Adam analyzes...
In light of the recent remake, let’s do Medieval Madness. Let me start by saying MM isn’t a bad game but it can be very boring to play in the same way that MB is boring. It’s can get very repetitive and MM has a total of 5 shots:
1. Catapult
2. Right/Left Loop
3. Left Ramp
4. Right Ramp
5. Castle
The problem is all you ever do is just shoot those shots over and over again while stacking of all 5 mulitballs is something decent to achieve. From a scoring perspective it is far out weighted by that of just bashing on the castle. The 5 stack is worth as many points as you would think but each jackpot is only worth something like 500,000 a shot and that is only if you stack all 5 multiballs together.
It’s a quick way to break through all of the Blue lights if you are wanting to get to Battle for the Kingdom but really the multiballs (both of them) are really only good for pounding away on the much more lucrative castle.
The castle as you get into the 3rd or 4th castle are worth 1 million a hit on the gate. Getting the bridge down is pretty much 100% safe if you are half decent at live catching since the feed from the left loop is pretty slow. Finishing each castle doubling in value each time just ends up being worth more than anything else on the playfield. So if you watch the most recent papa TV videos from PAPA 16, when playing MM you see a lot of players doing nothing but bashing away on the castle.
[youtube]http://www.youtube.com/watch?feature=player_detailpage&v=LuGpT6hvSLo[/youtube]
(fast forward to the 33 minute mark where they start playing MM)
I do like the hurry ups and how you can increase them in value by stringing them together but then again it takes a lot more shots for similar payout value to that of just bashing away on the castle. Also Royal Madness is a fun mode which you get after you have started all 5 multiballs/hurry ups (Catapult, Troll, Damsel, Peasant, Joust) but again just boils down to more of the same shooting the same shots you were already shooting. The only award being an extra ball which is worth a grand total of nothing in tournament play.
One thing that has eluded me in all the time I’ve played MM is Barnyard madness which is achieved by collecting all of the items of the catapult. It’s a tough shot to hit so many times and I’ve never really bothered to focus in on it before.
What MM is missing is what I always talk about, risk vs reward. Going after the castle is risky but it isn’t that bad but the reward is so great and it’s always worth the risk. But nothing else on the playfield is worth as much as the castle so the only time you go after anything else is to make your life more easy at hitting the castle. At the end of the day MM isn’t a bad game, it’s fun to play but when you get down to the meat and bones of it and own it in your collection like I said it boils down to shooting 5 shots over and over again. If you play it from a tournament perspective it boils down to shooting 1 shoot over and over again which doesn’t end up being very fun.
In light of the recent remake, let’s do Medieval Madness. Let me start by saying MM isn’t a bad game but it can be very boring to play in the same way that MB is boring. It’s can get very repetitive and MM has a total of 5 shots:
1. Catapult
2. Right/Left Loop
3. Left Ramp
4. Right Ramp
5. Castle
The problem is all you ever do is just shoot those shots over and over again while stacking of all 5 mulitballs is something decent to achieve. From a scoring perspective it is far out weighted by that of just bashing on the castle. The 5 stack is worth as many points as you would think but each jackpot is only worth something like 500,000 a shot and that is only if you stack all 5 multiballs together.
It’s a quick way to break through all of the Blue lights if you are wanting to get to Battle for the Kingdom but really the multiballs (both of them) are really only good for pounding away on the much more lucrative castle.
The castle as you get into the 3rd or 4th castle are worth 1 million a hit on the gate. Getting the bridge down is pretty much 100% safe if you are half decent at live catching since the feed from the left loop is pretty slow. Finishing each castle doubling in value each time just ends up being worth more than anything else on the playfield. So if you watch the most recent papa TV videos from PAPA 16, when playing MM you see a lot of players doing nothing but bashing away on the castle.
[youtube]http://www.youtube.com/watch?feature=player_detailpage&v=LuGpT6hvSLo[/youtube]
(fast forward to the 33 minute mark where they start playing MM)
I do like the hurry ups and how you can increase them in value by stringing them together but then again it takes a lot more shots for similar payout value to that of just bashing away on the castle. Also Royal Madness is a fun mode which you get after you have started all 5 multiballs/hurry ups (Catapult, Troll, Damsel, Peasant, Joust) but again just boils down to more of the same shooting the same shots you were already shooting. The only award being an extra ball which is worth a grand total of nothing in tournament play.
One thing that has eluded me in all the time I’ve played MM is Barnyard madness which is achieved by collecting all of the items of the catapult. It’s a tough shot to hit so many times and I’ve never really bothered to focus in on it before.
What MM is missing is what I always talk about, risk vs reward. Going after the castle is risky but it isn’t that bad but the reward is so great and it’s always worth the risk. But nothing else on the playfield is worth as much as the castle so the only time you go after anything else is to make your life more easy at hitting the castle. At the end of the day MM isn’t a bad game, it’s fun to play but when you get down to the meat and bones of it and own it in your collection like I said it boils down to shooting 5 shots over and over again. If you play it from a tournament perspective it boils down to shooting 1 shoot over and over again which doesn’t end up being very fun.