Medieval Madness Advanced Strategy Guide
                             by Keith Elwin
                             kme1@home.com
                    website: http://members.home.net/kme1


   This one is for people who are good players (who wants to do better)
and who are familiar with this game. I assume you know what the basics
are. This is text version. a HTML version is available at the webaddress 
above.


   This is my personal favorite game. Dan Forden's sound is some of the
   best around.
   
   Post pass: difficult
   Loop pass: easy
   Deathsave: yes
   

     Ball control tips:
     -----------------     

   Right exit from jets: Thanks to the gate on the right loop, holding
   the r.flipper as the ball comes down should trap it at the r.flipper.
   At worst it will bounce over to the l.flipper. Either way getting
   control of the ball from here is easy. DONT hit the ball directly from
   the jet exit, always try to stop it.
   
   Left exit from moat/castle: With a simple slap or bump to the left
   flipper button area as the ball is rolling down the left orbit, the
   ball will go to the middle of the l.flipper. From here you can either
   hold the l.flipper and catch and hold the ball or let the ball just
   hit the l.flipper in the down position where it will bounce off the
   r.flipper, go up a couple of inches and be caught and held by the
   r.flipper.
   
   The left ramp: A half-assed shot up the left ramp will bring the ball
   to the base of the r.flipper. This is a perfect time to do a drop
   catch. (hold flipper up until a split second before the ball hits then
   let go), from here you can take a nice controlled shot at any of the
   left side shots.
   
   Troll standups: These vital targets are also death shots. For best
   results aim to graze these targets when aiming for the castle or lock.
   Never directly aim for these standups.
   
   Loop passes: Loop passes are critical in this game. Loop pass is just
   like drop catch but with the ball heading towards the tip of the
   flipper instead of the base. Shooting a loop (joust orbit) and holding
   that flipper up until just as the ball is gonna hit it on the way back
   down will slow the ball considerably and place it right on the
   opposite flipper. Trying to shoot the loops on the fly is death.

   
     Scoring tips:
     ------------
     
   To start I prefer to work on the troll target/castle hit/lock shots.
   Aim for the very edges of the troll standups while working on castle
   shots. repeat until you are down to 1 or 2 troll hits to light trolls.
   You can try to rely on merlin to give you start trolls, but Merlin is
   an ass and usually doesnt.
   
   When you are down to 1 or 2 troll hits then start working on
   peseant/damsel/catapult/joust. Try to get all to 1 more hit to light
   madness. Then finish getting trolls lit. Once all madnesses are lit
   then shoot merlin. Now finish off trolls during the madness multiball.
   TIP: aim for the right side of the left troll to obtain troll bombs if
   it deflects into merlin.
   
   Multiball Madness: Ahh yes that double super is tempting at the lock
   shot, but is also dangerous. For consistant good scores during MM aim
   for the left ramp then shoot the right ramp. This will keep the ball
   at the top of the playfield as well as building your bonus X and
   superjets. 
   
   Royal Madness: It is important to kill the left troll first. Not only
   to open up the lock shot jackpot spot but also to get this deathshot
   out of the way while ballsave is lit. Keep the right troll standing,
   especially if you have a troll bomb. A troll bomb will be your
   insurance policy in case time runs out you can use it to reset the
   timer back to 20. If the only shot you have left is the catapult and
   you cant get the ball under control or a hold, aim for the lock and
   spot it since this is an easier shot to hit on the fly than the
   catapult.
   
   Battle for the kingdom: TIP: if you have battle/kingdom lit, try to
   start a royal madness first. Then shoot the castle to start BFTK. You
   will get credit for completing royal madness without making a single
   shot. The same applies to barnyard multiball but is much tougher to
   light. Hopefully you have 2 troll bombs for the finale, otherwise
   shooting the castle is a tough chore.
   
   Victory laps: here is a chance at some big points. Shoot the left ramp
   to start victory laps, hold the l.flipper up to pass the ball back to
   the r.flipper. repeat. If done right you can max out the vic.laps at
   2mil and have a hell of a hurryup going at the castle.
   
   Video mode: stay with the center baby. if the baby on either side gets
   abducted the raven(?) will fly towards the center where it can easily
   be kill with a slight movement to that side. I once completed the
   video mode simply by standing in the middle and not moving. But you
   don't want to do that cuz its BORING!
   

     Tournament Strategy:
     -------------------
     
   None to speak of. This game is so well balanced there is nothing to
   "rape". For quick points when you have nothing lit then the repetitive
   left ramp shot to build up the hurry-ups. 1mil,3mil,5.5mil,8mil ect.
   I've had it up to 80 something million but failed to collect.