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This page provides an overview of all that's in The Walking Dead (Pro) pinball machine and all that's not.
See something on this page that is incorrect? Wanna add something new? You can do it yourself! Well, if you have a Pinside user account that is.
Note! There are multiple versions of this game!
This is "The Walking Dead (Pro)".
The other version is: The Walking Dead (Premium/LE)
Stern Pinball, Inc.
October 10th, 2014
The Walking Dead (Pro) on the IPSND.
This machine has been rated by 348 users and currently ranks #23 in the Top 100
The machine either has no notable features or, more likely, no one has entered them in our database yet.
No one has entered any trivia for this game yet. If you know an interesting fact about this machine, please log in first, then use the 'edit this machine' link to add it!
It is unknown wether any backbox ornaments were available for this machine.
It is unknown if this machine had a videomode.
V1.6.0 - Nov 30, 2017
************************************************************************** * * * STERN PINBALL, INC. * * (C) COPYRIGHT 2014-2017 STERN PINBALL, INC. * * * ************************************************************************** * * * WALKING DEAD PRO * * * ************************************************************************** HELP US, HELP YOU! If you have any suggestions, questions, need technical advice, find errors or have comments, contact us through our website: http://www.sternpinball.com/contact.shtml or call 1-800-542-5377. You can also email email@example.com to report any software problems. This text file and all other documents relating to this product, playfield components, features, rules, programming and operation are subject to change without notice (Service Bulletins, if applicable, available through our website). V1.60.0 - Nov. 30, 2017 ======================= - The CROSSBOW mode was allowed to start during HORDE and LAST MAN STANDING. This has been corrected. - Added dynamic stacking of background display/music for PRISON and WELL modes, such that the player will see/hear the backgrounds that correspond to the last mode that was started. - Changed background lamp effect priorities so more important lamps could be seen (i.e. CDC lamps over PRISON lamps). - Trough ball serve at the start of HORDE / LAST MAN STANDING was not being held off long enough for the ball-in-play to be cleared from the shooter lane. This has been corrected. - LAST MAN STANDING was allowed to start during multiball (PRISON, WELL, BLOOD BATH) and HORDE. This has been corrected. - The accessibility of the WOODBURY SKILL SHOT awards is reset when all of the awards have been collected. - Fixed a problem with the WOODBURY SKILL SHOT where none of the good awards would show up unless they were all lit on one ball. - Lowered scoring for LAST MAN STANDING. - Removed shot scoring cap for LAST MAN STANDING. - Added sounds for PRISON MULTIBALL victory laps and WELL MULTIBALL victory laps. - Fixed a bug in the auto-percentaged extra ball module that would sometimes set the extra ball value (walker kills) to an out of range value. - The background lamp effect for SIEGE was allowed to run when the awards for SIEGE were not allowed (due to other rules, e.g. HORDE, etc.). This has been corrected. - Changed the number of target bank completions to light modes for COMPETITION to always be 1. - PRISON MULTIBALL super jackpot now starts at 1M instead of 0. - PRISON MULTIBALL victory lap jackpot now starts at 500K instead of 0. - Added SIEGE status to PRISON MULTIBALL background display effect. - CROSSBOW scores carryover ball to ball changed from NO to YES. This should help make CROSSBOW FRENZY more valuable. - HORDE background now renders the text over the advancing walkers. - Added an adjustment (default=YES) to HORDE that relights all killed walkers with the exception of the walker that is associated with the shot that was just made. - Fixed a bug in the HORDE mode which would cause the game to reset when the last walker was killed to advance to the next level. - 2x playfield status now displayed in the shot multiplier HSTD roll. - Added and adjustment to light "ESCAPE" for HORDE after a certain number of levels have been completed (default: 3 levels). - After the required number of levels have been completed, when the player is down to 1 ball, the WOODBURY shot is lit for ESCAPE. - Shooting the WOODBURY shot with ESCAPE lit allows the player to either continue to fight the HORDE (left flipper: FIGHT) or to ESCAPE the HORDE (right flipper: ESCAPE). - If the player chooses FIGHT, the ball is auto-launched back onto the playfield and the HORDE mode continues. - If the player chooses ESCAPE, the HORDE mode ends, a bonus is awarded, and the SKILL SHOT is started. - If the player plunges (launches) the ball back onto the playfield without making a choice, the HORDE mode continues. - Added a setting (default: OFF, competition default: ON) that pauses the advancement of the walkers during HORDE when the FIGHT/ESCAPE