Medieval Madness ====================================================================== "Williams", and lots of other things are probably trademarks and copyrights of WMS Industries. Sorry. Also, please feel free to distribute this rulesheet in any form, just don't charge for it. New Since Last Time ------------------- Corrections to scoring in Castle Multiball and Multiball Madness Quotes galore! More game credits listed Castle Hurry-Up corrected throughout Fix Yer Trolls section Minor fix to Skill Shot section Info about Troll Bombs updated Info about Video Mode added Corrected info about Super Jets A few Little Tweaks Overview -------- Medieval Madness is the long-awaited game from the Williams design team which created the hit "Attack From Mars". In many ways (especially in playfield layout), Medieval Madness is similar to Attack From Mars (AFM), but it should not be classified as simply "AFM on steroids". In fact, Medieval Madness is, for the most part, a slower-paced game than AFM. It also tends to be a "friendlier" game, with few (if any!) shots which are drain risks. 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. Fix Yer Trolls -------------- An important note for those who are playing "sample" versions of Medieval Madness: there is a problem with the flaps for the Trolls; they tend not to remain level with the playfield, as many have noticed. A fix for this problem is in place for the production version, and an update for the flaps is being shipped to distributors of sample games. If you have this problem with your local Medieval Madness, get the operator to contact the local Wms distributor. Credits: 6. ----------- Playfield Design: Brian Eddy Software: Lyman F. Sheats, Jr. Project Engineer: Robert C. Friesl Dot Matrix Animation: Adam Rhine Sound & Music: Dan "Toasty" Forden Artwork: Greg Freres and John Youssi and a cast of hundreds -- A little more detail now! Still could use a little beefing up. Playfield and Backglass Art --------------------------- Both the playfield and glass are well done, in my opinion. The backglass has an imposing king, holding up a sword... and surrounded by total chaos! Many jokes here and there on the backglass, including a sign which reads "You must be at least this tall to enter a siege", invaders being doused with Dragonade, a sneaker-wearing troll, and an unusual flying carpet. The playfield art is a little more subdued (as it should be), but watch for some unusual crowns, and a cannonball with a note on it. Also check out the plastic above the catapult, and the jousters in the orbits. Goal ---- Defeat the "King of Payne" and All the King's Men in a Battle for the Kingdom. Save damsels in distress, help the revolting peasants, launch farm animals at castles, win jousting contests, kill wisecracking trolls. In order to reach "Battle for the Kingdom" you must complete six tasks, marked with blue lights on the playfield near the castle. These six tasks are, from top to bottom: - Master of Trolls - Defender of Damsels - Patron of the Peasants - Catapult Ace - Joust Champion - Castle Crusher Each is described in a separate section below. Playfield and Basic Rules ------------------------- If you have Web access, direct your browser to Jim Hicks' Medieval Madness site at http://www.geocities.com/Heartland/Meadows/7856/madness.html -- there you will find a picture of the playfield, with comments about the features of the game. Here, the playfield is described in all its textual glory, from left to right. Flippers: Just the two! Left Inlane / Outlane: Plenty of rubber in the area makes saves a little easier than on some games, but it is difficult to bounce the ball out of the inlane/outlane area. Both the inlane and outlane light a letter in FIRE (like KHAN on "Shadow"). Completing FIRE adds 2 Bonus X. Completing FIRE a set number of times (default 10) lights Video Mode in v1.0. Catapult: the most difficult shot in the game, to the far left side -- about the same position as the Drac shot in "Taxi" or the Hang-On shot in "Dr. Who"... more difficult than either, since there is no metal guide to help. 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 (see below). 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. See "Catapult Ace" section for more. 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 (see "Royal Madness" section). 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. See "Joust Champion" section for more. Left (Peasant) Ramp: fairly long and wide ramp, feeds around the Castle and to the left inlane. The ramp is "split" (looks broken with a six-inch lengthwise break), 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. See "Patron of the Peasants" section for more. 