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<blockquote data-quote="Actionball" data-source="post: 7610" data-attributes="member: 527"><p>Ive seen most of what I would say in other places.</p><p></p><p>My main tips would be timing and order of operations related.</p><p></p><p>Always use the Vanished ball during regular multiball if its convenient. The reason is easy, you get vanish relit for another 40mil after that is done and then can play that multiball. Much quicker than another 6 hits on the captive ball. Yes, 4 ball does suck so let it drain if you like. But hey, free 40m.</p><p></p><p>Take the Trap Door when ever available for sure, but ALWAYS before starting something important like multiball as those will kill it. The rewards available are far to important to be ignored. Early on something like "midnight" is an orgy of wealth as you get your magician rank raised, a decent scoring mode (I tend to ignore it after it drops under 20mil though) and most important that extra ball lit. Sometimes you get a booby prize like bonus X when you are at 8x already but its still the single most important easy shot in the game. I don't aim to get it lit, it just happens by bounces and off center shots on the middle ramp. Hitting the stand ups directly is fairly hazardous.</p><p></p><p>Hit every skill shot, don't care what you prefer just always hit them. Personally its always Start Illusion for me till later in game when that 2x bonus can be a very important leg up. When neither is available I am a 2x combo man all the way since I can run the theater loop almost on autopilot.</p><p>The main thing about going for the skill shots (beyond the obvious) is they add to bonus and are easy to rack up and hold ball to ball. The captive ball ones are often overlooked in favor of trying for a trunk hole or ball lock or multiball start but you miss out on that bonus swag, an hour on the clock and another hit closer to vanish. I don't find the captive ball to be any sort of hazard, its my preferred way to knock on the trunk or advancing the bonus X lanes by kissing one side or the other. 8, 10, 14 or more skill shots on an 8x multiplier over a couple of balls is a few hundred million in free points. </p><p></p><p>Run up THEATER and MAGIC and the clock early for the significant boost to your magician rating on the bonus. They are low risk shots that can be looped quickly. The illusions will happen only so fast, don't try to force and hurry those. The other 3 will put your bonus very fast and should be easily finishable on ball one. A few shots on the loops are bound to end up in the rollovers too which is desireable early on in every fresh ball. </p><p></p><p>Learn to get that 8x as a priority every ball, it ends up being worth billions. Its not out of reach to get billion + on a single end of ball bonus. There is only one illusion that will stop the balls on the inlanes so you need to get good at lightly hitting the captive ball to take some steam off that loop. The other easy way to get the multiplier up is get multiball going as often as possible. Send them up the loops, they hit each other and stop there in the jets for a bit so you can ignore a couple balls and hit the jackpot shots while they run up the bonus X.</p><p></p><p>Vanish multiball can be stacked with other modes. Consider this before just starting it up. You can use it during Midnight and MOST important the grand finale. 2 Balls takes a bit of the fear out of shot selection for that and when you are not tense you make the shots easier. </p><p></p><p>Spirit ring, highly under appreciated. If you hit it for the cycle you get 60mil and add 4 MAGIC letters closer to lock not to mention the bonus. Its the easiest way of lighting the multiball lock quickly after the second one, this is important because the letters don't hold ball to ball. Its a shame to waste MAGI 2 or 3 times. Not sure if spirit ring stacks with Metamorphasis, but it seems to stack with the combo points making it an 80 million 4 shot ramp sequence all totaled.</p><p></p><p>Never shoot the trunk directly if you don't have to. Bang it off the captive ball, often you get both trunk and captive ball hits.</p><p>Until they fix the magnets the trunk is a huge danger to dump it down the left drain from a right flipper shot. The tilt on this game is so liberal you should almost never be losing down the middle but don't help feed the drains. </p><p></p><p>Feel free to ignore the panic modes. 50 million on a hurry up theater trunk shot is not worth taking a badly timed bounce off the trunk into a drain. Its just not enough points to risk a poorly thought out shot on the trunk. Trap it if you have time and shoot or just ignore it, either way you win by not losing. Same for Trunk Escape, and to a lesser extent Hat Magic. Go shoot the spirit ring instead. At least that will be a shot that advances something AND get you as many points as Trunk Escape with FAR less risk. Trunk escape is super sucker mode, its 4 hits on a drain machine that only makes points, not headway to finale. </p><p></p><p>A little thought into when to hit stuff, even leaving a tempting multiball unclaimed for a few minutes can add several hundred million to a few billion points. Same shots, same play time but lots more points at the end. And with any luck they will fix that 10B rollover for the leaderboards if not the DMD and we can quit this game of who can tilt off their game closest to 999,999,999. On standard mode with all the free balls possible 10 billion is just way too low of a cap.</p></blockquote><p></p>
