



A very collectible and seemingly harder to find williams medieval madness. And the cabinet is in extremely nice original condition. Some signs of wear, however with the broad availability of new playfields, it a candidate for a new playfield installation. There are some signs of wear.
On the playfield, most notably in front of the flippers, around the troll heads. And on the revolting peasants insert. Please review the photos for other minor. There appears to be two playfield plastics that are chipped. One is at the middle-right side.
Off and then put back on, which is a main reason for the cabinet decal damage. That is common to late williams/bally machines. This cabinet is very solid and signs of stress or abuse, and we encourage you to closely review the. Pictures as there are a few small blemishes.
Scratches, and the chrome colored original legs are also in good condition. Playfield apron and the playfield glass are both in excellent condition. Machine was operated commercially at one location in utah for the first six years. Of its life (until 2003) and then it sat in the operatorâs warehouse and was. Ultimately robbed of its audio video driver board for use in another.
Up until a couple of years ago, wpc-95 av driver boards were seldom available so this machine continued to sit. At that point an av driver board was located and get the machine up an running again. Willing to work with buyerâs shipper if the machine is not picked up in person. The now price on the machine is $7,500. If you would like a referral for a.




Williams cosmic gunfight pinball machine project not working complete with excellent backglass and playfield. Williams cosmic gunfight pinball machine. Back glass is very good. Ball will not kick out. Playfield and plastics are both very nice.
We did not part machine out since it was in nice shape with playfield and backglass looking so nice. If we do not get a fair price as a project we will part machine so please no low offers and price is firm. 31″w x 54″d x 71h. Resonable residential and liftgate service to. 70% discount we pass right along to you.
With any wants or needs. We test and make sure every machine that leaves our facility is double checked by our trained staff and technical department. This is out of our hands! You may have to contact a local service company if we cannot get you up and running. All costs are your sole responsibility. Once again, all of our machines are double checked for complete working operation before leaving discount blowouts. We want our customers satisfied, plain and simple. It is important to inspect your machine before accepting and signing paperwork when machine is delivered.







This swords of fury pinball machine is in excellent condition. There is very little insert wear. The only wear is on the left hand side by the spinner. There is no cabinet fade which is very rare on these games.
It has a new pinscore display installed. The game plays exactly how it should. The game was completely torn down, mini playfield removed, cleaned, waxed, re-rubbered, and reassembled. The pictures just don’t do it justice.
Both lower flippers were completely rebuilt and the game plays very fast. There are no chipped or cracked plastics, and the main ramp that is usually in bad shape just has one small chip out of it.
This is a nice example of this game and is very close to collector quality. With very little insert work this playfield would be perfect. The game has had all new pinballs installed, new leg bolts, and levelers installed, along with two new locks. This game is plug and play and ready to go. The translight has a couple burn holes but is very presentable.





Williams model 541 high speed. Does not work and needs some sort of repair. Display lights up and speeder two display says “failure”.
I don’t know if that is an easy fix or not? However the lady says it is too big for the room and has to go, and she does not care if i like pinball machines or not and she is not going to wait for me to get it fixed either. And when she says it is going, you know what that means.. It needs a good home. Don’t know what it is worth, but think $300 is a nice place to start. The old lady says to do the spring cleaning early and empty the closets of good clothing that we donât or canât wear, and those christmas and birthday gifts that we already have a dozen of anyway. Thank you for looking at our items. The following is the fine print, for those who want to know. Our feedback rating should tell you a lot about us and the items we offer.






Up for sale is the rare medieval madness pinball machine made by williams. The machine is from an arcade room located at pgn inc. It is in used condition and shows the regular signs of wear from use. It is fully operational with a few minor issues with the right gate and dot matrix.
Don’t miss a chance to own this must have for any pinball collector. Please contact me for any questions regarding this sale.