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 (either by a short shot to the Lock or a shot to the closed Main Entrance) are ejected into the Left Joust Orbit and return to the left flipper. Lock: in the same position as the Lock ramp on "Attack From Mars", this is a short shot, jumping over the moat and into the castle through a door (which the ball passes through easily). Lock advances toward the main Multiball, and collects Super Jackpots and Double Super Jackpots during Multiball and Multiball Madness. See "Castle Multiball" and "Multiball Madness" sections for more. Left Troll: the Trolls are under the two doors in the playfield (very much like the Trap Door from "Theatre of Magic"). 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. See "Master of Trolls" and "Multiball Madness" sections for more. 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. See "Master of Trolls" section for more. Main Entrance: The Main Entrance is straight up the middle of the game. Since the Castle is angled slightly, the Main Entrance is less of a drain hazard than the Saucer on AFM. 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: 1. Drawbridge up: a Drawbridge blocks the entrance; hit the Drawbridge (actually, the eddy sensor in front of the moat) a number of times to lower it. After hitting the Drawbridge, the ball will most likely fall into the moat, and return via the left orbit. 2. Drawbridge down, gate down: the ball may cross the Drawbridge, but a gate keeps the ball from entering the Castle. Hit the gate a number of times to raise it. 3. Now, enter the castle to destroy it. Destroying castles advances toward the "Castle Crusher" light. See "Castle Crusher" section for details on the number of hits. You may shoot for the Main Entrance toward Castles at any time, including any Multiball. Once a Castle is destroyed, you may immediately begin making progress on the next Castle. The Main Entrance also collects the Castle Hurry-Up (see section for more). Right Troll Standup: To right of Main Entrance. Advances toward lighting Trolls! and toward Troll Bombs. Merlin's Saucer: a standard saucer, a little to the left of the Stroke of Luck scoop from AFM. The ball is kicked out of the saucer into the Right Joust Orbit, returning to the right flipper. The saucer awards Merlin's Magic (a random award, see "Merlin's Magic" section) and starts Trolls!, Multiball Madness, and Royal Madness (when lit). Extra balls are also collected at this saucer. It is possible to fall into the saucer from the Jet Bumpers (far less likely than in AFM), where it will award Extra Ball when lit, but nothing else. Right Troll: blocks Merlin's Saucer when raised during Trolls! or Troll Madness. It is possible to hit Merlin's Saucer during Trolls! by banking a ball off the Left Troll. See "Master of Trolls" and "Multiball Madness" sections for more. 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. See "Defender of Damsels" section for more. Right Joust Orbit: functions identically to the Left Joust Orbit with respect to feeds. Shots advance to the Joust Victory award and the "Joust Champion" light. Merlin's Magic targets: 3 red standups on the right. Shoot all 3 to light Merlin's Magic if unlit. Right Inlane / Outlane: spot FIRE for +2 Bonus X on either the inlane or outlane, advancing toward Video Mode (v1.0 or higher). Right drains seem to be more common than left drains. Top Rollovers: identical to AFM. Two rollovers; complete both for +1 Bonus X. Warning: the rollovers are _very_ hard to see! Jet Bumpers: The bumpers score a marginal number of points, and advance toward Super Jets. 50 bumper hits collects an award of 1 million (1M) and lights Super Jets, worth 25,000 (25K) per hit for the rest of the ball, OR until the next level of Super Jets is reached. For the next level of Super Jets, you must score 25 more hits than the last; 1M is added to the initial award, and the per-hit award increases by 25K: so Super Jets 2 requires 75 hits, scores 2M immediately, and 50K/hit for the rest of the ball, or until Level 3 is reached. Like AFM, the jets will often kick back up the rollover lanes. Balls coming from the jets roll down the Right Joust Orbit, sometimes after falling into Merlin's Saucer. In single-ball play, all timers and countdowns are stopped while the ball is in the bumpers. Autoplunger: At start of ball, the normal plunge is to the rollover lanes, but a Super Skill Shot exists (see "Skill Shot" section for more). All plunged balls for multiball travel to the rollover lanes. Ball Launcher: red button, launches the ball... also activates Troll Bombs if you have any (see "Master