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* AmbiguousSituation: while the player's role is a StageMagician, their actual position is ambiguous. The woman on the backglass and speaking during the game is referred to as "the assistant" in the rules sheet, and during the escape tricks she tells the player "'You' must break free"; yet if the mode is completed, the DMD shows that she was the one escaping. So are we her, or are we helping her, or vice versa?
* MagiciansAreWizards: although the game's art is themed around stage magic, the tricks are described as performed using actual magic.
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* StageMagician: Unusual for this trope, the player is a ''female'' magician, as shown on the backglass and in the video displays.
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* AmusingInjuries: Get a Secret Lock (see TheDevTeamThinksOfEverything) shows the announcer/instructor falling down a ''very'' tall staircase.
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* AmusingInjuries: Get a Secret Lock (see TheDevTeamThinksOfEverything) shows the announcer/instructor falling down a ''very'' tall staircase.
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* TheDevTeamThinksOfEverything: Shooting a ball into the inner loop with just enough speed to fall into the back of the trunk will activate a secret lock, locking your first ball and lighting the locks for the other two balls without needing to spell MAGIC.
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* InUniverseGameClock: See WhenTheClockStrikesTwelve below. Clock is advanced by shooting the right orbit or as a Skill Shot award.
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* InUniverseGameClock: See WhenTheClockStrikesTwelve below. Clock The clock is advanced by shooting the right orbit or as a Skill Shot award.award, but WhenTheClockStrikesTwelve, it will run backwards.
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* SkillShot: Hit the trunk after launching the ball to receive one of three player-selected rewards.
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* SkillShot: SkillShot:
** Hit the trunk after launching the ball to receive one of three player-selected rewards.
** Hit the trunk after launching the ball to receive one of three player-selected rewards.
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** Other times, when you lock a ball or make a ball vanish, hitting the captive ball after launching the ball will advance the clock.
* SpellingBonus: Shoot the ramps to spell MAGIC to enable the multiball locks, and spell THEATRE for a ten-second opportunity to shoot the trunk and collect the Theatre Bonus. The Grand Finale (see WizardMode, below) requires spelling MAGIC THEATRE in 90 seconds.
* SpikesOfDoom[=/=]TheWallsAreClosingIn: During the "Strait Jacket" illusion, the magician must escape while trapped between two spiked walls closing together.
* SpellingBonus: Shoot the ramps to spell MAGIC to enable the multiball locks, and spell THEATRE for a ten-second opportunity to shoot the trunk and collect the Theatre Bonus. The Grand Finale (see WizardMode, below) requires spelling MAGIC THEATRE in 90 seconds.
* SpikesOfDoom[=/=]TheWallsAreClosingIn: During the "Strait Jacket" illusion, the magician must escape while trapped between two spiked walls closing together.
to:
** Other times, when When you lock a ball or make a ball vanish, hitting the captive ball after launching the ball will advance the clock.
* SpellingBonus: Shoot the ramps to spell MAGIC to enable the multiball locks, and spell THEATRE for a ten-second opportunity to shoot the trunk and collect the Theatre Bonus. The Grand Finale(see WizardMode, below) requires spelling MAGIC THEATRE in 90 seconds.
*SpikesOfDoom[=/=]TheWallsAreClosingIn: SpikesOfDoom: During the "Strait Jacket" illusion, the magician must escape while trapped between two spiked walls closing together.
* SpellingBonus: Shoot the ramps to spell MAGIC to enable the multiball locks, and spell THEATRE for a ten-second opportunity to shoot the trunk and collect the Theatre Bonus. The Grand Finale
*
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* ThePlace
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* AmusingInjuries: Get a Secret Lock (see TheDevTeamThinksOfEverything) shows the announcer/instructor falling down a ''very'' tall staircase.
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* ShowWithinAShow: The "Video pinball" VideoMode.
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* SpinningClockHands: Midnight Madness has the clock hands moving backwards towards noon.
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* TimedMission: All of the illusions, the Theatre Hurry-Up, and the WizardMode are timed.
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* TimedMission: All of the illusions, the Theatre Hurry-Up, VideoMode, and the WizardMode are timed.
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* InUniverseGameClock: See WhenTheClockStrikesTwelve below. Clock is advanced by shooting the right orbit or as a Skill Shot award.
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* AntiFrustrationFeature: In addition to a ball saver, hitting the "Hocus Pocus" target enables two magnetic ball savers near the outlanes, which catch any wayward balls.
