![]() 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. Medieval Madness also features two Trolls, animated targets that are normally concealed below the playfield, but can pop up during certain gameplay modes. ![]() 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. As a result, the drawbridge will lower with a specific number of hits, exposing the portcullis. ![]() One of the game’s primary objectives is to “destroy” six castles by hitting the castle’s entryway with the pinball. The centerpiece of the playfield is an animated castle with a solenoid-controlled portcullis and motorized drawbridge. 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. Demand for the machine soon outstripped supply significantly, and today it is one of the most collectible and expensive machines. It was an immediate critical and popular success, earning well on location and achieving widespread popularity among collectors. Designed by Brian Eddy and programmed by Lyman Sheats, Medieval Madness Pinball Machine by Williams had a production run of 4,016 units. Medieval Madness Pinball Machine by Williams was released in June 1997.
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