The Walking Dead Premium / Limited Edition

Author ready

Stern2014SAMstern.the-walking-dead-premium-limited-edition.2014 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
twd_160h

11 ROM sets resolve to this machine. Clones share the definition unless a hardware difference is listed.

Controller platform
pinmame.sam

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays
  • Dot-matrix display128×32
Address space
Switches
-7–88 (88)
Solenoids
1–56 (39)
Lamps
1–205 (101)
DIP
1–8 (8)
Cabinet & flipper inputs
15cabinet.tournament16cabinet.start65cabinet.coin66cabinet.coin67cabinet.coin68cabinet.coin69cabinet.coin71cabinet.action84cabinet.flipper82cabinet.flipper-7cabinet.tilt-6cabinet.tilt

Portable roles — the consuming engine maps them to its own input actions.

Playfield

Where each address physically sits. The switch and lamp maps below show the electrical layout — this shows the same devices as the player sees them.

Playfield map

215 placements · 34 stacked · normalised player view · outline is nominal

1 Right spinner22 Well Walker · 19 Well Walker flasher23 Prison Walker hit · 4 Prison doors closed29 Left 3-bank target #1 (bottom) · 12 Left 3-bank drop-target reset210 Left 3-bank target #2 (middle) · 12 Left 3-bank drop-target reset211 Left 3-bank target #3 (top) · 12 Left 3-bank drop-target reset18 Trough #4 (left)19 Trough #320 Trough #2221 Trough #1 (right opto) · 1 Trough up-kicker22 Trough jam23 Shooter lane24 Left outlane25 Left return lane226 Left slingshot · 13 Left slingshot227 Right slingshot · 14 Right slingshot28 Right return lane29 Right outlane330 Left pop bumper · 9 Left pop bumper · 62 Left pop bumper431 Right pop bumper · 10 Right pop bumper · 61 Right pop bumper · 106 White general illumination332 Top pop bumper · 11 Top pop bumper · 60 Top pop bumper233 Upper shooter lane · 109 Red general illumination334 Right ramp enter · 70 Crossbow · 71 Fish tank35 Left ramp exit36 Left top lane37 Right top lane38 Tower standup39 Right loop40 Left loop spinner41 Left loop42 Right ramp exit43 Left ramp enter44 Left prison standup45 Right prison standup46 Prison doors opto47 Center lane348 Right drop target · 52 Right drop target (down) · 53 Right drop target (up)49 Bicycle Girl hit350 Crossbow home · 51 Crossbow mark · 21 Crossbow motor252 Crossbow eject / ball loaded · 51 Crossbow eject470 Star rollover (bottom) · 138 Star rollover (bottom) (red) · 137 Star rollover (bottom) (green) · 136 Star rollover (bottom) (blue)472 Star rollover (top) · 135 Star rollover (top) (red) · 134 Star rollover (top) (green) · 133 Star rollover (top) (blue)383 Left flipper end-of-stroke · 15 Left flipper · 106 White general illumination281 Right flipper end-of-stroke · 16 Right flipper2 Auto launch33 Prison doors (power) · 4 Prison doors (hold) · 27 Prison bottom flashers (x2)33 Prison doors (power) · 4 Prison doors (hold) · 27 Prison bottom flashers (x2)5 Ramp magnet diverter6 Well magnet7 Prison magnet20 Right spinner flasher25 Pop-bumper flasher26 Prison top flasher228 Left dome flasher · 109 Red general illumination29 Right dome flasher31 Left loop flasher32 Center loop flasher255 Bicycle Girl ramp (power) · 56 Bicycle Girl ramp (hold)3 2X playfield values4 Shoot again5 4 walkers killed6 3 walkers killed7 2 walkers killed8 1 walker killed9 40 walkers killed10 Last Man Standing11 5 walkers killed12 10 walkers killed13 20 walkers killed14 30 walkers killed15 Hammer multi-kill16 Sword multi-kill17 Crossbow multi-kill18 Gun multi-kill19 Knife multi-kill20 Axe multi-kill21 Horde22 Left outlane223 Left return lane · 109 Red general illumination25 Blood Bath26 First Aid27 Weapons28 Food29 Left ramp Walker kill30 Left loop Walker kill31 Left loop multi-kill32 Barn mode34 Left ramp multi-kill35 CDC mode37 Right outlane38 Right return lane39 Extra ball40 Welcome to Woodbury42 Right ramp Walker kill43 Right ramp multi-kill44 Arena mode45 Well Walker kill46 (W)ELL47 W(E)LL48 WE(L)L49 WEL(L)50 Well Walker51 Right loop Walker kill52 Right loop multi-kill53 Tunnel mode54 Siege55 Right prison standup56 Left prison standup58 Riot mode59 Center lane multi-kill63 Center lane Walker kill64 (P)RISON65 P(R)ISON66 PR(I)SON67 PRI(S)ON68 PRIS(O)N69 PRISO(N)72 Tower373 Fish tank head #1 · 74 Fish tank head #2 · 75 Fish tank head #376 Left top lane277 Right top lane · 106 White general illumination78 Bicycle Girl3168 Right loop arrow (red) · 169 Right loop arrow (green) · 170 Right loop arrow (blue)3195 Left loop arrow (red) · 196 Left loop arrow (green) · 197 Left loop arrow (blue)3203 Left ramp arrow (red) · 204 Left ramp arrow (green) · 205 Left ramp arrow (blue)3152 Right ramp arrow (red) · 153 Right ramp arrow (green) · 154 Right ramp arrow (blue)3187 Center lane arrow (red) · 188 Center lane arrow (green) · 189 Center lane arrow (blue)106 White general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination2106 White general illumination · 109 Red general illumination2106 White general illumination · 109 Red general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination106 White general illumination107 Rear-panel red general illumination107 Rear-panel red general illumination108 Left drop-target-bank green illumination108 Left drop-target-bank green illumination108 Left drop-target-bank green illumination109 Red general illumination109 Red general illumination109 Red general illumination109 Red general illumination109 Red general illumination109 Red general illumination109 Red general illumination109 Red general illumination109 Red general illumination