screen is being displayed and the game is waiting for input from the player. - Added an adjustment for losing HORDE (the walkers advanced too far and bit the player) to either serve a new ball (default, as before) or go to bonus (competition). - Added TOWER HITS and TOWER EXTRA BALL to instant info. - Increased the scoring for the ESCAPE TERMINUS mode. - Fixed MULTIKILL mode start display effects from showing "MULTIKILL VALUE 00" when the values are set to reset at HORDE start and HORDE is started before the MULTIKILL start display effects have had a chance to run. - Changed the update priority of the background lamp effect for the fire button so it will run first and not be excluded by in-game lamp effects that cannot run. - SKILL SHOT scores now rendered using the outline font. - Changed score type to 64-bit so scores will not roll at 4B. - Fixed a render-order bug in the LAST MAN STANDING background display effect that was causing the back right walker kill to be rendered over the far right walker. - If the player scored an 8X, 11X, 18X, or 80X-89X multiplier for the X champion, the prefix (A) was wrong. This has been corrected. - Fixed an issue where fading the music volume would cause the music to cut out entirely. - Removed score caps for BARN, TUNNEL, and ARENA modes (shot acores are allowed to increase without limit). - BARN shot score increase per shot changed from 500k to 750k. - SLINGSHOT types were not baing flagged as such; this has been corrected. - Increased consecutive ARENA ramp shot score multiplier from x3, x4, x5, ... to x3, x6, x9, ... - TUNNEL mode scores increased by 2.5M a shot when all shots (not including the tunnel shot, of course) are completed and reset. - BARN mode switch hit increment (one for each barn shot made) increased from 10K to 12.5K. - Fixed player up effects so they wait for speech and don't end on a blank frame. - Changed previous mode scores for TUNNEL from 1M to 1.25M. - Tripled the scores for SIEGE. - Fixed a bug in the loop code that would allow multiple X shots within a time period. - WALKER KILLS minimum # lit increased from 3 to 4. - The "timers off" logic was not checking for HORDE or LAST MAN STANDING. These modes CAN be multiball, but also run with only one ball on the playfield (the mode does not end when the player drains down to 1 ball). This has been corrected. - Changed previous mode scores for ARENA from 250k to 500k. - Fixed switches from showing up in the tech alert when they are not broken. These include: TOURNAMENT START BUTTON START BUTTON LEFT COIN CENTER COIN RIGHT COIN FOURTH COIN FIFTH COIN DEDICATED #6, #7, #8, #14, #16, #20 (NOT USED) TILT PENDULUM SLAM TILT (OPTIONAL) TICKET NOTCH TEST ESCAPE, MINUS, PLUS, ENTER DIP #1 - #8 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). V1.41 - Aug. 25, 2015 ===================== - 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. - Collect bonus from woodbury skill shot now shows the bonus that is collected. - Added lamp effects, sound effects, and increased scoring for Siege. Added score display for final shot. - Added switch compensation for the prison. - Increased the volume of the prison doors open/closed sounds. - Added sounds for multi-kill weapon wipe. - Added display effects for HORDE and LAST MAN STANDING "keep shooting". - Added a rule for killing all of the walkers (Last Man Standing). - Added a rule for playing all of the modes (Escape Terminus). - Fixed bugs in CDC and TUNNEL mode that set precondition data for BARN mode instead of CDC/TUNNEL modes. This resulted in multi-kill starts for BARN (as long as it had not already been played) and an additional multi-kill start for completing CDC/TUNNEL. This has been corrected. - 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. - Lowered the switch score for the RIOT mode. - Increased the final jackpot value for the ARENA mode. - Fish tank lamp (on the right ramp) now updated properly. - Reorganized calls to award functions for the shooter lane shot. The new sequence is: MODES, SIEGE, SPINNER JACKPOT, and EXTRA BALL. The EXTRA BALL display effect was not being queued. This meant that if there was a higher priority effect running (prison, mode, replay, etc.), the EXTRA BALL display effect would not run. This has been corrected. - The sound effects for extra ball would sometimes not be made due to higher priority sounds interfering. This has been corrected. - Added HORDE fail art with sounds. - Fixed a problem with mode scoring. When the last mode was started, "modes completed" was being bumped, which caused the last mode scores to be higher than normal, since modes are worth more the next time played. This has been corrected. - Fixed problems with the return lane sounds. When the X shot multiplier was lit (or running), the normal return lane sounds would not come through. - Added a lamp effect for activating the "X" return lane. - Skill shot maximum increased to 5M. - Added a lamp effect for extra ball. - Added a lamp effect and sound effects for extra ball lit. - TUNNEL multi-kill was specifying the preferred