Medieval Madness pinball rules and strategy
The Strategy
In Medieval Madness, destroying two castles opens Castle Multiball at the Castle lock, while repeated major shots qualify Madness features at Merlin's saucer. Learn the castle route first, then use Multiball Madness when several major-shot features are already ready.
The goal
Destroy two castles, start Both ramps score Jackpots. Five ramp Jackpots light the lock for a 2x Super Jackpot. After that collect, the Catapult, both orbits, both ramps, and Castle lock score Super Jackpots. at the Castle lock, and use the extra balls to keep attacking the The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot. and collecting ramp Jackpots.
Destroy two castles
Shoot the Castle front door to lower the drawbridge, hit the gate until it opens, then shoot through the open gate. Repeat for the second The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot..
Start Castle Multiball
After the second The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot., shoot the Castle lock three times to start Both ramps score Jackpots. Five ramp Jackpots light the lock for a 2x Super Jackpot. After that collect, the Catapult, both orbits, both ramps, and Castle lock score Super Jackpots..
Score Castle Multiball
Keep attacking the The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot. when the ramp returns are unsafe. When the ramps return cleanly, collect five ramp Jackpots, shoot the Castle lock for a Super Jackpot, then shoot the six lit Super Jackpot shots.
Alternative route: Multiball Madness
Use this when the major shots and Merlin's saucer are safer than the Castle lock.
- Complete at least two major-shot objectives, then shoot Merlin's saucer to start One Madness starts two balls. Two to four Madnesses start three balls. Five Madnesses start four balls. Qualified feature shots score Super Jackpots. Other major shots score Jackpots. The Castle lock scores a Double Super Jackpot..
- Shoot the lit Super Jackpot shots and continue The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot. progress while the extra balls are in play.
Need to know
- Castles
- Shoot the Castle front door to lower the drawbridge; continue hitting it to open the gate, then enter, with every later The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot. requiring one more bridge and gate hit.
- Castle Multiball
- Three Castle-lock shots start the first multiball; five ramp Jackpots light its lock-lane Super Jackpot phase.
- Madness features
- Catapult, three total orbits, four left ramps, and four right ramps qualify four features; Eight yellow-standup hits light Trolls! at Merlin; the 30-second mode requires three hits on each raised Troll. supplies the fifth.
Sources and references11 references11 source links and outbound references.
- PinballCards
- Kineticist Medieval Madness tutorial
- Bowen Kerins PAPA tutorial, part 1
- Bowen Kerins PAPA tutorial, part 2
- Bowen Kerins PAPA tutorial, part 3
- Bowen Kerins tutorial
- Bowen Kerins tournament strategy discussion
- Medieval Madness complete rulesheet
- Keith Elwin at California Extreme 2016
- Current Williams and home-code index
- Official Medieval Madness Remake update notes