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Medieval Madness (Williams 1997) VPW

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12750 Downloads
4.9 From 111 reviews
384.1 MB File Size
mm_109b ROM Name
VPW Created by
VPW Artwork by
VPW Scripting by
Williams Manufacturer
1997 Year

3 Screenshots

"The Castle Burns! Get the Marshmallows!"

 

VPW are proud to present Medieval Madness by Williams.

 

This one has been stuck in development hell since 2021. Sixtoe picked up the project in 2022 and built a new functioning VPX layout with the new playfield scan supplied by ClarkKent, but it had no graphics and we had a load of other projects in work. So, it languished as there was already a nice verion from Tom Tower and Ninuzzu. In early 2024 Tomate built some of the 3D side for fun and Sixtoe worked on the VPX side a bit more before moving onto other projects again (and Sixtoe half jokingly said Medieval Madness shall get delayed another month every time someone asked for it in another table's release). Then, in September 2025 Sixtoe and Tomate picked it up again to finally get it over the finish line with lots of help from Apophis, a VR room from DaRDog, and contributions from the rest of the gang, aided by MajorDrain giving 1:1 feedback against his real machine.

 

It's worth noting that this has been side-by-side tested against 2 separate real machines, so it should be pretty faithful to the real thing. With that in mind;

 

Stuff you'll be annoyed we replicated that aren't bugs
Merlin's Magic - Some shots go through avoiding the saucer, this happens on the real machine.
Castle Side Door - Some shots bounce off the edges and don't go through the door, this happens on the real machine.
It's not an easy machine, the slings can be lethal and slow balls off the right orbit are dangerous.


VPW Peasant

  • Sixtoe - Project Lead, Scratch Table Build
  • Tomate - 3D Modeling and Rendering
  • Apophis - Physics, Lighting, and Animation Scripting
  • DaRDog - VR Mega Room and Cab
  • Mcarter - Adding Roth Targets, Tweaks
  • ClarkKent - Playfield Scan
  • Bord - Playfield Scan Color Correction
  • CainArg - Playfield Scan Masks
  • Freezy - Blender 3D Playfield
  • HauntFreaks - Backglass Image
  • MajorDrain - Real table reference, troll trapdoor audio and side by side testing
  • Tyson171 - Real table reference
  • Niwak - VPX and VPinMame support
  • Gedankekojote97 - Early table dev support
  • PinStratsDan - In-depth testing
  • Testers - Studlygoorite, Iaakki, Unsavory, Superhac
  • Castle Animation Scripting - Borrowed from Tom Tower and Ninuzzu's old version.

 

If you want to use 109b or c ROM you will need both the mm_10 ROM and the mm_10b ROM as well, as the audio files are in the mm_10 ROM.