starting shot to be the left loop shot instead of the right loop shot. This has been corrected. - Shot multiplier, along with X champion HSTD sequence, has been extended (instead of terminated) when the left prison standup target is hit. The only follow-up shots allowed at the moment are the center lane and the center lane standup. This allows the player to clip the left prison standup target and still get credit for COMBO/MODE/PRISON.M.B./etc. awards on the center lane at the multiplied value. - Added speech for lighting woodbury; fixed speech spacing with fish tank and woodbury lit. - Removed woodbury lit/start effects. These were getting in the way of everything. - Limited the follow-up speech that is requested for blood bath multiball jackpot and super jackpot. - Fixed issues with resetting the multikill data for the preconditions when HORDE is started (CROSSBOW and FISH TANK were incorrect). - 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). - BARN mode start instructions were not being rendered using the outline font. This has been corrected. - Increased the scores for the bicycle girl mode. - Added topper effects for game start and player added. - Fixed up skill shot background so it shows billion scores correctly. - Added extra sounds to the attract mode. When a walker growl sound is made, there is a light show and a topper effect that will run with it. - Added a setting to keep modes from being lit/started during multiball. The default has been set to YES (this is the same behavior as all versions prior). The setting for COMPETITION mode only allows lit modes to be started during multiball. - Shortened the lighting effects for the skill shot. - Tightened up the well walker start display effect. - The bicycle girl feature was allowed to start during HORDE. This has been corrected. - Added a lamp effect for well multiball victory lap jackpot. - Display effect sequence was not clearing pending effects when a TILT occurred. This has been corrected. - Fixed up some background lamp effects. Some background lamp effects (modes, specifically) were running at end of ball when they should have been killed off. - Fixed more bugs/problems with previous mode shot scores. - Crossbow scores carryover was set to YES instead of NO. This has been corrected. V1.28 - July 2, 2015 ==================== - 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 topper effects for prison yard walkers. - Added topper effects to HORDE. - Removed switch hit information from the RIOT gas mask walker display effect. The score that is awarded for the shot is displayed instead. - Removed an unused audit (skill shot star rollover). - Added a lamp effect for the walker grunt during the skill shot. - Added lots of shaker motor effects. - Changed global "timers off" function. The timers are no longer paused due to ball location during multiball. - Added "reset shots" settings for CDC and TUNNEL modes. When the main shots have been completed, they are re-lit if the "reset shots" setting is YES. (The default for both CDC and TUNNEL settings is "YES".) - Increased the additional score that is added for each shot during the BARN mode. - Decreased the additional score that is added for each shot during the TUNNEL mode. - Reworked the crossbow background to show the walkers in fixed positions and at the correct Y coordinates (ex. - the hanging walker). - Added logic to keep the prison doors closed while the woodbury skill shot is running and the ball is sitting in the shooter lane. This keeps the doors from timing out and the player re-opening the doors (excessive) when the flipper buttons are used to perform lane change for the woodbury skill shot. - Added more crossbow walkers. - Added audits to the woodbury skill shot awards. - Fish tank head collected display effect was always showing 1 head and a score of 100,000. This has been corrected. Adjusted scores. - 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. - 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. - 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. - Added lamp effects for HORDE. - Added some speech for walkers advancing during HORDE. - Added effects for walkers advancing during HORDE. - Fixed problems with previous mode scores. The base score (+ increment) was always added regardless of whether any shots were made. Making shots would not increase the values added as advertised. These have been corrected. CDC mode was only adding to the left ramp value. It now adds to the left ramp value, the shot value, and the final shot value. - Added speech to the ARENA mode. - Added a background lamp effect (flasher) for the ARENA mode that lets the player know the mode collect shot is available. - Removed woodbury background lamp effect flasher, as it makes things too confusing with other things (ARENA final shot, HORDE lit, etc.) The "WELCOME TO WOODBURY" lamp is sufficient. - 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. - Added lamp effects for the ARENA mode. - Fixed a bug that was causing the totals for the RIOT mode and the