The WALKING DEAD - Rules

Update in progress for 1.60

General

Maximum score

Earlier code used 32 bit scoring and rolled at about 4,294,967,295. It incremented the ones digit by four each time it rolled.

The latest version of the code uses 64-bit scoring, so you should be able to score 18,446,744,073,709,551,615‬ points (quintillion!) now before it rolls, making it essentially impossible to roll the score.

Combos

After completing a main shot, one of the RED arrow inserts will light for a short time. Shoot that shot for a combo bonus. Combo will score 500,000, increasing by  37,500 for each additional combo shot.  The right ramp, right tunnel shot combo is unlimited.  The left ramp to RIOT or left loop always end the combo chain.

Mode Stacking

Prison and Well Walker multiball cannot be stacked with each other. Blood bath may be stacked with either of them. Dead Features can be stacked with any multiball but if the game is in competition mode they cannot be lit during the multi-ball. If lit prior to multiball they can be started.

Drop Targets

Hitting the drop targets will freeze the currently flashing option (First Aid, Weapons, or Food). Complete the drop targets to be awarded that item.

Collecting an item will prime the location modes. Second and beyond location modes are primed by collecting 2 items.

Collect a full set to prime Blood Bath multiball (Add-a-Ball multiball mode)

Collecting Food awards:

Pro: Bonus Points added to Walker Hits during Well Walker MB

LE: Walker Bomb

Collecting Weapon awards:  Crossbow shot. Shoot the right ramp to collect the crossbow sho

Collecting First Aid awards:

        Pro: Bonus Points added to Jackpots during Prison MB

        LE: Prison Bombs

Completing a set of drops will add time to a running Dead Feature mode.

Blood Bath

Collecting all 3 supply items mentioned above from the drop targets will prime Blood Bath. Shoot all 3 drops again to begin Blood Bath

Blood Bath Multiball is an add-a-ball mode. Starts in 2 ball mode. Complete the drop targets again to add a 3rd ball, and an additional time for a 4th ball.

 All switches become worth 5,000 points. Each completion of the drop bank in place will increase this value by 1,000. Subsequent Blood Baths are activated by additional sets of targets, the number of sets required increasing each time.

Collect all supplies during multiball will award a superjackpotC

Dead Features

Completing the “Supplies” drop target bank will light five, large rectangular inserts on various areas of the playfield. These are the Dead Features, or modes of the game. The inserts are located at the following shots:

Barn- left loop

CDC- left ramp

Riot- center lane

Tunnel- right loop

Arena- right ramp.

Making one of the flashing shots will start a Dead Feature. Only one can run at a time, but can be qualified, started, and run during a multiball unless set to competition mode. After a Dead Feature is over (successfully completed or not), its insert on the playfield will remain solidly lit and cannot be collected again until Terminus is played.

Each Dead Feature runs for 40 seconds. You can add more time (10 seconds) to the one currently running by completing the “Supplies” drop target bank. Doing well in a Dead Feature (depending on which one you’re currently in), will start a MultiKill.

Past mode shots.  When one or more modes are already played and you have another mode running, shooting shots of modes you already played will add points to the running mode base value:

BARN - all past mode shots add 500k to the BARN value.

CDC - all past mode shots add 500k to the CDC value.

RIOT - all past mode shots add 500k to the RIOT value.

TUNNEL - all past mode shots add 1M to the TUNNEL value.

ARENA - all past mode shots add 250k to the ARENA value.

Arena

Shoot the right ramp. The base shot is worth 3,000,000. Each successive repeat shot will increase in value by a large amount. 3M, 4M, 5M,6M, 7M, 8M, ...

If the shot is not made within a couple of seconds, the score for the shot will reset to the initial amount.

If you combo the right ramp and then the Woodburry lane, the mode ends and you cash in the arena value you had build during the mode. (sum of each right ramp shot value made, unmultiplied and divided by two)

Barn

Shoot the Barn shot to kill a Barn Zombie. Initial shot is worth 2,500,000. Each additional shot adds 500,000 points to the barn shot.

