(Topic ID: 143733)

TWD Rules


By Chambahz

4 years ago



Topic Stats

  • 9 posts
  • 6 Pinsiders participating
  • Latest reply 3 years ago by e4mafia
  • Topic is favorited by 8 Pinsiders

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#1 4 years ago

I was trying to figure out some of the lesser-known rules this weekend and made some notes. Thought some of you might find this useful.
It's just a cut/paste from the most recent code updates, organized by category. ("Setting Options" is a list of where to go in the Game Specific Adjustments if you want to change any of this)
Lyman's doing code so you know that nearly everything on the playfield is crucial and multi-tiered. Especially surprising to me was how the Supplies Target Bank has been used in so many different ways, as well as the Woodbury Skill Shot bonuses that are available.

Please feel free to add any info below. Seems as though there's still lots to learn.

********************
WOODBURY SKILL SHOT
********************

Setting Options:
16/72/73/74/75

- Added a setting to the woodbury skill shot that allows the skill shot
positions to be locked out after a woodbury skill shot award is collected.
This prevents the player from being able to continually collect woodbury
skill shot awards from the same position.
- Added a mechanism to the woodbury skill shot that allows the player to
select any award at any position (bottom rollover, top rollover, left
top lane, right top lane). Added code to disable flipper select of the
awards after the ball is plunged (may be disabled by adjustment).
Fixed (corrected) scoring/awards/display of items. Limited lane change
of awards to only happen when the background display is running.

- Collect bonus from woodbury skill shot now shows the bonus that is
collected.

- Reworked woodbury skill shot to add a number of "feature" awards.
These include:
- Light outlane (bit). This also works if an outlane is already
lit. The additional outlane will have the same value as the
outlane that is already lit; otherwise, 500K.
- Double outlane (bit) value. If both outlanes are lit, doubles
both outlane values.
- Light X return lane. This also works if a return lane is already
lit. The additional return lane will have the same X value as the
return lane that is already lit; otherwise, 2X.
- Light crossbow.
- Collect bonus. This is affected by the 2X playfield multiplier.
- Start multi-kill.
- Light extra ball.
After factory reset, "light outlane" will be the first award. Then
awards are lit in sequence each time the fish tank is completed on the
right ramp. At the end of the game, if an award was collected during
the game, the award that follows the last collected award will be the
first award that is lit for the next game.
Adjustments control light/carryover:
STACK WOODBURY SKILL SHOT LIT - DEFAULT: YES
Multiple awards may be lit before shooting the "Welcome to
Woodbury" shot.
WDBRY. S.S. LIT CARRY. B. TO B. - DEFAULT: NO
Lit awards are not carried over from ball to ball.
WOODBURY S.S. FOR M.KILL - DEFAULT: 3
Number of times "Welcome To Woodbury" must be lit before the
"Start multi-kill" award is offered.
- Removed the "light" code for the fish tank. The fish tank is always lit,
and always available, except during multiball and HORDE. This allows
stacking of lit woodbury skill shots, so multiple non-point awards may
be available at one time.
- Woodbury skill shot was allowed during blood bath multiball and
crossbow multiball. This has been corrected.
- Woodbury skill shot "active" has been added to the criteria for
"timers off". Added "timers off" logic to the star rollovers, the
second shooter lane switch, and the top lane rollovers.

**********
CROSSBOW
**********

Setting Options:
13/76/77/78/79/80/81/85

- Reworked the scoring for the crossbow. The crossbow score is based on
the number of walkers killed since the last time a walker was killed
using the crossbow. Added a setting that allows the score to be carried
over from ball to ball (default=NO). The score goes up at a reasonable
rate based on the number of crossbow kills.
- Added more crossbow walkers.
- Added a setting to allow the bicycle girl ramp diverter to be
adjusted differently when the crossbow is fired. The settings are:
ALWAYS UP, ALWAYS DOWN, and GAME STATE. The default is ALWAYS UP.
- Added stacking to crossbow lit. Lit crossbows can be stacked (via
adj.) by completing the drop targets multiple times when "Weapons" is
lit before shooting the crossbow ramp.
- Added crossbow shots, lit by completing the drop targets when "Weapons"
is lit.