ARENA mode to be displayed incorrectly. - Fixed a bug in the ARENA mode where the final jackpot value was not being multiplied by the shot multiplier (X) value. - Changed/added some sound effects (walker grunts) for the ARENA mode. - Reworked speech for the RIOT mode. - Added art to the ARENA mode attract mode HSTD display. Changed ARENA total art so the text is more readable. - Fixed the background display effect for the RIOT mode to show the score properly. - Reworked scoring for the RIOT mode. - Added art to the RIOT mode HSTD display and the RIOT mode total. - Added lamp effects for the RIOT mode. - Added lamp effects for the CDC mode. - Added lamp effects for the BARN mode. - Reworked the TUNNEL shot award animation and light show so they are more in sync with the sound effect. - Added lamp effects for the TUNNEL mode. - Improved shaker motor effects for prison multiball super jackpot. - Changed the background lamp effect for prison multiball. During the victory lap stage, the prison does not flash unless the victory lap jackpot is lit. - Added prison yard walker killing spree info. to the display effect for prison yard walker killed. Added speech for killing spree. - Fixed a long-nagging choreography issue: prison yard walker killed animations are now requested as foreground display effects at higher priority, instead of only running when the background is active. - Added lamp effects for prison yard walkers and prison multiball. - Added prison letter multiplier for completing the prison standup targets; it was not implemented. - HORDE was allowed to start when blood bath multiball was running. This has been corrected. - Added settings to allow or disallow walker bombs for prison multiball super jackpot and well multiball super jackpot. The default for competition mode is to not allow the bomb and force the player to make the shot. - When HORDE is started, all multiballs (specifically, grace periods) are stopped. V1.25 - May 29, 2015 ==================== - Fixed machine reset issue that occurred on some machines at system start up, during attract mode, and/or during gameplay. V1.24 - May 22, 2015 ==================== - Added first pass HORDE wizard mode. - Horde "timers off" function modified to not include ball location (pop bumpers). - HORDE is now lit by starting all of the multi-kill modes. - Reworked the HORDE rule so it is started by shooting the woodbury shot, instead of automatically when the last multi-kill is started. - 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. - Changed the rendering for the HORDE walkers. If a HORDE walker is advanced up to a distance where there are neighboring (adjacent) walkers at the same distance, then the newly advanced walker is rendered before (on top) of the adjacent walkers. - Changed the rendering for the HORDE walkers. Walkers that are closer to the player are rendered before walkers that are farther away from the player. - Horde scoring now incorporates previous multi-kill mode scores. - When horde is lit, it now leaves all of the multi-kill shots alone, so the player can continue to score points from them. When horde is started, the multi-kill shots are reset. - Added the right ramp dome flasher to the horde ready background lamp effect. - Fish tank heads now show for most lamp effects. - Fish tank head collected and fish tank completed priorities were too high. This has been corrected. - Changed display effect sequence processing to keep low-priority display effects from displaying a quick frame before a higher priority effect takes over. - Added head impact sounds to the TUNNEL mode award animations. - Added gunshot sounds to the BARN mode award animations. - Prison doors diverter test was opening the doors on (-) and closing them on (+). This has been swapped. - Previous multi-kill scores are now saved for each player when the multi-kill modes are reset at the start of HORDE. This way, score progress for multi-kill only ever increases throughout the game as each new multi-kill is started. (Carry-over behavior is controlled by an adjustment -- i.e. this can be turned off). - Generic walker kills (which light the return lane X feature) disabled during HORDE (it interferes with the lamps that display the HORDE walker progress). The X lane WILL score properly during HORDE, but there is no way to relight it once it has been used. - Shortened the match animation. Re-synced music. - Cleaned up multi-kill animations, added sounds, added light shows. Removed unused background effect. Changed speech. Made the intensity of the speech reflect the scores being awarded. - Added lamp effects for BARN/CDC/RIOT/TUNNEL/ARENA mode totals. - 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 a lamp effects the well walker. - Default # of spotted prison letters to open the prison doors for bashing the prison walker head has been increased from 4 to 5. - Prison targets are now always allowed (as they were before, but a dependency has been removed) such that if +X prison cannot be awarded, the targets will still light the tower jackpot and