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Medieval Madness Pinball Machine
Medieval Madness pinball machine was released in June 1997 by Williams. Designed by Brian Eddy and programmed by Lyman Sheats, Medieval Madness had a production run of 4,016 units. It was an immediate critical and popular success, earning well on location and achieving widespread popularity among collectors. Demand for pinball machines for sale like this one soon outstripped supply significantly, and today it is one of the most collectible and expensive machines.
Much of the game’s dialogue was written by Scott Adsit and Kevin Dorff, at the time, members of the Second City Mainstage in Chicago.
The centerpiece of the playfield is an animated castle with a solenoid-controlled portcullis and motorized drawbridge. One of the game’s primary objectives is to “destroy” six castles by hitting the castle’s entryway with the pinball. 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. Medieval Madness also features two Trolls, animated targets that are normally concealed below the playfield, but can pop up during certain gameplay modes. 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. The game’s ramps introduced a patented feature that would prevent a failed ramp shot from draining straight down the middle between the flippers. If you are considering pinball machines for sale,
Missions: In order to get to the Wizard Mode “Battle for the Kingdom” one has to achieve the following goals:
- Joust Champion: Shooting the loop(s) advances Joust and finally lights Joust Madness.
- Patron of Peasants: Shooting the left ramp advances the Peasants and finally lights Peasant Madness.
- Catapult Ace: Shoot the catapult to shoot various items at the castle (Catapult Madness).
- Defender of Damsels: Shoot up the right ramp to advance the Damsel. The final shot up the tower lights Damsel Madness.
- Master of Trolls: Light the Trolls by hitting the targets in front of the castle. Collect the Trolls in “Merlin’s Magic” and finish them off by three shots at the head each to light Troll Madness.
- Castle Crusher: Destroy the castle. Find pinball machines for sale that feature exciting gameplay like this.
Repeat these goals several times to light up the corresponding insert in front of the castle
Multiballs:
- Castle Multiball: Light the Lock at the broad side (hole to the left of the castle gate) and lock three balls (same hole).
- Multiball Madness: Each of the sub-missions (except for “Castle Crusher”) can light an insert in front of “Merlin’s Magic”. Collecting at least one can start the Multiball by shooting into “Merlin’s Magic”:
- Single Madness: 2 Balls.
- Two to Four Madnesses: 3 Balls.
- Five Madnesses: 4 Balls.
- Barnyard Madness: Shoot all catapult items at the castle.
- Get ready for thrilling gameplay with these exciting features:
- Firstly, become the Catapult Ace: Shoot the catapult to launch various items at the castle (Catapult Madness).
- Next, embody the Defender of Damsels: Shoot up the right ramp to advance the Damsel. The final shot up the tower ignites Damsel Madness.
- Meanwhile, conquer the Master of Trolls challenge: Light the Trolls by hitting targets in front of the castle. Collect the Trolls in “Merlin’s Magic” and finish them off with three precise shots at the head each to light Troll Madness.
- Ultimately, unleash your inner Castle Crusher: Destroy the castle.
- Find pinball machines for sale that offer these electrifying gameplay experiences and elevate your entertainment to the next level!Battle for the Kingdom This two-phased Wizard Mode starts once the player pockets the ball in the castle, with five balls on the playing field. In the first phase, the player has to score all the Battle Jackpots by hitting the madness targets.Score all Battle Jackpots to trigger phase two, then strike the castle gate seven times and infiltrate to claim the final jackpot. Unless the player has any “Troll Bombs”, two trolls will be in the way of the gate making hitting the gate very challenging. Score the final jackpot and drain all remaining balls, then witness the King of Payne’s demise on display. Merlin proclaim you the new King of Payne, starting a new game with your accumulated score For enthusiasts looking for pinball machines for sale, achieving this feels highly rewarding.
Game Features:
Flippers (2), Pop bumpers (3), Ramps (2), Autoplunger. A left-side catapult propels ball airborne into a habitrail. Two pop-up trolls in playfield become active during “Trolls!” mode.
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