The game begins with a skillshot to hit the flashing rollover above the bumpers, or the player can choose to attempt a super skillshot instead. When lit,
Merlin's magic saucer will give the player an award to assist them. To reach the wizard mode "Battle for the Kingdom" the player has to achieve the following goals: •
Joust Champion: Shooting the loop(s) advances Joust and finally lights Joust Madness. •
Patron of Peasants: Shooting the left ramp advances the Peasants and finally lights Peasant Madness. •
Catapult Ace: Shoot the catapult to shoot various items at the castle to light Catapult Madness. •
Defender of Damsels: Shoot up the right ramp to advance the Damsel. The final shot up the tower frees a damsel, and freeing several damsels lights Damsel Madness. •
Master of Trolls: Light the Trolls by hitting the targets in front of the castle. Collect the Trolls in "Merlin's Magic" and finish them off by three shots at the head each to light Troll Madness. •
Castle Crusher: Destroy all six castles beginning with the 5 underlings of the King of Payne. • Earl of Ego • Sir Psycho • Duke of Bourbon • Francois de Grimm • Lord Howard Hurtz • King of Payne All of these goals have to be repeated several times to get the corresponding insert in front of the castle to light up. Multiballs: •
Castle Multiball: Light the Lock at the broad side (hole to the left of the castle gate) and lock three balls (same hole). Once activated, the player must shoot either ramp five times to collect the jackpot, denoted knights on the DMD. After all five jackpots have been collected, the castle lock shot lights for a super jackpot and an Extra Ball. More jackpots and super jackpots can be collected until a ball drains. •
Multiball Madness: Each of the sub-missions (except for "Castle Crusher") can light an insert in front of "Merlin's Magic". Collecting at least one can start the Multiball by shooting into "Merlin's Magic": In this phase, all the jackpot ramps are lit and the player can score Jackpots by shooting the lit ramps. If a player hits a ramp that is denoted by a completed sub-mission, the player scores a Super Jackpot instead. If the player shoots the castle lock, a Double Super Jackpot is awarded instead. For each madness completed, the number of balls is denoted as follows: • Single Madness: 2 Balls. • Two to four Madnesses: 3 Balls. • Five Madnesses: 4 Balls. •
Barnyard Multiball: Launch all catapult items (
bowling ball, cow, chicken, cat, and skull) at the castle. A series of farmyard animal noises play as the player hits various targets around the playfield •
Battle for the Kingdom This two-phase 4-ball Wizard Mode starts once the player completes the six main objectives and hits the ball in the castle. In the first phase, the player has to collect a Battle Jackpot from each of six shots. In the second phase the player must hit the castle gate seven times, and get inside to score the final jackpot and defeat the King of Payne. Unless the player has any "Troll Bombs", two trolls will be in the way of the gate making hitting the gate more challenging. If the player succeeds in scoring the final jackpot, all remaining balls are drained and the display shows the King of Payne's demise and Merlin announces you are the new King of the realm, and the game continues with all major shots lit for victory laps. There is a video mode called "Save the Children!" which was coded by Brian Eddy. This involves driving off a flock of falcons before they take three children. The bonus multiplier is increased from completing the two upper rollovers, and has a maximum multiplier of 255. ==Music and voices==