After being banned from the real world, famous magician Matra Magna and her Society of Masters take over a pinball machine and challenge players to complete their tricks.
Pinball Magic is a pinball machine manufactured by Capcom Coin-Op Inc. in 1995. Design by Bryan Hansen, Rob Hurtado. Art by Jeff Busch, Hugh van Zanten. Sound by Chris Granner, Jeff Powell. Music by Chris Granner, Jeff Powell.
Game type:
Solid State
Display type:
DMD
Players:
4
Concept:
Design:
Code:
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Animation:
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Sound/Music:
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Callouts:
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- Shoot the lit shots to complete tricks. The game will try to help you out if you’re unsure of which shot will advance the trick. The first set of tricks is as follows: left loop, captive ball, stage, left ramp, left loop 2x, left ramp, “silence the critics” (use the right flipper to drop the ball off the wand and into the critics’ balcony).
- Captive ball awards the following: light loops, light spinner, light showtime (stage, for amateur hour / fast scoring), advance trick, light extra ball. To collect lit awards, the captive ball needs to be hit in under 10 seconds after the previous hit.
- Lock is lit at the left ramp after completing the morph chamber (left standups) or MAGIC drop targets. Up to 2 balls can be locked this way. When ready, shoot the right sinkhole either directly or through a skillful plunge to start mini / magic mayhem. Shoot the right loop to increase & light jackpot at the left ramp. During 3-ball magic mayhem, every right loop shot increases the jackpot from 20M up to 90M; during 2-ball mini mayhem, the jackpot value is a set 20M.
- Morph chamber targets light the kickback if unlit. MAGIC drop targets increase the bonus multiplier. Bonus is based on tricks completed and can be massive during a long game.
- Genie bottle progresses towards mystery award when hit (between 1M – 5M or lights lock).
- Shoot the showtime stage to build box office bonus. The total from all four bonuses is awarded as the ball floats from the stage on the fifth stage shot.
Gameplay Discussion & History
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