Version Log
'0.01 - Gedankekojote97 - nFozzy Flipper trigger and prim resize, flipper adjustments, dynamic Ball shadows added, slingshot corrections added, gi Relay Sound added, Latest scripts from VPW, New environment image
'0.02 - Sixtoe - New playfield image, realigned entire playfield and important objects, replaced some parts with correct parts, updated physics and sound scripts, butchered entire table in preparation for toolkit import, removed and simplified loads of things, split into many layers to try and organise and figure out table.
'0.03 - Sixtoe - Fixed left ramp losing balls and trolls crashing table. More minor tweaks. Cleaned old images out to reduce file size.
'0.04 - Sixtoe - Aligned bolts and screws, aligned ramps to blueprint (adjusted right ramp interface prim), added inrect to actually fix trolls (duh), tweaks from apophis, added/fixed a few other things.
'0.05 - Sixtoe - Ongoing alignment, construction and cleaning work, lights hooked up, pretty playable now.
'0.06 - apophis - Added TOC and reorg script. Updated flipper triggers and physics scripts. Added tweak options menu. Removed old LUT code. Added PWM functionality for lamps, flashers, and GI. Removed old dynamic shadows, updated ambient. 
'0.07 - apophis - Set UseVPMModSol = 2
'0.08 - Sixtoe - Rebuilt entire castle physical area, new playfield mesh, various other physics changes.
'0.09 - apophis - Fixed draw bridge script (HandleMech=0). Reduced flipper strength to 3000. Fortified some stuck ball areas.
'0.10 - apophis - Fixed some ramp trigger locations. Fixed Diverter script. Flipper strength to 3050. Fixed some gate sound effects. 
'0.11 - Sixtoe - Reinforced entire table layout, walls are on "blocker walls" layer, changed merlin physical primitive scoop, various other minor tweaks
'0.12 - Sixtoe - Realigned entire table as dimensions were out, rebuilt catapult ramp, rebuilt spiral ramp to stop ball trap, tweaked castle lock entrance
'0.13 - Sixtoe - Redid GI assignments thanks to tyson171, some minor layout tweaks.
'0.14 - tomate - 2k batch added, most VPX objects hidden, make some fixes in script to make it playable
'0.15 - Sixtoe - Redid trolls physical objects, made other vpx objects hidden, adjusted drain area and wall heights, 
'0.16 - tomate - flippers animated, slingshots animated (still need some work)
'0.17 - apophis - fixed draw bridge animation
'0.18 - Sixtoe - Changed spinners to gates, fixed a few other things, tidied up some stuff.
'0.19 - tomate - new 2k batch added with blender fixes
'0.20 - apophis - Enabled room brightness option. Deleted Prim_Toys layer (and objects). Fixed animations: bumper rings, bumper skirts, castle towers, diverter, slings, trolls, casle gate, catapult, lock door, lock post, wire triggers. Still TODO: Roth stand up targets
'0.21 - apophis - Fixed damsel lock. Adjusted desktop POV. Add desktop DMD visibility option.
'0.22 - Sixtoe - Remade playfield mesh and combined with moat physical primitive, remade moat vuk scoop and mech, removed and merged redundant assets, converted merlin saucer to physical kicker, remade physical right ramp and physical ramp deflectors on both ramps and ramp entrances.
'0.23 - tomate - damsel light added, some fixes on castle model, room light brighter to get mayor day/night range, unwrapped textures for plastic ramps, few other fixes here and there
'0.24 - apophis - fixed DiverterP rotx and animation.
'0.25 - tomate - new 2k batch added with some new unwrapped textures and fixes at blender side
'0.26 - mcarter78 - hook up roth standup target code
'0.27 - tomate - fine tune for inserts and flashers, troll bracket separated, some fixes for plastic ramps, new 2k batch added    
'0.28 - apophis - Fixed troll visuals. Added flasher and insert brightness options. Added outlane difficulty option. Added refraction and relfection probles. Added ramp and bumper cap materials. 
'0.29 - Sixtoe - Tweaked playfield mesh, rebuilt merlin kicker/kicker area, refactored collidable physics area around the castle and created a huge low poly collidable castle prim, replaced damsel tower, tweaked moat VUK, probably other things, tweaked inlanes, testing turning inserts to linear fading.
'0.30 - apophis - Added back sw37 pulse in DoorPortculis_Hit. Fixed zfighting issue on drawbridge. Fixed iron gate down position (was going thru floor). Tweaked target elasticity.
'0.31 - Sixtoe - Adjusted flipper angles (I feed on your tears), unified blocker walls and walls, few other tweaks and fixes
'0.32 - apophis - Fixed(?) draw bridge initialization. Made post passes a little easier.
'0.33 - tomate - 4k batch added, cleaned the file a little bit
'0.34 - Sixtoe - Added gate to Damsel tower, reset flipper physics to default-ish williams.
'0.35 - apophis - Tinted bumper lightmaps to purple. Adjust plastics material. Enabled reflections for BM_Parts.
'0.36 - DaRdog - Added VR Mega room, VR Mimimal Room, VR Cab, Animated buttons, Animated Torches, Lighted start and launch buttons (Thanks Rawd and Apophis for help),  VR scripting.  Total damage is 35mb for images and 110k polys (includes VR rooms and VR Cab, not bad i think).
'0.37 - DaRdog - small vr fix, coindoor key was crooked
'0.38 - apophis - Show rails in desktop mode. Make some VR elements respond do day night slider.
'0.39 - DaRdog - modified some vr elements material brightness to counteract the day/night slider darkening
'0.40 - apophis - Animated VR backglass (thanks HauntFreaks).
'0.41 - Sixtoe - Fixed various and numerous legacy sound issues, tweaked vr backglass (Apophis)
'0.42 - tomate - few performance improvements and fixes on blender side, new 4k batch added
'0.43 - apophis - Adjusted flipper angles (and triggers). Fixed flipper shaddow DB. Added rightmagna and lockbar buttons to plunger launch.
'0.44 - tomate - Castle PF protector, ramp decals and dragon plastic fixed in blender, new 4k batch added
'RC1 - apophis - Commented out sw37_Hit to eliminate double pulse on switch 37. Updated table info and added rules card. Adjusted cab POV. A few cleanups for release candidate.
'RC2 - Sixtoe - Added sw37 back so it's only active when castle portcullis is open. Updated credits.
'RC3 - apophis - Increased sling strength (5.1) and lowered sling thresh (1.8). Tweaked sling correction curve . Dropped pf friction slightly (0.22). Lowered ST target mass (0.1).
'RC4 - mcarter78 - Add random rampstop and delayed ball drop sounds to ramp ends, decrease ramp stop bounceback, fix Y alignment between visual/physical flippers
'RC5 - apophis - Adjusted EB insert to be red.
'RC6 - apophis - Updated Trolls mech sound effects (thanks MajorDrain).
'RC7 - Sixtoe - minor tweak to wall, updated credits, changed default ROM to 1.09b as its a bugfix rom, added material for VRCab_LaunchButtonHousing, applied gateflooraccent texture, tweaked left inlane marginally.
'Release 1.0

