lock three balls (same hole). Once activated, the player must shoot either ramp five times to collect the jackpot (denoted by Payne Guards). After all five jackpots have been claimed, the broad side hole lights up, and sinking it scores the Super Jackpot and an Extra Ball. The remaining jackpot ramps light up and the player can continue collecting the Super Jackpots. Once all the Super Jackpots have been claimed, the multiball reverts to the guards. 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 would score a Super Jackpot instead. If the player shoots the broad side hole, a Double Super Jackpot would be 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: Shoot all catapult items at the castle. Battle for the Kingdom This two-phased Wizard Mode starts once the player pockets the ball in the castle, with four balls on the playing field. In the first phase, the player has to score all the Battle Jackpots by hitting the madness targets. Once all the Battle Jackpots have been scored, the second phase of the mode starts and the player must hit the castle gate seven times, and get inside to score the final jackpot. Unless the player has any "Troll Bombs", two trolls will be in the way of the gate making hitting the gate very 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, also for the rest of the current ball, all major shots are lit for victory laps. Music and voices The music and sounds for this game were composed by Dan Forden. Much of the game's dialogue was written by Scott Adsit and Kevin Dorff, at the time members of The Second City in Chicago. Adsit also provided voice work alongside fellow Second City