Hover a marker to identify it, or click to keep it selected. Numbered markers are several devices in one spot — clicking lists them.

Show
Marker shape
  • emitterlights the playfield144
  • sensorsenses the ball46
  • effectmoves the ball25
  • nStackseveral devices in one spot34
172 devices shown

Not on the playfield31 unused, 24 cabinet or service, 8 dip switch, 1 virtual — declared rather than missing.

Coverage

Author ready

Full semantic I/O, mechanisms, variants, wiring and recreation notes passed the completeness validator.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated

Switches

The addresses PinMAME reports as closed. Numbers are the public API values, not matrix hardware pins.

88 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
Hover or tap an address to identify it.

Outside the matrix-7, -6, -5, -4, -3, -2, -1, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.

88 shown
# Name Device ID Role Wiring Evidence
-7
Pendulum tilt
Tilt
switch.pendulum-tilt
cabinet.tilt
validated
-6
Slam tiltNCopt
Tilt
switch.slam-tilt
cabinet.tilt
validated
-5
Ticket notchopt
Microswitch
switch.ticket-notch
service.ticket
validated
-4
Unused dedicated switch D20
switch.unused-dedicated-switch-d20
validated
-3
Coin-door Back button
Button
switch.coin-door-back-button
service.button
validated
-2
Coin-door Minus button
Button
switch.coin-door-minus-button
service.button
validated
-1
Coin-door Plus button
Button
switch.coin-door-plus-button
service.button
validated
0
Coin-door Select button
Button
switch.coin-door-select-button
service.button
validated
1
Right spinner
Other
switch.right-spinner
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
Well Walker
Microswitch
switch.well-walker
position.rest
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
Prison Walker hit
Other
switch.prison-walker-hit
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
Prison doors closed
Microswitch
switch.prison-doors-closed
position.open-runtime
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
Unused matrix switch #5
switch.unused-matrix-switch-5
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
Unused matrix switch #6
switch.unused-matrix-switch-6
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
Unused matrix switch #7
switch.unused-matrix-switch-7
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
Unused matrix switch #8
switch.unused-matrix-switch-8
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Left 3-bank target #1 (bottom)
Microswitch
switch.left-3-bank-target-1-bottom
position.down
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
Left 3-bank target #2 (middle)
Microswitch
switch.left-3-bank-target-2-middle
position.down
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
Left 3-bank target #3 (top)
Microswitch
switch.left-3-bank-target-3-top
position.down
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Unused matrix switch #12
switch.unused-matrix-switch-12
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Unused matrix switch #13
switch.unused-matrix-switch-13
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Unused matrix switch #14
switch.unused-matrix-switch-14
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board
validated
15
Tournament start
Button
switch.tournament-start
cabinet.tournament
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board
validated
16
Start
Button
switch.start
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board
validated
17
Unused matrix switch #17
switch.unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough #4 (left)
Microswitch
switch.trough-4-left
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough #3
Microswitch
switch.trough-3
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough #2
Microswitch
switch.trough-2
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough #1 (right opto)
Opto
switch.trough-1-right-opto
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough jam
Opto
switch.trough-jam
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Shooter lane
Microswitch
switch.shooter-lane
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
Left outlane
Leaf
switch.left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
Left return lane
Leaf
switch.left-return-lane
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board
validated
26
Left slingshot
Leaf
switch.left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board
validated
27
Right slingshot
Leaf
switch.right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board
validated
28
Right return lane
Leaf
switch.right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
Right outlane
Leaf
switch.right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board
validated
30
Left pop bumper
Leaf
switch.left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board
validated
31
Right pop bumper
Leaf
switch.right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board
validated
32
Top pop bumper
Leaf
switch.top-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
Upper shooter lane
Leaf
switch.upper-shooter-lane
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Right ramp enter
Microswitch
switch.right-ramp-enter
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Left ramp exit
Microswitch
switch.left-ramp-exit
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Left top lane
Leaf
switch.left-top-lane
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Right top lane
Leaf
switch.right-top-lane
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Tower standup
Other
switch.tower-standup
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Right loop
Leaf
switch.right-loop
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Left loop spinner
Other
switch.left-loop-spinner
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Left loop
Leaf
switch.left-loop
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Right ramp exit
Microswitch
switch.right-ramp-exit
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Left ramp enter
Microswitch
switch.left-ramp-enter
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Left prison standup
Other
switch.left-prison-standup
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Right prison standup
Other
switch.right-prison-standup
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Prison doors opto
Opto
switch.prison-doors-opto
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Center lane
Leaf
switch.center-lane
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Right drop target
Microswitch
switch.right-drop-target
position.down
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Bicycle Girl hit
Other
switch.bicycle-girl-hit
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Crossbow home
Microswitch
switch.crossbow-home
position.home
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Crossbow mark
Microswitch
switch.crossbow-mark
position.mark
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Crossbow eject / ball loaded
Microswitch
switch.crossbow-eject-ball-loaded
ball.loaded
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Unused matrix switch #53
switch.unused-matrix-switch-53
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Unused matrix switch #54
switch.unused-matrix-switch-54
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
Unused matrix switch #55
switch.unused-matrix-switch-55
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Unused matrix switch #56
switch.unused-matrix-switch-56
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Unused matrix switch #57
switch.unused-matrix-switch-57
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
Unused matrix switch #58
switch.unused-matrix-switch-58
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Unused matrix switch #59
switch.unused-matrix-switch-59
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Unused matrix switch #60
switch.unused-matrix-switch-60
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Unused matrix switch #61
switch.unused-matrix-switch-61
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
62
Unused matrix switch #62
switch.unused-matrix-switch-62
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board
validated
63
Unused matrix switch #63
switch.unused-matrix-switch-63
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
Unused matrix switch #64
switch.unused-matrix-switch-64
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board
validated
65
Left coin chute
Button
switch.left-coin-chute
cabinet.coin
validated
66
Center coin chute
Button
switch.center-coin-chute
cabinet.coin
validated
67
Right coin chute
Button
switch.right-coin-chute
cabinet.coin
validated
68
Fourth coin chuteopt
Button
switch.fourth-coin-chute
cabinet.coin
validated
69
Fifth coin chuteopt
Button
switch.fifth-coin-chute
cabinet.coin
validated
70
Star rollover (bottom)
Leaf
switch.star-rollover-bottom
validated
71
Fire button
Button
switch.fire-button
cabinet.action
validated
72
Star rollover (top)
Leaf
switch.star-rollover-top
validated
81
Right flipper end-of-strokeNC
Leaf
switch.right-flipper-end-of-stroke
validated
82
Right flipper button
Button
switch.right-flipper-button
cabinet.flipper
validated
83
Left flipper end-of-strokeNC
Leaf
switch.left-flipper-end-of-stroke
validated
84
Left flipper button
Button
switch.left-flipper-button
cabinet.flipper
validated
85
Unused dedicated switch D16
switch.unused-dedicated-switch-d16
validated
86
Unused dedicated switch D15
switch.unused-dedicated-switch-d15
validated
87
Unused dedicated switch D14
switch.unused-dedicated-switch-d14
validated
88
Unused dedicated switch D13
switch.unused-dedicated-switch-d13
validated

Controlled devices

Everything the ROM can energise, grouped the way a table author builds it.

