(Topic ID: 106132)

TWD Club, only walkers not welcome !!!

By pinball_erie

9 years ago


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Topic index (key posts)

14 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #129 Link to EL wire kit from Pinball Refinery. Posted by Tmezel (9 years ago)

Post #236 Link to custom rules cards. Posted by gweempose (9 years ago)

Post #404 Burning barn mod. Posted by Tmezel (8 years ago)

Post #690 Evil Dead sound package link. Posted by ezeltmann (8 years ago)

Post #783 Link to LE/Premium sound replacement options. Posted by ezeltmann (8 years ago)

Post #2893 Link to rules doc for v1.60, still being updated as of May 2018. Posted by e4mafia (7 years ago)

Post #3005 ATLpb's TWD Audio Mod (NIN + Radiohead) Posted by ATLpb (7 years ago)

Post #4216 Guide to Walker Bombs! Posted by ezeltmann (7 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#1099 8 years ago

Well, I bought a pro 2 weeks ago and can not stop playing it, up to 300+ games and still keep hitting the start straight away when the game ends.

4 weeks later
#1263 8 years ago
Quoted from tp:

Does anyone know when this year's batch of pros will be leaving the factory? I've been waiting since the beginning of December and the anticipation is killing me. Thanks.

The Walking Dead pro Fill open orders in February

More may be available to order for March in the USA

1 week later
#1389 8 years ago
Quoted from dluth:

Also, it is currently on V1.41. Is V1.56 worth upgrading to on a pro? I'll ask him to do that to if so.

Quoted from TimeBandit:

Really? I only ask as I just bought a pro with 1.53 on it with all the show callouts added in. 1.56 just looks like crossbow stuff.

This is was the question I think

#1390 8 years ago
Quoted from dluth:

Also, it is currently on V1.41. Is V1.56 worth upgrading to on a pro? I'll ask him to do that to if so.

V1.56 - Dec. 1, 2015
====================

- Added the crossbow mode timer to the background display effect for the
crossbow shot (when it is ready to be made).
- Paused the crossbow mode timer while the player is allowed to make a
crossbow shot.
- "Other" switches not part of crossbow awards during crossbow or crossbow
mode awards during crossbow mode no longer kill off the sequence during
multiball.
- Added background art for crossbow HSTD in attract mode and the crossbow
mode total page.
- Multikill scores carryover at HORDE start set to YES for competition
mode.
- Knocker sound/q24 option synced better with the replay effect.
- Crossbow mode was not blinking the crossbow lamp. This has been
corrected.
- Combo was not recording the combo champion properly. This has been
corrected.
- Crossbow mode was not un-lighting itself after it was started. This
has been corrected.

