From: "Charlie Trent" <charlie_trent@hotmail.com>

Medieval Madness Game Faq
Created Friday June 26, 1998 by Charlie Trent (MED)

Medieval Madness satires the world of Knights and Damsels, taking into 
account the comedies of Monty Python, as well as the usually goofy array 
of jokes from the same people who developed Mars Attacks.  It possesses 
a very large cast of characters, each one supported by the DCS sound 
system.  Everything is really crisp, from game play to the voice acting.  
The game itself is extremely addictive.  If you thought that Adams 
Family or Elvira was cool, you are going to think that Medieval Madness 
is downright sexy.

Contents
1.The Ball Launch
2.Hurry-ups
3.Extra Ball
4.Ramps
5.Trolls
6.Madnesses
7.Multiball
8.Merlin’s Magic
9.Super Jets
10.F-I-R-E
11.Video Mode
12.Destroy the Castles
13.Battle for the Kingdom
14.Replay
15.Good Tricks
16.Bad Tricks
17. Special Thanks

1.	The Ball Launch:  There are two ways to do the launch.  The default 
way is just to push the launch button, and get the skill shot bonus.  
The second way is to hold the left flipper and press the launch button, 
which activates the super skill shot mode.  In normal skill shot mode, 
you have to send the ball through the lit top lane(of which there are 
two lanes), which can be changed by pressing the flipper.  This earns a 
plus 5x bonus.
	The super skill shot sends the ball past the top lanes and directly 
through the orbit and onto the board.  Your job is then to direct the 
ball through one of four ramps.  After the ramp is accomplished, you 
earn a hurry up, which, if completed, could earn up to one million 
points.

2.	Hurry-up: The hurry ups occur when a madness is accomplished, after 
the multiball madness has ended, or a super skill shot, or through 
Merlin’s Magic.  They generally start at 1 million and steadily decrease 
as time passes.  Thus, the sooner you make the shot, the more you earn.  
When the hurry-up ensues, you must hit the front of the castle.  After 
10 successful hurry-ups, extra ball will be lit.  You can also compound 
hurry-ups such that if the first hurry-up is still running when you 
achieve a second one, the total points will be 3 million, and with three 
hurry-ups together, the total score earned will be 5.5 million.  
However, a compounded hurry-up will still be worth only one hurry-up.  
So if you want to earn the extra balls, you might not want to compound 
the hurry-ups.

3	Extra Ball:  There are six ways to collect extra balls:  destroying 
castles(at least two castles), completing castle multiball’s royal 
treasure, hurry-ups(at least 10 hurry-ups),  Video Mode, Royal Madness, 
and, of course, Merlin’s Magic.  When extra ball is lit, you must send 
the ball into Merlin’s solenoid to collect the ball.

4.	Ramps: There are many ramps on the table.  Each ramp is pointed out 
with an arrow, which blinks at certain stages in the game.  
Joust:  This ramp is unelevated and circles through the back of the 
table (orbit).   You can access the ramp from the left or right side.  
After three successful jousts you earn a joust madness. And three joust 
madnesses earns Joust champion.
Catapult:  This ramp is located off the left wall of the machine, and is 
one of the hardest ramps to aim for.  After you get the ball in the 
catapult solenoid, the video will scroll through a list of five items: 
bowling ball, cow, chicken, cat, and skull.  The score received for 
earning the madness depends on which item is picked.  A exceptionally 
strong shot in the catapult solenoid will achieve two catapult hits.  
After three catapult hits, the catapult madness is earned.  Three 
catapult madnesses earn you the title of Catapult ace.
Dragon:  This ramp is the hardest one for me to accomplish.  The angle 
of elevation on the ramp is such that you need a good hard shot to 
consistently get the ball up and around the ramp.  The ramp itself is 
located on the right side of the board and has a red dragon suspended 
above it.  The third successful dragon run slays the dragon.  After the 
dragon is slain, you rescue the princess and earn the Damsel madness.  
Having accomplished this three times earns you the Defender of Damsels.
Peasant: This ramp is located on the left side of the board.  It is, in 
my opinion, the easiest ramp to accomplish with consistency.  The 
positioning of the ramp with respect to the right flipper offers a lot 
of flexibility on shot timing.  