Coils, magnets & motors

29
29 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough up-kicker
device.trough-up-kicker Coil
Q1BRN-BLK
I/O Power Driver board
validated
2
Auto launch
device.auto-launch Coil
Q2BRN-RED
I/O Power Driver board
validated
3
Prison doors (power)
device.prison-doors-power Coil
Q3BRN-ORG
I/O Power Driver board
validated
4
Prison doors (hold)
device.prison-doors-hold Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
Ramp magnet diverter
device.ramp-magnet-diverter Magnet
Q5BRN-GRN
I/O Power Driver board
validated
6
Well magnet
device.well-magnet Magnet
Q6BRN-BLU
I/O Power Driver board
validated
7
Prison magnet
device.prison-magnet Magnet
Q7BRN-VIO
I/O Power Driver board
validated
8
Shaker motoropt
device.shaker-motor Motor
cabinet.shaker
Q8BRN-GRY
I/O Power Driver board
validated
9
Left pop bumper
device.left-pop-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Right pop bumper
device.right-pop-bumper Coil
Q10BLU-RED
I/O Power Driver board
validated
11
Top pop bumper
device.top-pop-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
Left 3-bank drop-target reset
device.left-3-bank-drop-target-reset Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
Left slingshot
device.left-slingshot Coil
Q13BLU-GRN
I/O Power Driver board
validated
14
Right slingshot
device.right-slingshot Coil
Q14BLU-BLU
I/O Power Driver board
validated
15
Left flipper
device.left-flipper Coil
Q15ORG-GRY
I/O Power Driver board
validated
16
Right flipper
device.right-flipper Coil
Q16ORG-VIO
I/O Power Driver board
validated
17
Unused coil output #17
device.unused-coil-output-17 Coil
validated
18
Unused coil output #18
device.unused-coil-output-18 Coil
validated
21
Crossbow motor
device.crossbow-motor Motor
Q21VIO-GRN
I/O Power Driver board
validated
22
Unused coil output #22
device.unused-coil-output-22 Coil
validated
23
Unused coil output #23
device.unused-coil-output-23 Coil
validated
24
Optional coin meteropt
device.optional-coin-meter Relay
cabinet.coin-meter
Q24VIO-GRY
I/O Power Driver board
validated
30
Unused coil output #30
device.unused-coil-output-30 Coil
validated
51
Crossbow eject
device.crossbow-eject Coil
Q51YEL-BRN
6-transistor driver board
validated
52
Right drop target (down)
device.right-drop-target-down Coil
Q52YEL-GRY
6-transistor driver board
validated
53
Right drop target (up)
device.right-drop-target-up Coil
Q53YEL-ORG
6-transistor driver board
validated
54
Unused auxiliary output #54
device.unused-auxiliary-output-54 Coil
validated
55
Bicycle Girl ramp (power)
device.bicycle-girl-ramp-power Coil
Q55YEL-GRN
6-transistor driver board
validated
56
Bicycle Girl ramp (hold)
device.bicycle-girl-ramp-hold Coil
Q56YEL-BLU
6-transistor driver board
validated

Flashers

9
9 shown
# Name Device ID Wiring Evidence
19
Well Walker flasher
device.well-walker-flasher
Q19VIO-ORG
I/O Power Driver board
validated
20
Right spinner flasher
device.right-spinner-flasher
Q20VIO-YEL
I/O Power Driver board
validated
25
Pop-bumper flasher
device.pop-bumper-flasher
Q25BLK-BRN
I/O Power Driver board
validated
26
Prison top flasher
device.prison-top-flasher
Q26BLK-RED
I/O Power Driver board
validated
27
Prison bottom flashers (x2)
device.prison-bottom-flashers-x2
Q27BLK-ORG
I/O Power Driver board
validated
28
Left dome flasher
device.left-dome-flasher
Q28BLK-YEL
I/O Power Driver board
validated
29
Right dome flasher
device.right-dome-flasher
Q29BLK-GRN
I/O Power Driver board
validated
31
Left loop flasher
device.left-loop-flasher
Q31BLK-VIO
I/O Power Driver board
validated
32
Center loop flasher
device.center-loop-flasher
Q32BLK-GRY
I/O Power Driver board
validated