Vintage 1987 williams pinball machine with original cabinet and backglass. This machine is in my basement and has not been played in many years. The machine does not currently play. It turns on and states “adjust failure”.
If you know how to work on these type of things, it shouldn’t be hard to fix. It worked great before the “adjust failure” error.. The machine operates superbly when it plays.
The instruction manual is included, if that helps things. Regardless of the fact that the machine needs adjusting before you can play it, i just want my investment back on it. The reserve is low and fair. Because of the size of this item and because i have a sports car, you will have to come get it.
No other option will be available. I will do my best to work with you on when you could come get it.
I’m sure you know this already, but it’s heavy! 08/11/10 i turned the machine on to take more pictures and it did not state “adjust failure”. The machine allowed me to start a game, all lights and sounds were working.. The flippers, however, were not. So whatever controls the flippers appears to be the only thing that needs to be adjusted to play the game.




This is one of the early production run marilyn monroe versions before it got changed to “lola”. From the internet pinball database. There’s both a “marilyn” and a “lola” version. It is said williams change the “marilyn” design.
(blonde girl) because of legal. Infringements with the copyright holders of the marilyn monroe.
The changes needed to introduce the red-haired girl. It’s also said the marilyn stock was.
Machine has factory mylar and is in great shape for it’s age. Includes new balls sling plastics, and new bottom display. Machine has been shopped with all new rubbers and flipper have been re-built. Machine can be seen in person in our store front at 880 armorlite dr san marcos, ca.