light the 2X playfield values. - Made a short version of the well hit sound that doesn't take so long to finish up. The short version is used for WELL letters 1-3, and the long version is used for the last letter. - Added infrastructure for scoring with previous modes played. - Reworked scoring for tunnel mode. - Removed "prison letters qualify" nonsense, as this proved to be too difficult and confusing, even for seasoned players. - Added a setting for blood bath multiball add-a-ball autofire time. Blood bath multiball is some work to get, and should have a somewhat reasonably long autofire time. The add-a-ball, however, is relatively easy to get, and should have a shorter autofire time. Otherwise, we are going to spend all day playing blood bath multiball. - Added speech limiter to CDC mode. Some shots can be made repeatedly (i.e. - the left ramp) and there was too much speech. - Fixed the priorities for blood bath multiball and crossbow multiball. These were lower than the modes. - Added art to multi-kill totals. - Added speech for supplies. Speech for specific, more valuable awards (modes lit, blood bath lit, crossbow lit, etc.) have priority. Added art for first aid, weapons, and food. Supplies are rendered in the lower left corner of the left target bank display (this provides more space for text). Changed left target bank completed text so everything fits more cleanly on the display. Added lamp effects for collecting supplies, lighting modes, and lighting blood bath multiball. - Removed "advance prison" from the set of woodbury skill shot awards. - Despite there being multiple animations for weapons and food, only one was being used for each. This has been corrected. - Reworked the generic walker kill speech such that the requested speech is more appropriate for the type of generic walker kill animation that is played. - Added new adjustments for multi-kill, to make some of the requirements easier. This still needs tweaking. - Added bonus score for killing all 115 zombies. - Reworked generic zombie kills. Changed scoring so scores increase with each new zombie killed. Added a large score bonus for every 10 zombies killed. 2nd extra ball awarded once instead of multiple times. Hooked in last man standing (light). Added HSTD for last man standing. - Added missing sounds to generic walker kill animations. - Reworked the walker killed display effect to show a larger number (like the type on the playfield) and the information more clearly. Cleaned up score blinking, where the score would be missing from the frame when the display effect would exit. - Added art to tunnel champion display in the attract mode. - Target bank adds more time to the BARN/CDC/RIOT/TUNNEL/ARENA modes. Added a setting to clear woodbury lit count at ball start. Added new woodbury skill shot awards. - Added art to CDC attract mode HSTD display. - Added a setting to allow woodbury skill shots to stack -- i.e. more than one good award may be lit at a time. - Return lanes now disabled when the shot multiplier is active or in the grace period. This keeps a new lane award (say, during multiball) from stomping all over an existing (extended) multiplier. - Pop bumper jackpot, tunnel mode start, tunnel mode awards, and right loop combos are now awarded from the full right loop, instead of the right loop switch. - Reworked the shot multipliers and the shot multiplier HSTD total sequence logic such that there can be continuation (i.e. left loop switch -> left loop, center lane rollover -> center lane (tower) standup target, right loop switch -> right loop), instead of the sequence being killed after the first group of awards. - Fixed multi-kill total initialization problem that was causing the total to display as garbage if no shots were made that ball. - 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. - Cleaned up skill shot text (now uses game-specific fonts). Cleaned up blinking -- starts with the title/score on the screen, ends with the title/score on the screen. - Changed multiball stacking. Prison and well and crossbow are no longer allowed together. Blood bath is the only one allowed to stack with something else. - Added a HSTD for the most walkers killed. - Cleaned up the pop bumper jackpot increased award display effect. Fixed vertical spacing. Jackpot value now updates dynamically each render, instead of the value being passed as an argument and rendered statically. - Well walker multiball -- Added more information to the background display effect. Switch hits were not being added to the well letter value. This has been corrected. Fixed the adjustment for well walker so it is not so brutal to start it a second time. Fixed well scoring (the values were adding an extra increment that they should not have been). Fixed post-super jackpot scoring. - Blood bath switch hit score goes up by 1K each time the drop target bank is completed. Blood bath lamp turned on solid when blood bath is active. Blood bath jackpot and super jackpot were not adding their scored points to the total. This has been corrected. Blood