Version 1h (July 27, 2001)
Send all corrections to Grahame Fairall at: email@example.com
The Realm Of Magic
PINBALL MAGIC takes place in a supernatural place somewhere in the grey area
between the tangible & ethereal, the domain of Matra Magna & her Society of
Masters. Queen Magna was banished from the real world many years ago for
unknown reasons, and through the ages, she has collected a band of magicians
who have befallen a similar fate. The Queen and her cabal periodically break
through the barriers of time and space to cause trouble with teh mortals. This
time Magna & her crew have taken over a pinball game.
There are six magicians, each specialising in one area of magic, who present
tricks to the player, one at a time. Each magician has 3 tricks and the Queen has
three additional challenges. The players task is to complete each trick or
challenge in order without running out of pinballs or time
||Eternal soul known for his abilities as a soothsayer. His predictions are still coming true!
||Bend The Spoon
|Transform The Beasts
|Vanish The World
||Medicine man from an ancient tropical tribe. Prefers tricks with the letter "s": snakes, spelling, swords, etc.
||Swallow The Sword
|Spell The Secret Word
|The Great Hansen
||Street smart American. His speciality is performing unique and unusual illusions.
|Locked Ball Trick
||Graceful yet bombastic French master of stage magic. A truly impressibe performance artist.
|Nothing Up My Sleeve
|Levitate The Ball
||Shinto magician. Continues the Japanese traditions by teaching tricks to new generations.
|Magic Eight Trick
||Middle-Eastern manipulator of nature. His colour ball can be a very colourful experience.
||Magic Carpet Ride
|Make Three Wishes
||Queen of the cabal. Her magic is stronger than any of her magicians. Easily irritated!
||Silence The Critics
|Triple Power Play
|Defeat Matra's Power
|Bend The Spoon||Nostradamus||A straight shot with a U-shaped result.
|Swallow The Sword||Shaman||If it's not straight, you cut your own throat.
(Float The Ball)
|The Great Hansen||Test your stage presence with this shot. What makes it float?
|Trunk Escape||Mr.Mystique||Getting into the trunk is easy. Getting out depends on several things...
|Linking Rings||Kenzo||The first pass links the rings together. Don't forget to seperate them.
|Magic Carpet Ride||Jadugar||This could be a fast ride, so watch out for the landing.
|Silence The Critics||Matra Magna||Complain all you like, but sometimes you just have to know when to drop it.
|Transform The Beasts|
|Nostradamus||Fire up the chamber and make some changes.
|Shaman||Definitely a hat trick. Get rid of the snakes before they get rid of you.
|Dangerous Sword Trick||The Great Hansen||Looks easy, but there is more than one sword.
|Nothing Up My Sleeve||Mr.Mystique||The eye is quicker than the hand... or is it?
|Vanishing Elephant||Kenzo||You can't put an elephant in a hat, but you could hide teh elephant under it.
|Make Three Wishes||Jadugar||Being corked up in a bottle for centuries makes the Genie throw things at you.
|Triple Power Play||Matra Magna||Look into the future to know what surprises the queen has for the player.
|Vanish The World||Nostradamus||Out of sight but not out of mind. A temporary vanishing act.
|Spell The Secret Word||Shaman||If you can spell, this trick is as easy as counting on one hand.
|Locked Ball Trick||The Great Hansen||Figure out how to lock the trunk before you put balls in.
|Levitate The Ball||Mr.Mystique||No strings attached, just your standard crowd-pleasing trick.
|Magic Eight Trick||Kenzo||How quickly can you dispense with all eight of the targets?
|Pesto-Chango||Jadugar||Turn off the colour corresponding to each magician to tame the colour ball.
|Defeat Matra's Power||Matra Magna||Magna's defenses are down. Each shot you make weakens her more. Watch the display.
Clockwise we start with the left of the two
flippers. They are arranged as usual.
||Standard Capcom flipper.
|Left flipper inlane
||Feeds ball to left flipper.
||With saver ("Miraculous Save") to kick ball back w/l.
||"Genie Bottle" - Kicks the ball to the right flipper, also fed
from Secret Passageway under playfield from Magicians Hat.
||Above Genie Bottle - used to lock balls.
|Green stand-up (Bonus)
||Awards extra ball w/l.
|Three bank stand-ups
||Short, isolated ramp above "Morph Chamber" - receives balls from wand in one of it's positions.
||Ball is send to
the right habitrail returning for the right
flipper or ball is send to the magic wand.
|Captive Ball Ramp
||A colour changing ball rests at the base of this sloping ramp listing various awards.
||Massive hand holding a long magic wand. A diverter directs balls to the wand from the left ramp. The hand (and wand) move left and right to point either the ramp above the "Morph Chamber" where balls continue into the trunk, or over "Critics Triangle". The wand itself is magnetised and balls travel along the underside. Kewl!