1.0.1 - apophis - Added refraction option. Added default 1-to-1 LUT. Fixed Table1_exit (and un/pause) subs


Permission from ORIGINAL Author(s)?

This is my own creation.

Allow file to be included on a VPUniverse downloader app?

Yes

VPX Standalone

Yes
https://www.ipdb.org/machine.cgi?id=4032
https://vpuniverse.com/files/file/12160-medieval-madness-williams-1997-b2s-with-full-dmd/
Contact Author First.
10.8 required
Yes

What's New in Version 1.0.1   See changelog

Released

Apophis - Added refraction option to F12 menu (So ramp refraction can be deactivated for improved performance). Added default 1-to-1 LUT. Fixed Table1_exit (and un/pause) subs.

User Feedback

You may only provide a review once you have downloaded the file.


mikeairmax23

  

Looks incredible, plays like a dream! Next level as always from VPW. Thank you!!

Benjamin

  

Our prayers have been answered!

It needs me to take a week vacation. 

I understand why it has been under development for so many years, both when I see the end result, and if it has been build with two real MM machine as side comparison. 😉

Great work - I am already excited to see your upcoming releases!

I do not dare to mention any wishes from you guys. 😁

Thank you for all your time spend, it means a lot for me and the community.

Virtualman-

  

Just pure digital pinball bliss experience. Well done VPW , looks amazing on my 86" tv.

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Morpheusx74

  

Òne of the All-time greatest tables gets a All-time great rendition !

Fantastic atmosphere (lighting, 3d plastic toys) and ace physics... Incredible man !

Thank you guys so much 🙌

 

I cannot thank you enough ; I mean, I could never even try to make my own table, let alone come close to  this... So if it weren't for you I (and thousands non-tech-savvy people like me) wouldn't be able to play these masterpieces : A huge, huge thanks to the whole team ❤️🤘

tjaf

  

This is one of the greatest tables ever in my opinion. It has great shots, great artwork, lots of modes to try to pursue, some cheesy humor, great DMD animations. And now the masters of VPW have graced us with the best VPX version you can find. It's an absolute joy to play. It has all the bells and whistles VPX can offer. The many playfield toys like the castle, dragon, damsel tower and trolls look amazing.  Go grab this gem, it will see hours of play, I guarantee you.

