Yeah, I complain a lot about the frustrating aspects of TWD’s layout, but I want to take a minute to praise the good parts of it – and there are many!
Barn is a great, deep orbit that is buttery smooth. Sometimes it punishes you with an exasperatingly long stop in the pops, but sometimes it rewards you with an interesting deflection up the star-rollover lane to the rollovers. Its intersection with the pops nest is genius.
Riot is also buttery, with an awesome sound effect when the Tower is lit. CDC-to-Riot is sweet!
The pops nest in TWD is one of the liveliest I know in pinball. Placing three pop bumpers in a triangular formation is no guarantee of lively pops action (LZ or ST, anyone?), but this nest goes bonkers! Plus, it sometimes flings balls up through the Tunnel orbit for either a walker kill or an actual Tunnel shot, and during multiballs it feels like the game is going to explode sometimes with all that chattering action!
Tunnel is one heck of an orbit shot, in part because the ball sails *way* to the back of the upper right corner before being redirected around the orbit. When you hit it – and you don’t even know have for a long'ish instant because it takes that long to reach the elbow in the back corner – you’re rewarded with a sweet feed to the left flipper.
Arena is buttery but also unusual – all that ramp! My Arena loop record is five.
I used to think Tunnel-to-Arena was the best combo on TWD, but I now believe top honors go to Tunnel-to-Tunnel. Of course, I have only done that ONCE!
If I had to rank the main shots:
8. CDC
7. Well Walker
6. Prison
5. Arena
4. Woodbury
3. Barn
2. Riot
1. Tunnel
This layout has no true backhandable main shots, but most of the main shots can be hit with a “bicycle kick” shot. I have been *very* surprised by what can be hit this way: Tunnel and Arena from the right flipper; CDC, Barn, and even Riot from the left flipper.
Prison is one hell of a bash toy! The closed Prison doors rest on rubber bumpers, to help them reflect a ball strike back to the flippers. It feels great to smack that Prison – better than hitting Sparky’s little standup target! Hitting the exposed zombie head isn’t bad either, but it’s more dangerous as it absorbs energy rather than reflects it, leading to a fair amount of SDTM drains.
The magnet action on this game is awesome. As long as it doesn’t fling the ball SDTM, I welcome all the mayhem it creates. It’s similar to the magnet action on GDZ in its range of influence – some subtle, some severe. I would guess Rick Naegle consulted Lyman’s coding of TWD’s magnet for tips on doing it well for GDZ. I have a PRO right now, but I certainly do like/appreciate the Well Walker magnet on the Premium/LE.
Clearing the drops during Blood Bath is a blast - especially if you set your A.A.B. to "unlimited" for B.B.
The Well Walker mech is dual hinged. It allows softer strikes to register. That was some clever mechanical engineering! The mech is quite smooth for what it is. The tongue of stainless is perfect to slip beneath for a strike. Plus it makes a great, bass'y thud when you hit it.
The Woodbury return to the shooter lane creates some fun "billiards" action during multiballs, as shots fall into the lane and are quickly struck by auto-plunged balls and sent clear up to the pops if not all the way up to the rollovers.
Lastly, "smooth." People talk a lot about flow and smooth shots on Elwin layouts, but there are no flies on this layout when it comes to smooth shots. Hitting combos on TWD is a dream - no less so than it is on, say, IMDN. In a way, the combos in TWD are even better as they are all deeper shots in the absence of an upper flipper. Borg knows how to lay down a ballguide, that's for sure!