Lamps

97

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
89–96
97–104
105–112
113–120
121–128
129–136
137–144
145–152
153–160
161–168
169–176
177–184
185–192
193–200
201–208
Hover or tap an address to identify it.
97 shown
# Name Device ID Kind Role Evidence
1
Start button
lamp.start-button Lamp
cabinet.start
validated
2
Tournament start button
lamp.tournament-start-button Lamp
cabinet.tournament
validated
3
2X playfield values
lamp.2x-playfield-values Lamp
validated
4
Shoot again
lamp.shoot-again Lamp
validated
5
4 walkers killed
lamp.4-walkers-killed Lamp
validated
6
3 walkers killed
lamp.3-walkers-killed Lamp
validated
7
2 walkers killed
lamp.2-walkers-killed Lamp
validated
8
1 walker killed
lamp.1-walker-killed Lamp
validated
9
40 walkers killed
lamp.40-walkers-killed Lamp
validated
10
Last Man Standing
lamp.last-man-standing Lamp
validated
11
5 walkers killed
lamp.5-walkers-killed Lamp
validated
12
10 walkers killed
lamp.10-walkers-killed Lamp
validated
13
20 walkers killed
lamp.20-walkers-killed Lamp
validated
14
30 walkers killed
lamp.30-walkers-killed Lamp
validated
15
Hammer multi-kill
lamp.hammer-multi-kill Lamp
validated
16
Sword multi-kill
lamp.sword-multi-kill Lamp
validated
17
Crossbow multi-kill
lamp.crossbow-multi-kill Lamp
validated
18
Gun multi-kill
lamp.gun-multi-kill Lamp
validated
19
Knife multi-kill
lamp.knife-multi-kill Lamp
validated
20
Axe multi-kill
lamp.axe-multi-kill Lamp
validated
21
Horde
lamp.horde Lamp
validated
22
Left outlane
lamp.left-outlane Lamp
validated
23
Left return lane
lamp.left-return-lane Lamp
validated
25
Blood Bath
lamp.blood-bath Lamp
validated
26
First Aid
lamp.first-aid Lamp
validated
27
Weapons
lamp.weapons Lamp
validated
28
Food
lamp.food Lamp
validated
29
Left ramp Walker kill
lamp.left-ramp-walker-kill Lamp
validated
30
Left loop Walker kill
lamp.left-loop-walker-kill Lamp
validated
31
Left loop multi-kill
lamp.left-loop-multi-kill Lamp
validated
32
Barn mode
lamp.barn-mode Lamp
validated
34
Left ramp multi-kill
lamp.left-ramp-multi-kill Lamp
validated
35
CDC mode
lamp.cdc-mode Lamp
validated
37
Right outlane
lamp.right-outlane Lamp
validated
38
Right return lane
lamp.right-return-lane Lamp
validated
39
Extra ball
lamp.extra-ball Lamp
validated
40
Welcome to Woodbury
lamp.welcome-to-woodbury Lamp
validated
42
Right ramp Walker kill
lamp.right-ramp-walker-kill Lamp
validated
43
Right ramp multi-kill
lamp.right-ramp-multi-kill Lamp
validated
44
Arena mode
lamp.arena-mode Lamp
validated
45
Well Walker kill
lamp.well-walker-kill Lamp
validated
46
(W)ELL
lamp.w-ell Lamp
validated
47
W(E)LL
lamp.w-e-ll Lamp
validated
48
WE(L)L
lamp.we-l-l Lamp
validated
49
WEL(L)
lamp.wel-l Lamp
validated
50
Well Walker
lamp.well-walker Lamp
validated
51
Right loop Walker kill
lamp.right-loop-walker-kill Lamp
validated
52
Right loop multi-kill
lamp.right-loop-multi-kill Lamp
validated
53
Tunnel mode
lamp.tunnel-mode Lamp
validated
54
Siege
lamp.siege Lamp
validated
55
Right prison standup
