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->"The evening has ended, and you are no further along."

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->"The evening has ended, and you are no further along.along than the last."


** The final ball lock for multiball play was intended to be provided by a launcher that is sends the ball into a magnet near the center of the playfeld. The lock can never be lit, due to the inability to complete the first lock on the ramp; but the launcher can be activated during a ball search. However the magnet is also missing, so the launcher instead launches the ball so hard into a plastic cover that it can [[SelfDestructMechanism snap]].

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** The final ball lock for multiball play was intended to be provided by a launcher that is sends the ball into a magnet near the center of the playfeld. The lock can never be lit, due to the inability to complete the first lock on the ramp; but the launcher can be activated during a ball search. However the magnet is also missing, so the launcher instead launches the ball so hard into a plastic cover that it can [[SelfDestructMechanism snap]].snap]] (making this a ''literal'' example of the trope).

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* NiceJobFixingItVillain: Although the WizardClassic is supposed to be the game's antagonist, his main role in the game appears to be to provide power-ups and his speech is generally more positive to the player than the Girl's.


Although the game is still undergoing development, it has already garnered [[YMMV/MagicGirl lots of attention for its ideas, artwork, and gameplay opportunities -- not to mention the game's tumultuous development cycle.]] In 2017, ''American Pinball'' produced a number of ''Magic Girl'' tables that were shipped to the pre-ordering customers. Unfortunately, although [[BeautifulVoid beautiful]], they still did not work. There is some suggestion that a company called [[http://deeprootpinball.com deeproot Pinball]] may fund and finish ''Magic Girl,'' along with John Popadiuk's other games. Needless to say, the pinball community remains skeptical.

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Although the The game is still undergoing development, it has already garnered [[YMMV/MagicGirl lots of attention for its ideas, artwork, and gameplay opportunities -- not to mention the game's tumultuous development cycle.]] In 2015, it was reported that Popadiuk could not in fact manufacture the machines, and an attempt was made by several fans to start a new company to perform the manufacturing; he provided them with a prototype which was put on public play, but it turned out to be barely functional, although its appearance and artwork were fantastic. In 2017, with a lawsuit pending, ''American Pinball'' finally produced a number of ''Magic Girl'' tables that were shipped to the pre-ordering customers. Unfortunately, although [[BeautifulVoid beautiful]], they still did not work.work, and in some cases were worse than the prototype. There is some suggestion that a company called [[http://deeprootpinball.com deeproot Pinball]] may fund and finish ''Magic Girl,'' along with John Popadiuk's other games. Needless to say, the pinball community remains skeptical.



* ArtifactOfAttraction: The ''machine itself'' is arguably this, given the amount of drama that was caused over its availability, even when the only one available was a partially functional prototype.

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* ArtifactOfAttraction: The ''machine itself'' is arguably this, given the amount of drama that was caused over its availability, even when the only one available was a partially functional prototype. There are currently only 23 available in the world (19 production models and 4 prototypes).



*** One streaming group did report that the auxiliary 2-ball "Newton" multiball could be started.
** The final ball lock for multiball play was intended to be provided by a launcher that is sends the ball into a magnet near the center of the playfeld. The lock can never be lit, due to the inability to complete the first lock on the ramp; but the launcher can be activated during a ball search. However the magnet is also missing, so the launcher instead launches the ball so hard into a plastic cover that it can [[SelfDestructMechanism snap]].



** The top half of the playfield has a "magna-flip area" with magnetic "inverse flippers". Unfortunately, the launcher that is intended to send the ball there instead bounces it around at random after which it falls off the top of the playfield. As with the "reversal" feature, it can also launch the ball so hard into a plastic cover that it can [[SelfDestructMechanism snap]].

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** The top half of the playfield has a "magna-flip area" with magnetic "inverse flippers". Unfortunately, the launcher that It is intended to send be reached via the ball there instead bounces it around at random after ramp. However, the P-O-W-E-R lights which it falls off are supposed to be lit to enable the top of the playfield. As with the "reversal" feature, diverter onto it can also launch the ball so hard into a plastic cover that it can [[SelfDestructMechanism snap]].cannot be lit.

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** Even against the advice of American Pinball themselves, there is no rifling in the plunger lane, which means the ball can rattle and bounce when launched and have insufficient power to complete or reach the skill shot. For some bizarre reason there is also an open gate which allows a weakly launched ball to dribble out of the plunger lane into the ''outlane'', giving the shortest ball time ever recorded.