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* AntiFrustrationFeature: In addition to a ball saver, hitting the "Hocus Pocus" target enables two magnetic ball savers near the outlanes, which catch any wayward balls. They're one-time usage for each drain, but they're easy to relight.
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* DuelingGames: With ''Pinball/PinballMagic''.
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* WhatCouldHaveBeen: ''Theatre of Magic'' was originally supposed to be a LicensedPinballTable, called "The Magic of David Copperfield".
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->'''Announcer:''' "That ball is ''full'' of magic!"
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->'''Announcer:''' "That ball is ''full'' of magic!"magic!"
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----
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* ShoutOut: During "Hat Magic", the third item produced is a telephone, and the person on the other end yells, [[Pinball/CreatureFromTheBlackLagoon "MOVE YOUR CAR!"]]
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* ShoutOut: ShoutOut:
** During "Hat Magic", the third item produced is a telephone, and the person on the other end yells, [[Pinball/CreatureFromTheBlackLagoon "MOVE YOURCAR!"]]CAR!"]]
** The padlocks on the sides of the cabinet are from the "Joos Lock Company", a reference to longtime Williams' mechanical engineer Joe Joos Jr.
** During "Hat Magic", the third item produced is a telephone, and the person on the other end yells, [[Pinball/CreatureFromTheBlackLagoon "MOVE YOUR
** The padlocks on the sides of the cabinet are from the "Joos Lock Company", a reference to longtime Williams' mechanical engineer Joe Joos Jr.
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[[caption-width-right:350:"The next performance is about to begin!"]]
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!!This pinball demonstrates the following tropes:
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* TheDevTeamThinksOfEverything: Shooting a ball into the inner loop with just enough speed to fall into the back of the trunk will activate a secret lock, locking your first ball and lighting the locks for the other two balls without needing to spell MAGIC.
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* TimedMission: All of the illusions, the Theatre Hurry-Up, and the WizardMode are timed.
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* ComplacentGamingSyndrome: The Skill Shots are typically a point value, advancing the clock, and starting the next illusion. Because of how hard WizardMode can be, what with having to perform all eight illusions to work towards it, expect a lot of players to go straight for "Start Illusion."
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* PinballScoring: This table played fast and loose with six- or even seven-digit rewards. It wouldn't be uncommon to see a [[AC:Replay at]] value cross the ''billion'' point threshold...or more.
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* PinballScoring: This table played fast and loose with six- seven- or even seven-digit eight-digit rewards. It wouldn't be uncommon to see a [[AC:Replay at]] value cross the ''billion'' point threshold...or more.
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* ComplacentGamingSyndrome: The Skill Shots are typically a point value, advancing the clock, and starting the next illusion. Because of how hard WizardMode can be, what with having to perform all eight illusions to work towards it, expect a lot of players to go straight for "Start Illusion."
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* PinballScoring: This table played fast and loose with six- or even seven-digit rewards. It wouldn't be uncommon to see a [[AC:Replay at]] value cross the ''billion'' point threshold...or more.
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* RandomDrop: Occurs when shooting the Secret Basement.
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* MatchSequence: The magician produces two doves from her hands, which fly off and produce the final number.
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* WhenTheClockStrikesTwelve: Advancing the clock to midnight starts Midnight Madness; the clock goes backwards from midnight, and each shot to the Magician's Trunk scores 2 million times the current hour.
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* WhatCouldHaveBeen: ''Theatre of Magic'' was originally supposed to be a LicensedPinballGame, called "The Magic of David Copperfield".
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* WhatCouldHaveBeen: ''Theatre of Magic'' was originally supposed to be a LicensedPinballGame, LicensedPinballTable, called "The Magic of David Copperfield".
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* WhatCouldHaveBeen: ''Theatre of Magic'' was originally supposed to be a LicensedPinballGame, called "The Magic of David Copperfield".
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''Theatre of Magic'' remains popular with many players today, though some think there's too much emphasis on shooting the Magician's Trunk. Pinball fans often get into heated arguments when comparing it to ''Pinball/PinballMagic''; ''Theatre'' fans praise its its non-linear gameplay, fast action, and player-friendly rules and design.
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''Theatre of Magic'' remains popular with many players today, though some think there's too much emphasis on shooting the Magician's Trunk. Pinball fans often get into heated arguments when comparing it to ''Pinball/PinballMagic''; ''Pinball/PinballMagic;'' ''Theatre'' fans praise its its non-linear gameplay, fast action, and player-friendly rules and design.