lamp.right-prison-standup Lamp
validated
56
Left prison standup
lamp.left-prison-standup Lamp
validated
58
Riot mode
lamp.riot-mode Lamp
validated
59
Center lane multi-kill
lamp.center-lane-multi-kill Lamp
validated
60
Top pop bumper
lamp.top-pop-bumper Lamp
validated
61
Right pop bumper
lamp.right-pop-bumper Lamp
validated
62
Left pop bumper
lamp.left-pop-bumper Lamp
validated
63
Center lane Walker kill
lamp.center-lane-walker-kill Lamp
validated
64
(P)RISON
lamp.p-rison Lamp
validated
65
P(R)ISON
lamp.p-r-ison Lamp
validated
66
PR(I)SON
lamp.pr-i-son Lamp
validated
67
PRI(S)ON
lamp.pri-s-on Lamp
validated
68
PRIS(O)N
lamp.pris-o-n Lamp
validated
69
PRISO(N)
lamp.priso-n Lamp
validated
70
Crossbow
lamp.crossbow Lamp
validated
71
Fish tank
lamp.fish-tank Lamp
validated
72
Tower
lamp.tower Lamp
validated
73
Fish tank head #1
lamp.fish-tank-head-1 Lamp
validated
74
Fish tank head #2
lamp.fish-tank-head-2 Lamp
validated
75
Fish tank head #3
lamp.fish-tank-head-3 Lamp
validated
76
Left top lane
lamp.left-top-lane Lamp
validated
77
Right top lane
lamp.right-top-lane Lamp
validated
78
Bicycle Girl
lamp.bicycle-girl Lamp
validated
120
Fire button (blue)
lamp.fire-button.blue RGB lamp
cabinet.action
validated
121
Fire button (green)
lamp.fire-button.green RGB lamp
cabinet.action
validated
122
Fire button (red)
lamp.fire-button.red RGB lamp
cabinet.action
validated
133
Star rollover (top) (blue)
lamp.star-rollover-top.blue RGB lamp
validated
134
Star rollover (top) (green)
lamp.star-rollover-top.green RGB lamp
validated
135
Star rollover (top) (red)
lamp.star-rollover-top.red RGB lamp
validated
136
Star rollover (bottom) (blue)
lamp.star-rollover-bottom.blue RGB lamp
validated
137
Star rollover (bottom) (green)
lamp.star-rollover-bottom.green RGB lamp
validated
138
Star rollover (bottom) (red)
lamp.star-rollover-bottom.red RGB lamp
validated
152
Right ramp arrow (red)
lamp.right-ramp-arrow.red RGB lamp
validated
153
Right ramp arrow (green)
lamp.right-ramp-arrow.green RGB lamp
validated
154
Right ramp arrow (blue)
lamp.right-ramp-arrow.blue RGB lamp
validated
168
Right loop arrow (red)
lamp.right-loop-arrow.red RGB lamp
validated
169
Right loop arrow (green)
lamp.right-loop-arrow.green RGB lamp
validated
170
Right loop arrow (blue)
lamp.right-loop-arrow.blue RGB lamp
validated
187
Center lane arrow (red)
lamp.center-lane-arrow.red RGB lamp
validated
188
Center lane arrow (green)
lamp.center-lane-arrow.green RGB lamp
validated
189
Center lane arrow (blue)
lamp.center-lane-arrow.blue RGB lamp
validated
195
Left loop arrow (red)
lamp.left-loop-arrow.red RGB lamp
validated
196
Left loop arrow (green)
lamp.left-loop-arrow.green RGB lamp
validated
197
Left loop arrow (blue)
lamp.left-loop-arrow.blue RGB lamp
validated
203
Left ramp arrow (red)
lamp.left-ramp-arrow.red RGB lamp
validated
204
Left ramp arrow (green)
lamp.left-ramp-arrow.green RGB lamp
validated
205
Left ramp arrow (blue)
lamp.left-ramp-arrow.blue RGB lamp
validated