of Trolls" section for more). Ball Saver ---------- There is a brief (~5 sec.) ball saver (after the ball has exited the bumpers) at the start of each ball. A ball saver is also in place at the start of any multiball, at the start of Royal Madness (which is not a multiball), and if you should complete Trolls! during Multiball Madness. Skill Shot ---------- The normal Skill Shot is the same as it was on AFM: one rollover is flashing, roll over it. 50K + 10K each successive Skill Shot is yours, as is +5 Bonus X. Or: you may go for the Super Skill Shot. Hold in the left flipper to enable the Super Skill Shot. As in AFM, the ball will plunge around the orbit to the left flipper, and all shots will light. Collect a shot to score 100K and light a Castle Hurry-Up (see "Castle Hurry-Up" section). Collecting the Super Skill Shot does NOT credit you with "completing" a shot (as it did on AFM); you only get credit for the one shot toward any requirement. I take the regular Skill Shot, since Bonus X can really count big in the long run. In the short run, the Super Skill Shot is a little more valuable if you can quickly and consistently shoot the Castle. -- Game start quotes are mostly taunts from the King, but one stands out: "It's a great day for jousting!" Merlin's Magic -------------- Merlin's Magic is lit to start the game, and collected at Merlin's Saucer. It is relit by completing the 3-bank of standup targets on the right side. Awards include: - Light Lock - Award Lock - Castle Multiball - Light Trolls! - Start Trolls! - +3 Troll Bombs - +5 Bonus X - Hold Bonus X - Light Extra Ball - 1,000,000 - 500,000 - 250,000 - ______ Madness (any of the 5 Madness rounds) - Lower Drawbridge - Destroy Castle Gate (!) - Destroy Castle (!!) There are probably other awards I haven't seen yet. Video Mode ---------- Video Mode is lit by (default) 10 completions of FIRE (on the inlanes and outlanes), and started in Merlin's Saucer. Note: Video Mode is only available in the release ROM (v1.0), not in the sample games' ROM (v0.5). I haven't seen Video Mode yet, so I am unable to describe it. I defer to Jim Hicks: "Save the Children" - video mode in which you must rescue thirty children from large-winged birds in 20 seconds (might be 30). Sorry, I can't remember what type of birds there are. The birds will attempt to snatch the children while you fight them off (move sword/pitchfork (not sure which) with flippers to kill the birds). You get points for each bird killed and a bonus if none of the children are eaten. I don't remember the point values. -- More to come... Castle Multiball ---------------- Castle Multiball is started with shots to the Lock in the Castle. For the first multiball, 3 shots are required; for successive multiballs, 6 shots are required. Locks are virtual, like AFM; no balls are held by the machine. There are 3 stages to multiball: - In the first stage, either ramp is worth a Jackpot of 750K. Five ramp shots are required to light the Super Jackpot. - The Super Jackpot is double the Jackpot value (base of 1.5M). Super Jackpot is lit at the Lock shot. - If you collect the Super Jackpot, both ramps, both orbits, Lock, and Catapult light for Super Jackpots. The orbits are separate Super Jackpots. Complete all the Super Jackpots in the third stage, and you return to the first stage, with the Jackpot increased permanently by 250K (so Super Jackpots increase by 500K). Needless to say, Castle Multiball is very valuable: going through all 3 stages at the base value is worth a total of 14,250,000. Completing the second stage (the first Super Jackpot) for the first time in a game lights an Extra Ball at Merlin's Saucer. Master of Trolls / Trolls! -------------------------- To get the "Master of Trolls" light you need to destroy 10 Trolls. Trolls may be destroyed in either the Trolls! round, or Troll Madness. Since you need to complete Trolls! to light Troll Madness, let's talk about Trolls! first. To light Trolls! you must hit the Troll Standups (to either side of the Main Entrance) the required number of times (factory default 8). Then, Trolls! is lit at Merlin's Saucer. Hitting these standups an additional (default) 8 times, either before or during Trolls!, will award +1 Troll Bomb. You can also light or start Trolls! from a "Merlin's Magic" award (see section). During Trolls!, both Trolls pop up from under the playfield, and you must hit each 3 times in 30 seconds. You may also use Troll Bombs by hitting the launch button; they count as a single hit on one Troll. During Trolls! you may earn additional Troll Bombs by hitting the standups, or by banking a shot off a Troll and into either the Lock or Merlin's Saucer. A