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** Other times, when you lock a ball or make a ball vanish, hitting the captive ball after launching the ball will advance the clock.
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A digital version of the game is available as part of [=FarSight=] Studios' ''VideoGame/ThePinballArcade'' collection.
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''Theatre of Magic'' remains popular with many players today, though some think there's too much emphasis on shooting the Magic Trunk. Pinball fans often get into heated arguments when comparing it to ''Pinball/PinballMagic''; ''Theatre'' fans praise its its non-linear gameplay, fast action, and player-friendly rules and design.
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''Theatre of Magic'' remains popular with many players today, though some think there's too much emphasis on shooting the Magic Magician's Trunk. Pinball fans often get into heated arguments when comparing it to ''Pinball/PinballMagic''; ''Theatre'' fans praise its its non-linear gameplay, fast action, and player-friendly rules and design.
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* SignatureStyle: ''Theatre'' has all the hallmarks of a John Popadiuk pin -- a magic theme, prominent use of magnets, a captive ball target, out-of-the-way pop bumpers, and a spinning Magician's Trunk toy.
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* AlmostOutOfOxygen: The "Trunk Escape" illusion, which gives the player a limited air supply (time limit) to complete.
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* AlmostOutOfOxygen: The "Trunk Escape" illusion, which locks the magician in an underwater trunk, then gives the player a limited air supply (time limit) to complete.
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''Theatre of Magic'' remains popular with many players today, though some think there's too much emphasis on shooting the Magic Trunk. Pinball fans often get into heated arguments when comparing it to ''Pinball/PinballMagic''; ''Theatre'' fans praise its its non-linear gameplay, fast action, and player-friendly rules and design.
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->'''Announcer:''' "That ball is ''full'' of magic!"
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->'''Announcer:''' "That ball is ''full'' of magic!"
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->'''Announcer:''' "The air pressure is building!"
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* AnnouncerChatter
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* AnnouncerChatterAnnouncerChatter: Very excited chatter, at that.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/theatre-of-magic_9643.jpg]]
[[caption-width-right:350:"The next performance is about to begin!"]]
->'''Announcer:''' "The Theatre awaits!"
''Theatre of Magic'' is a PhysicalPinballTable designed by Creator/JohnPopadiuk with art by Linda Doane. it was released by Creator/WilliamsElectronics under its Bally label in 1995, and went on to become the best-selling pinball machine of the year.
The game casts the player as an aspiring magician performing a show in the theatre. With the help of the spinning Magician's Trunk on the playfield, you must pull rabbits out of hats, escape from a strait jacket, saw assistants in half, instantly transform into various animals, and perform other illusions. Particularly skillful players can enter the basement and invoke Midnight Madness, but only a Master Magician will be able to perform the Grand Finale and leave the audience mesmerized.
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!!This pinball demonstrates the following tropes:
* AbsoluteCleavage: Seen by the magician on the backglass.
* AlmostOutOfOxygen: The "Trunk Escape" illusion, which gives the player a limited air supply (time limit) to complete.
->'''Announcer:''' "The air pressure is building!"
* {{Animorphism}}: The "Metamorphosis" illusion, where the magician turns into various animals, such as a dove, a tiger, or a cobra.
-->'''Magician:''' "I am only an illusion..."
* AnnouncerChatter
* AntiFrustrationFeature: In addition to a ball saver, hitting the "Hocus Pocus" target enables two magnetic ball savers near the outlanes, which catch any wayward balls.
* {{Combo}}: Scoring bigger combos prompts excited exclamations from the Announcer.
-->'''Announcer:''' "Amazing!... ''Marvelous!''... MAGNIFICENT!"
* DuelingGames: With ''Pinball/PinballMagic''.
* EscapeArtist: The "Trunk Escape", "Safe Escape". and "Strait Jacket" illusions.
* PullARabbitOutOfMyHat: The "Hat Magic" illusion, which produces rabbits, doves, and a telephone.
* SawAWomanInHalf: The "Tiger Saw" illusion, which cuts a woman in half, then a pinball machine in half.
* ShoutOut: During "Hat Magic", the third item produced is a telephone, and the person on the other end yells, [[Pinball/CreatureFromTheBlackLagoon "MOVE YOUR CAR!"]]
* SkillShot: Hit the trunk after launching the ball to receive one of three player-selected rewards.
-->'''Announcer:''' "Amazing skill!"