*************
WALKER BOMBS
*************

Setting Options:
53/58

- 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.

- Wellwalker 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.

*****************************
WELL WALKER / PRISON MULTIBALL
*****************************

Setting Options:
14/15/48/49/50/51/52/53/54/55/56/57/58

- Reworked the post super jackpot stage for prison multiball (victory
laps). Because it's not much fun starting over from the beginning.
- Implemented a better victory lap stage for well multiball.
- Implemented well multiball state carryover from multiball to
multiball. Got rid of fixed well multiball super jackpot (this is
cumulative now).
- Added settings for prison/well multiball state carryover from
multiball to multiball. Added a victory lap stage to prison multiball
that allows shot looping (left ramp, right ramp) with increasing values
for the remainder of the multiball. The victory lap shots also count
prison walker kills for lighting SIEGE.
- Lowered max. well walker hits to 9. Added hit count left for well
walker multiball start.

- 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.

- Food increases a shot multiplier for the well. The multiplier is
awarded for any hit to the well (letter, well, well multiball), then
reset.
- First Aid increases a shot multiplier for the prison. The multiplier
is awarded for any hit to the prison (letter, prison, prison multiball,
siege), then reset.

- Reworked clear the prison yard and prison multiball scoring. Completing
the drop targets when "FIRST AID" is lit will permanently increase the
value of the prison yard walkers for the remainder of the game. During
the multiball, the value of the prison yard walkers increases each time
a prison yard walker is killed while the multiball is running. Added
all player scores to the prison yard walker background. Added animated
walkers to the prison yard background display effect. Every once in a
while, one of the walkers will start moving around and make some noises.
Killing a walker will play an animation of the walker getting shot in the
head. Dead walkers remain on the ground so the player can look at the
display and see how many walkers there are left to kill. Fixed walker
rendering (depth) based on distance to player. Prison multiball super
jackpot is no longer laughable.
- Siege: Added rules, animations, sound FX, music.
Light Siege by killing 12 yard walker during Prison MB.

**********
MULTI-KILL
**********

- Added settings that allow the user to control the behavior of the
multi-kill modes better:
- Starting a multi-kill from PRISON MULTIBALL or WELL MULTIBALL can
be set to "collect super jackpot". This is the default for
COMPETITION mode.
- Starting a multi-kill from the CROSSBOW can be turned off, or
be set to "kill all walkers". Multi-kills from the CROSSBOW are
turned OFF for COMPETITION mode.
- Starting a multi-kill from the ARENA mode can be set to "complete
mode". This is the default for COMPETITION mode.
- Starting a multi-kill from BLOOD BATH MULTIBALL can be set to
"collecting all supplies (jackpot)". This is the default for
COMPETITION mode.
- Starting a multi-kill from the TUNNEL mode can be set to
"complete mode". This is the default for COMPETITION mode.
- RIOT mode default number of shots for multi-kill changed from 2
to 3.
- Starting a multi-kill from the CDC mode can be set to "complete
mode". This is the default for COMPETITION mode.
- BARN mode for COMPETITION requires 5 shots instead of 3 for
multi-kill start.
- Starting a multi-kill from collecting all of the heads in the FISH
TANK can be turned off. This is the default for COMPETITION mode.
- Starting a multi-kill from the BICYCLE GIRL can be turned OFF, or
started when the mode is completed. The number of hits to the
BICYCLE GIRL for completion has been lowered from 4 to 3, and the
default number of hits for starting a multi-kill has been lowered
from 4 to 3. The bicycle girl mode must be completed for COMPETITION
mode.
- Starting a multi-kill from the SUPPLIES can be turned off. This is
the default for COMPETITION mode.
- Starting a multi-kill from the COMBOS can be turned off. This is
the default for COMPETITION mode.
- Reworked the multi-kills such that the modes that start them will
continue to add points as long as the multi-kill mode is still active
(effectively, until the end of the ball).
- Added new adjustments for multi-kill, to make some of the requirements
easier. This still needs tweaking.
- Changed up multi-kill modes. Scoring is based on the achievements
earned to start the modes. Only one shot is ever lit, no matter how
many are started. Each start indicates which shot should be lit, so
there will be a connection to the achievement and the shot lit.
(For example, completing bicycle girl lights the left ramp multi-kill
shot).
- Changed multi-kill scoring to be based on the points scored during the
mode that started the multi-kill.