shot off one Troll into the Lock or Merlin's Saucer gives +1 Troll Bomb. Another combo is worth +3 Troll Bombs; this may be a bank shot off _both_ Trolls into the Lock or Merlin's Saucer, but this is as yet unconfirmed. Note that although you tend to receive Troll Bombs during Trolls!, you can use them _anytime_ Trolls are active (Multiball Madness, Royal Madness, Battle for the Kingdom). Sometimes they may prove useful in these other rounds. Note that you need 3 shots to record +1 Troll Destroyed toward the required 10. You do not receive a troll for each shot during Trolls! Successfully completing Trolls! awards 1M and lights Troll Madness at Merlin's Saucer, UNLESS... - you already have Troll Madness lit, or have played Multiball Madness already -- then completing Trolls! lights or extends a Castle Hurry-Up (see section) - or, Trolls! was started at the same time as Multiball Madness, in which case Troll Madness is immediately added to the current Multiball Madness. This is a very good thing to do -- all balls lost during Multiball Madness are returned, a brief ball saver is given, and all Super Jackpots are worth an additional 150K. If Troll Madness is active during Multiball Madness, one of the two trolls will pop up. Hitting the Troll scores a Troll Jackpot worth half the Super Jackpot (for the curious, this is 125K + 75K * # of active Madnesses) and the other pops up. Each Troll killed here counts toward the 10 Troll requirement. You can use Troll Bombs during Multiball Madness; why you would want to is beyond me. -- Quotes: starting: "Beware, Knight!" "Trolls to fight!" "Mmm, human burgers." "Do we get fries with that?" "Trolls rule." "That's right. Rule the Universe!" "Look, your shoe's untied!" King: "Trolls, do not fail me again!" killing one of the two: "He was useless. I am invincible!" Defender of Damsels ------------------- To get the "Defender of Damsels" light you need to save 3 damsels. To save a damsel, shoot the right ramp 4 times. The first three shots will return to the right inlane, and score 25K (Dragon Breath), 50K (Dragon Snack), and 75K (Dragon Death). The fourth shot feeds to the window in the back right of the cabinet. This shot scores 100K, gives +1 Damsel Save, and lights the Damsel Madness light if not already lit. Sometimes scoring a Damsel Save will also light or extend a Castle Hurry-Up (see section). There are at least 5 damsels to save, each with her own set of funny quotes. You may also earn +1 Damsel Save during Royal Madness (see section). -- Quotes: "I'm getting hungry!" "I feel like singing!" "Oh my god, this dragon is, like, totally grody!" "I'm, like, totally captured!" "That dragon is big! But I bet you're bigger!" (sheesh) "Is that a sword in your pocket?" (sheesh!) "This dragon is an animal!" "What am I, chopped liver?" "Toasty!" (Dragon Snack) "Fatality!" (Dragon Death) Saving quotes: "What are you, some kind of prince or somethin'?" "Uh, do you have a horse?" "Totally chivalrous!" "I always knew that someday my prince would come." (sheesh!!) "Let's get married so we can get a divorce!" Patron of the Peasants ---------------------- To get the "Patron of the Peasants" light you need to score 3 Peasant Revolts. To score a Peasant Revolt, shoot the left ramp 4 times. All shots return to the left inlane, and score 25K (Rabble Rouser), 50K (Angry Mob), 75K (Ugly Riot), and 100K (Peasant Revolt). The fourth shot also gives +1 Peasant Revolt, and lights Peasant Madness if not already lit. Sometimes scoring a Peasant Revolt will also light or extend a Castle Hurry-Up (see section). You may also earn +1 Peasant Revolt during Royal Madness (see section). -- Most of the quotes here involve peasants complaining about what's been taken from them. "They've taken our shrubberies!" "They've taken our shoes!" "They've taken our pinball machines!" "They've taken our cows!" "They've taken our wives!" (cheering) "They've taken our children!" "They've taken our Troll!" (cheering) "They've taken our gruel!" "They've taken our livestock and treasured historical monuments!" (heh) Others: "Grab a pitchfork and come with me!" "The castle burns!... Get the marshmallows!" "I'll drink to that!" "Let's revolt, who's with me?" Catapult Ace ------------ To get the "Catapult Ace" light you need to score 3 Catapult Slams. To score a Catapult Slam, shoot the Catapult (or the Catapult Standup) 3 times. The first two shots score 50K (Catapult Wham) and 75K (Catapult Bam). The third shot allows you to play the brief Catapult Video Mode, where you can choose which of 5 items to throw at the castle -- a duck, a cat, a cow, a bowling ball, and a skull head (not that Skull head, sorry). Before making