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Midnight Magic
Name:
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Midnight Magic
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Company: |
Atari |
Model #:
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CX-26129 |
Programmer:
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Glenn Axworthy |
Year: |
1984 |
Released?
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Yes
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Notes:
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Originally called
Pinball Wizard
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Starting off life as an Apple II computer game by Broderbund
called David's Midnight Magic (named after programmer David
Snider), the Atari 2600 port was originally called Pinball
Wizard after the famous Who song from Tommy. After
deciding that this name wasn't going to work (or fearing a
lawsuit from the Who), Atari changed the name to simply Midnight
Magic cutting out poor David in the process. Interestingly
the game calls itself Midnite Magic on the title screen due to
the lack of space for the full title. No matter what you
call it, Midnight Magic is a whole lot of pinball fun on the
2600!
Although the game is supposed to be a port of
David's Midnight Magic, the 2600 version is a completely different
game. The reason for this is most likely due to the fact
that the original game used a asymmetric table (based on Black
Knight 2000) which would have been very difficult to implement on
the 2600. Midnight Magic ditches the original table for a
simpler symmetric table that could easily been done on the 2600
through playfield mirroring. Although the table in Midnight
Magic is less complicated, it still plays a mean game of
pinball. The controls are simple, pushing left activates the
left flipper, right activates the right flipper, and down
activates both flippers at the same time. There is only one
option in the game and that determines if the center post and
kickers (which keep your ball from going down the drains or center
of the screen) are always active or need to be activated by
shooting all the targets. With the left difficulty switch
set to A they're always active (easy mode) and when set to B they
need to be activated by hitting all the targets (hard mode).

Scoring is straight forward. The drop targets
are worth 100 points, but if the arrow is pointing at it it's
worth 3,000 points. If you hit all five targets you score
5,000 points and the score multiplier increases. The bumpers
are worth 100 points when not lit and 1,000 when lit. The
rollover targets are worth 500 points, but if the score multiplier
is on you'll also gain an extra ball. The targets above the
spinners are worth 100 points an d the spinner is worth 10 points
for each spin it makes. The bottom lanes are worth 500
points when lit, and if the kickers are active you'll gain 10
points for being kicked out of the drain. Finally the walls
above the bottom flippers are worth 25 points and if the ball
rolls over the white line to the left and right of the bottom
flippers you'll earn 10 points.

Although it was completed by early-1984, Midnight
Magic didn't see a release until the 2600 revival years in
1986. During this time Atari released several games which
had been completed in 1984 but never released to add new titles to
it's 2600 re-release lineup (Solaris, Jr. Pac-Man, and Roadrunner
also fall into this category). Midnight Magic is a great
improvement on Atari's earlier Video Pinball and actually feels
like a real machine. It's debatable whether or not Midnight
Magic is better than Spectravideo's Bumper Bash (which featured a
scrolling screen and used the paddles for flipper buttons), but
it's a solid pinball game nevertheless.
Version |
Cart Text |
Description |
2/13/84
|
Midnite Magic 2-13-84
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Late WIP
|
Return
to 2600 Software
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