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->"That's what $23,000 down the drain sounds like."
-->--''Kaneda Pinball'', Magic Girl owner


* GameBreakingBug: So many the produced table is almost AshcanCopy:

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* GameBreakingBug: So many the produced table is almost an ObviousBeta and verging on AshcanCopy:


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** The WIZARD shot and design resembles the THEATER shot from Popadiuk's ''Theater of Magic''. The ''Lion Saw'' is a reference to the ''Tiger Saw'' appearing in the same game.
** Training owls as a theme connects to training animals as a mechanic in ''Cirqus Voltaire''.

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* ArtifactOfAttraction: The ''machine itself'' is arguably this, given the amount of drama that was caused over its availability, even when the only one available was a partially functional prototype.

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* AmbiguousSituation: As with most "plotted" pinball machines, it's not quite clear if you are playing as the Magic Girl, helping her, or if she is helping (or even hindering) you.


Although the game is still undergoing development, it has already garnered [[YMMV/MagicGirl lots of attention for its ideas, artwork, and gameplay opportunities -- not to mention the game's tumultuous development cycle.]] In 2017, ''American Pinball'' produced a number of ''Magic Girl'' tables that were shipped to the pre-ordering customers. Unfortunately, although beautiful, they still did not work. There is some suggestion that a company called [[http://deeprootpinball.com deeproot Pinball]] may fund and finish ''Magic Girl,'' along with John Popadiuk's other games. Needless to say, the pinball community remains skeptical.

to:

Although the game is still undergoing development, it has already garnered [[YMMV/MagicGirl lots of attention for its ideas, artwork, and gameplay opportunities -- not to mention the game's tumultuous development cycle.]] In 2017, ''American Pinball'' produced a number of ''Magic Girl'' tables that were shipped to the pre-ordering customers. Unfortunately, although beautiful, [[BeautifulVoid beautiful]], they still did not work. There is some suggestion that a company called [[http://deeprootpinball.com deeproot Pinball]] may fund and finish ''Magic Girl,'' along with John Popadiuk's other games. Needless to say, the pinball community remains skeptical.


''Magic Girl'' is a PhysicalPinballTable created by Creator/JohnPopadiuk, illustrated by Jeremy Packer and Matt Andrews, with music and audio by Rob Berry.

The story begins in 2011, when reknown designer John Popadiuk announced plans to produce a high-end boutique pinball game called ''Magic Girl''. Only 13 games would be made, each with an early-bird price of '''$15,995,''' and buyers had to sign non-disclosure agreements to preserve the secrecy of the project. In spite of some eyebrow-raising skepticism from the pinball community, all of the pre-orders (eventually raised to 20) were sold. After toiling in secrecy for several years, in February 2015 Popadiuk announced that manufacturing had begun, publicly unveiling the game to the masses.

to:

''Magic Girl'' is a PhysicalPinballTable created by Creator/JohnPopadiuk, illustrated by Jeremy Packer and Matt Andrews, with music and audio by Rob Berry.

Berry and programming by Jim Askey.

The story begins in 2011, when reknown renowned designer John Popadiuk announced plans to produce a high-end boutique pinball game called ''Magic Girl''. Only 13 games would be made, each with an early-bird price of '''$15,995,''' and buyers had to sign non-disclosure agreements to preserve the secrecy of the project. In spite of some eyebrow-raising skepticism from the pinball community, all of the pre-orders (eventually raised to 20) were sold. After toiling in secrecy for several years, in February 2015 Popadiuk announced that manufacturing had begun, publicly unveiling the game to the masses.



Although the game is still undergoing development, it has already garnered [[YMMV/MagicGirl lots of attention for its ideas, artwork, and gameplay opportunities -- not to mention the game's tumultuous development cycle.]] In September 2017, a company called [[http://deeprootpinball.com deeproot Pinball]] announced plans to fund and finish ''Magic Girl,'' along with John Popadiuk's other games. Needless to say, the pinball community remains skeptical.

to:

Although the game is still undergoing development, it has already garnered [[YMMV/MagicGirl lots of attention for its ideas, artwork, and gameplay opportunities -- not to mention the game's tumultuous development cycle.]] In September 2017, ''American Pinball'' produced a number of ''Magic Girl'' tables that were shipped to the pre-ordering customers. Unfortunately, although beautiful, they still did not work. There is some suggestion that a company called [[http://deeprootpinball.com deeproot Pinball]] announced plans to may fund and finish ''Magic Girl,'' along with John Popadiuk's other games. Needless to say, the pinball community remains skeptical.