||At entry to left loop.
||"Linking Rings" is numbered loop 1.
||"Showtime Stage". Ball may be diverted to the right habitrail or to the stage.
||Curtains open and ball is either levitated onto the right habitrail or kicked out to
the thumper bumper.
||"Star Pit". They only exit is
on the lower left side. Underneath is a sling-
shot. Ball can bump for long periods here.
||Five bank drop targets.
|Two sink holes
||"Critics Triangle" - Two holes pointed to by wand in one of it's positions.
|Right loop entry
||numbered loop 2
|Spiral Wireform Ramp
||Plunger lauch stroke length determines whether ball drops
into "Magic Hat" or continues along wireform onto playfield and along Left Loop.
||Magician's Hat used for Skill Shot.
||"Magic hat". Ball can enter this
hole either by a skill shot via the 'corkscrew'
or by a straight shot from the left flipper and
will return from the left scoop.
|Yellow stand-up target
||Above this is the "Crystal Ball" which changes colour.
|Right flipper inlane
||Feeds ball back to right flipper.
||Standard Capcom flipper.
No real modes here although hitting the captive
ball will light some extra scoring features.
Most important are the three rounds which leads
you to a scoring feature must like the 'grand
finale' in ToM. Each round has a sequence of shots
or 'tricks' which must be completed before the next
can be started.
Complete the first trick from each magician in order, then take on the Queen's first challenge
|Magician||Shot Location||Shot Description
|Nostradamus||Left loop 1 (one time)||Bend The Spoon
|Shaman||Captive Ball (one time)||Swallow The Sword
|Great Hansen||Stage ramp (one time)||Showtime
|Mr. Mystique||Left ramp (one time)||Trunk Escape
|Kenzo||Left loop 1 (two times)||Linking Rings
|Jadugar||Left ramp (one time)||Magic Carpet Ride
|Queen Matra Magna||Left ramp (twice, one each)||Silence The Critics
Behind the drop targets is a plate with two
holes on top of it. The magic wand will point
over them. Shoot the left ramp to feed the
ball under the magic wand and push a flipper
button to let the ball fall in the lit hole.
Continue to load the ball under the wand until
both lights are off, then round two starts.
Complete the second trick from each magician in order, then take on the Queen's second challenge
|Magician||Shot Location||Shot Description
|Nostradamus||Morph Chamber (three bank on left)||Transform The Beasts
|Shaman||Magic Hat (hole shot)||Vanishing Act
|Great Hansen||Captive Ball (one time)||Sword Trick
|Mr. Mystique||Right loop 2 (one time)||Nothing Up My Sleeve
|Kenzo||Under Magic Hat (hole shot)||Vanishing Elephant
|Jadugar||Genie Bottle (hole shot)||Make Three Wishes
|Queen Matra Magna||Locked Trunk (three balls)||Triple Power Play
Two balls must be locked in the trunk. The
third ball will enter the playfield and as
long as at least two balls are in play all
scores are tripled. If your ball is lost with
only one ball locked you must start again in
the next ball, thus locking two balls in the
Complete the third trick from each magician in order, then survive Matra Magna's Magic Wand.
|Magician||Shot Location||Shot Description
|Nostradamus||Magic Hat (one time)||Vanish The World
|Shaman||MAGIC targets (five, one each)||Speak The Secret Word
|Great Hansen||Morph/Passageway (three bank, left ramp)||Locked Ball Trick
|Mr. Mystique||Showtime Stage (right ramp)||Levitate The Ball
|Kenzo||Morph/MAGIC targets (three and five bank)||Magic Eight Trick
|Jadugar||Crystal Ball (colour match)||Presto-Chango
|Queen Matra Magna||Entire playfield (all shots valid)||Defeat Matra's Power
This may be compared with Tom's Grand Finale.
The display shows the face of Queen Matna Magra
being quite unfriendly. Hit all main shots and
she will scream and turn older. The number of
needed shots is unknown (probably ten). On the
last three shots a gun is pointed to Matra and
the final shot will turn her into a skeleton
When you've finished round three it starts all
over again with some changes to increase the skill
level each time.
Other shots. Most, but not all, may coincide
with a trick shot needed to impress the lit ma
Shoot the ball and let it drop into the hat.
Scores 5M or start Mayhem when lit.
Timer counts down to zero. Display offers player
choices. Hit either flipper to choose. A bad
decision ends the session. For each good choice
Shot up the Showtime ramp onto the Stage and in
the Star Pit. Hits will increase the Box office
points. When the ball is diverted to the right
habitrail repeat the shot until all of the Box
Office Marquee is lit. When done the box office
point value is added to the score.