CDC

Shoot Left Ramp to begin CDC mode.Shoot previously played mode shots to add 500k to the scoring value. Shoot CDC repeatedly to light other shots with red arrows and build the scoring value. Initial shot is 750,000, and will increase by 25,000 each shot. This accumulates as the value for shooting the other lit shots. Shoot from 1 - 4 of the other shots to score the accumulated value, and allow the mode to be completed. Once another shot has been made, 2 shots to the left CDC ramp will complete the mode and cashes in the value you had build during the mode.

Tunnel

Tunnel mode activates a red arrow at each of the main shots in the game. Shooting one of these will kill a tunnel zombie, and disables scoring on that shot until all zombies are killed except the final tunnel shot. Once all 4 other zombies are killed, all the shots are re-lit for bonus lap scoring at each. Shooting the tunnel shot zombie completes the mode.

Each tunnel zombie is worth 5,000,000 points.  However shooting tunnel before shooting any other shot ads 2,5M to the tunnel base value!

Normal shot multipliers apply.

Stab Targets

Each completion of both stab targets lights tower, and increases both the points awarded for hitting the tower, and the length of the x2 scoring.  By default hitting both targets will light the tower target for 30 sec 2x playfield.  Every additional targets completed will add 10 seconds to the timer.

Riot

Shoot Riot to score Riot Jackpot. Hits on most other targets, pops, etc. increase Riot Jackpot amount. Several shots will start the Gas Mask Walker.v

Terminus

Terminus is available after completing all five dead features. Completing two more drop target banks will light all the dead feature shots; shoot any one of them to start the mode. All five shots are lit for hurry-up values proportionate to the amount of points scored in each mode. Hitting all five shots completes the mode and immediately starts the dead feature corresponding to the shot you started Terminus with.

Well Walker Multiball

Bashing the Well Walker awards 1 letter in “WELL”. Each letter scores 25K. After completing “WELL”, hit the Well Walker again to advance to the next stage.

In the second stage, the “WELL” letters begin roving, repeatedly being spelled out. Hitting the Well Walker when the whole word is spelled offers the most points, while less to no letters at all scores significantly less [More specifics?].

The first Well Walker Multiball requires 5 hits to start after spelling out well., with later Well Walker Multiballs requiring an extra 2 hits each successive time you go for it. So the second requires 8, the third requires 10, ect. [Could be wrong.]

During Well Walker Multiball, you must hit a number of switches, as shown on a counter on the display, in order to light the Well Walker for a jackpot. The first jackpot requires 25 switches, and later jackpots require more [How many?]. Switches also build the jackpot value. Making a jackpot will solidly light a letter in “WELL” on the playfield, measuring your progress towards the super jackpot.

Each switch hit awards 25k points. If “FOOD” has been collected, a hit to the Well Walker will award 300,000 (Plus 10k for each additional collection of “FOOD”)  points to the score, and to the building jackpot value.

The super jackpot will be awarded as the fourth jackpot/letter you score on the Well Walker when you hit him when he’s flashing. The super jackpot value is increased by shooting the left and right ramps. It starts at 500K, and will increase by 50K per shot.


Getting the super jackpot will also enable victory laps [More specifics needed}.

Prison Multiball

Hit the prison to spell P-R-I-S-O-N - This begins the prison mode, doors open, all main shots light up. Shoot either the prison Walker or a lit Arrow shot to spell the P-R-I-S-O-N again. Completing this will start prison multiball. Hitting the two ‘stab’ standups on the prison will increase a multiplier for the next prison letter/kill to  advance to the multiball. E.g. if you hit both targets the dmd will say “next prison kill is 2x” so will be worth about 1 million instead of 500 thousand. If you complete the targets again without getting a letter it will be 3x and so on. Note the last shot to start the multiball must be a shot to the head inside the prison (this shot can also be multiplied with the targets).  

During Prison Multiball, all 5 main shots are lit with red arrows.  Shoot one of these red arrows, all of the others will disappear and you must hit the head to relight the jackpots.  All of the jackpots will relight except the one you just hit.  Collect again and this time after you hit the head 4 more jackpots will light up except the one you just hit.  Do this 5 times (might be 6) and it lights the super jackpot. Collect the super jackpot at the Riot shot just to the left of the prison.