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* GameBreakingBug: So many the produced table is almost AshcanCopy:
** Spelling L-O-C-K lights the ball lock at the ramp. But there is no actual mechanism on that ramp that can lock a ball, so multiball can never be started. So much for bronze, copper, silver and gold..
** Speaking of the ramp, there's a curved area on it where the ball can run out of momentum and just come to a stop. There's no kickers or anything nearby for the machine to clear it and rocking the machine goes in the wrong direction, so at that point all you can do is remove the glass and clear the ball by hand.
** The Jinx Wheel on the left outlane is intended to allow the ball to be saved by spinning it into the inlane; but in practice, the removal of a post from the production version means that it almost inevitably bounces the ball around at random before catching it on the lower part of the wheel and sending it into the outlane instead.
** The Magna Save feature on the right outlane can be lit and activated. Shame that the magnet isn't actually strong enough to catch the ball.
** The Enchanted Hares "magnetic bumper" hardware is ''missing''. What was intended to be a magnet is replaced with a plastic disc, so nothing in the area has any effect.
** The "reversal launcher" is supposed to create a neat effect if the ramp is missed, by kicking the ball that was rolling down the ramp straight back up it again. Unfortunately, it isn't lined up properly, and instead kicks the ball into the plastic on the side of the ramp where it immediately bounces off. At least one owner also found it kicked so hard it [[SelfDestructMechanism broke the ramp plastic]].
** The top half of the playfield has a "magna-flip area" with magnetic "inverse flippers". Unfortunately, the launcher that is intended to send the ball there instead bounces it around at random after which it falls off the top of the playfield. As with the "reversal" feature, it can also launch the ball so hard into a plastic cover that it can [[SelfDestructMechanism snap]].
** The "levitation chamber" which is intended to make the ball appear to float using magnets does actually work.. provided that you remove the glass and hold the ball inside it with your finger. While the magnet can lift the ball, it cannot prevent it rolling out.
** The programmer, Jim Askey, has claimed he has considered trying to fix up the machine's software - but cannot do so because he doesn't have access to a ''Magic Girl'' machine to test on, in spite of being promised one.


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* GoodIsNotNice: The Magic Girl herself becomes extremely snarky to the player if they do badly.
->"You didn't last long, did you? Ha."
->"The evening has ended, and you are no further along."


''Magic Girl'' is a PhysicalPinballTable created by Creator/JohnPopadiuk, illustrated by Jeremy Packer, and with music and audio by Rob Berry.

The story begins in 2011, when reknown designer John Popadiuk announced plans to produce a high-end boutique pinball game called ''Magic Girl''. Only 13 games would be made, each with an early-bird price of '''$15,995,''' and buyers had to sign non-disclosure agreements to preserve the secrecy of the project. In spite of some eyebrow-raising skepticism from the pinball community, all of the pre-orders (eventually raised to 20) were sold. After toiling in secrecy for several years, in February 2015 Popadiuk announced that manufacturing had begun, publicly unveiling the game to the masses. Although the game is still undergoing development, it has already garnered [[YMMV/MagicGirl lots of attention for its ideas, artwork, and gameplay opportunities -- not to mention the game's tumultuous development cycle.]]

to:

''Magic Girl'' is a PhysicalPinballTable created by Creator/JohnPopadiuk, illustrated by Jeremy Packer, Packer and Matt Andrews, with music and audio by Rob Berry.

The story begins in 2011, when reknown designer John Popadiuk announced plans to produce a high-end boutique pinball game called ''Magic Girl''. Only 13 games would be made, each with an early-bird price of '''$15,995,''' and buyers had to sign non-disclosure agreements to preserve the secrecy of the project. In spite of some eyebrow-raising skepticism from the pinball community, all of the pre-orders (eventually raised to 20) were sold. After toiling in secrecy for several years, in February 2015 Popadiuk announced that manufacturing had begun, publicly unveiling the game to the masses. Although the game is still undergoing development, it has already garnered [[YMMV/MagicGirl lots of attention for its ideas, artwork, and gameplay opportunities -- not to mention the game's tumultuous development cycle.]]
masses.


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Although the game is still undergoing development, it has already garnered [[YMMV/MagicGirl lots of attention for its ideas, artwork, and gameplay opportunities -- not to mention the game's tumultuous development cycle.]] In September 2017, a company called [[http://deeprootpinball.com deeproot Pinball]] announced plans to fund and finish ''Magic Girl,'' along with John Popadiuk's other games. Needless to say, the pinball community remains skeptical.


'''Magic Girl''' is a PhysicalPinballTable created by Creator/JohnPopadiuk, illustrated by Jeremy Packer, and with music and audio by Rob Berry.

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'''Magic Girl''' ''Magic Girl'' is a PhysicalPinballTable created by Creator/JohnPopadiuk, illustrated by Jeremy Packer, and with music and audio by Rob Berry.

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Has nothing to do with the MagicalGirl anime genre.

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* SlasherSmile: The Jinx King has one.

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