Medieval Madness
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Williams Medieval Madness FLYER
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Overview Medieval Madness is the long-awaited game from the Williams design team which created the hit "Attack From Mars". Medieval Madness also features the same sense of humor which made AFM that much more popular. From the flying saucer on the backglass to the cursing mobster whose castle you seek to destroy, Madness is loaded with one- liners. It's equally amazing how long some of the sound bites are. Catch Sir Psycho's maniacal laughter if you get the chance.
Catapult the most difficult shot in the game, to the far left side. You are more likely to fall into the Catapult by a slingshot bounce than from a direct shot, in my opinion, although there is value in a direct shot. The catapult fires the ball around the back of the Castle and back to the left inlane. Catapult advances toward the Catapult Slam! award and the "Catapult Ace" light.
Catapult Standup Shooting the Catapult shot directly from the right flipper may hit the red standup target in the back of the Catapult area. This target, in single-ball play, counts as a Catapult hit; since the ball promptly falls into the Catapult, you get credit for 2 Catapult shots. This is especially useful in Royal Madness.
Left Joust Orbit Fairly standard-position orbit. Feeds bumpers during multiballs, while Super Jets is lit, or when you score a Joust Victory -- otherwise screams around the orbit. Shots advance toward the Joust Victory award and the "Joust Champion" light.
Left (Peasant) Ramp fairly long and wide ramp, feeds around the Castle and to the left inlane. The ramp is "split", designed so that missed ramp shots feed directly to the right flipper. Certainly a good idea. Shots advance toward the Peasant Revolt award and the "Patron of the Peasants" light.
Castle The back left of the playfield is taken up by a large castle. The castle has two entrances (the Lock and the Main Entrance, described below) as well as a moat in front. Balls which fall into the moat are ejected into the Left Joust Orbit and return to the left flipper.
Lock a short shot, jumping over the moat and into the castle through a door. Lock advances toward Castle Multiball, and collects Super Jackpots and Double Super Jackpots during Castle Multiball and Multiball Madness.
Left Troll the Trolls are under the two doors in the playfield. The Left Troll blocks the Lock shot when raised, although it is possible to bank a ball into the Lock off the other Troll. Trolls are active during the Trolls! round and during Troll Madness. Destroying trolls advances toward the "Master of Trolls" light.
Left Troll Standup one of two standups to the left and right of the Main Entrance. These standups light Trolls!, and can award Troll Bombs.
Main Entrance is straight up the middle of the game. One of the main goals of the game is to enter the Castle via the Main Entrance. To do this, you must go through three stages:
Right (Dragon / Damsel) Ramp The ramp is equipped with a diverter; most shots travel around a short ramp and back to the right inlane, but when lit, the shot travels straight to a hole in the back right of the cabinet (to "save the damsel"), then feeds the rollover lanes. The ramp entrance is "split" (like the Left Ramp), so that missed ramp shots fall to the right flipper. Ramp shots advance toward the Damsel Save award and the "Defender of Damsels" light.
Right Inlane / Outlane spot FIRE for +2 Bonus X on either the inlane or outlane, advancing toward Video Mode. Right drains seem to be more common than left drains.
Jet Bumpers The bumpers score a marginal number of points, and advance toward Super Jets.
Autoplunger At start of ball, the normal plunge is to the rollover lanes, but a Super Skill Shot exists. All plunged balls for Multiball travel to the rollover lanes.
| Season name | Start | End | per day | per weekend | per week | per month |
|---|---|---|---|---|---|---|
| Normal | - | - | USD 325 | USD 475 | USD 1200 | USD 9100 |