After collecting the super jackpot, victory laps will be enabled.  You need to shoot a left or right ramp and alternate hit the prison (closed doors) for additional ‘jackpots’ towards Siege.

Killing 12 Yardwalkers during Prison Multiball qualifies Siege mode.  This can also be done in two separate multiball rounds.  As of v1.60 the number of walkers needed to start Siege is shown on the DMD.  Shooting a jackpot does not always result in a Yardwalker kill.

Zombies (Walkers)

When a crosshair target is lit, shoot that shot to kill a walker. By default all 6 white crosshairs are lit at ball start.  A minimum of 3 crosshairs is lit and alternates between shots when a walker kill is made.

Every two walkers killed lights or increases x at inlanes.

Shooting a white crosshair combined with a multikill will score 2 walker kills instead of just one.

Killing multiple zombies will prime Extra Ball (scales based on game performance. Mine started at 5, and is up to 8 now). Extra ball is lit at the Woodbury shot but cannot be shot when the ball saver is active (ball start, multiball start, ..)

Every 10 walkers killed will give extra points.

By default 115 Walkers killed will give you the burning pile of zombies bonus.  

Killing zombies also qualifies towards Last Man Standing (LMS)

Woodbury

Woodbury is lit by completing fishtank. When Woodbury is lit, shoot for a selectable skill shot. Choose the skillshot you want to go for, and hit it to collect. First woodbury is lit by hitting one ramp shot the remain requires three right ramp shots.

First woodbury will award 50k, 100k, 1M ord lit bit. Successfully completion of woodbury will increase the woodbury award.

Completing 2 woodbury’s will start a Multi-Kill (no not any longer, need to verify how many that are required).

Initial Skillshot

Time plunge so that when ball rolls over the stars and hits the tower when they are flashing. This primes the points. Collect them by selecting the correct rollover when the ball comes down. The points are collected at 1x if you go through the unlit lane and collected at 2x if you go through the lit lane. Highest I’ve seen so far is 1.6 million. Note that the speed of the scrolling inserts increases with each ball played. (isn’t a successful skill shot’s point value added to the next successful skill shot’s value?) The future ball start skillshots definitely increase in value, but not sure what that increase is based on. Maybe a glass off verification is in order?

MultiKill

The 6 "Multikill Weapons" lights in the middle of the playfield (the ones right below the Horde insert) are lit by doing well in modes. Each time you do one of the following, a Multikill Weapon will start to flash:

  • Make 2 shots in CDC
  • Make 2 shots in Riot
  • Make 2 shots in Tunnel
  • Make 2 (3?) shots in Arena
  • Make 3 (4?) shots in Barn
  • Finish CDC mode
  • Finish Tunnel mode
  • Complete 3 fish tanks (complete a tank, then hit the woodbury shot to re-qualify fish tank shots. They also re-qualify when you lose your ball)
  • 10 drop target bank completions
  • Get 3 Well Walker jackpots
  • Get 4 prison multiball jackpots
  • Make 3 shots in Bicycle Girl (as of 1.41, you need not necessarily complete Bicycle Girl)
  • Score x combo’s
  • Score the bloodbath superjackpot.

The Multikill Weapon lights are lit at random (e.g. collect Barn in one game may light the "knife", next game it may light the "gun").

When you lose your ball, all of the flashing Multikill Weapon lights will light solid. If you light all 6 Multikill Weapon inserts, either solid or flashing, you will qualify for Horde (down to one ball). Hit Woodbury to start.

YELLOW MULTIKILL LIGHTS ON THE 5 MAIN SHOTS

When you collect a Multikill weapon, you will light ONE yellow shot on the playfield. If you hit that lit shot, you will collect a multikill points award, increase further multikill points award, and increase your points total for Horde. When you hit that lit shot, a different yellow insert will light. Hit that shot to collect a multikill points award. ONLY ONE YELLOW LIGHT will be lit at a time. If you collect a second or third Multikill Weapon light in that ball, it will not add another yellow light. But it increases your multikill points award.

