Medieval Madness pinball rules and strategy
The Strategy
In Medieval Madness, three Castle-lock shots start the first Castle Multiball; destroying castles is separate progress. Repeated major shots qualify the first Madness features at Merlin’s saucer. After the first Multiball Madness, major-shot completions award Castle Hurry-ups until Royal Madness is completed and resets Madness progress.
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
Shoot the Castle lock three times for the first 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.. Destroying castles is separate progress, not a qualification requirement.
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.
- For the first 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., qualify features with three Catapult advances, three total orbit shots, or four shots to either ramp. Prepare at least two when the shots are controlled, 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. After the first 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., major-shot completions award Castle Hurry-ups until This is a 20-second single-ball mini-wizard. Make two Catapult shots, two total orbit shots, two shots to each ramp, and one hit on each Troll. Each made shot resets the timer. Completion awards an extra ball or 15,000,000. is completed and resets Madness progress.
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.
Shoot the Castle lock three times for the first Castle Multiball. Destroying castles is separate progress. Use Castle Multiball for castle attacks and ramp Jackpots. Before the first Multiball Madness, prepare multiple major-shot features when their returns are controlled, then shoot Merlin’s saucer to start it. After the first Multiball Madness, major-shot completions award Castle Hurry-ups until Royal Madness is completed and resets Madness progress.
The goal
Destroy two castles, use 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. to attack the center safely when the lock is repeatable, and otherwise qualify at least two Madness features before starting 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..
- Take the regular top-lane skill shot on the first ball. After you know 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. return, hold the left flipper during launch only when you want the Super Skill Shot hurry-up.
Regular skill shot and Super Skill Shot rules
- Regular skill shot: Complete the flashing top lane for +5 bonus multipliers and points.
- Super Skill Shot: Hold the left flipper during launch. Make one major shot to start a 1,000,000 It starts at 1,000,000 and counts down to 250,000. Shoot the Castle front door to collect it.. Shoot the Castle front door to collect it.
- Destroy the first two castles. Shoot the Shows Castle front door on the Medieval Madness playfield. The drawbridge and gate are in the center of the upper playfield. to lower the drawbridge, hit the gate until it opens, then enter once.
Castle and Castle value rules
- 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.: The first 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. needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each 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. adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot.
- Castle completions score 2,000,000 through 10,000,000. The King scores 20,000,000. Gate hits also increase in value.: 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. completions score 2,000,000 through 10,000,000. The King scores 20,000,000. Gate hits also increase in value.
- If the Shows Castle lock lane on the Medieval Madness playfield. The narrow lock lane jumps the moat just left of the castle entrance. is repeatable, shoot it 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..
Castle Multiball qualification details
- The first start needs three virtual locks. Later starts need six lock shots because each lock must first be lit.: The first start needs three virtual locks. Later starts need six lock shots because each lock must first be lit.
- During 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., attack 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 lock lane or ramp returns are unsafe. If the returns are controlled, make five total ramp jackpots, shoot the Castle lock for a Super Jackpot, then collect the six lit Super Jackpots.
Castle Multiball and Cycle rules
- 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.: 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.
- Collect all six phase-three Super Jackpots to return to ramp Jackpots with the base value increased by 250,000. The multiball ends when one ball remains.: Collect all six phase-three Super Jackpots to return to ramp Jackpots with the base value increased by 250,000. The multiball ends when one ball remains.
- In single-ball play, complete the safe major shots. Do not shoot Merlin's saucer until at least two Madness features are ready.
Madness qualification and Waiting rule rules
- Make 3 Catapult shots for Catapult Madness, 3 total orbit shots for Joust Madness, 4 left-ramp shots for Peasant Madness, and 4 right-ramp shots for Damsel Madness.: Make 3 Shows Catapult lane on the Medieval Madness playfield. The Catapult lane is the far-left major shot. shots for Shows Catapult lane on the Medieval Madness playfield. The Catapult lane is the far-left major shot. Madness, 3 total orbit shots for Joust Madness, 4 left-ramp shots for Peasant Madness, and 4 right-ramp shots for Damsel Madness.
- Each qualified feature lights its Madness at Merlin. More qualified Madnesses add balls and raise Super Jackpot values.: Each qualified feature lights its Madness at Merlin. More qualified Madnesses add balls and raise Super Jackpot With one through five Madnesses, Super Jackpots score 400,000, 550,000, 700,000, 850,000, or 1,000,000. The mode ends when one ball remains..
- Let rebounds qualify Trolls. Do not force the Shows Troll standup targets on the Medieval Madness playfield. The two yellow targets flank the center entrance below the castle. when their return is unsafe.