This machine is in good cosmetic shape and good working order. Extra pictures can be found here. On the game can be found here. Let me know if you have any questions or need more information on my machine. If you can’t pick it up i recommend using with an insured shipper. Banzai run is a race, and the objective of the game is to challenge 4 racers ahead of you, defeat them, and then challenge and defeat the king of the hill.
Speaking of the lcds, they are of the 7-digit, top-line-only-alphanumeric type, so the highest score you can record is 10 million, after which the display goes back to 0,000,000. If you get 10 million or more, you automatically get #1 on the high score board with a score of 9,999,999. I’ll use the following abbreviations during your tour of banzai run: “k” for a thousand, “m” for a million, “lp” for lower playfield, “up” for upper playfield, and “w/l” for when lit. Parts of the playfield that are named (either by me or by the game) will be capitalized so you know you can find info about them here.
Anything i’m not sure of will be flagged with a question mark, and anything i stole, uh i mean borrowed, from bowen will be my secret. I’m sure williams will get on my case if i don’t mention that banzai run and multiball are their copyrights. I still wonder how he convinced williams to make banzai run; that design must have cost major $$$ to build.
What’s what and where it is: lower playfield. Starting at the lower left and going roughly clockwise, here’s what you’ll find on the lp. The left outlane has a kickback what’s that doing on a lawlor pin? And thus a nice big curved metal side. It can also be lit for a special.
This is a vertical lane just to the right of the inlane. If the ball falls into it, the kicker at the bottom will send the ball straight back, and it usually hits the lp captive ball. It helps to give the machine a little shake just before the kicker activates to ensure the ball goes straight.
This is at the end of a short curved lane. It awards one lap w/l.
This and the right 1-lap standup are lit each time you come off the up, and both turn off when either is hit. The ball comes out this lane when it leaves the up and the ramp. The three blue beard racer standups are just above the exit to the just-mentioned lane, facing directly right. The three red hot targets are above them, also facing right.
See the rules on the race for how these targets function. This can be hit from the slingshot kicker, or from the lower right flipper. It has status lights to indicate its value: 10k (no lights), 25k lit after 3? Laps, 50k lit after 6?
Laps, extra ball (lights at a varying value, between 6 and 8 laps as i recall). The spinner is 1k per spin, or 3k w/l. The spinner is lit by the right inlane. The lane is very wide, and so very forgiving of errant shots.
The lane leads to the.. Sends the ball to the up w/l (the light is light orange and reads “the hill”). When not lit, it kicks the ball over to the green machine rollover lanes. This also serves as the skill shot, and activates the up freestyle playfield if any targets there are lit. See the rules on the race for more info. You can reach this saucer by shooting the right spinner lane, but the ball never seemed to fall in for me. One yellow belly racer standup is to the right of the left spinner lane, and 2 others flank the open lane that leads to the lock saucer. The ball can reach the lanes by being kicked out of the hill saucer, being plunged here, or rolling up the right spinner lane. The left 2 lanes lead down the the bumpers, and the far-right lane leads directly to the right spinner lane. These lanes don’t follow the traditional use of top rollover lanes in that they don’t count towards a bonus multiplier; they do score bonus points, though. 3 of ‘em, just below the green machine lanes. They will usually fling the ball around for a while before letting it fall down. Sometimes they will kick the ball into the lock saucer, and other times the ball will be kicked out of the lock saucer and be kicked right back in again. Their value can’t be increased (that comes in later lawlor pins). This is placed just to the right of the center green machine lane. It can be hit directly from the lower left flipper, but it is a very unforgiving shot; the open lane is barely wide enough to let the ball through. Sometimes the kickback will shoot the ball directly in here. Here’s what it can score.
Lock: lit in multiball before the king is defeated, and also lit to restart multiball if the king was not defeated before one ball drained. There are 2 different lights (lock and time lock) but i don’t remember which light was lit when. Freestyle: lit if any targets on the up freestyle playfield are lit, and activates that playfield when shot.
It scores 1 lap, 2 laps w/l (lit for a short time by the left inlane, and always lit during multiball). It has a flasher underneath the plastic that indicates when a victory lap can be collected, and when the king can be defeated.
Functions like the other 1-lap standup target. The outlane can be lit for a special. The inlane lights the left spinner for 3k for a short time. Two rows of four lights each, color coded for the racers. The bottom row indicates which racers are challenged (flashing) or defeated (steady) in the current race.
There are also lights indicating your place in the race (6th to 1st). The plunger lane leads to the green machine rollover lanes. Hit the hill saucer from the plunger to score the skill shot.
2 of each, normal places, but the left slingshot is a bit wider than the right, to accommodate the kicker. Here is the first example of lawlor’s fascination with unusual inlane configurations. What’s what and where it is: upper playfield. Going from bottom to top, here’s the layout of banzai hill.
The only way to reach the hill is via the lp hill saucer. When you do, a mobile magnet comes down, picks up the ball, and drops it onto a metal lane that leads to the lower left flipper. However, if any targets on the freestyle playfield are lit, freestyle will activate before the ball is dropped. The ball can always be caught by the left flipper after it is dropped from the magnet. These flippers raise to a far greater angle than your average lp flipper in order to get the ball to move up the vertical playfield.
