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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.


Rocketeer84

  

Speechless... Well done to all that were involved! You've absolutely outdone yourselves!

Clevecavs23

  

Yet another killer release from the VPW team.  Physics and gameplay all top notch as we have come to expect.  If I have any beef it's that the DOF utilization is not as good as some other releases where all of your toys come to life, Beacons, LED's, fan, shaker etc. but I'll sacrifice that all day for a better play experience.  Kudos as always to this group for always providing top of the line tables for us to enjoy.  Many Thanks!!!

masonm

  

another amazing table

thank you to everyone involved

RabidUrko

  

Great work.

VPW always pay attention to detail.

GGPinball

  

As always, VPW makes another reason that I would no longer need to make a trip to the arcade. The quality of realism on this version are unparalleled. I love the details, such as the castle model and the plastic holder on the dragon. It really does submerse your imagination to feel like you are playing the real thing. Add in the updated Hauntfreak's BG and the serum color rom and you have a master piece.

(Fun but totally unpopular personal opinion: AFM is a better game... ;) )

buckarobanzai

· Edited by buckarobanzai

  

great!!!

 

emanoel299

  

I love all versions of this table. The others version creators made a great work..

Now is VPW turn. Another great masterpiece.

All of them looks like a real Pinbal Cabinet and not "game".

I´m very happy to see VPW join this table to others with a close to real machine pinball again.

Thank you very much.

Viper_

  

Wow, the table looks and plays Amazing! Thank you very much to EVERYONE involved for making this table even better! 😎

ashleyb

  

Wow! Only had a few games, but this is superb.  VPW’s usual fantastic gfx and physics.  Thanks.

KRAKEN

  

This classic table has received the royal treatment.  What a beauty and plays amazingly well!  This is one of those tables that I will immediately showcase when friends visit.  A huge thanks to everyone who had a role to play to bringing this to life. 🍻

POKE78

  

Finally this amazing game got the famous VPW update👏 Finally this game is perfect & feels like a real one😍 I am so happy & really appreciate all the effort given to this game🤝 Amazing job as usual & totally worth the wait😁 Thank you very much😍

tki1980

  

This game is sooooo good. And it’s epic that you guys implemented the bugs from the real machine. I tried the real one multiple times and the bugs are also there 🙂

SlippyTpoad

· Edited by SlippyTpoad

  

Still tying to pick my jaw up off the floor

 

the lighting is incredible, the castle looks so realistic, plays like a dream.  Along with HF's amazing backglass/real DMD and the color DMD its like owning the real thing

 

The VPW releases recently, CFTBL, WCS, Stargate, Scared Stiff and now this

 

honestly - I'm just in awe.  

IMG_0642.jpg

Brice

  

We were all waiting this table made by VPW.

Big big thanks 😍

pacboy

  

A brilliant and superb achievement from the dream team, thank you very much 🫶.

onedevotee

  

Finally this table got a version it deserves. The BEST version ever made of this classic.

Great, thanks VPW 👍

darthwhat

  

Wow! plays amazing and looks fucking sexy as hell! You guys are best but you guys have to know that already by now! 🙂 Thank you for consuming another weekend of mine lol

DogHousePro

  

OMG. How do tables keep getting more and more realistic? This is truly a masterpiece. Incredible job, VPW!!

Genelec

  

This is my family´s all time favorite table in IRL and now you made perfect early christmas present for us. Very good and plays well in cabinet, but in VR it is next level beyond everything, just amazing!

Thank you, thank you, thank you VPW!!!!

zeek11

  

I love when I see a "new" VPW creation. Thank you so much team....looks and plays great. Love this table and now this latest version...damn!!!!

badave2254

  

Perfection like always. Thank you

DGrimmReaper

  

Table looks and plays so well in VR!

HayJay

  

"The castle burns! Get the marshmallows."
The most legendary of pins gets the VPW treatment, and what a treat it is. WOW!
Excellent work, chaps!

RossallB

  

Thank you,  amazing creation as always, plays great.

Loafmeister

  

What can I say?  There is no such thing as “setting the bar “ when VPW works on a pinball table since they consistently raise the damn thing 

 

Medieval madness consistently shows up near the top of “best pin ever” polls for a reason.  It’s beautiful, it’s funny, it’s challenging , it has cool toys, it has a great layout, decent depth to its ruleset and above all: it’s fun to play.

 

With that in mind, what we have here is a table that looks, plays and sounds as good as I think is feasibly possible to the real table. Typically the other versions were very fun but played a bit too easily. This one?  You can advance through the modes but you will feel you are earning them a bit more .  Shots feel “right”, hitting the ramps/orbits/toys feel right. Everything sounds right.  Physics feel right 

 

Superb job by all. Once again thank you for this gift to the community.

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