5.	Trolls:  Trolls emerge from under the playing field after you hit the 
troll bumpers a variable amount of times.  Defeating both trolls earns 
the Troll Madness.  Three Troll madnesses earns Master of Trolls.  
Trolls are humorous, but probably the most obnoxious thing on the 
playing field, as they necessitate repair more than anything else on the 
field.  If you hit the troll bumpers enough, you can earn Troll Bombs, 
which automatically hit the Trolls.  The other way to earn them (other 
than Merlin’s magic) is to combo a hit off the troll which ends in 
Merlin’s solenoid.  The ball has to ricochet off a troll and land in the 
saucer.  The troll bombs are accessed via the ball launch button.

6.	Madness:  The madnesses are as follows: Joust, Peasant, Catapult, 
Damsel, Troll, Multiball, Barnyard, and Royal.  When any of the 
madnesses like Joust, Peasant, Catapult, Damsel, or Troll are lit, and 
the ball is sent into Merlin’s solenoid saucer, an event occurs called 
Multiball Madness.  In Multiball madness, jackpots are earned by hitting 
the ramps and sinking the ball into the broad side of the castle.  The 
value of the ramp depends of which madness have been obtained.  Each 
ramp jackpot depends on whether or not a madness was obtained on it.  
For example, you got Peasant madness, but not Damsel, so each time you 
get the ball up the Damsel ramp you get less than for each time you get 
the Peasant ramp.  Pretty simple stuff.  But, getting the ball in the 
broad side of the castle is generally the best way to go, as it 
consistently offers more points.  
	Barnyard madness is probably the least seen, least achieved madness.  
Its difficulty isn’t that great, but it’s really tedious.  It is 
obtained by getting each item from the Catapult (bowling ball, cow, 
chicken, cat, and skull).
	Royal Madness occurs when you get the ball in Merlin’s saucer solenoid 
after earning all four ramp madnesses, as well as Troll madness.   In 
Royal, you have to hit each of the lit targets twice, and then send he 
ball into the broad side of the castle.  The time is limited in this 
event, so one has to be focused.  After either success or failure, the 
madnesses become unlit, and you can earn Multiball madness again.  The 
reward for successfully completing Royal madness is that you light extra 
ball, and earn a heap of points.  The music is really cool here too.

7.	MultiBall: The types of multiball I know of are Castle Multiball, 
Multiball Madness, and Barnyard Madness.  Many other Bally/Williams 
games, like Junk Yard, have a "Midnight Madness" to reward players at 
the stroke of mid-night, but I can’t confirm such.
	Castle Multiball occurs after three ball locks have been awarded.  
These can be obtained mainly through hitting the broad side of the 
castle.  When in Castle Multiball mode, the ball must be sent up either 
the Peasant ramp or the Dragon ramp five times.  Each time a ramp is 
completed, a knight is killed.  After five, you must send the ball into 
the broad side of the castle to receive the royal treasure and receive 
the royal treasure, and light the extra ball.
	Barnyard and Multiball Madness are explained in the Madness section.

8.	Merlin’s Magic:  This can good or bad.  It is a double edged sword, 
and, after getting pretty far into the game, there isn’t much it can 
offer you.  Through Merlin, you can will just about any award, 
theoretically.  Usually, people get "Lower Drawbridge" or "Award Lock."  
If you are really doing bad, the computer has a sympathy regulator, 
which will give "Light Extra Ball," but that would be the computer’s way 
of taunting you, right.  Merlin’s magic can be re-lit by hitting the 
three stand up bumpers on the right wall of the playing field.

9.	Super Jets:  After sending the ball into the bumpers (which sit in 
the upper right hand corner orbit, behind Merlin), the ball bounces 
between bumpers, in the orbit, as the Video shows two knights fighting.  
Each bump registers a jet hit.  After a certain amount, you receive 
"Sooo-per Jets."

10.	F-I-R-E:  Each time the ball falls through one of the four bottom 
lanes, by the flippers, the leaf switches are hit and register the 
corresponding letter.  When all four letters are lit, FIRE is spelt, and 
you receive a plus 2x bonus multiplier.

11.	Video Mode:  After you receive F-I-R-E at least 8 times, Video Mode 
will ensue.  In Video Mode, you are a knight with a pitch fork that has 
to save the children from falcons.  If a falcon swoops down and flies 
off with a child, you lose.  You move left and right with the flippers, 
and kill falcons by hitting both flippers simultaneously while right 
underneath a bird.  Surprisingly fun, despite being so primitive.