******
MODES
******

Setting Options:
7/8/9/10/11/32/33/34/35/36/37/38/39/40/41/42/43/44/45

- Changed the ARENA mode. Instead of completing (finishing) the mode
by shooting the right ramp 3 times in a row twice, the mode can be ended
(completed) by shooting the right ramp and then shooting the shot that
leads into the shooter lane at any time. This makes the scoring for the
ARENA mode a bit more open-ended, and puts more points for X champion on
the shooter lane shot. It also makes it easier to see the finishing
animation, as the ball isn't out of control on the playfield.

- Fixed up CDC scoring. When the mode starts, the left ramp is the only
shot that is available and it may be looped any number of times to build
up the value and light additional shots on the playfield (red arrows).
Shooting one of the red arrow shots enables the left ramp for mode
completion (2 shots). Completing the mode (1 left ramp shot, followed by
1 to 4 red arrow shots, followed by 2 left ramp shots) starts one of the
multi-kill modes (adjustable).
- Reworked the CDC rule. The left ramp can be made repeatedly to build
a score and add shots (arrows). Once at least one arrow shot has been
made, the left ramp can be shot twice to finish the mode and start a
multi-kill feature.

- Reworked the TUNNEL rule. All shots are lit, and each shot collected
doubles the value of the next shot. Shooting the TUNNEL shot completes
the mode and starts a multi-kill feature.

#2 4 years ago

Awesome ! Thank u !

1 month later
#4 4 years ago

Good resource to have, well done.

Buuuut this isn't going to cut it
"...a pop bumper jackpot is lit at the right orbit through the pop bumper “Borg Shot.”

1 week later
#5 4 years ago
Quoted from TheLaw:

Good resource to have, well done.
Buuuut this isn't going to cut it
"...a pop bumper jackpot is lit at the right orbit through the pop bumper “Borg Shot.”

So change it
Though I started the doc, it isn't "mine". It belongs to the world. Feel free to clarify and edit to sharpen it up. See something incorrect? Fix it, and we're in a better place with the doc. My goal was to have a great rules sheet, and what better way than to pool our resources on it.

8 months later
#6 3 years ago

This doc has been a lot of help, thanks for taking the time to put it together.
On my game the walkers killed to light extra ball started at 8 and now is at 5, seems to be the opposite of what is stated in the doc. Anyone have insight on this?

#7 3 years ago
Quoted from Pale_Purple:

This doc has been a lot of help, thanks for taking the time to put it together.
On my game the walkers killed to light extra ball started at 8 and now is at 5, seems to be the opposite of what is stated in the doc. Anyone have insight on this?

There's an extra ball % setting in the adjustments. As you receive more extra balls over time, the walker count will increase. If you're receiving less extra balls, the walker count will decrease. So you could go 10 games without an extra ball and it might drop the necessary walkers to light extraball down. 5 is extremely low; are you not getting extra balls?

#8 3 years ago

It started at 8 and slowly every 30-50 games maybe dropped one walker required. It's been at 5 for a few days now and probably 70-100 plays. I'd say I get an extra ball every two or three games maybe. Last LE I played on location I think it was 6 walkers.

1 week later
#9 3 years ago

By default the walkers killed extra ball will go up and down based on the avg number of walkers killed per game on that machine.

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