General illumination

4
4 shown
# Name Device ID Evidence
106
White general illumination
lamp.gi-white validated
107
Rear-panel red general illumination
lamp.gi-back-panel-red validated
108
Left drop-target-bank green illumination
lamp.gi-left-drop-target-bank validated
109
Red general illumination
lamp.gi-red validated

Virtual & other outputs

1
1 shown
# Name Device ID Evidence
33
PinMAME SAM game-on state
virtual.game-on validated

Configuration & other inputs

8 shown
# Name Device ID Evidence
1
CPU/Sound board DIP switch 1
Dip
switch.dip-1 validated
2
CPU/Sound board DIP switch 2
Dip
switch.dip-2 validated
3
CPU/Sound board DIP switch 3
Dip
switch.dip-3 validated
4
CPU/Sound board DIP switch 4
Dip
switch.dip-4 validated
5
CPU/Sound board DIP switch 5
Dip
switch.dip-5 validated
6
CPU/Sound board DIP switch 6
Dip
switch.dip-6 validated
7
CPU/Sound board DIP switch 7
Dip
switch.dip-7 validated
8
CPU/Sound board DIP switch 8
Dip
switch.dip-8 validated

Mechanisms

Logical assemblies with their actuators, sensors and observed behaviour. Click a chip to jump to the address it refers to.

Auto launcher

mechanism.auto-launcher

Kicker

Output 2 fires the automatic plunger for a ball resting at shooter-lane switch 23.

Dual prison doors

mechanism.prison-doors

Gate

The doors use a dual-winding power/hold coil. The known-working script starts opening on output 3 and starts closing when output 4 de-asserts. Despite the manual name 'Prison Doors Closed', the script reports switch 4 inactive at the closed initial position and active at its fully open position; switch 46 reports ball passage through the door opto.

Ramp diverter magnet

mechanism.ramp-diverter-magnet

Diverter

Output 5 energizes the magnetic diverter zone. The working script applies magnetic force directly to balls entering that zone; there is no separate position switch.

Well Walker target and magnet

mechanism.well-walker

Toy

The Well Walker is a spring-return target with a magnetic ball-control zone. Switch 2 is active at rest in the working script, clears on a hit, and reactivates when the toy returns. Output 6 controls the well magnet.

Drives
Senses

Prison capture magnet

mechanism.prison-magnet

Other

Output 7 controls the prison capture magnet. The working script adds a ball when it enters the prison magnet zone and releases it with a small randomized lateral/forward velocity when the magnet turns off.

