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MEDIEVAL MADNESS

$11,799.00 $7,905.00

Ready to buy original Williams Restored, Used and Vintage Medieval Madness
Pinball Machine for Sale Online near me at very good prices with possibility for
restoration and upgrades?

Condition: Refurbished, Year Released: 1997, Dimensions: 29″ W x 58″ D x 76″ H,
Weight: 250 lbs, Lead Time: In stock

Medieval Madness quantity
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DESCRIPTION


MEDIEVAL MADNESS PINBALL MACHINE

Medieval Madness pinball machine for sale 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 the machine 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.

.

Gameplay:

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. [2]

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.

All these goals have to be repeated several times to get the corresponding
insert in front of the castle to light up.
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.
 * 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
   maddness targets. Once all the Battle Jackpots have been scored, the second
   phase of the mode starts and the player must hit the castle gate seven times,
   and get inside to score 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. If the player succeeds in scoring the final jackpot, all
   remaining balls are drained and the display shows the King of Payne’s demise
   and Merlin announces you are the new King of Payne, and a new game starts up,
   but the score carries over to the new game.

.

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.

All of our refurbished pinball machines go through our extensive refurbishing
process.


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