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 light show, 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. Demand for the machine soon outstripped supply significantly, and today it is one of the most collectible and expensive machines. It was an immediate critical and popular success, earning well on location and achieving widespread popularity among collectors. Designed by Brian Eddy and programmed by Lyman Sheats, Medieval Madness had a production run of 4,016 units. This game was released in June 1997 by Williams. Refurbished Medieval Madness pinball machine for sale online for $7500 at Oldies Hall Games. Medieval Madness Pinball Machine by Williams
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