V1.53 - Nov. 23, 2015
=====================

- Added a background image for the crossbow HSTD display during the
attract mode.
- Center crossbow walker "killed" image for the background display
effect was incorrect. This has been fixed.
- Y coordinate for crossbow walker "killed" images 1-4 for the background
display effect were incorrect. These have been fixed.
- Added a mode for killing "crossbow" walkers. Once lit, it can be
started at any time (while any other game mode is running) by shooting
the right ramp.
- Changed the scoring for the combos. 250,000 + 25,000 is now
500,000 + 37,500. Now maybe someone can get a combo champion HSTD.
- Changed the HSTD music so it is not so repetitive with the game
over music.
- Removed the display of the playfield multiplier timer (prison
standups completed) while it is running. The timer is not allowed to
be reset when it is running.
- Fixed a bug that was causing the Magnet device driver(s) to ignore
the "disabled" adjustment.
- Changed sound levels for HORDE sounds -- these were too quiet.
- Added a lamp effect for the burning pile of zombies in the bonus.
- Cleaned up last man standing reset, along with walker kills. Walkers
killed are reset to 0, so bicycle girl and extra ball awards can be
cycled through again. Walkers killed champion still keeps track of
the total number of walkers. Bonus accounts for the sets of walkers
not counted via the burning piles (1 burning pile for each time last
man standing is started).
- Added burning pile of zombies to bonus for completing a set of
walkers (115, adjustable).
- Changed the arena collect value from 1 base value (~1M) for each right
ramp shot to 1/2 of the unmultiplied value (~3M/2, ~4M/2, ~5M/2, ...,
etc.)
- Cleaned up some issues with horde and last man standing when the balls
are collected. The trough kick now waits until the "player X keep
shooting" effect runs. Horde "keep shooting" effect was being queued
instead of requested, which caused it to never be seen, because the
horde lost effect would never exit (it now times out).
This has been corrected.
- Added speech for last man standing (add-a-ball).
- Added art to the shot multiplier (X) champion HSTD display in the
attract mode.
- Added a large celebration effect for winning last man standing.
- Left target bank initialized at the start of every ball (instead of
just the first one). This way, the supply is never locked in at the
start of a new ball.
- Added artwork for X lane shot multiplier.
- Changed Arena scoring from 1M, 4M, 8M, 1M, 4M, 8M, ... to 3M, 4M, 5M,
6M, 7M, 8M, ... Lowered previous mode shot award for Arena from 500K
to 250K.
- Added a setting to multiply the zombie kills when the kill is made
with a multi-kill (MAX=2X).
- Added an adjustment for the number of zombie kills needed to light
last man standing.
- Added breakdown (source) of scores to the attract mode HSTD display
for the X champion.
- Walkers remaining for next level during HORDE was being rendered over
the score. This has been corrected.
- Added a sound for an already-lit top lane. Removed a duplicate sound
request for completing the top lanes. The duplicate request was tying
up a track that could have been used for the pop bumper sounds.
- Added narrative w/ Rick speech.
- Reworked the prison doors driver to re-fire the doors coil 1 time per
request to open if the doors fail to open. Added logic for compensation
(detect stuck closed / stuck open) so awards can be given if the doors
are unable to open or close.
- Raised the volume of the horde music + shooter music.
- Added speech for lighting the tower (2x playfield + jackpot).
- Set some defaults (not ABC) for the HSTD tables.
- Added criteria for BIT speech. The speech is only requested if the
drain will probably result in end of ball.
- Last man standing was not being stopped properly. This would cause
the total for last man standing to be displayed at the end of every
ball. This has been corrected.
- Added crossbow sounds and speech.
- Added lamp effects for bicycle girl.
- Added a lamp effect for combo award.
- Prison letter effect was not requesting the prison sounds when the
prison yard feature was started. This has been corrected.
- Prison yard walker killed effect was not requesting the yard walker
killed sound when prison multiball was started. This has been
corrected.
- Added art to the prison multiball total display effect.
- Well walker was occasionally repeating the same phrase. This has
been corrected.
- Changed multi-kill mode carryover scores adjustment default from
YES to NO.
- Added HSTD speech for near-timeout. Fixed other HSTD speech from
being too repetitive.
- Prison doors were allowed to re-open via the flippers after being
closed at end of ball but before bonus (and also during test mode).
This has been corrected.
- Added speech to the terminus mode.
- Fish tank lamp on the entrance to the right ramp is now lit solid when
ready to collect heads #1 and #2 and blinks only when ready to collect
head #3 (to light woodbury).

#1433 8 years ago
Quoted from dluth:

Thanks for info on the code upgrade. I played again today and this time took a video of the reject from Woodbury. It kills me! So close to Horde again. Any ideas what can be done to rectify this? I assume bending the ball guide should help?
» YouTube video

looks like a level problem, where is the bubble at on the level? in between the two lines?

#1456 8 years ago
Quoted from dluth:

I hadn't thought of that - it doesn't feel 'floaty' or anything but maybe a few fraction of a degrees might make a difference. I will have to check it next time I'm down there. Thanks for the suggestion.

TWD needs to be levelled and set up right or it does some strange things with the ball
I just played mine, the ball really slows down in the curve to the shooter lane. Don't think I have had a bounce out like your video.

3 weeks later
#1866 8 years ago
Quoted from bigd1979:

Say what? I thought you loved it

It was a quick honeymoon, lol

2 months later
#2639 7 years ago
Quoted from bigdaddy07:

Was that meant to be an likeness of him? Its does sort of look like him.

It sure is

10 months later
#4301 7 years ago
Quoted from SkillshotExhibit:

Hi all, I have a repair question- I have a walking dead premium that is firing drop targets at the start of each game. The targets fire repeatedly at the same sequence, the left drop target coil fires three times, then the right coil fires once. There is a pause for about 10 seconds or so and then the firing starts all over again. For a little while this was happening and prison multiball also automatically started up along with the automatic ball launch. Basically the game was going crazy right at the push of the start button, however now just the drop targets are firing. I ran through a coil test and everything was running just fine. I checked the wires in the back box and underneath the playfield and everything seems to be plugged in tight. I have no idea where to start with this, any ideas?

Try re-setting the connector at the drop targets.

7 months later
#5347 6 years ago

Grab em while you can, Stern has now sold out 3 years is up.

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