When boxoffice flashes back and forth and show
time is lit shoot the ball onto the stage and
then hit as many targets as possible with the
timer running down. Each next switch will score
THE SECRET PASSAGEWAY
Shooting the ball up the left ramp divert the
ball either to the right habitrail or to the
magic wand. The wand is mostly pointing to the
left feeding balls to the magic trunk. When "Silence
the Critics" is active (Matra Magna's first
challenge) it points to the right and every now
and then it is weaving (you must have done
something wrong I guess).
THE CRYSTAL BALL
A bit complicated. This is from the book since
we couldn't figure it out while playing.
First hit the target at any time. The colour
should be displayed (probably somewhere amongst
the magicians and not on the display). Try to
hit the target again when the same colour is lit
for many more points. When the target is hit
again with a colour match Presto Changeo is lit.
Colours extinguish when hit. Turn off all co
lours to complete trick and collect full point
Hit the captive ball until 'Light Showtime' is
made. Shoot the ball onto the Stage, then in the
Star Pit. As long as the timer is running a nice
score is given for each hit in the Pit.
MAGIC MAYHEM (Another name for Multiball)
Hit all three Morph targets and lock 1 will be
lit above the left ramp. You can lock one or two
balls. When one ball is locked the magic hat
will start mini mayhem, with two balls locked it
is magic mayhem. According to the book jackpots
can only be made with magic mayhem but it will
happen with either at the same point value.
The Jackpot will be awarded by making the left
ramp during multiball. It start with a fixed
value (20M). Once made shoot the right loop.
This will start 'Build Jackpot timer'. When ti
mer runs out another timer will lit Jackpot.
Shoot the left ramp withing the time to collect
the total build jackpot. This sequence repeats
itself until multiball ends.
Hit the captive ball until 'Lite Extra Ball' is
made. A timer start. Collect the extra ball at
the small green target just above the Genie
Bottle before the timer runs out.
To our belief the captive ball lights reset when
completed. Otherwise there can be only one extra
ball per player per game.
Is always scoring but will give many more points
when 'Lite Spinner' is made with the captive
Neither of the players liked that name but is
just another name for a ball saver.
Is the kicker in the left outlane. Can be re-lit
by completing the Morph three bank.
A ball via the right outlane is always lost.
It is funny the read the manual.
With all shots there is a comment in the column
'Player action'. For the right outlane it says
"Avoid this Out Lane as long as possible". That
makes sense to me.
The flipper inlanes light a loop each for more
Talking points. All scores are a bit down to
Earth again. The test game was set for ten-ball
play to let the players have more change to see
what there is. The best score with five buy-ins
was a low 2B.
There is no special!
Completing the rounds with a three ball game
may be considered impossible. You can however
make a lot of shots and have a good game. But it
means it may cost too much for players to try to
get to the end to see what happens.
Lights don't flash, they fade on and off. Here
is the only real negative point to me on this
game. When the volume is turned down and some
lamps are broken you have to know the shots by
heart to continue through the rounds. More visible
lights may help to ease this.
ToM had a theme as if you visited the Theatre
for a night out. PM is more a school were you
are a pupil. Well, not exactly. Matra Magna was
banned from the real world many years ago for an
unknown reason and she formed the Society of
Masters. She never has completey disappeared
from her old haunts. She and her crew broke
through the barriers of time and space to cause
trouble with the mortals. She did it by taking
over a pinball machine. Well, this way I don't
really mind her doing so.
The sounds are less friendly. Two I remember
best since I liked them best. One is losing the
ball with the saver on: "Lose something?", the
other making jackpots: A rather panicing voice
"Hey, hey, hey, hey, hey, JACKPOT". Adding
a second player brings "I see you brought your
The most annoying sound sample in the game is
that associated with "Swallow The Sword". I very
eastern voice continually repeats the name of the
trick until the trick is completed. As it's only
the second trick and pretty difficult shot to make,
you will hear him say this far too often.
The test game had a steep slope for the play
field and was very fast. When the slope is redu
ced and the games seems too fast there is an
option of lowering the flipper power simply by
adjusting it in the menu.
The overall thought is this game can stand
next to ToM and will do fine. Many shots can be
found in other games. Nowadays the differences
are marginal. Capcom did a fine job. Those
asking themselves which was there first, ToM or
PM, I don't know. I do know that Capcom worked
on this game for two years and three more games
are already developed.
And now: "Let the game begin". Enjoy it.
Anybody which can use a bit or all of this rules
is free to do so. That's what the Net is for to
me. Ad Jonker. (firstname.lastname@example.org)
Thanks Ad - that's exactly what I've done here.
As well as convert to HTML & add some graphics &
formatting, I've edited slightly, removed a few
errors and included more information from the
game manual, all of course copyright Capcom. Thanks
to Capcom for producing a superb game, easily as
good as some of best Bally/Williams'.