Monster Bash Home Use Only Pinball Machine by Williams
Monster Bash Home Use Only Pinball Machine by Williams $18,999.00
Condition: Refurbished Year Released: 1998 Dimensions: 29" W x 58" D x 77" H Weight: 250 lbs Lead Time: 6-8 weeks
Cactus Canyon Pinball Machine by Bally $15,999.00
Condition: Refurbished
Year Released: 1997
Dimensions: 29″ W x 58″ D x 76″ H
Weight: 250 lbs

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$16,999.00

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Medieval Madness Pinball Machine

The medieval Madness pinball machine was delivered in June 1997 by Williams. Planned by Brian Eddy and modified by Lyman Sheats, Medieval Madness had a creation run of 4,016 units. It was a prompt basic and famous achievement, procuring admirably on the spot and accomplishing inescapable fame among authorities. Interest for the machine before long surpassed supply essentially, and today it is perhaps the most collectible and costly machine.

A large part of the game’s exchange was composed by Scott Adsit and Kevin Dorff, at that point, individuals from the Second City Mainstage in Chicago.

Gameplay:

The centerpiece of the playfield is an animated castle with a solenoid-controlled portcullis and a 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 light show, 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.
Multiball:

  • Castle Multiball: Light the Lock at the broadside (hole to the left of the castle gate) and lock three balls (same hole).
  • Multiball Madness: Each of the submissions (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 madness 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 the ball airborne into a habitrail. Two pop-up trolls in playfield become active during “Trolls!” mode.

WEIGHT

250 lbs

DIMENSIONS

58 x 29 x 76 in

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One Year Limited Warranty Our One Year Limited Warranty, which includes new and refurbished products, covers telephone diagnosis and repair and replacement of defective parts for up to one year after you receive your machine. Our warranty also covers labor on the first service call within the first 30 days after you receive your machine. This warranty does not cover abuse or misuse or any item that is moved or repaired without authorization by The Pinball Company, LLC. The following products are excluded from any warranty: pinball machines and arcades made prior to 1990, any item being used in a non-residential setting, any item used at a rental property and items noted “as is” in the product description. Coin-mechanisms are not included with purchase of machines and are not covered by warranty.
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