your selection, you will be told the values of each item (from 25K to 500K). Flip both flippers to choose -- it helps to remember the sequence of the items, or at least which item comes before the one you want. You only have about 5 seconds to choose, so be quick. Successive Catapult Video Modes tell you which items you have already fired, challenging you to fire all 5 items. If you manage to do this, enjoy! Moo. The third shot scores 100K (additional to the launching bonus), gives +1 Catapult Slam, and lights Catapult Madness if not already lit. Sometimes scoring a Catapult Slam will also light or extend a Castle Hurry-Up (see section). Keep in mind that the Catapult Standup can make your life easier, reducing 3 shots to 2. The Catapult Standup won't count for the third shot, since you'll fall into the Catapult immediately anyway. You may also earn +1 Catapult Slam during Royal Madness (see section). -- "Pull!" Joust Champion -------------- To get the "Joust Champion" light you need to score 3 Joust Victories. To score a Joust Victory, shoot the orbits 3 times (either orbit counts; the lights on each orbit show the same progress). The first shot scores 50K (Joust Charge), and the second 75K (Joust Clash). Both these shots will go all the way around the orbit, unless Super Jets is active. The third shot awards 100K and feeds the bumpers. It also gives +1 Joust Victory, and lights Joust Madness if not already lit. Sometimes scoring a Joust Victory will also light or extend a Castle Hurry-Up (see section). You may also earn +1 Joust Victory during Royal Madness (see section). -- "Sir Missalot charges up the center lane!" "Oh my, he breaks the lance!" "Boom shaka laka!" "That had to hurt!" "Gory but good!" "Sir Loin of Beef charges up the center lane!" (jeeez) "Sir _______ with the shish kebob!" Castle Hurry-Up --------------- The rule about Castle Hurry-Up is somewhat confusing. If you've just completed Damsel Save, Catapult Slam, Peasant Revolt, Joust Victory, or Trolls! (in single-ball play), and this completion _lights_ the corresponding Madness for Multiball Madness (ie sets the light to flashing), then this completion will NOT light or extend a Castle Hurry-Up. Otherwise, it will. In other words: - If you haven't played Multiball Madness yet, you won't get a Castle Hurry- Up unless you repeat something you've already completed. - If you have played Multiball Madness (but not yet Royal Madness), you get a Castle Hurry-Up every time. - Trolls! won't give you a Castle Hurry-Up during Multiball Madness. (On games where it is possible to get more than one Multiball Madness before Royal Madness, the second condition never applies.) The Castle Hurry-Up value starts at 1M and decreases rather quickly, to a minimum of 250K (?). Collect the Hurry-Up at the Main Entrance, regardless of the status of the current Castle. If you complete another row of lights which would normally start a Castle Hurry-Up while one is running, the Hurry-Up resets to a higher value. A second completion increases the value to 3M, and a third to 6M, although it seems that if you let the Hurry-Up wait too long, its value will not reset to the next maximum, but to a lesser value. Presumably a fourth would increase the value to 10M. It is acceptable to complete the same award more than once to advance the Hurry-Up value (so if you're really good at the Peasant ramp, go for it). Each Hurry-Up collected is counted, and 10 Hurry-Ups lights Extra Ball at Merlin's Saucer. You get as many toward this total as you started (so a 6M Hurry-Up would contribute 3 to this total). -- Merlin congratulates you on completing a Hurry-Up. "Magnificent!" "Beautiful!" "What skill!" "You did it!" Castle Crusher -------------- To get the "Castle Crusher" light, you must destroy the 6 Castles of the King of Payne and All The King's Men: Sir Howard Hurtz (a mobster), Francois de Grimm (a Frenchman), the Earl of Ego (a narcissist), the Duke of Bourbon (a drunk), and Sir Psycho (a... uh, psycho). The order in which you go after the King's Men in random, but the King of Payne is always last (similar to the cities in AFM). To destroy the Nth Castle, you will need to do the following: - hit the Drawbridge N times to lower it (1 for the first, 6 for the King) - hit the lowered Gate N+1 times to raise it (2 for the first, 7 for the King) Each hit to the lowered Gate scores 200K * Castle # for the first 5 Castles, and 2M per hit for the King's Castle. - enter the Castle to destroy it (watch for the cool effect) Destroying a Castle scores 2M * Castle # for the first 5 Castles, 20M for the King's Castle. As noted above, there isn't anything special about the King of Payne's