12.	Destroy The Castle.  There are six castles each maintained by a 
different character: Duke of Bourbon, Sir Psycho, Lord Howard Hurtz, 
Francois Du Grimm, Earl of Ego, and the King of Payne.  After defeating 
the first five castles, you get the opportunity to fight the King of 
Payne.  As you progress through each castle, the castles become harder 
to destroy.  After defeating two castles, extra ball is lit.  After 
defeating all six castles, you are given the chance to Battle for the 
Kingdom.

13. 	Battle for the Kingdom:  After becoming Joust Champion, Patron of 
Peasants, Catapult Ace, Defender of Damsels, and Master of Trolls, as 
well as destroying all six castles (Castle Crusher), you commence the 
Battle for the Kingdom.  The time is limited.  You have to hit all the 
flashing targets like in Royal Madness, as well as destroy the castle.  
If you win, the game is over, and you will be one of the fine, few 
people crowned as Lord of the Realm.  If you lose, well, all castles 
return and you keep playing.  It’s not bad to lose, since you can earn 
more points.

14.	Replay:  Two ways to get this: earning it through getting a certain 
amount of points, or getting on the top five list for the game.  The 
prior is generally easier.  But what in this world is worth doing that 
isn’t hard.

15.	Good Tricks:
	Death Save: As the ball slides down the far right lane toward the 
drain, you hold the left flipper and push the machine real fast right 
before the ball falls in the hole.  Depending on the tilt setting of the 
machine, you can pull this move off with impunity.  How you move the 
machine is up to you.  But I warn that kicking the right leg is real 
bad, even if it gets the job done.  Try leaning right into the left 
side.  Otherwise, you may unknowingly alert your pinball repairman that 
it is time to set the machine on feather tilt, which really sucks.  
	Flipper stuff: Depending on how fast the ball comes down the left lane, 
if you hold the left flipper, the ball should shoot into the right 
bumpers and fly into the Catapult.  I don’t recommend depending on this 
technique too much.  Its success is fickle.
	Look at the flippers and see where the ball leaves (from the flipper) 
when you actually hit it up a ramp.  You will see that you can hit 
certain ramps in a consistent manner if you keep hitting the ball from 
those spots.  Since not every machine is exactly the same, I can’t 
really tell you where to hit the ball off the flipper.  But generally, 
Right Flipper:
	bottom of flipper sends into Catapult or into left orbit for Joust
	between bottom and middle sends ball up Peasant ramp
	middle should hit ball into broad side of castle
	between middle and top should hit castle gate
	top should send ball into Merlin’s saucer
The left flipper is kind of goofy.  I rarely depend on it for anything.  
Which explains why I am still a two bit Pin Baller after two years of 
regular play.

16.	Bad Tricks: During the Multiball, it is possible to put two or more 
balls into the Catapult.  This could be a disaster, especially if you 
are expecting a huge bonus.  In this scenario, you will most likely have 
to tilt the machine in order to free the balls.
	Throwing the machine out the window is also a bad trick.  Well, really 
it’s a double edged sword.  You feel really great when you do it.  And 
you know that you have finally kicked the machine’s butt.  However, you 
kind of ruin the game for the others, which is obviously selfish.
	When you have a credit in the machine during your game, and you press 
the start button after the first ball, the machine starts over and 
releases your first game.  Not really a good idea, unless you don’t want 
people to see you on your third ball with less than three hundred 
thousand points. 

17.	Special Thanks:
In writing this FAQ, I have to thank 
->all the people on the third floor of the University Center at Carnegie 
Mellon University, who play this game with me: Miguel, Debraj, Devon, 
Steve G, and sometimes Brad.
->Williams Electronics, for consistently creating pure Pinball pleasure.
->H.Lazar and son, for taking so much money from me over six months of 
game play.  You’re the most benevolent blood sucking leech.  Muchas 
Gracias…

"Medieval Madness" is a trademark of Williams Electronics Games, Inc., 
"Attack from Mars" is a trademark of Midway Manufacturing Company, Inc..
Multi-Ball is a trademark of Williams Electronics Games, Inc.
"Elvira" and "Addams Family" are also trademarks of something completely 
unrelated to me.