![]() ![]() Unless the player has any "Troll Bombs", two trolls will be in the way of the gate making hitting the gate very challenging. Once all the Battle Jackpots have been scored, the second phase of the mode starts and the player must hit the castle gate seven times, and get inside to score the final jackpot. In the first phase, the player has to score all the Battle Jackpots by hitting the madness targets. Battle for the Kingdom This two-phased Wizard Mode starts once the player pockets the ball in the castle, with four balls on the playing field.Barnyard Multiball: Shoot all catapult items at the castle.For each madness completed, the number of balls is denoted as follows: If the player shoots the broad side hole, a Double Super Jackpot would be awarded instead. If a player hits a ramp that is denoted by a completed sub-mission, the player would score a Super Jackpot instead. Collecting at least one can start the Multiball by shooting into "Merlin's Magic": In this phase, all the jackpot ramps are lit and the player can score Jackpots by shooting the lit ramps. Multiball Madness: Each of the sub-missions (except for "Castle Crusher") can light an insert in front of "Merlin's Magic".Once all the Super Jackpots have been claimed, the multiball reverts to the guards. The remaining jackpot ramps light up and the player can continue collecting the Super Jackpots. After all five jackpots have been claimed, the broad side hole lights up, and sinking it scores the Super Jackpot and an Extra Ball. Once activated, the player must shoot either ramp five times to collect the jackpot (denoted by Payne Guards). Castle Multiball: Light the Lock at the broad side (hole to the left of the castle gate) and lock three balls (same hole). ![]() Collect the Trolls in "Merlin's Magic" and finish them off by three shots at the head each to light Troll Madness.Īll these goals have to be repeated several times to get the corresponding insert in front of the castle to light up. Master of Trolls: Light the Trolls by hitting the targets in front of the castle.The final shot up the tower lights Damsel Madness. Defender of Damsels: Shoot up the right ramp to advance the Damsel.Catapult Ace: Shoot the catapult to shoot various items at the castle (Catapult Madness).Patron of Peasants: Shooting the left ramp advances the Peasants and finally lights Peasant Madness.Joust Champion: Shooting the loop(s) advances Joust and finally lights Joust Madness.In order to get to the Wizard Mode "Battle for the Kingdom" one has to achieve the following goals: The game's ramps introduced a patented feature that would prevent a failed ramp shot from draining straight down the middle between the flippers. Other objectives can be scored by shooting the left and right ramps, the left and right orbits, and the catapult ramp in the lower left corner of the playfield. Medieval Madness also features two Trolls, animated targets that are normally concealed below the playfield, but can pop up during certain gameplay modes. A specific number of hits will lower the drawbridge, exposing the portcullis additional hits will cause the portcullis to rise, and shooting the ball into the castle entrance generates an explosion effect on the dot matrix display, a lightshow, and a sizable award of points. One of the game's primary objectives is to "destroy" six castles by hitting the castle's entryway with the pinball. The centerpiece of the playfield is an animated castle with a solenoid-controlled portcullis and motorized drawbridge. In 2014 Planetary Pinball Supply produced a new production of the game, Medieval Madness Remake, selling for US$7,995. ![]() As of April 3, 2022, the Pinside pinball community lists it as the #2 highest-ranked pinball machine (behind the 2021 Godzilla machine by Stern) many adherents consider it the greatest of all time. Designed by Brian Eddy and programmed by Lyman Sheats, it had a production run of 4,016 units. Medieval Madness is a Williams pinball machine released in June 1997. ![]()
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