Castle except that it is more difficult than the others, and his taunts are a little more direct... Destroying all 6 Castles is worth at least 78 million (28 million in Gate hits and 50 million in bonuses for destroying Castles), so it's a decent way to get a replay or high score if you work at it above all else. Multiballs can help, and remember that the Main Entrance is a much safer shot than AFM's saucer. If you complete Castle Crusher before the other 5 lights, the Drawbridge will remain open but the Gate will remain down. Battle for the Kingdom will only light during single-ball play, so if you destroy the King's castle during a multiball, you'll have to wait a bit. Destroying a certain number of Castles (default is 2) lights an Extra Ball at Merlin's Saucer. -- "I'm the Duke of Bourbon... I think!" "Come on in, and we'll take this outside!" "Didja bring any princesses?" "I don't remember inviting you...!" "Quit making all that noise!" "Where's my castle?" "I'm Howard Hurtz. Who the -bleep- are you?" (more than one bleep!) "You know why they call me Howard Hurtz? Lord, Howard Hurtz!" (groan) "I'm Howard Hurtz, and I'm gonna put the hurt on you." "You think this is funny?" "Get away from my castle, you dirty rat." "You're gonna be sleepin' with the fishes." "I'm gonna make you look like an accident." "He made me an offer I couldn't refuse." "You fool!" (King, to Hurtz) "I'm a dead man." "I am Francois de Grimm, and I will get medieval on your derriere!" "I am Francois de Grimm, and I will get medieval on your behind!" "I will reduce you to french fries!" "I will sic my hamster on you!" "You will remove that battering ram from my castle!" "Big deal. I have another one just like it down the road." "Sir Psycho declares war on you! Ya hear?" "You can't beat me, I'm medicated!" "Don't... make... me... ANGRY!" "I'm... getting... ANGRY!" "You're driving me crazier!" "AGAIN!" "I am the Earl of Ego, and I am far superior to you." "I am the Earl of Ego, kneel before me." "We are not amused!" "My castle is ruined!" Multiball Madness ----------------- Multiball Madness is a 2- to 4-ball multiball round, where every major shot (orbits, ramps, Catapult, Lock, and possibly the Trolls) is worth either a Jackpot, a Super Jackpot, or a Double Super Jackpot! How about that! To start Multiball Madness, shoot Merlin's Saucer when at least one of the five Madness lights is flashing. How to get each light: Troll Madness: finish Trolls! Damsel Madness: save a Damsel Peasant Madness: score Peasant Revolt Catapult Madness: score Catapult Slam Joust Madness: score Joust Victory It is therefore easy to light Multiball Madness. However, the more Madness lights you have flashing going into the round, the better. Why? - The shots corresponding to each flashing light will be lit for Super Jackpot instead of Jackpot. - The value of the Jackpot and Super Jackpot increases with each Madness lit. - The number of balls in Multiball Madness is determined by the number of Madness rounds lit: 1 Madness light -- 2 balls 2-4 Madness lights -- 3 balls 5 Madness lights -- 4 balls and a loud introduction (Sunday! Sunday!) Scoring in Multiball Madness is as follows: Jackpots in Multiball Madness are worth 75K + 25K * (# Madnesses lit) -- minimum 100K, maximum 175K. Super Jackpots are worth 250K + 150K * (# Madnesses lit) -- a minimum of 400K and a maximum of 1M. If Troll Madness is active, the raised Troll is worth a "Troll Super Jackpot" which is half the Super Jackpot. The Lock shot is worth a Double Super Jackpot, up to 2M. The Catapult Standup does not seem to do anything special here. Important note: if Trolls! begins at the start of Multiball Madness (and it often will), completing Trolls! will _instantly_ add Troll Madness to the ongoing multiball, and act as if it had just started. All lost balls are returned (and, depending, you may get more balls), the ball saver comes back on, and the Super Jackpot value increases. Like AFM's Total Annihilation, watch the display at the end of Multiball Madness to find out how you did. There is a Master of Madness award for the highest-scoring Multiball Madness round. If the display reads "Multiball Madness Champion" instead of "Multiball Madness Total", well, congratulations. Once you have played Multiball Madness, you may not play it again until after you have played Royal Madness (see below) by lighting all 5 Madness lights. This appears to be a machine-dependent feature; some have reported being able to play Multiball Madness more than once before Royal Madness. This is a little confusing, and makes for interesting strategy. If you could play Multiball Madness more than once, you might prefer