The Walking Dead Remastered

Stern Pinball, 2025 — shot-by-shot rules and strategy guide.

Open The Walking Dead Remastered in the Pinball Genie app →

Designer John Borg; code by the late Lyman Sheats Jr., Mark Guidarelli & team. SPIKE 3, 18.5" HD display. Released Premium ($9,699) and LE ($12,999, 500 units) only — no Pro, so every mechanic that was Premium/LE-exclusive on the 2014 original (crossbow, Prison magnet, Well Walker toy, raised Bicycle-Girl ramp target, Flamethrower spinner) ships on every Remaster unit. Gameplay/shots are identical across Premium and LE; LE differences are cosmetic (mirrored backglass, armor, shaker, expression lighting). Code rev ~0.93.

Core system — Walker Kills & Shot Multiplier

Dead Features (five timed modes)

Qualify by clearing the left drop-target bank (1 completion for the first mode, 2 for each later mode; competition needs only 1). Start by shooting the lit major shot: Barn = left orbit, CDC = left ramp, Riot = Riot/Tower shot, Tunnel = railroad shot, Arena = right ramp. 40s timer, +10s per extra drop clear. Non-mode "crosshair" shots build the running mode +500k. CDC (left-ramp loop) is the top single-ball earner (~30–40M if clean); Arena (right-ramp loop) carries the highest base but is dangerous; Riot grows on switch hits, so it's the best mode to stack into a multiball. Completing all five then re-qualifying lights Escape Terminus (6th feature / mini-wizard, five hurry-ups at ~20% of prior mode scores).

Multiballs

Multipliers

Combos (money sequences)

Only four chains register (flashing red arrows, single-ball play): L ramp→L orbit, L ramp→Riot, Tunnel→R ramp→Tunnel (loop), R ramp→Tunnel→R ramp (loop). Each combo = 500k + 37.5k; every 10 combos starts a Multi-Kill.

Wizard / mini-wizard modes

High-score philosophy

Qualify drops → run a strong mode (CDC/Riot) → stack it with a multiball (Prison, then Blood Bath for add-a-balls) → bank Walker kills into a fat X and dump it on a 2X-playfield jackpot → build two Prison spellouts for Siege and 115 kills for Last Man Standing. Bare multiballs are weak; the mode+MB stack with a big X is where every huge game is made.

How The Walking Dead Remastered plays

The Walking Dead is a brutal, wide-gapped survival machine: clear the left drop bank to unlock modes, spell your way into the Prison and Well Walker multiballs, and rack Walker kills the whole time. Kill 115 to reach Last Man Standing, the main wizard, with Siege and Horde as the other two summits.

The loop

  1. Clear the left drop bank -- it gates every mode, banks Supplies toward Blood Bath, and is the main drain hazard, so hit it from a cradle rather than flailing.
  2. Start a mode at its own shot -- Barn at the left orbit, CDC at the left ramp, Arena at the right ramp, Riot at the Tower shot -- then loop that shot to farm it.
  3. Spell PRISON at the center doors and WELL on the captive toy to launch their multiballs, and stack Blood Bath on top for its add-a-balls.
  4. Kill Walkers on lit crosshairs; every second kill lights an inlane X you can bank and later dump on a jackpot.
  5. Push the kill count toward 115 for Last Man Standing, spell PRISON all the way through twice for Siege, and light six Multi-Kills for Horde.