Hitting a yellow multikill shot will not give you a Multikill Weapon light.

It can be a bit confusing in the callouts as they say "Multikill" when you light a Multikill Weapon light and when you hit a yellow multikill shot.

A Multikill shot spot two walker kills when the white crosshair was also lit on that shot.

The multikill value represents 5% of the value you build in that mode that made you qualify the multikill.  These values are added up to each other.

Shot Multipliers

Every two walker kills will light a shot multiplier at one of the inlanes (you can change the lit one with the flipper buttons). Rolling through a lit inlane will double whatever points you receive at the next shot you make. If you miss and wait too long, the shot multiplier will become unavailable.

Every 2 extra walkers that you kill while the shot multiplier is lit will increase the shot multiplier by 1X. So, instead of 2X, the shot multiplier would be 3X, if you already have one lit. You can continue increasing the shot multiplier; there doesn’t seem to be a limit on how high it can be [could be wrong]. At any rate, if you drain or use up the shot multiplier, it will reset back to 2X the next time you relight it.

Rollover Lanes at top

Light Both to increase the end of ball bonus, and to light and increase the value of the Bit Bonus.

Bonus Points

Bonus points are awarded at the end of ball as follows. 50,000 x The number of Zombies killed (cumulative) X Bonus Multiplier.

2x playfield (Tower shot):

Hit standups on either side of the prison to light the tower standup in the back of the playfield.  Shoot the riot shot to the left of the prison all the way around to the tower target to start 2x scoring for 30 seconds.  An additional 10 seconds can be added to the double playfield mode BEFORE YOU START IT by completing the standups a second time. Additionally, the tower shot scores more points for each pair of Stab Targets hit prior to hitting the Tower.

By default 10 Tower shots when lit will light Extra Ball

Pop bumper jackpot

After a certain number of pop bumpers are hit, a pop bumper jackpot is lit at the right orbit through the pop bumper “Lawlor Shot.”  This starts at 1 million and goes up by 250k every subsequent collect. Shooting the barn will add an additional 500,000 points to this jackpot prior to collection.

Bicycle Girl

Zombie kills now light bicycle girl on the left ramp.  5 kills to light the first time, then every 20 kills (default). This starts a countdown score opportunity. Shooting Bicycle girl 3 times will start a multikill, 4 times to finish on default settings.

Crossbow

Prime Crossbow by collecting “Weapons” from the supply drop targets.

Activate Crossbow shot by shooting the right ramp.

Lights go out except for the Yellow lights in front of each major shot. Shoot one of these to kill the zombie shown at that position. Premium and LE models will feed the crossbow toy to make the shot; Pro models simply give you a short time limit to make one shot. Future shots will remove that shot from the options

Crossbow Frenzy

Crossbow frenzy is qualified upon making 3 successful flashing shots during the regular Crossbow mode. It is started at the right ramp (yellow lamp flashes quickly).  During this frenzy you have 30 seconds to make a right ramp (crossbow) and a shot combination.  This resets the timer and you can continue to shoot the right ramp (crossbow) and shot combination.

Crossbow frenzy ends when the timer reaches zero.

A crossbow champ can be achieved in regular crossbow or crossbow frenzy, this is the highest crossbow kill value (so in one shot that can be multiplied).  This is not the sum of all crossbow kills made.

Horde

HORDE IS HERE!

HORDE is lit by starting all of the multi-kill modes.

Start Horde by shooting the Woodbury shot,

HORDE walkers are present on each shot -- left loop, left ramp, center lane, right loop, and right ramp. Each walker has a distance from the player, 1-5. Distance is shown in playfield lamp state on each shot (the number of lights lit, except for #5, for which there is no light), and in the display. Walkers advance towards the player, and the player can kill the walkers by shooting the appropriate shots.

Killing a HORDE walker at distance = 1 scores 20% of the multi-kill value the player brought with them to start HORDE. Killing a HORDE walker at distance 5 scores 100% of the multi-kill value the player brought with them to start HORDE. HORDE ends when a walker advances past level 5 and bites the player. The flippers will turn off and any balls on the playfield will be collected.

