Medieval Madness Pinball Machine by Williams – 1997

6,399.00

Maintenance & Warranty

Pinball Owner recommends keeping pinballs at room temperature for maximum performance. We would always recommend that you keep the machine clear of dust and dirt, and that care is taken switching the machine off and on and allowing software to fully load before attempting use. For further information on maintaining and cleaning your pinball machine Pinball Owner has a technical helpline that runs Monday to Friday between 10am & 10pm. Pinball Owner supplies all pinballs with a 12 month domestic or 6 month commercial warranty. Please contact Pinball Owner for more details on the terms & conditions if required. This warranty does not cover fault or damage caused by misuse. Delivery & Set Up: This product is delivered and set up by a two man courier to a ground floor location as standard. Please see below for further delivery details.

45 Day Return Guarantee

Our priority is to ensure that you are highly satisfied with your purchase, in fact in our most recent survey 98% of our customers said they would recommend us to a friend. In the unlikely event that you are not, you can return it to us within 45 days of the purchase date for a full refund. Any item (with the exception of bespoke items – please see definition of a bespoke item below) can be returned to us for any reason provided it is unused with its original packaging. Please note if you have used the item, this will most likely have an effect on our ability to re-sell it to someone else, and if this reduces the value of the product we may only be able to make a partial refund reflecting this reduction in value. So please check that you are happy with the product before you begin any assembly or begin to use it. Refunds will be processed using the same method of payment used for the original purchase. Credit & debit card refunds must be made to the card used for the original purchase, cheque payments will be refunded in in a similar manner but due to banking restrictions can only be refunded at least 45 days after the original purchase date. A Bespoke Product refers to goods that have been created or modified in any way to meet your specification. An example of this would be a slate bed pool table that is ordered with your exact combination of cloth colour and finish, or a refurbished arcade machine which is purchased in specifically for your order. Items which are bespoke are marked as such on the product listing. How To Return Your Purchase To return your purchase please use our contact form, Email or call . Our dedicated returns team will be happy to help. It is your responsibility to ensure that the item is returned to us in a safe and secure manner, and in the event of a refund or exchange, in saleable condition (in original packaging and including all warranty cards, manuals and accessories).
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Description

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 the machine soon outstripped supply significantly, and today it is one of the most collectible and expensive machines (when purchased new in 1997, the machine cost approximately $3,000).

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.

 

Assembled Dimensions:

148cm(L) x 70.5cm(W) x 193cm(H) 127Kg

Shipping Dimensions:

In Box – 80cm(L) x 77cm(W) x 143cm(H)  130Kg

On 4 Legs – 148cm(L) x 70.5cm(W) x 135cm(H)

Cubic = 0.95480m3

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