I read it has a very lengthy development process with many contributors. Thank you so much to all involved. The dedication and hard work clearly paid of. 

nestorgian

  

Thank you, perfection is just around the corner, the details and the finish are incredible.
It plays very well. Recommended for those with limited skills, guaranteed fun.

Joppnl

  

If it looks like a King of Pain....
If it talks like Francois de Grimm.....
If it wobbles like a Duke of Bourbon...

It probably is...

Medieval Madness!!

Fantastic, what a gift, thanks a lot guys, fantastic.

Just started a game...just to look how well it plays and...well....all blue lights on...started King of Pain, had to hit the gate a number of times...but just not enough unfortunately but well...what a game it was!!

Thanks! 👌 👍👍

foob

  

perfection !

 

 

overridex

  

After playing the new VPW Medieval Madness quite a bit the past couple of days, I played a real table at a local arcade yesterday, and it really just underscores how realistic the new VPW version plays. Aside from the size (my cabinet is 3/4 scale), it felt just like what I had been playing at home. It felt so spot on to play, really not taking me any adjustment time. All I really noticed was the ball jumping up off the play field a fair amount, which I don't perceive in VPX. They really did an outstanding job replicating the table.

thehumanfly

  

This table is absolutely amazing. Excellent work by everyone involved. Thank you for your hard work.

tonicoolonia

  

Great table, but I have a problem. In the sound and music settings not working... When I choose zero or anything and apply. (The music and dialogs too low.)

 

I hope it will be completed someday the WWF Royal Rumble.

basemodel

  

this may be the best, smoothest, most immersive vpin ive played in the four years of being in this hobby. many thanks to all involved 

freakazoidman

  

Not much more  to add here other than Medieval Madness is AWESOME!  and VPW has done another  FANTASTIC job.  It looks and plays better than ever. For extra fun, make sure to activate the profanity rom in the script ( mm_109c ) Also make sure to download the fantastic colored serum by @ebor  . Now its time to blow up  some more castles ! 

 

Zed22

  

Absolutely fantastic. Love how it looks. Love how it plays. Thanks VPW!

remylee

  

Super ! Merci

brefreez

  

100% AWESOME!  Every aspect of this table is stunning! The work the team puts in is appreciated beyond words, thank you all for sharing this magnificent table!

diablo

  

very good table  lighting like fire very nice  thank you

snowblindz

  

Christmas came early! This is probably my favorite pin of all time and it's finally got a VPW release. I got to try it briefly in VR and the realism that VPW brings is un-matched. I love it! I can't wait till I have more time to dive into it. I always look forward to VPW releases as does everyone. Thank you for this gem and all the others you've made!

MaxVelocity

  

Incredible stuff! Looks and plays superb. Well done to all involved! Running a tourney on this one right now...!

 

20251009_191314.jpg

bushav

  

Beautiful.   A great addition to my new Medieval Madness Merlin edition pin that will be here in two weeks!

jrockrat

  

This is awesome! Thank you once again VPW team for allowing all of us to play such a beautiful table.

maddog1961

  

TYVM one of my favorites.

 

Great work by a talented group.

theagedgamer

  

I've played many versions of this table, but this one blows all the others away. Plays and sounds so good. Also really all the work that went into the VR room. Thanks to all for all of the time and effort poured into this.

DomiKamu

  

A masterclass! 💓

Thanks a lot, team VPW.

stevemontuno

  

Thank you guys , you nailed it ,, That was i real treat seeing this table pop up from the VPW crew , such a beautiful work of art and a real buzz to play ,, Cheers for all the hard work dudes its much appreciated . ✌️

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