lots of multiballs for smaller jackpots, especially if you are playing to destroy all 6 Castles. If you can only play Multiball Madness once, it makes sense to wait until you have as many Madness lights flashing as possible. I'm not sure what the default behavior is. (100,000 is a jackpot now? Man.) Royal Madness ------------- Royal Madness is lit at Merlin's Saucer when you have lit all 5 of the Madness lights, and have already played Multiball Madness. Royal Madness is a single-ball round where the goal is to make all 10 shots before time runs out. If you manage to make all 10 shots, you are immediately rewarded with an Extra Ball. For some reason, Royal Madness gives the player a brief ball saver, even though only one ball is in play. Go figure. Take advantage. The timer is set to 20 seconds; making any shot resets the timer (and you'll hear it count down from 5 seconds left). To complete the round, 2 shots are required to each ramp, 2 to the orbits (either is OK), 2 to the Catapult, and 1 to each Troll. Additionally, the Lock shot stays lit; it will award one shot, starting with the Catapult. The Catapult Standup counts as a shot to the Catapult, so it is possible to finish the difficult Catapult requirement with one solid shot. The first shot of the 2 required (or the first Troll) scores 200K and awards +1 of whatever award is given for completing that shot in regular play (+1 Catapult Slam, etc.). The second shot awards a Jackpot, whose value seems to be dependent on your performance in Multiball Madness (the Jackpot seems to be about one-tenth of the total from Multiball Madness). I have seen this value as low as 300K and as high as 3M or more. Orbit shots careen back around, so watch out! Note that you _can_ use Troll Bombs during Royal Madness. Although it is relatively easy to hit the Trolls anyway, you may want to keep this in mind if you have 2 seconds left on the clock and need a shot, or the Troll is the final shot of Royal Madness (unlikely, but possible). Royal Madness ends when you finish the 10 shots and collect the Extra Ball, or when time runs out. Either way, the process of setting up Multiball Madness begins anew. Battle for the Kingdom ---------------------- If all 6 blue lights (Master of Trolls, Defender of Damsels, Patron of the Peasants, Catapult Ace, Joust Champion, and Castle Crusher) have been lit, Battle for the Kingdom is lit at the Main Entrance. You can only start BfK in single-ball play. BfK is a 4-ball multiball with about a 15-20 second ball saver to start. You must hit each of the following shots (all are lit to start): Catapult, both ramps, both orbits (separately), both Trolls, Lock. Each of these shots awards a 2.5M "Battle Jackpot" -- note that you must hit the Lock as well as the Troll blocking it. You _can_ use Troll Bombs here, and it wouldn't be a bad idea, since you want to get all these shots as quickly as possible. If all shots are completed, the lowest blue light will flash; this is your cue to start pounding away at the Castle (the Gate will be down). Each shot to the Gate awards a 2.5M Battle Jackpot and advances the blue lights. After 6 shots, the white Battle for the Kingdom light will flash. Hit the Gate once more for a 5M "Battle Super Jackpot". The gate will raise, and the red arrow toward the Main Entrance will flash. I wonder what you're supposed to do next. Do it, and you will have won the Battle for the Kingdom and a 50 million bonus! And pat yourself on the back, because it's quite hard, much harder than Rule the Universe! Word of warning: BfK has probably not yet been programmed in full. In other words, don't expect the fanfare of completing AFM's Rule the Universe. When BfK ends, everything resets. In order to make it to BfK a second time, you will need 20 Trolls, 6 each of Damsel Save, Peasant Revolt, Catapult Slam, and Joust Victory, and _all 6 Castles_ a second time. The Castle Crusher requirement seems to be machine-dependent; on other settings, you only need to defeat the King to complete it. End-of-ball Bonus ----------------- The only bonus is a switch bonus, which is added to throughout the ball. A lengthy ball can advance this bonus to 400K or so; with a high bonus multiplier, the total bonus can be over 10 million. I do not know the maximum bonus multiplier, but it is likely the same as AFM's (250x). Extra Balls ----------- Extra Balls can be lit by: Destroying Castles (default 2) Super Jackpot in Castle Multiball (adjustable) 10 Hurry-Ups and 50 Hurry-Ups (good lord!) Merlin's Magic random award Lit Extra Balls are collected at Merlin's Saucer, and remain lit between balls. Completing Royal Madness will immediately award an Extra