PINBALL FIELD GUIDES
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Medieval Madness — restyled cabinet backglass

Williams · 1997

Medieval
Madness

Earn six titles, then shoot the center Castle to start Battle for the Kingdom.

Storm the castle →

The whole game

Objective

The six titles come from peasants, damsels, jousts, catapult slams, trolls, and castles. Complete all six groups. When all six title lamps are on, shoot through the Castle doorway with one ball moving to start the four-ball finale.

Illustrative original art: intact castle drawbridge, gate and entrance at a three-quarter angle
A drawing of the Castle target: drawbridge, gate, then doorway. The photo below shows the real playfield and every major shot.

First-game route: start the first castle, make both ramps, make the orbit shots required for Joust on the orbits, and wait to shoot Merlin until more than one Madness is flashing. If Trolls! is ready, start it at Merlin before Multiball Madness.

  1. Start castlesHit drawbridge, gate, then the doorway. Six destroyed castles lights Castle Crusher.
  2. Advance MadnessLeft ramp, right ramp, orbits, Catapult, and trolls each send the ball a Madness light.
  3. Score multiballShoot Merlin when several Madnesses flash. During multiball, hit lit jackpot shots and keep attacking castles.
  4. Finish battleMake six big shots, hit the gate seven times, then shoot into the Castle for 50 million.

Find your shots

Shots

A comic medieval castle under siege by chrome pinballs

Left orbit

Left orbit on the table

One half of the shared Joust ladder.

How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Left orbit; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.

Castle Lock

Castle and adjacent left-ramp region. This wider view gives context; overlapping hardware prevents a precise lock-entrance pointer.
Castle and adjacent left-ramp region. This wider view gives context; overlapping hardware prevents a precise lock-entrance pointer.

Narrow door immediately left of the Castle.

How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Castle Lock; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.

Catapult

Catapult on the table

Far-left lane and rear standup, separate from the center Castle.

How to try it: Hold the ball still on the right lower flipper. Use a forehand and aim at the pictured scoring part of Catapult, rather than the nearby plastic or posts. Watch the first rebound, regain control, and then adjust the next shot left or right.

Peasant ramp

Peasant ramp on the table

Left ramp; four completions make one Revolt.

How to try it: Hold the ball still on the right lower flipper. Aim through the two posts at the bottom of Peasant ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.

Trolls

Both closed troll hatches below the Castle, with nearby yellow standups. The troll figures are down in this view.
Both closed troll hatches below the Castle, with nearby yellow standups. The troll figures are down in this view.

Two yellow standups and popup figures beside the Castle.

How to try it: Hold the ball still on the right lower flipper. Use a forehand and aim at the pictured scoring part of Trolls, rather than the nearby plastic or posts. Watch the first rebound, regain control, and then adjust the next shot left or right.

Medieval Madness physical playfield
Tap the photo to see it full size. The Catapult lane runs up the far left edge, next to the left orbit and the Peasant ramp. The Castle doorway is its own shot; the Catapult does not send the ball into it.

Castle

Castle on the table

Center drawbridge, gate, and entrance.

How to try it: Hold the ball still on the left lower flipper. Aim into the opening at Castle, avoiding its rim and nearby posts. Watch where the machine kicks the ball back and regain control.

Right orbit

Right orbit on the table

The other shared Joust shot.

How to try it: Hold the ball still on the left lower flipper. Aim through the open channel at the bottom of Right orbit; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.

Damsel ramp

Damsel ramp on the table

Right ramp; four completions save one Damsel.

How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Damsel ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.

Merlin

Merlin on the table

Saucer right of the Castle; starts Madness and awards lit awards.

How to try it: Hold the ball still on the left lower flipper. Aim at the dark opening of Merlin, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.

Catapult: far-left lane. Three credits make a Slam; all five different flung objects prepares Barnyard Multiball.

Peasant ramp: left ramp. Four shots make a Revolt; three Revolts light Patron of the Peasants.

Castle Lock: narrow door left of the Castle. Three shots starts the first Castle Multiball; later starts take six.

Castle: hit drawbridge, gate, then doorway. Keep shooting it during multiballs.

Merlin: saucer right of the Castle. Shoot it for Trolls!, Multiball Madness, extra balls, and Merlin’s Magic.

Damsel ramp: right ramp. Four shots save one Damsel; three Damsels light Defender of Damsels.

Orbits: either outside lane advances Charge, Clash, Victory. Three Victories light Joust Champion.