[QUOTE="Actionball, post: 7610, member: 527"] Ive seen most of what I would say in other places. My main tips would be timing and order of operations related. Always use the Vanished ball during regular multiball if its convenient. The reason is easy, you get vanish relit for another 40mil after that is done and then can play that multiball. Much quicker than another 6 hits on the captive ball. Yes, 4 ball does suck so let it drain if you like. But hey, free 40m. Take the Trap Door when ever available for sure, but ALWAYS before starting something important like multiball as those will kill it. The rewards available are far to important to be ignored. Early on something like "midnight" is an orgy of wealth as you get your magician rank raised, a decent scoring mode (I tend to ignore it after it drops under 20mil though) and most important that extra ball lit. Sometimes you get a booby prize like bonus X when you are at 8x already but its still the single most important easy shot in the game. I don't aim to get it lit, it just happens by bounces and off center shots on the middle ramp. Hitting the stand ups directly is fairly hazardous. Hit every skill shot, don't care what you prefer just always hit them. Personally its always Start Illusion for me till later in game when that 2x bonus can be a very important leg up. When neither is available I am a 2x combo man all the way since I can run the theater loop almost on autopilot. The main thing about going for the skill shots (beyond the obvious) is they add to bonus and are easy to rack up and hold ball to ball. The captive ball ones are often overlooked in favor of trying for a trunk hole or ball lock or multiball start but you miss out on that bonus swag, an hour on the clock and another hit closer to vanish. I don't find the captive ball to be any sort of hazard, its my preferred way to knock on the trunk or advancing the bonus X lanes by kissing one side or the other. 8, 10, 14 or more skill shots on an 8x multiplier over a couple of balls is a few hundred million in free points. Run up THEATER and MAGIC and the clock early for the significant boost to your magician rating on the bonus. They are low risk shots that can be looped quickly. The illusions will happen only so fast, don't try to force and hurry those. The other 3 will put your bonus very fast and should be easily finishable on ball one. A few shots on the loops are bound to end up in the rollovers too which is desireable early on in every fresh ball. Learn to get that 8x as a priority every ball, it ends up being worth billions. Its not out of reach to get billion + on a single end of ball bonus. There is only one illusion that will stop the balls on the inlanes so you need to get good at lightly hitting the captive ball to take some steam off that loop. The other easy way to get the multiplier up is get multiball going as often as possible. Send them up the loops, they hit each other and stop there in the jets for a bit so you can ignore a couple balls and hit the jackpot shots while they run up the bonus X. Vanish multiball can be stacked with other modes. Consider this before just starting it up. You can use it during Midnight and MOST important the grand finale. 2 Balls takes a bit of the fear out of shot selection for that and when you are not tense you make the shots easier. Spirit ring, highly under appreciated. If you hit it for the cycle you get 60mil and add 4 MAGIC letters closer to lock not to mention the bonus. Its the easiest way of lighting the multiball lock quickly after the second one, this is important because the letters don't hold ball to ball. Its a shame to waste MAGI 2 or 3 times. Not sure if spirit ring stacks with Metamorphasis, but it seems to stack with the combo points making it an 80 million 4 shot ramp sequence all totaled. Never shoot the trunk directly if you don't have to. Bang it off the captive ball, often you get both trunk and captive ball hits. Until they fix the magnets the trunk is a huge danger to dump it down the left drain from a right flipper shot. The tilt on this game is so liberal you should almost never be losing down the middle but don't help feed the drains. Feel free to ignore the panic modes. 50 million on a hurry up theater trunk shot is not worth taking a badly timed bounce off the trunk into a drain. Its just not enough points to risk a poorly thought out shot on the trunk. Trap it if you have time and shoot or just ignore it, either way you win by not losing. Same for Trunk Escape, and to a lesser extent Hat Magic. Go shoot the spirit ring instead. At least that will be a shot that advances something AND get you as many points as Trunk Escape with FAR less risk. Trunk escape is super sucker mode, its 4 hits on a drain machine that only makes points, not headway to finale. A little thought into when to hit stuff, even leaving a tempting multiball unclaimed for a few minutes can add several hundred million to a few billion points. Same shots, same play time but lots more points at the end. And with any luck they will fix that 10B rollover for the leaderboards if not the DMD and we can quit this game of who can tilt off their game closest to 999,999,999. On standard mode with all the free balls possible 10 billion is just way too low of a cap. [/QUOTE]
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