bath jackpot was not being added to the super jackpot when scored. This has been corrected. Add-as-balls awarded for completing the bank and collecting all of the supplies (controlled by adjustments). - Added instructions and transitions to multi-kill mode start display effects. - Added sounds for game start start button and player added. Removed weak sounds from the skill shot background. - Added tilt warning and tilt sounds. - Added an adjustment to control how the multi-kill shot moves around after it has been collected (RANDOM, LEFT-TO-RIGHT, RIGHT-TO-LEFT). Competition mode installs the LEFT TO RIGHT setting. - 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. - Fixed issues with the background music and display being updated/run at the proper time. - 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). - Cleaned up attract mode display effects for blood bath HSTD and bicycle girl HSTD. - Added art for for the combo champion display in the attract mode. - Match speech was running past the end of the display effect. This has been corrected. - Fixed up shot multiplier X champion to record the scores for each individual feature that contributes to the total. Added logic to record the X champion for HSTD. - Fixed modules that weren't multiplying their scores by the shot multiplier. This included combos and bicycle girl. - Added flipper button speech to the attract mode. - Reworked bonus so it counts up instead of counting down. Reworked the bonus effect to show the number of walker kills while the zombie pile animation runs. Added sounds and a lamp effect. Added left/right side pile based on the last walker killed. The lamp effect shows the lights in the order in which the walkers were killed. Fixed bonus scoring so it only scores for walkers killed. This means it is possible to receive no bonus if no walkers are killed. If that is the case, then the bonus effect will not run. - 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. - Removed animals from the crossbow mode, per AMC request. - Art changed for skill shot walker. - Removed walker kills that AMC does not like (lawnmower, trident, chainsaw attached to stump). - Added art/sounds for BARN mode. Changed scoring. Barn walker types (6) now added to a history list. When a walker is started the list is checked and another walker is chosen if the walker has been started recently. Added sorted rendering based on priority so the barn walkers show up on the correct layers. Larger walkers move faster and are rendered last. Smaller walkers move slower and are rendered first. Changed the barn walker kill selection algorithm to kill the walker that is the farthest away from the barn. - Off-screen prison walkers were making sounds when it appeared that all of the on-screen walkers had been killed. This has been corrected. V1.19 - November 25, 2014 ========================= - Fixed wire colors for TOPPER coil (flasher) drives (BRN now ORG) - Skill Shot: - removed tower shot - changed scoring - changed animation to be a walker in a hallway -- 0 rollover + top lane = shoot with pistol -- 1 rollover + top lane = shoot with shotgun -- 2 rollovers + top lane = shoot with bigger shotgun - Woodbury: updated art and music. - Multikill - added animations, VO, and sound FX. - 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. - Added new art for CDC (passing through the door - the door opens down, not up). Lowered the left ramp shot increment for CDC mode. This was scoring too much. - 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. - 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. Added dots and sounds. The award sound is now louder, and ducks the music. Added scrolling messages. - Added barn walkers. - Added walker kill animations - Made some sounds louder (bicycle girl, prison). - Added art for combos. - Added some high scores. - 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 add-a-ball to blood bath multiball. This is earned by completing the drop targets. - Added art to pop bumper jackpot display effect. - Arena: Added rules/art/sounds. - Added left target bank completion parameters for blood bath lit and modes lit. - Implemented drop target settings for lighting modes. - Added settings for crossbow kills for crossbow multiball. - Added new crossbow art (raccoon and half walker). - Added player scores to well attack background. - Well walker (non-multiball) was not allowing the woodbury skill shot to be available. This is now allowed. - Fixed a problem with the right drop target and WOODBURY that was causing the drop target to stay down when it should have been up. - Added a display effect for prison multiball super jackpot. V1.11 - October 28, 2014 ======================== - Fixed topper wire colors (ORG should have been BRN). - Fixed shooter lane awards (extra ball, etc.) when they were not supposed to be given. - Added new sounds. - Fixed a problem with the BARN mode art that was causing a keyframe error. - Extended the time for a crossbow shot (ball fired from the crossbow), as valid shots to the longer shots (left ramp, etc.) were timing out. - Added sounds for bicycle girl hit when the display effect cannot run. - Removed "crickets" sound from woodbury-is-lit event. This event occurs when the fish tank is completed, so there is already an award sound happening at this time. - Added crossbow kill animations. - Added crossbow shots, lit by completing the drop targets when "Weapons" is lit. - Removed check to see if a supply had already been awarded before awarding it again. This allows the crossbow to be lit more often. - Zombie kills lamp effect now shows lane-changeable lamps. - Added some basic flasher effects for the topper heads in the attract mode. - Added bicycle girl lamp to background lamp effect. Lowered the priority of the multi-kill award display effects so the effects won't block the multiball award effects (prison, well). - Added prison multiball award dots. - Added prison multiball start dots. V1.07 - October 14, 2014 ======================== - Added calls to awards for bicycle girl hit switch (LE). - Added prison art. - Added gas mask intro, and background to riot mode. - Added gas mask super jackpot to riot mode (needs added pop bumper functionality). - Removed piles and piles and piles of bad speech. - Added points for extra ball and special. - Added riot dots to game image. - Added riot start display effect to game. - Added riot background image to game (need to add gas mask walker). - Lowered match and bonus music. - Added new sounds. - Fixed bicycle girl speech. Added bonus end hit sound. - Replaced well walker art. - Bicycle girl hurry up score now counted down based on the bicycle girl timer adjustment. - Completing bicycle girl starts a multi-kill mode. - Switch #60 (an unused switch) was being reported broken in the tech alert. This has been corrected. - Added instant info for bicycle girl lit. - Zombie kills now light bicycle girl on the left ramp. 5 kills to light the first time, then every 20 kills (default). - Added score to well walker multiball start display effect. - Added a light show for well well zombie hit. - Added new well attack progress dots. - Added dots for barn mode start. V1.05 - October 2, 2014 ======================= - Fixed a bug where the main theme music kept playing for an extended period during the attract mode. - Added a lamp effect for BIT. - Misc. cleanup of return lanes and shot multiplier qualification and collection. Each zombie kill shot specifies its own lane to light, so shooting certain shots will not light a lane that would cause annoyance (the left ramp will light the left return lane, for example, because it is out of the way). - Added sword sheer sound for activating the lane multiplier. - Moved well hit effects so they run when there is only one hit left. - Fixed an issue where the left drop target bank would not reset its internal state at ball start and other places. This caused the supplies to not cycle at ball start, even though all of the targets were up. - Sound effects that duck the music don't duck so much anymore. - Shortened up prison intro. - Fixed a bug in bonus that would cause the total to be incorrect when displayed. - Schematics for SAM LE nodeboards - SAM LE - all of the LEDS that were serially chained off of node 3 were off by one due to a electronic timing issue. This has been fixed. - Added new sounds. - Added custom setup for KH sounds. Well hit sounds now duck the music. - Fixed up fader sound effects. V1.03 - September 29, 2014 ========================== - Changed pop bumper animations to use the darker version of the "Don't Open Dead Inside" text - Reworked some sound volumes. - Added tower target sound. - Added some new sounds - well walker, etc. - Added various sounds and speech to current display effects like, extra ball lit, added stingers for the 5 regular mode jackpots, speech for those jackpots if available, etc. - Added progress meters to well walker background. - Cleaned up zombie kills audits. - Added fence kill art. - Added tunnel art. Added start display effect. - Added dots for CDC window grenade explosion. - Added dots for CDC mode background. - Added CDC art. Removed unused CDC intro art. - Added new pop bumper art. - Added radioized speech. - Skill shot background display effect: changed position of inserts and brightened their outlines when they are lit so that they stand out more. - Added (R) pixel after "The Walking Dead" Logo. - Added sounds for prison doors opening and closing. - Prison zombie hit switch is now ignored when the prison doors are opened. - Added (R) pixel to AMC logo. - Added bicycle girl dots. - Fixed a bug with some prison speech. - Lengthened duty-cycle time for magnet grab. - Removed some pop bumper sounds that had too much echo. - Added prison and super jackpot speech. - Prison speech no longer keeps the announcer speech from being requested instead. V1.01 - September 23, 2014 ========================== - Added speech for prison letters. V1.0 - September 22, 2014 ========================= - Initial version.
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