Medieval Madness (Williams, 1997) MEGA MOD

Williams SS Recreation FP Medieval Madness (Williams, 1997) MEGA MOD v1.3.5

No permission to download
by flug, francisco666, SLAMT1LT
at 2018-05-14
Type Recreation (real pinball)
Manufacturer Williams Electronic Games, Incorporated, a subsidiary of WMS Ind., Incorporated (1985-1999)
Tradename Williams
Date 1997
IPD No. 4032

FP Physics 2.7

Description
This is a single table which supports cabinet and non-cabinet setups. It also has 3 modes of play:

- Normal (SlamT1lts 1.02 Rules)
- Mega-Multiball
- Mega-Easy (Even easier version for my kids)


Use the Toggle HUD key to update the hud to your liking. To switch between game modes, press the Special 1 key. You can only change modes when not playing... otherwise it simply shows you the mode you're in. The changes per mode are described below:

The mode changes as described in the Info Section.



Tables of collection Medieval Madness :
Medieval Madness MEGA 1.3.5

Mods of this table :
Slamt1lt's Collection: Medieval Madness ULTIMATE 1.02-2

This table is a mod of :
Medieval Madness ULTIMATE 1.01 Physics 2.6
Rules
A good writeup of the game is here:


Not all of the rules are the same (for example, no video mode), but it will give you the general idea.
Info
Normal Mode Enhancements

- Supports 4 players
- High Scores tracked per game mode (assuming it was in the top 10)
- Will sometimes prioiritize trolls over multi-ball
- HUD progress displays are all 2 digits now
- Prioritizes Multiball modes to ensure you get Royal Madness
- Fixed issue where castle hits were 10 million a piece vs 1 million
- Extra balls now reset the bonus back to zero
- No longer lets you put in your initials twice per game
- Corrected issue where super jackpots on 3 ball madness only counted towards one of the targets (not both)
- Random quotes will no longer repeat
- Troll bomb hits are random
- Some of the light blinking patterns are random each time
- When ready for Final Battle, the gate will go up/down based on Multiball mode
- During the second phase of Final Battle, Trolls now appear and can only be killed with a troll bomb (save 2!)
- When winning the final battle, the table pauses... then you're back to 1 ball with the main goals reset with these exceptions:
- The Catapult Animals earned remain
- The Bumper hits/multipliers remain
- Added a Jackpot when the Final Battle is won; Starts at 5 million and points are added to it until it's won. There is a ceiling to the value...
- More Tilt handling checks
- Now works when a ball is stuck but comes back after a tilt (flippers will enable vs staying off)
- Added wall so that you cant get a second ball in the catapult when picking the ammo
- When firing the catapult, the animals are in random order (and slower)
- Will no longer get bounceouts when you enter the castes main entrance
- First troll during troll madness is random
- If Trolls are up, castle gate hits are worth 75% more
- Trolls won't disappear/close if hit when popping up



Mega-Multiball Mode Rule Changes (includes Normal Mode Enhancements)

- If a side hole hit destroys the castle, you get castle multiball
- All ramps/orbits/kickers count towards super skill shot (except the left orbit)
- Side hole in castle counts as a castle gate hit (except in Final Battle Mode)
- The last king must be destroyed by entering the castle through the gate
- All ramps/orbits/kickers count towards their progress target except during:
- Royal madness
- Their own multi-ball event



Mega-Easy Mode Rule Changes (includes all the above too)

- Ball Saver is 2 seconds longer
- Ball Saver kicks in more often
- All ramps/orbits/kickers count towards their progress target even during their own multi-ball event

NOTE: Sometimes the DMD animations get wonky... I let it go (functionality of the game itself is fine)
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Author
Flug
Downloads
84
Views
690
First release
Last update
Rating
0.00 star(s) 0 ratings
General chit-chat
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