Motorized crossbow cannon

mechanism.crossbow-cannon

Motorized

At home, switch 50 is active and switch 52 is active only while a ball is loaded. Output 21 starts the sweep: the script clears 50 and 52, activates mark switch 51 near the center, reverses at the far limit, then restores 50 and any loaded-ball state on return. Output 51 ejects the carried ball in the current cannon direction.

Bicycle Girl motorized ramp

mechanism.bicycle-girl-ramp

Motorized

The physical ramp uses dual-winding outputs 55 (short power/open pulse) and 56 (hold). The known-working script intentionally keys animation from output 56: asserted raises the ramp and removes the blocking surface; de-asserted lowers it and restores the surface. It does not attach a callback to the short output-55 pulse.

Bicycle Girl bash target

mechanism.bicycle-girl-target

Toy

A ball hit pulses switch 49 and deflects the spring-return Bicycle Girl figure before it returns to rest.

Prison Walker bash target

mechanism.prison-walker-target

Toy

A ball hit pulses switch 3 and deflects the spring-return Prison Walker figure before it returns to rest.

Left and right spinners

mechanism.spinners

Other

Each spinner rotation pulses its switch: right spinner 1 and left-loop spinner 40.

Recreation notes

Working knowledge that has no schema field yet — edition differences, tuning values, pitfalls.

Coverage
author-ready — physical inventory, PinMAME bindings, mechanisms, recreation behavior, and normalized spatial placements validated.

Identity and variants

This definition covers the Premium and Limited Edition physical layout used by PinMAME's twd_*h ROMs. The h and hc driver descriptions identify Limited Edition firmware; c is a color-ROM change only. Non-h drivers belong to the physically different Pro definition and are deliberately excluded even though PinMAME keeps both editions in one clone tree.

Evidence precedence

The known-working VPW table script The Walking Dead LE Premium (Stern 2014) day 1.1.vbs is authoritative for the callbacks it implements, active states, initial balls, and mechanism causality. The service manual is authoritative for physical construction, parts, dual-winding coils, wiring, and lamp quantities. PinMAME is authoritative for SAM node-board mapping, native display topology, inversion, and driver metadata; an exact firmware output-name table resolves a documented lighting-renderer shortcut in the VPX. This matters because the retired VPE hint data also disagreed with the working script on several extended lamp channels.

Playfield inputs

The physical switch matrix uses addresses 1-64, dedicated switches D1-D8 map to PinMAME 65-72, flipper switches D9-D16 map to 81-88 in SAM's right/left and EOS ordering, D17-D24 map to -7 through 0, and D25-D32 are the eight DIP inputs. Every used and unused position is enumerated in the machine JSON with matrix row/column wire colors and connectors.

Premium/LE-only inputs are right drop target 48, Bicycle Girl 49, crossbow home 50, crossbow mark 51, and crossbow eject/ball-loaded 52. The bottom and top star rollovers are dedicated inputs 70 and 72; matrix positions 12 and 13 are unused on this edition. Fire button input is 71. Switch 2 is active at the Well Walker's rest position in the working script. Although the manual calls switch 4 “Prison Doors Closed,” the working script exposes it inactive at the closed initial state and active at the fully open stop; authors must follow that runtime behavior.

Lamps and general illumination

The conventional physical lamp numbering is 1-80, but RGB devices on the SAM node boards are exposed through extended ChangedLamps addresses. Use the JSON bindings, not the physical lamp number, for controller callbacks. Right-loop arrow 24 maps to R/G/B 168/169/170; left-loop arrow 33 to 195/196/197; left-ramp arrow 36 to 203/204/205; right-ramp arrow 41 to 152/153/154; center-lane arrow 57 to 187/188/189. Because of PinMAME's backward-compatible channel ordering, bottom star rollover 79 maps R/G/B to 138/137/136 and top star rollover 80 maps R/G/B to 135/134/133. Lockbar fire button lamp 81 maps R/G/B to 122/121/120.

The exact TWD160h.BIN localized output-name table identifies node-board-3 1-based output IDs 25-28 as WHITE, BACK PANEL, LEFT DROP TARGET BANK, and RED. PinMAME sam.c:1913-1919 maps zero-based node-board-3 ledMap index i to CORE_MODOUT_LAMP0 + 81 + i, which is public lamp 82 + i; firmware IDs 25-28 are indices 24-27 and therefore public addresses 106-109. Manual sheet Y26 independently lists the corresponding four physical circuits as GI-0-WHT, GI-1-BACK PANEL, GI-2-GRN, and GI-3-RED. The resulting physical mapping is therefore 106 = 23 white playfield emitters, 107 = two red emitters on the five-socket GI panel, 108 = the panel's three green emitters controlled by the firmware effect named LEFT DROP TARGET BANK, and 109 = 14 red playfield emitters. The boot/start trace independently modulates 106 while 107-109 remain byte-for-byte identical; the lamp-diagnostic trace observes one common 255 event on each of 106-109. These traces prove public activity but not the individual identities supplied by the exact firmware table.

