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Rules Sheet

Version 1h (July 27, 2001)

By Ad Jonker adjo@bart.nl

HTML Version for www.extraball.co.uk
by Grahame Fairall fez@extraball.co.uk


1) History
2) The Realm Of Magic
2.1) The Magicians
2.2) The Tricks
3) Playfield
4) Rules
4.1) Round One
4.2) Round Two
4.3) Round Three
5) Shots
5.1) Skill Shot
5.2) Genie Bottle
5.3) Showtime Stage
5.4) The Secret Passageway
5.5) The Crystal Ball
5.6) Amateur Hour
5.7) Magic Mayhem
5.8) Jackpot
5.9) Extra Ball
5.10) Spinner
5.11) Reappearing Ball
5.12) Miraculous Save
6) Miscellaneous


Version 2.0hHTML version by Grahame Fairall.
Version 2.0Corrected a few errors & updated with edited detail from game manual, by Grahame Fairall.
Version 1.0Original review of the game, by Ad Jonker.

Send all corrections to Grahame Fairall at: fez@extraball.co.uk

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

The Magicians

Nostradamus Eternal soul known for his abilities as a soothsayer. His predictions are still coming true! Bend The Spoon
Transform The Beasts
Vanish The World
Shaman Medicine man from an ancient tropical tribe. Prefers tricks with the letter "s": snakes, spelling, swords, etc. Swallow The Sword
Vanishing Act
Spell The Secret Word
The Great Hansen Street smart American. His speciality is performing unique and unusual illusions. Showtime
Sword Trick
Locked Ball Trick
Mr.Mystique Graceful yet bombastic French master of stage magic. A truly impressibe performance artist. Trunk Escape
Nothing Up My Sleeve
Levitate The Ball
Kenzo Shinto magician. Continues the Japanese traditions by teaching tricks to new generations. Linking Rings
Vanishing Elephant
Magic Eight Trick
Jadugar Middle-Eastern manipulator of nature. His colour ball can be a very colourful experience. Magic Carpet Ride
Make Three Wishes
Matra Magna 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

The Tricks

Bend The SpoonNostradamusA straight shot with a U-shaped result.
Swallow The SwordShamanIf it's not straight, you cut your own throat.
(Float The Ball)
The Great HansenTest your stage presence with this shot. What makes it float?
Trunk EscapeMr.MystiqueGetting into the trunk is easy. Getting out depends on several things...
Linking RingsKenzoThe first pass links the rings together. Don't forget to seperate them.
Magic Carpet RideJadugarThis could be a fast ride, so watch out for the landing.
Silence The CriticsMatra MagnaComplain all you like, but sometimes you just have to know when to drop it.
Transform The Beasts
NostradamusFire up the chamber and make some changes.
Vanishing Act
(Disappearing Snakes)
ShamanDefinitely a hat trick. Get rid of the snakes before they get rid of you.
Dangerous Sword TrickThe Great HansenLooks easy, but there is more than one sword.
Nothing Up My SleeveMr.MystiqueThe eye is quicker than the hand... or is it?
Vanishing ElephantKenzoYou can't put an elephant in a hat, but you could hide teh elephant under it.
Make Three WishesJadugarBeing corked up in a bottle for centuries makes the Genie throw things at you.
Triple Power PlayMatra MagnaLook into the future to know what surprises the queen has for the player.
Vanish The WorldNostradamusOut of sight but not out of mind. A temporary vanishing act.
Spell The Secret WordShamanIf you can spell, this trick is as easy as counting on one hand.
Locked Ball TrickThe Great HansenFigure out how to lock the trunk before you put balls in.
Levitate The BallMr.MystiqueNo strings attached, just your standard crowd-pleasing trick.
Magic Eight TrickKenzoHow quickly can you dispense with all eight of the targets?
Pesto-ChangoJadugarTurn off the colour corresponding to each magician to tame the colour ball.
Defeat Matra's PowerMatra MagnaMagna'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.
Left flipper Standard Capcom flipper.
Left flipper inlane Feeds ball to left flipper.
Left outlane With saver ("Miraculous Save") to kick ball back w/l.
Scoop "Genie Bottle" - Kicks the ball to the right flipper, also fed from Secret Passageway under playfield from Magicians Hat.
Trunk Above Genie Bottle - used to lock balls.
Green stand-up (Bonus) Awards extra ball w/l.
Three bank stand-ups "Morph Chamber".
Raised Ramp Short, isolated ramp above "Morph Chamber" - receives balls from wand in one of it's positions.
Left Ramp 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.
Magic Wand 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!
Spinner At entry to left loop.
Left Loop "Linking Rings" is numbered loop 1.
Mini ramp "Showtime Stage". Ball may be diverted to the right habitrail or to the stage.
Stage Curtains open and ball is either levitated onto the right habitrail or kicked out to the thumper bumper.
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.
M-A-G-I-C 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.
Magic Hat Magician's Hat used for Skill Shot.
Gobble hole "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 outlane. Standard outlane.
Right flipper inlane Feeds ball back to right flipper.
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

MagicianShot LocationShot Description
NostradamusLeft loop 1 (one time)Bend The Spoon
ShamanCaptive Ball (one time)Swallow The Sword
Great HansenStage ramp (one time)Showtime
Mr. MystiqueLeft ramp (one time)Trunk Escape
KenzoLeft loop 1 (two times)Linking Rings
JadugarLeft ramp (one time)Magic Carpet Ride
Queen Matra MagnaLeft 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

MagicianShot LocationShot Description
NostradamusMorph Chamber (three bank on left)Transform The Beasts
ShamanMagic Hat (hole shot)Vanishing Act
Great HansenCaptive Ball (one time)Sword Trick
Mr. MystiqueRight loop 2 (one time)Nothing Up My Sleeve
KenzoUnder Magic Hat (hole shot)Vanishing Elephant
JadugarGenie Bottle (hole shot)Make Three Wishes
Queen Matra MagnaLocked 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 trunk.


Complete the third trick from each magician in order, then survive Matra Magna's Magic Wand.

MagicianShot LocationShot Description
NostradamusMagic Hat (one time)Vanish The World
ShamanMAGIC targets (five, one each)Speak The Secret Word
Great HansenMorph/Passageway (three bank, left ramp)Locked Ball Trick
Mr. MystiqueShowtime Stage (right ramp)Levitate The Ball
KenzoMorph/MAGIC targets (three and five bank)Magic Eight Trick
JadugarCrystal Ball (colour match)Presto-Chango
Queen Matra MagnaEntire 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 scoring 500M.

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 gician.


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 additional points.


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 more.


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).


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 value.


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 ball.


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 points.
  • 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 friend".
  • 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. (adjo@bart.nl)

    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'.

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    last updated 16 Jun 2010