4, or Unlimited.

     A game with any buyin is disqualified for the "Master Magician" [Grand
Champion] score, as well as the first high score table.  A second table is
reserved for buyin scores only.  If buyin is disabled, the second high score
table will not appear.

- Game Credits -

     Design: John Popadiuk Jr. [World Cup Soccer]
     Software: Jeff Johnson [Creature, Judge Dredd, Flintstones]
     Sound: Dan Forden [Star Trek TNG, many others]
     Voice Credits: wish I knew

     Apologies that the credits are short; please send further credits.

- High Scores -

     The best score I've seen is around 4.5 billion.  My personal best is just
over 3 billion.  Send me your scores, and I'll post them here.

- Beta Behavior -

     Things different about the earliest Theatre beta versions:

   - The Tiger Saw [plastic saw in top left of machine] worked!
   - The Poof Target raised an up post between the flippers [like Fire or Big
     Guns] for a short time.
   - Instead of something else [see Easter Eggs], holding in the right flipper
     when starting a game started "Cube Mania", a 20-second round where hits
     to the Trunk scores around 10-15 million.


--- Easter Eggs ---


     Don't read this section unless you absolutely want to...















     Okay, you've been warned.

- Activate Digital Pinball -

     Hold in the left flipper button when starting a game.  "Congratulations!"
Display reads: Digital Pinball Selected.  The first Basement Award will be
Pinball, and you play for 40 million.

     A bug here, possibly -- all players in the game will play the Pinball
Video Mode, but only the first player will play for 40 million.  All other
players play for Extra Ball.

- Activate MK3 Secrets -

     Hold in the right flipper when starting a game.  "Congratulations!"
Display reads: MK3 Symbols Activated.  Spell THEATRE to Reveal Symbols.  It
didn't seem to do anything, though.

- DOHO -

     Check out the Secret Ball Lock.

- Cow -

     Check out the Metamorphosis round.

- A Special Guest -

     Play Hat Magic, and shoot the Trunk three times.  The third time will
bring up a telephone.  The assistant puts it to her ear... "MOVE YER CAR!"

     Those are all the Easter Eggs I know of.  Please inform me of more.

