Magic Castle © 1984 Zaccaria.
| Playfield layout described from the flippers, and going around the playfield clockwise. | |
| * Flippers | There are two. Normal configuration, normal placement. |
| * Left slingshot | A normal slingshot. Scores 10 points. |
| * Rollunder Gate | Prevents balls from the left flipper from rolling up and draining via the left outlane. |
| * Left Drain | Magic Castle features reversed inlane and outlane on the left side, with the inner lane leading to this drain, and the outer lane having the ball jump over this drain channel. |
| * Inlane | Reversed from the usual inlane/outlane arrangement, this inlane leads to the Left Drain, though the player can attempt to save the ball via rubber rings on either side. Scores 30,000 points when lit, 1000 points when not lit. |
| * Outlane | Reversed from the usual inlane/outlane arrangement, this outlane will lead the ball to jump over the Left Drain, go through the Rollunder Gate, and feed the left Flipper. Scores 30,000 points. |
| * Left Blue Drop Target Bank | "M-A-G-I-C" drop target bank. Four targets that must be completed on the way to advancing the Red Special. Each target scores 20,000 points. |
| * Left Blue Drop Target Standup Target | Behind the drop targets is a standup target. Scores 50,000 points. |
| * Ramp | Ramp that leads to the Upper Playfield. Can be lit for "Zekyle" (300,000 points), "Zankenstein" (500,000 points), or "Zaccula" (Special) by completing the M-A-G-I-C and C-A-S-T-L-E drop target banks. When not lit, the player still scores 200,000 points for making the ramp shot. |
| * "A" Standup Target | Advances the A-B-C sequence. Scores 10,000 points when lit, 1000 points when not lit. |
| * Right Blue Drop Target Bank | "C-A-S-T-L-E" drop target bank. Four targets that must be completed on the way to advancing the Red Special. Each target scores 20,000 points. |
| * Right Blue Drop Target Standup Target | Behind the drop targets is a standup target. Scores 50,000 points. |
| * Upper Loop | Accessible from the lower left flipper, or the upper right flipper. Completing the Loop is worth 10,000 points (unlit), 30,000 points, or 50,000 points, and advances the Orange Special when lit. |
| * Orange Drop Target Bank | A three bank of drop targets. Completing the bank advances the Orange Special. Each target scores 20,000 points. |
| * Plunger Scoop The elevated ball launch rails lead to a scoop that dumps the ball on to the playfield in the upper right corner, allowing it to feed to the Upper Right Flipper. | |
| * Upper Right Flipper | Situated at the exit of the Plunger Scoop and the rightmost exit ramp from the Upper Playfield, the Upper Right Flipper can be used to complete Orange drop targets, or to make the Upper Loop shot. |
| * Pop Bumpers | Three pop bumpers in the classic triangle arrangement. Worth 100 points when not lit, and 1000 points when lit. |
| * "B" Standup Target | Advances the A-B-C sequence. Scores 10,000 points when lit, 1000 points when not lit. |
| * "C" Standup Target | Advances the A-B-C sequence. Scores 10,000 points when lit, 1000 points when not lit. |
| * Orange Special Drop Target | Each time the Orange Special is advanced, this single drop target is raised. Hitting it collects the current Orange Special value, from 100,000 to 500,000 points, or the Orange Special, as shown by the series of lamp inserts that lead to this target. |
| * Right Lane | A short lane that leads to the Right Standup Target. Lamp inserts in the lane show the current value of the Right Standup Target. |
| * Right Standup Target | Scores 10,000 points when not lit, 30,000 points, 50,000 points, or can be lit to advance the Orange Special. |
| * Right Outlane | A normal outlane, with a "REACT" flipper. Scores 30,000 points. |
| * Right Inlane | A normal inlane. Scores 30,000 points when lit, 1000 points when not lit. |
| * "REACT" Flipper | When lit (by completing a drop target bank), the REACT flipper is a one-shot flipper that the player can use to attempt to save the ball that is draining via the Right Outlane. It is activated only when the ball trips the rollover switch in the outlane, and the player has a split second to flip the ball back in to play. |
| * Right Slingshot | A normal slingshot. Scores 10 points. |
| * Red Special | Advanced on the Ramp by the Blue drop targets, the Red Special is worth 300,000 points (Zekyle), 500,000 points (Zankenstein) or whatever the operator has configured the Special to award (Zaccula). The options for Red Special are Superbonus, Extra Ball, Credit, or 4,000,000 points. The player must light each level by completing Blue drop target banks, then must collect the lit award via the associated level of the Upper Playfield. |
| * Orange Special | Lit by completing Orange drop target banks, completing the Upper Loop shot, or by advancing the Right Standup Target, the Orange special advances in value from 100,000 points through 500,000 points, then can be lit to award whatever the operator has configured the Orange Special to award. The options for Orange Special are Superbonus, Extra Ball, Credit, or 1,000,000 points. |
| * Upper Playfield | Reached via the Ramp, the Upper Playfield has four switches to detect where the ball goes, and two exit ramps that lead back to the main playfield. The first switch awards 200,000 points and is used to confirm that the ball has made it to the upper playfield. The other three switches are the "Zekyle", "Zankenstein", and "Zaccula" levels, which must be lit by the player and collected here. A soft shot may only trip the first switch, then will drain back to the main playfield via the first ball exit ramp. A somewhat better shot may complete the first (Zekyle) switch before draining back to the main playfield via the first ball exit ramp. A better shot will complete the second (Zankenstein) or third (Zaccula) switches before draining back to the main playfield via the second ball exit ramp. |
| * Upper Playfield - Zekyle | The first level of the Red Special, worth 300,000 points when lit, this is the first special scoring switch on the upper playfield. Once lit, this can be collected repeatedly until unlit by collecting the Red Special. |
| * Upper Playfield - Zankenstein | This is the second level of the Red Special, worth 500,000 points when lit, this is the second special scoring switch on the upper playfield. Once lit, this can be collected repeatedly until unlit by collecting the Red Special. |
| * Upper Playfield - Zaccula | This is the third level of the Red Special. Worth whatever the operator has configured the Red Special to award, this switch collects the Red Special value when lit, and unlights all three levels of the Red Special. |
| * Bonus Multiplier | This multiplier is advanced from 1X through 80X by completing the A-B-C sequence standup targets. |
| * End-of-Ball Bonus | The bonus scored at the end of the ball, ranging from 1 to 15 bonus (at 1000 points each) multiplied by the current Bonus Multiplier. The bonus does not carry over from ball to ball. |