Medieval Madness

Williams, 1997 — shot-by-shot rules and strategy guide.

Open Medieval Madness in the Pinball Genie app →

Designer: Brian Eddy (rules), Lyman Sheats (software). The CGC 2015 remake and all its trims (Standard, Royal, Special/Limited, Merlin editions) are rules- and layout-identical to the 1997 original — cosmetic/hardware only. There is no Pro/Premium/LE split, so every shot is trim = all.

Objective

Destroy 6 castles — five random King's Men castles, then the King of Payne's castle — while completing five single-ball "Madness" modes to fuel multiball, ultimately qualifying the wizard mode Battle for the Kingdom.

The Five Madness Modes (single-ball qualifiers)

Completing a Madness flashes its light at Merlin's saucer (arming Multiball Madness). Completing one three times (10 trolls for Trolls) lights its blue "title" dot toward the wizard mode.

Multiballs

Castle Destruction (core progression)

Each castle is a 3-step kill: moat hits lower the drawbridge (hits = castle number) → gate ~3 hits to open (≈200K × castle number each) → one shot into the castle interior destroys it (≈2M × castle number). The 3rd castle lights an Extra Ball; the King of Payne's final castle is worth the most (~1M/gate + ~20M destroy).

Castle Hurry-Up

Completing a Madness after the first Multiball Madness (or via Super Skill Shot / Merlin's Magic) lights the gate for a hurry-up starting ~1M, decaying to ~250K. Stack further completions to build it "millions at a time" (1M → 3M → 5.5M → ~8M+; players hold to >50M), then cash at the castle. 10 hurry-ups light an Extra Ball (40 for a second).

Merlin's Magic

Random award at Merlin's saucer (lights when the three Merlin standups are completed): Light/Award Lock, Start Castle Multiball, Light/Start Trolls!, 3 Troll Bombs, Smack-A-Troll, +5 / Hold Bonus X, Light Extra Ball, 250K/500K/1M, Start Hurry-Up, Start any Madness, Lower Drawbridge, Destroy Gate/Castle, Video Mode.

Combos & Multipliers

Wizard Modes

Strategy

Castles are the scoring engine — the 60-second castle loop (moat → gate → castle, repeat) carries scores; weave in ramps/orbits to light Madnesses for a big Multiball Madness, then dump castles during it. Right drains are more common than left; the catapult is the hardest, most drain-prone shot. Battle for the Kingdom only lights in single-ball play, so guard the ball when one goal away.

Goals in Medieval Madness

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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