Launching the ball

Launch

Normal skill shot

Press Launch. Move the flashing top-lane light with either flipper button before the ball rolls through it. The award starts at 50,000, rises by 10,000 each make, and adds 5X to end-of-ball bonus.

Super skill shot

Hold the left flipper button while pressing Launch. Catch the ball on the left flipper, then shoot a lit big shot before flashing stops. That shot counts once and starts a Castle hurry-up; shoot the Castle to earn the award.

Your first useful run

First game

  1. Try the Super Skill Shot. If it keeps failing, use the normal skill shot and take control.
  2. Start the first castle. Drawbridge shots return gently; open-gate shots can come straight back down the middle, so settle the ball before repeating.
  3. Make left ramp four times, right ramp four times, and three orbit shots. Add Catapult if it feels comfortable.
  4. Let Castle or Castle Lock misses clip the yellow Troll targets. After eight hits on normal settings, Trolls! lights at Merlin.
  5. Shoot Merlin for Trolls!, then Merlin again for Multiball Madness. Beat both trolls during multiball for add-a-ball, a fresh ball save, and higher prizes.

The six blue titles

Six titles

Illustrative original art: a spoon-arm catapult launches a released projectile toward a distant castle wall
The drawing shows a catapult flinging something at a castle wall. On the table, the Catapult is the lane at the far left, not a path into the Castle in the middle.
TitleHow to light itWhat matters next
Patron of the PeasantsLeft ramp four times makes a Revolt; three Revolts lights it.First Revolt lights Peasant Madness.
Defender of DamselsRight ramp four times saves one Damsel; three Damsels lights it.On the fourth shot, the tower flap sends the ball to the bumpers. First Damsel lights Damsel Madness.
Joust ChampionEither orbit advances Charge, Clash, Victory; three Victories lights it.First Victory lights Joust Madness.
Catapult AceThree Catapult credits make a Slam; three Slams lights it.A hard shot can count two credits. The third credit must be a ball into the lane.
Master of TrollsBeat ten trolls on usual settings.Troll Madness lights after both raised trolls are beaten; each Troll Madness hit counts one defeated troll.
Castle CrusherDestroy six castles.Each castle adds one drawbridge and one gate hit. Sixth is King of Payne for 20 million.
Catapult choicesBarnyard Multiball

When the Catapult choice appears, press both flipper buttons together quickly. Pick an unflung object if you want Barnyard Multiball; otherwise pick the biggest value. Fling all five objects, then shoot Catapult to start Barnyard Multiball. Shoot flashing shots for points until it falls to one ball.

Troll detailsBombs and Trolls!

Eight yellow-target hits usually lights Trolls! at Merlin. While Trolls! is lit, another eight hits earns a Troll Bomb. A bounce from a raised troll into Castle Lock or Merlin can also earn one, and Merlin’s Magic can award three. Launch spends a bomb and knocks down a troll.

In Trolls!, hit each raised troll three times within 30 seconds. Beating both lights Troll Madness and, inside Multiball Madness, adds lost balls back up to the earned limit.

Castle detailsCounts and bonus

The first castle takes one drawbridge hit, two gate hits, then the doorway. The second takes two drawbridge and three gate hits; the count rises through the sixth. After six castles there is no seventh: finishing another drawbridge and gate pays a 7.5-million Castle Bonus.

Playing more than one ball

Multiballs

Illustrative original art: two distinct trolls rise from separate stone pits with several chrome balls around them
Two trolls up and several balls loose: this is Trolls! running inside Multiball Madness.

When any multiball starts, watch SHOOT AGAIN. While it is on, a lost ball is served back. Multiballs end when only one ball remains.

Madness

Shoot Merlin with one to five Madness lights flashing. One light starts two balls; two to four starts three; all five starts four. Flashing Madnesses increase the prizes. Shots with a flashing Madness lamp pay Super jackpots, Castle Lock pays Double Super, and unqualified arrow shots pay ordinary jackpots.

With all five Madnesses, every big shot is a Super; there are no ordinary arrow jackpots left. Jackpot shots during Multiball Madness do not count toward titles. Once it starts, you cannot normally add more Madnesses, so prepare ramps, orbits, Catapult, and trolls first.

Royal prizeExtra ball or points

Royal starts with ball save running. Shoot Catapult or the left troll first, then trap and read the flashing shots. Castle Lock ticks off one missing shot, starting with Catapult. Completing Royal awards an extra ball, or 15 million if the machine is set that way.