Reading the lights

  • Left Drop Bank (status) — lit: The left drop bank is the engine of the whole game -- clearing it qualifies your next mode, banks the lit Supply toward Blood Bath, and steps toward that multiball -- and it is also the shot most likely to spit the ball down the middle. · then: Clear it deliberately from a cradle to light a mode, and string the First Aid, Weapons and Food Supplies so the next clear starts Blood Bath -- the only multiball that stacks freely and the only one handing out add-a-balls. Everything else on the machine waits behind this bank, so treat it as the priority shot it is.
  • Mode Start Shots (mode) — lit: Once the drops qualify a mode, its start shot lights -- the left orbit for Barn, the left ramp for CDC, the right ramp for Arena, the inner Tower shot for Riot -- and every mode rewards looping that same shot rather than hunting around. · then: Start the one whose shot you are already hitting clean and loop it: Barn stacks the left orbit, CDC lays a row of arrows then re-scores the whole row on its closing ramp, Arena escalates and cashes half at Woodbury, and Riot swells on switch hits. Because Riot climbs on switches, start it and let a multiball's chaos rattle it up before you collect.
  • Prison Doors (letters) — lit: Bashing the center Prison doors spells PRISON, and the first crack spots five letters so only a few more shots finish it; the magnet just above the scoop exists to sling the ball straight down the wide center gap. · then: With PRISON spelled and the yard cleared, hit the exposed zombie head to start the three-ball multiball, the highest-base one on the game. Six head jackpots relight Riot for a Super worth every jackpot banked, and spelling PRISON all the way through in two separate multiballs qualifies the untimed Siege.
  • Well Walker (letters) — lit: Smashing the Well Walker captive toy spells WELL, and a fifth activation throws the magnet and starts its two-ball multiball; its jackpots grow with switch hits, so it is weak unless you feed the pops between shots. · then: Spell WELL, pump the jackpot size in the bumpers, then take the flashing Well shot to launch it. Each later restart in the same game demands a few more Well shots, and note it will not run stacked with Prison.
  • Shot-Multiplier Inlanes (multiplier) — lit: Every second Walker kill lights a shot-multiplier X at one of the two inlanes, and a lit inlane doubles the very next shot you take after rolling through it. · then: Skip the inlane instead of cashing it and you bank another X for every further pair of kills, with no ceiling, then roll it to arm the multiplier and dump a fat X on a monster -- a Prison jackpot under 2X playfield can come back many times its size. The banked X drops to a single double when spent and clears entirely on a drain, so cash a big one before you risk the ball. · control: Either flipper button: a tap of a flipper button moves the lit X across to the other inlane, so you can park it on the return lane the ball is actually going to roll down (before the ball reaches the inlanes)
  • Stab Targets & Tower (status) — lit: The two stab standups flanking the Prison light the Tower up above the top lanes, and a strong Riot shot into the lit Tower starts about half a minute of 2X playfield scoring. · then: Double everything while it runs: completing the stab targets again before it starts adds time, and completing them during the window resets the clock. Ten lit-Tower hits banked across the game also light an extra ball.
  • Combo Loops (shot arrows) — lit: Red arrows mark the live combo links, and the one repeatable engine is oscillating the Tunnel and the right ramp back and forth; left ramp into left orbit and left ramp into Riot are the other two chains that register. · then: Farm the oscillation, because every ten combos banked lights one of six Multi-Kill inserts, and lighting all six opens Horde at Woodbury. Three left-orbit shots inside Barn light a Multi-Kill too, so the mode and the combo farm feed the same wizard.
  • Walker Kill Count (ladder) — lit: Walker kills bank on lit crosshairs from shots all over the playfield and ladder toward 115, the master count of the game; at 115 the Woodbury shot lights Last Man Standing. · then: The count carries across balls, so even a short ball leaves progress you keep. Reach 115 and start the main wizard at Woodbury -- a four-ball fight to kill another 115 for a hundred-million completion bonus, where a single shot lighting all five of its inserts takes down five Walkers at once.
  • Top Rollover Lanes (lanes) — lit: The top rollover lanes are the standard skill-shot target off the plunge, and in play completing them advances Bonus X toward its cap and lights Bit at an outlane; lighting a Fish Tank first instead arms the Woodbury skill shot, which cycles feature awards as the ball waits. · then: Soft-plunge and steer it into whichever top lane is flashing for points that escalate each ball -- and only the lane still lit when it settles will score. Completing the lanes in play banks Bonus X and lights Bit, a collect that turns an outlane drain into points instead of a lost ball.

Lane change: the flipper buttons move the lit lane. Every second Walker kill lights an X at an inlane; a flipper-button tap slides that lit X to the other inlane so you can set it on the return lane the ball will take. Roll through to arm a doubled next shot, or skip it to bank another X per extra pair of kills -- then cash a big banked X on a jackpot, ideally during 2X playfield.

Start scoring

The Action Button on The Walking Dead Remastered

Center of the lockdown bar.

This one is your bomb trigger. Supplies collected at the drop-target bank load the button with bombs you spend inside the two big multiballs, and the crossbow cannon that parks under the flippers only fires when you press it.

Goals in The Walking Dead Remastered

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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