Use the regular flipper buttons to control them. Passing between these flippers is possible. To pass, wait until the ball is near the tip of a flipper, then tap the flipper button. The flipper should go about halfway up, and the ball will land on the metal lane leading to the other flipper. Completely blocks the gap between the lower flippers, and is always lit after the ball is dropped off the magnet. An orange “post out” light will flash to indicate the timer on the post. Once the post’s timer runs out, the ball can drain between the flippers and return to the lp. A looping lane that is easily backhanded from the left flipper. The exit from this lane is above the left flipper, so the ball will usually be catchable. A single standup target, facing down, between the entrances to the blue beard and lock lanes. It can be hit directly from either flipper, and sometimes the ball will hit it after speeding thru the blue beard lane if the right flipper is kept raised. The ball is very difficult to control after it hits this target.
The ball exits this lane via a long straight lane, much like the lane that guides the ball away from the magnet, but the ball will be moving faster and so will not usually be catchable by the right flipper. It will either fly over to the left flipper or hit the green machine target and bounce wildly. A is located between the entrance and exit of yellow belly, and b and c are located between the entrance and exit of blue beard.
The kicker sends the ball up to the top mini-playfield, which consists of the top flipper, top drain, captive ball, and red hot. A teeny-tiny flipper just big enough to hold the ball. The ball will always be catchable after it is kicked up from the lock. A hole to the right of the top flipper. It drains the ball back to the lp.
Always scores 1 lap (although there’s no light or text to tell you that it does). Defeats the king and scores an extra ball w/l. Another vertical lane with a bend to the left. When not lit, it scores the current cycle jump value (doubled if a-b-c have been completed that time on the hill). The cycle jump starts at 75k?
Per hit, and is saved between balls. The ball drains back to the lp after this shot is hit. Freestyle playfield (or as i like to call it, the pachinko playfield). This is a totally separate playfield, with one ball, no flippers, and 8 targets (2 for each racer).
If the ball hits any lit targets, the corresponding racer is immediately spotted. The path of the ball is totally unpredictable; sometimes it will fall back down in a split-second, other times it’ll bounce around and collect a couple of racers. The first stage of the race involves the racer targets and the hill. To challenge a racer, complete all 3 of the racer’s targets. Doing so lights the racer on the up with a flashing light.
Other ways to spot a racer target are the lock saucer and the ramp (for the 1st race only). You can challenge the racers in any order, and you can defeat the challenged racers in any order. Once all 4 racers have been challenged (but not all of them defeated), the non-defeated racers’ targets will reset and light again. Completing a bank of targets will light 1 of the corresponding racer’s targets on the pachinko playfield. If all non-defeated racers targets have been lit on the pachinko playfield, the racers’ targets will reset and flash very quickly.
Completing them again will defeat the corresponding racer. Defeating all 4 racers (no matter how) immediately lights the up lock.
So, if you hit the yellow belly loop to defeat him, and he’s the 4th racer you defeat, you can shoot the lock right away. If, after lighting the up lock, you hit all 12 racer targets, the lock at the lp lock saucer lights.
Shoot the lock to start… When you lock the ball, the 2nd ball is served to the plunger, and the skill shot is available. When that ball hits something, the locked ball is kicked out and drains to the lp. The goal is to lock one ball in the lp lock saucer.
Listen for the announcer to say go for the hill! To tell when a ball is locked. The hill is then lit on a timer; if you don’t hit the hill saucer within about 12 seconds, the locked ball is kicked out and must be re-locked.
Once you get to the hill, there is one thing to do: hit the up captive ball to defeat the king for 1m and a noisy light show. If you feel greedy, hitting abc lights the up captive ball for an extra ball. See what greed will get you? If you drain from the up without defeating the king, the locked ball is immediately kicked out and must be re-locked.
If you drain one ball from the lp without defeating the king, shoot the lp lock saucer within 20 seconds to restart multiball. You can restart multiball only once per race. Shooting the hill saucer from the plunger awards the skill shot, which is 100k the first time, 200k the second, up to a max of 500k? The skill shot will also challenge a racer, or light a target on the freestyle playfield if all racers are challenged, or defeat a racer if all possible freestyle targets are lit. In short, it’s worth going for.
The ball must be plunged at less than full strength, but if you hit the plunger with the heel of your palm, the ball may bounce into the hill saucer anyhow. Hitting the skill shot at the start of multiball awards only the points. You start with 1 lap, and can earn laps via the ramp, the up captive ball, and the 1-lap standups. Laps advance the lp captive ball’s value, and getting 25 laps awards the finish line bonus of 750k and an extra ball.
Not explained anywhere on the machine. Defeating all racers twice lights the outlanes. One outlane at a time is lit. I’m not sure if they disappear after one ball (the specials, that is, not the outlanes) or if they stay lit until collected. Fun with bonus i love that name! 10k for each lap, and 20k for each defeated racer. If you defeat all the racers twice on one ball, you only get credit for having defeated them once. Defeating a racer scores 50k. Locking a ball to either start or restart multiball is 100k. Flying balls: if the ball somehow manages to fall off the up without going thru one of the 3 drains, the game will realize this and give you another ball (with the display: “super jump, shoot again”).


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