SILVERBALL
Theatre of Magic

Silverball guide · Theatre of Magic

The first five seconds of multiball are worth a hundred million

When Theatre Multiball starts, a countdown runs from five. Shoot the Trunk hole before it ends and you take 100 million in one shot. Hit anything else and the countdown is cancelled.

Compiled by Silverball·5 min read·Updated 18 August 2026

The countdown, and what cancels it

As the balls are kicked out at the start of Theatre Multiball, the machine counts down from five. A shot into the Trunk hole during that countdown pays an immediate 100 million and counts as a Theatre Jackpot.

The detail that decides whether you get it is easy to miss: the countdown is aborted if any other major shot is hit in the meantime. So the first few seconds of the multiball should be spent doing nothing except lining up the Trunk, and a stray ramp shot from a second ball is what costs you the award.

Miss it and the ordinary Theatre Jackpot lights at the Trunk with a base of 50 million. That base never changes, but the jackpot itself is raised 5 million a time by the Left Lane, both Inner Loops, both ramps and the Right Orbit, and those shots raise it whether the jackpot is currently lit or not. Relighting it after a collect costs two Trunk hits the first time, then three, four and five.

Grand Finale is priced on starting things, not finishing them

Four items light the Grand Finale, and three of them are satisfied by reaching something rather than completing it.

Beginning all eight Illusions counts, and the credit is given the moment the eighth is begun, not when it ends. Spelling THEATRE counts, and you do not need to collect the hurry-up it lights. Reaching Midnight counts, and you do not need to survive Midnight Madness. Only entering Theatre Multiball asks you to actually get there, and if that is your fourth item the Grand Finale waits until the multiball is over.

That reframes the whole game. A player chasing completions is working harder than the machine is asking.

The Trunk pays while you are elsewhere

The Trunk is a scoring shot in every Illusion, but in the six that are not about the Trunk it pays a separate escalating award: 2 million for the first hit, then 3, then 4, and so on. That value resets each ball but carries between Illusions.

This matters most in the Illusions that are not worth much. The source names Spirit Cards as a round to avoid on its own merits, and the answer is not to avoid it but to shoot the Trunk through it instead of the spinner.

Three Trunk shots light an Illusion and a shot to the revealed hole starts it. If you manage a fourth hit while the Trunk is still rotating, the machine gives you the benefit of the doubt and starts it anyway.

Which Illusions are worth the twenty seconds

Each Illusion runs about twenty seconds, and the timer freezes while the ball is in the bumpers or under the playfield. They are not equal.

Strait Jacket is the big one: 6 million per bumper hit and 60 million for ten of them, and either the Left Loop or the Right Orbit will deposit the ball in the bumpers for you. Trunk Escape and Safe Escape pay 17 million a shot, Tiger Saw and Hat Magic 15 million, Metamorphosis 12 million rising to 16 and 20 with the Spirit Ring helping you loop the ramp. Levitate Woman starts at 11 million and climbs without a stated limit.

Spirit Cards is the one to be wary of, paying by the spin, and it is also the one where the Trunk-instead rule earns its keep.

Vanish, and the price of taking it

Hits on the Tiger Saw captive ball light Vanish at the Left Lane, starting at three by default, and hits during any Illusion count. Vanish pays 40 million and then qualifies the Right Orbit for Tiger Saw Multiball, where the captive ball is the jackpot at 30, then 40, then 50 million, with no relighting needed and no ball saver.

There is a cost. Completing Tiger Saw Multiball resets the captive ball count to zero and doubles the number of hits needed to light Vanish next time. Tiger Saw Multiball also does not count towards the Grand Finale.

The efficient trick is stacking: if Theatre Multiball starts after Vanish has been collected, the ball is kicked out of the Vanish Lock and you get a four-ball multiball, and when it ends the Left Lane is immediately lit for Vanish and another 40 million.

The secret lock, and the Spirit Ring ladder

Locks for Theatre Multiball normally require spelling MAGIC on the ramps and then shooting an Inner Loop. But shooting the Rear Trunk Entrance at any time in single-ball play awards a Secret Ball Lock: a free completion of MAGIC and the first lock outright, with the second immediately lit at the Inner Loop.

The Spirit Ring is a short ladder worth climbing when it appears. Lit from the Right Ramp, it pays 10 million, then lights briefly for 20 million, then briefly for 30 million if you took the 20. Take all three and it does not light again.

Midnight, and the Basement

The Clock advances an hour at a time from the Right Orbit in single-ball play, from a skill shot, or from a Basement award. Six o'clock lights an extra ball the first time round and pays 40 million on later passes. Midnight starts Midnight Madness immediately, where Trunk shots catch on the magnet and score twice the current hour or 10 million, whichever is larger, while the clock rewinds an hour every few seconds.

The Basement is the other random source, reached in three stages: four hits on the Trap Door targets light Raise Trap Door at the Centre Ramp, the ramp raises the door, and the door itself pays 15 million and a Basement award. There is no ball saver on the Trap Door kickout, which is worth remembering before you shoot it.

A note on this source

This was compiled from a community rule sheet whose author is not recorded in our copy. It marks its own uncertainties in square brackets, including the Safe Escape shot value and the Basement award list, which it admits is written from memory. Those have been left out or hedged here rather than presented as facts.

It also records one shot with no known function at all, the Poof target, and guesses that it may simply never have been programmed. That is the kind of honesty worth preserving rather than smoothing over.

Where this came from

Silverball wrote this, but not from scratch: it was compiled against the published rules below and checked against them, rather than written up from one person’s games. None of the wording is theirs. Machines get code updates that move the right shot, so a guide has a date on it for a reason.

  • Theatre of Magic rule sheet (author not recorded in our copy)

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The playfield
The Theatre of Magic playfield
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