Trolls! and Troll Bomb rules
- Eight yellow-standup hits light Trolls! at Merlin; the 30-second mode requires three hits on each raised Troll.: Eight yellow-standup hits light Eight yellow-standup hits light Trolls! at Merlin; the 30-second mode requires three hits on each raised Troll. at Merlin; the 30-second mode requires three hits on each raised Troll.
- Eight more standup hits, some Merlin awards, or a Troll ricochet into the lock or saucer can store a bomb. The launch button spends one bomb on the Troll that is closer to defeat.: Eight more standup hits, some Merlin awards, or a Troll ricochet into the lock or saucer can store a bomb. The launch button spends one bomb on the Troll that is closer to defeat.
- When several Madness features are lit, shoot Shows Merlin's Magic saucer on the Medieval Madness playfield. The mode-start saucer is immediately right of the castle entrance. 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.. If Eight yellow-standup hits light Trolls! at Merlin; the 30-second mode requires three hits on each raised Troll. is also ready, start it with the multiball when the saucer offers both.
Multiball Madness and Values rules
- 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.: 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.
- With one through five Madnesses, Super Jackpots score 400,000, 550,000, 700,000, 850,000, or 1,000,000. The mode ends when one ball remains.: With one through five Madnesses, Super Jackpots score 400,000, 550,000, 700,000, 850,000, or 1,000,000. The mode ends when one ball remains.
- During 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. If Eight yellow-standup hits light Trolls! at Merlin; the 30-second mode requires three hits on each raised Troll. is running, hit each Troll three times before the timer ends.
Troll Madness restart scoring details
- Completing Trolls! during Multiball Madness adds Troll Madness, returns lost balls, restarts ball save, and raises Super Jackpot values.: Completing Eight yellow-standup hits light Trolls! at Merlin; the 30-second mode requires three hits on each raised Troll. during 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. adds Troll Madness, returns lost balls, restarts ball save, and raises Super Jackpot With one through five Madnesses, Super Jackpots score 400,000, 550,000, 700,000, 850,000, or 1,000,000. The mode ends when one ball remains..
- After the multiball, return to 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.. Start another 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. when the lock remains repeatable. Otherwise, finish the next safe major-shot objective. After the first 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., major-shot completions award Castle Hurry-ups until This is a 20-second single-ball mini-wizard. Make two Catapult shots, two total orbit shots, two shots to each ramp, and one hit on each Troll. Each made shot resets the timer. Completion awards an extra ball or 15,000,000. is completed and resets Madness progress.
Builds toward: Royal Madness and Battle for the Kingdom
- Play 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. and complete all five Madness features to light This is a 20-second single-ball mini-wizard. Make two Catapult shots, two total orbit shots, two shots to each ramp, and one hit on each Troll. Each made shot resets the timer. Completion awards an extra ball or 15,000,000. at Merlin's saucer.
Royal Madness timing details
- This is a 20-second single-ball mini-wizard. Make two Catapult shots, two total orbit shots, two shots to each ramp, and one hit on each Troll. Each made shot resets the timer. Completion awards an extra ball or 15,000,000.: This is a 20-second single-ball mini-wizard. Make two Catapult shots, two total orbit shots, two shots to each ramp, and one hit on each Troll. Each made shot resets the timer. Completion awards an extra ball or 15,000,000.
- For The four-ball wizard starts with a ball saver. First collect the Catapult, both orbits, both ramps, and Castle-lock Battle Jackpots. Then hit the gate seven times and enter the castle for 50,000,000., destroy six castles. Also earn three Joust Victories, three Catapult Slams, three Peasant Revolts, three Damsel Saves, and ten defeated Trolls.
- When all six blue goal inserts are lit, enter 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. during single-ball play.
Battle for the Kingdom setup and scoring
- The four-ball wizard starts with a ball saver. First collect the Catapult, both orbits, both ramps, and Castle-lock Battle Jackpots. Then hit the gate seven times and enter the castle for 50,000,000.: The four-ball wizard starts with a ball saver. First collect the Catapult, both orbits, both ramps, and Castle-lock Battle Jackpots. Then hit the gate seven times and enter 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. for 50,000,000.
- Carry Troll Bombs into The four-ball wizard starts with a ball saver. First collect the Catapult, both orbits, both ramps, and Castle-lock Battle Jackpots. Then hit the gate seven times and enter the castle for 50,000,000.. Spend them to remove the two Trolls that block the final gate.
Sources and references12 references12 source links and outbound references.
- PinballCards
- Pin-Up Amusements
- 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