* SpellingBonus: Shoot the ramps to spell MAGIC to enable the multiball locks, and spell THEATRE for a ten-second opportunity to shoot the trunk and collect the Theatre Bonus. The Grand Finale (see WizardMode, below) requires spelling MAGIC THEATRE in 90 seconds.
* SpikesOfDoom[=/=]TheWallsAreClosingIn: During the "Strait Jacket" illusion, the magician must escape while trapped between two spiked walls closing together.
* StageMagician: Unusual for this trope, the player is a ''female'' magician, as shown on the backglass and in the video displays.
* VideoMode: One of the random options in the Basement is Video Pinball. You play for 30 seconds, trying to hit all six targets for an extra ball.
* WallCrawl: One of the sides of the Magic Trunk allows the pinball to cling to it.
* WizardMode: "Grand Finale", which is only available after performing all eight illusions, spelling THEATRE, advancing the clock to midnight, and performing Theatre Multiball at least once. The Finale itself gives you one ball and 90 seconds to hit all the major loops and ramps to spell MAGIC THEATRE.
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->'''Announcer:''' "That ball is ''full'' of magic!"
[[caption-width-right:350:"The next performance is about to begin!"]]
->'''Announcer:''' "The Theatre awaits!"
''Theatre of Magic'' is a PhysicalPinballTable designed by Creator/JohnPopadiuk with art by Linda Doane. it was released by Creator/WilliamsElectronics under its Bally label in 1995, and went on to become the best-selling pinball machine of the year.
The game casts the player as an aspiring magician performing a show in the theatre. With the help of the spinning Magician's Trunk on the playfield, you must pull rabbits out of hats, escape from a strait jacket, saw assistants in half, instantly transform into various animals, and perform other illusions. Particularly skillful players can enter the basement and invoke Midnight Madness, but only a Master Magician will be able to perform the Grand Finale and leave the audience mesmerized.
----
!!This pinball demonstrates the following tropes:
* AbsoluteCleavage: Seen by the magician on the backglass.
* AlmostOutOfOxygen: The "Trunk Escape" illusion, which gives the player a limited air supply (time limit) to complete.
->'''Announcer:''' "The air pressure is building!"
* {{Animorphism}}: The "Metamorphosis" illusion, where the magician turns into various animals, such as a dove, a tiger, or a cobra.
-->'''Magician:''' "I am only an illusion..."
* AnnouncerChatter
* AntiFrustrationFeature: In addition to a ball saver, hitting the "Hocus Pocus" target enables two magnetic ball savers near the outlanes, which catch any wayward balls.
* {{Combo}}: Scoring bigger combos prompts excited exclamations from the Announcer.
-->'''Announcer:''' "Amazing!... ''Marvelous!''... MAGNIFICENT!"
* DuelingGames: With ''Pinball/PinballMagic''.
* EscapeArtist: The "Trunk Escape", "Safe Escape". and "Strait Jacket" illusions.
* PullARabbitOutOfMyHat: The "Hat Magic" illusion, which produces rabbits, doves, and a telephone.
* SawAWomanInHalf: The "Tiger Saw" illusion, which cuts a woman in half, then a pinball machine in half.
* ShoutOut: During "Hat Magic", the third item produced is a telephone, and the person on the other end yells, [[Pinball/CreatureFromTheBlackLagoon "MOVE YOUR CAR!"]]
* SkillShot: Hit the trunk after launching the ball to receive one of three player-selected rewards.
-->'''Announcer:''' "Amazing skill!"
* SpellingBonus: Shoot the ramps to spell MAGIC to enable the multiball locks, and spell THEATRE for a ten-second opportunity to shoot the trunk and collect the Theatre Bonus. The Grand Finale (see WizardMode, below) requires spelling MAGIC THEATRE in 90 seconds.
* SpikesOfDoom[=/=]TheWallsAreClosingIn: During the "Strait Jacket" illusion, the magician must escape while trapped between two spiked walls closing together.
* StageMagician: Unusual for this trope, the player is a ''female'' magician, as shown on the backglass and in the video displays.
* VideoMode: One of the random options in the Basement is Video Pinball. You play for 30 seconds, trying to hit all six targets for an extra ball.
* WallCrawl: One of the sides of the Magic Trunk allows the pinball to cling to it.
* WizardMode: "Grand Finale", which is only available after performing all eight illusions, spelling THEATRE, advancing the clock to midnight, and performing Theatre Multiball at least once. The Finale itself gives you one ball and 90 seconds to hit all the major loops and ramps to spell MAGIC THEATRE.
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->'''Announcer:''' "That ball is ''full'' of magic!"