HORDE starts as a 2-ball and can be built up to 4-ball via add-a-ball each time a level is cleared. The first level requires 3 walker kills. The second level requires 4 walker kills, etc. Horde does not end when only one ball remains.

Horde scoring incorporates previous multi-kill mode scores.

  •                                                                                          

Last Man Standing

Last man Standing is qualified when making 115 walker kills.  It is started at the Woodbury shot.

Siege

Siege is qualified during Prison Multiball. There are two separate stages to Prison Multiball.

Stage one, you must shoot prison walker head six times, scoring six jackpots. Shooting any of the lit arrows or the closed prison doors will open the doors. Prison bombs can be used to score a jackpot, but only if the doors are already open. If they are closed, a bomb will open them, so if you have more than one prison bomb saved up, you can essentially use two in a row to get a jackpot. Once six jackpots have been collected, the Riot shot will start to strobe. You must shoot it to score the super jackpot and begin stage two.

During stage two, the prison doors will remain closed the entire time. You must shoot one of the two ramps and then shoot the prison in order to score a jackpot. To make things even more difficult, prison bombs can no longer be used to score a jackpot. They can be used to score a hit to one of the ramps, but the jackpots must be collected by physically shooting the closed prison doors. Once you score six jackpots, it will say "Siege is lit" on the DMD. This is a bit confusing, because the Siege insert will not actually light until the multiball is over.

When the multiball ends, the Siege insert will start to strobe and the next shot to the prison will start it.

When Siege begins, you are instructed to destroy the “prison towers and door”. More specifically, you must shoot the flashing shots on the playfield. At any time, you can shoot the prison to spot one of the lit shots.

The mode is broken down into stages:

Stage 1: Shoot the left loop and the right ramp (representing the two prison towers), followed by the prison. The first shot scores 800K, the second shot scores 1M, and third shot scores 1.2M, increasing by 200K.

Stage 2: Shoot the left and right loops, the left and right these shots will be lit at once. The first shot is 1.4M, the second is 1.6M, ect, with each successive shot increasing by 200K, to a final maximum value worth 2.4M.

Stage 3: All of the shots will relight. Hitting any of them [or the prison?] will end the mode successfully and score 8.6M, with a mode total of 23M (with no shot multipliers).

During Siege, you can kill walkers, increasing your shot multiplier, as well as qualifying and starting double scoring. Also, other rounds such as Bicycle Girl and the Dead Features can run during this mode if they are started BEFORE you start Siege [Could be wrong]. This can make Siege worth lots of points. However, Siege cannot run with any multiballs- it is strictly a one-ball affair.

If you drain during Siege, the mode won’t end, but will continue on to any remaining balls that you have left. So if you really want to return to normal play, you’ll have no choice but to finish Siege successfully.

LE/Premium Features

Please feel free to document LE Features here. Where there is an add on to a feature listed above, please do not put it in line with the main section, and keep it down here. (At least for now). I will probably merge them somehow eventually.

Walker Bombs:

Added walker bombs (Premium/LE only). Prison walker bombs can be applied during prison yard/prison multiball/siege and are earned by collecting first aid during prison yard/prison multiball/siege. Well walker bombs can be applied during well/well multiball and are earned by collecting food during well/well multiball. Horde walker bombs can be applied during horde and are earned by collecting weapons during horde. To apply a bomb, hit the fire button.

Spinners:

There are two spinners on the Premium/LE versions of the game: one on the left loop, and another in front of Woodbury, guarded by a drop target. The drop target can be dropped by either lighting Woodbury after completing the Fish Tank, or by hitting it 3 times [does it require less, more, or increases over time?]

The left loop spinner scores points [how much per spin?] during normal play. The value of both the left loop and Woodbury spinners will be increased as long as the drop target is down [how much points?]. Once the drop target comes back up, the spinners return to their normal values.

                sys_proc_sleep(TWO_MINUTES);

Rule.JPG