Whether Royal is completed or times out, it clears the five Madness lights. Shots made during Royal still count toward their titles.

Other things to shoot for

Side features

Merlin’s MagicThree right targets, then Merlin

Merlin is lit at game start and relights after the three right-side targets. Awards include Castle Multiball, three Troll Bombs, Hold Bonus X, Trolls! lit, a Madness lit, Video Mode, Smack-a-Troll, points, or extra ball lit. Read the screen for context awards.

Smack-a-TrollA Merlin prize

One troll pops up at a time. Hit it for 300,000, then the other appears. You have 15 seconds, and each hit resets the clock. Each hit also counts as one defeated Troll toward Master of Trolls.

FIRE and videoLanes, bonus, children

The four lower lanes spell F-I-R-E. Use lane change to finish missing letters. Each FIRE adds 2X bonus. Finish it eight times on usual settings to light Save the Children at Merlin.

In Save the Children, the flipper buttons move your defender and Launch clears the screen once in an emergency. Win after 30 kills without losing a child.

Jets and bonusBumpers and end count

After 50 bumper hits, Super Jets starts: one million now and 40 higher-value bumper hits. Later Super Jets take more hits and pay more. During Super Jets, orbit shots are sent into the bumpers.

End-of-ball bonus counts what you hit and multiplies it. Top lanes add 1X, FIRE adds 2X, the normal skill shot or Merlin can add 5X. Only Hold Bonus X keeps the multiplier.

Two things at once

playing two features at the same time

CombinationStatusWhat to do
Trolls! and Multiball MadnessBest play at the same timeStart Trolls! at Merlin, then shoot Merlin again for Madness. Beat both trolls during multiball for add-a-ball and fresh ball save.
Castles and any multiballYesUse spare balls as insurance and keep shooting the Castle.
Lighting new Madness during Madness multiballNoPrepare ramps, orbits, Catapult, and trolls before Merlin.
Royal or Battle with multiballWaitsBoth start only when one ball is in play.
Castle Multiball with another multiballDo not plan on itA play at the same time here is not reliable enough for a route.

Keep the game going

Extra balls

Destroy two castles on usual settings and an extra ball lights at Merlin; shoot Merlin to earn it. Castle Multiball can light one after the Super jackpot, Castle hurry-ups can light one, and Merlin’s mystery can light one. Those also shoot Merlin.

Finish Royal Madness for an immediate extra ball, or 15 million if configured. Beating both trolls during Multiball Madness is an add-a-ball, not another turn. A replay gives a free credit, not an extra ball.

Score higher

Scoring

Keep two Troll Bombs for the Battle. In the second half, two trolls block the Castle. A bomb knocks one down, and you cannot earn bombs during the Battle.

Battle for the Kingdom

Battle

Illustrative original art: inside a breached castle gate looking toward a jubilant kingdom with a defeated king, fallen crown and six blue shields
The six blue shields are the six titles you claim it before the Battle. The shots you actually have to make are listed below.

With all six titles lit, shoot the Castle with one ball in play. Four balls launch. First make Catapult, left orbit, right orbit, left ramp, right ramp, and Castle Lock once, for 2.5 million each.

Then both trolls pop up. Spend two saved bombs with Launch, or hit them down. Hit the gate seven times for five million each, then shoot through the Castle for 50 million.

There is no clock while more than one ball remains. On the last ball, each needed shot has about ten seconds. Timeout or drain ends Battle and clears titles. Winning clears titles too, then big shots become Victory Laps and bonus round shots pay Ultra Combos.

From the videos

Video tips

1:21 · Castle ball returns: drawbridge shots return gently; open Castle shots can fire straight down the middle. Settle before shooting again.

4:58 · Troll setup: let Castle misses clip the yellow targets. Start Trolls! only when you are ready to follow with Multiball Madness.

1:43 · Two balls trapped: tap one ball off the flipper, then shoot the other. Do not full-flip both together.

3:45 · Royal Madness: after each made shot, trap, read the remaining flashing lights, and choose deliberately.

Your table

Your table

This guide follows the VR ROOM version of Medieval Madness. The two Magna-Save buttons do nothing to the game here; they only change the colours of the picture drawn by VPX.

Machines can be set up differently from one to the next: how many hits a thing takes, how long a clock runs, what a prize is worth. Where the screen on your machine disagrees with this guide, believe the screen.

To read more: Williams/Planetary Pinball rules and Bowen Kerins’ rulesheet.