
If a player hits a ramp that is denoted by a completed sub-mission, the player would score a Super Jackpot instead. Collecting at least one can start the Multiball by shooting into "Merlin's Magic": In this phase, all the jackpot ramps are lit and the player can score Jackpots by shooting the lit ramps.
Multiball Madness: Each of the sub-missions (except for "Castle Crusher") can light an insert in front of "Merlin's Magic". Once all the Super Jackpots have been claimed, the multiball reverts to the guards. The remaining jackpot ramps light up and the player can continue collecting the Super Jackpots. After all five jackpots have been claimed, the broad side hole lights up, and sinking it scores the Super Jackpot and an Extra Ball. Once activated, the player must shoot either ramp five times to collect the jackpot (denoted by Payne Guards). Castle Multiball: Light the Lock at the broad side (hole to the left of the castle gate) and lock three balls (same hole). Collect the Trolls in "Merlin's Magic" and finish them off by three shots at the head each to light Troll Madness.Īll these goals have to be repeated several times to get the corresponding insert in front of the castle to light up. Master of Trolls: Light the Trolls by hitting the targets in front of the castle. The final shot up the tower lights Damsel Madness. Defender of Damsels: Shoot up the right ramp to advance the Damsel. Catapult Ace: Shoot the catapult to shoot various items at the castle (Catapult Madness). Patron of Peasants: Shooting the left ramp advances the Peasants and finally lights Peasant Madness. Joust Champion: Shooting the loop(s) advances Joust and finally lights Joust Madness. In order to get to the Wizard Mode "Battle for the Kingdom" one has to achieve the following goals: The game's ramps introduced a patented feature that would prevent a failed ramp shot from draining straight down the middle between the flippers.
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. Medieval Madness also features two Trolls, animated targets that are normally concealed below the playfield, but can pop up during certain gameplay modes.
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. One of the game's primary objectives is to "destroy" six castles by hitting the castle's entryway with the pinball. The centerpiece of the playfield is an animated castle with a solenoid-controlled portcullis and motorized drawbridge.