Ball. Cows and Other Easter Eggs -------------------------- Cows abound. A cow on the backglass. Hurl a cow at the Castle in the Catapult Video Mode. The peasants complain that the King has "taken our cows!" The default Grand Champion (and Multiball Madness Champ) initials are MOO! Look for Barnyard Madness. Think of something difficult that the game is challenging you to do... complete it and you will have access to Barnyard Madness. Chickens! Horses! Pigs! Oh my! I don't know of any other Easter Eggs at this time -- let me know if you find anything worth adding here ... find a DOHO yet, anyone? Entering Initials ----------------- Besides the regular high score board, Medieval Madness allows you to enter your initials for: - Master of Madness: highest total score in one Multiball Madness - Master of Trolls: highest Troll total in game Neither of these awards an additional credit. You do not get to enter your initials for finishing Battle for the Kingdom (at least in v0.5). Notes on Strategy ----------------- Try to get as many of the Madnesses lit for Multiball Madness before starting it. If you are stuck with a lousy Multiball Madness, you may want to shoot for the Castle instead. Those Gate hits are worth a lot! If Multiball Madness becomes lit, be sure to avoid Merlin's Saucer until you have enough Madnesses lit that it becomes worthwhile. The ramps are the easiest to complete, although the orbit is also fairly easy. If you've got an Extra Ball lit at Merlin's Saucer and a lousy Multiball Madness lit there as well, you've got a tough decision to make. Don't forget that you can still get VERY good points out of Multiball Madness by concentrating instead on the Castle. (See what Greed will get you?) Starting Trolls! along with Multiball Madness is one of the best things you can do. It is much easier to finish Trolls! with 2 or 3 balls than with 1, and the benefits for finishing Trolls! during the multiball outweigh the benefit of starting the multiball with Troll Madness. Be sure to get as many of the bonuses out of Royal Madness as you can, since this makes getting to BfK that much easier. Don't forget about the Castles! Since you're much less likely to complete or advance toward a Castle by luck or balls bouncing around during a multiball, you really have to concentrate on Castles often if you want to get through them all (especially the later Castles which require lots of hits). As on AFM, a good tactic is to start multiball (the regular multiball is much easier to start) and bang at the Castle all the way through. Since you can move right along after destroying a Castle, a good multiball can net you 2 or even 3 Castles. During Multiball Madness, both orbits and the right ramp feed the bumpers. This is an excellent way of "parking" one or more balls so you can get a clean shot at the Double Super Jackpot, especially if some (or all) are lit for Super Jackpots themselves. Note that if Troll Madness is running, the Left Troll blocks this shot! Get rid of the Troll right away when this happens (you may even want to use a Troll Bomb if you're desperate). My personal best is 308 million. 1 billion is certainly an acheivable score on this game, since it is significantly higher-scoring than either Arabian Nights or Scared Stiff. It is very much lower-scoring than Attack From Mars. Help! ----- I would like to include more of the game's great quotes in this rulesheet. I would equally like to _hear_ more of the game's great quotes by playing it in a location without a loud redemption machine next to it. If you know a quote which you think belongs here, email me. Also email with comments and corrections; although I have fixed a few things here, I'm sure there are many more wonderful pieces of misinformation. Special Thanks -------------- Thanks to Jef Lepine and Henry Rieke for providing the means by which I get the chance to play Medieval Madness. Thanks also to Jim Hicks and Dave Edson, each of whose Medieval Madness web sites helped me to jog my memory about a few of the more obscure playfield rules and names. Visit them for Madness pictures and more information. http://www.geocities.com/Heartland/Meadows/7856/madness.html (Jim Hicks') http://www.replayamusements.com/medieval.htm (Dave Edson's) Thanks for comments and corrections: fuzzyfor some more game credits Brian Cheatwood for many quotes Robert Deloura for gameplay help and quotes galore Koi Morris for general fixes and comments Jeremy Edmonds for quotes and corrections with help from his own, personal Medieval Madness. (Lucky guy...) Mark Phaedrus for some corrections Thanks for reading all the way through (Again!). Enjoy the game! See you at PAPA 6 :)