The known-working VPX correctly consumes 106 as white GI but applies 107 as a broad red-GI rendering channel and omits 108/109. That script remains authoritative for its proven controller and mechanism behavior, but its simplified lighting model conflicts with the exact firmware name table and the manual's physical circuit inventory. The definition records the physical machine mapping from the exact-ROM-plus-manual evidence instead of propagating the table's rendering shortcut.

Coils, magnets, flashers, and motors

Main outputs 1-32 and their deliberately unused positions are listed with manual power/control wiring. Outputs 3 and 4 are the prison-door dual-winding power and hold windings; 5 is the ramp-diverter magnet; 6 is the Well magnet; 7 is the prison magnet; 8 is the optional shaker; 21 is the crossbow motor. Premium/LE auxiliary outputs are 51 crossbow eject, 52 right drop target down, 53 right drop target up, 55 Bicycle Girl ramp power, and 56 Bicycle Girl ramp hold; 54 is unused. Output 24 is an optional coin-meter output.

Trough and launch path

Four balls are created at switches 18, 19, 20, and 21. A drain enters the left side; after a 150 ms settle interval the working script cascades a vacancy 18 → 19 → 20 → 21, with switch 22 covering the entrance/jam position. Output 1 kicks the ball from switch 21 toward shooter-lane switch 23. Output 2 fires the auto-plunger from the shooter lane. These are functional starting values from the known-working recreation rather than factory timing specifications.

Prison assembly

The two prison doors rotate together in opposite directions. Output 3 begins opening with the power winding. The working script begins closing when output 4 de-asserts; it animates twelve non-linear angular steps between 0 and roughly 96 degrees. Treat switch 4 exactly as the script does: false at closed, true at the open stop. Switch 46 is the entry opto. Output 7 controls the capture magnet behind the doors; on release, the working recreation adds a small randomized forward and lateral velocity to avoid a straight-down return.

Crossbow cannon

At home, switch 50 is active. A ball entering the cannon makes switch 52 active. Output 21 starts the motorized sweep: once it leaves home the script clears switches 50 and 52, activates switch 51 at the aiming mark near the middle, continues to its far limit, pauses, reverses, clears 51, and reactivates 50 on reaching home. If it still carries a ball, 52 reactivates at home. Output 51 ejects the ball in the current cannon direction, so the firing angle must be sampled from the current mechanism position rather than hard-coded.

Drop targets

The left three-bank comprises switches 9, 10, and 11. A target switch remains active while its target is down; output 12 raises the whole bank. The working script uses about 110 ms for downward travel, 40 ms for the first upward movement, and a 40 ms overshoot pause before settling. The separate right drop target uses switch 48, output 52 to force it down, and output 53 to raise it.

Bicycle Girl ramp and target

The ramp uses a physical dual-winding coil: output 55 is the short power/open winding and output 56 is the hold winding. The known-working script intentionally attaches its animation to output 56 only: asserted raises the ramp and disables the blocking surface, while de-asserted lowers it and restores the surface. Do not wait for an output-55 callback before animating. The nearby Bicycle Girl bash figure is a spring-return target on switch 49 and is independent of ramp position.

Well Walker and prison walker

The Well Walker is a spring-return bash toy combined with the output-6 magnetic ball-control zone. Its switch 2 is active at rest, clears when struck, and becomes active again after return. The Prison Walker is a separate spring-return bash target on switch 3. Their flashers are output 19 for Well Walker and outputs 26/27 around the prison area.

Standard mechanisms

The left and right spinners pulse switches 40 and 1. Pop bumpers pair switches 30-32 with outputs 9-11. Slingshots pair switches 26/27 with outputs 13/14. Lower flippers use outputs 15/16, buttons 84/82, and normally-closed EOS inputs 83/81. Ramp, lane, outlane, and loop switches are fully enumerated in the JSON and should be placed according to the manual's switch and lamp location drawings.

Spatial reconstruction

All coordinates use normalized player view: x=0 at the left rail, x=1 at the right rail, y=0 at the rear/backglass end, and y=1 at the apron. The exact VPW table geometry supplies object centers and the manual's switch, lamp, flasher, and GI location drawings supply physical identity and emitter quantity. Of 96 enumerated inputs, 46 playfield sensors are located and the remaining 50 are explicitly controlled as non-playfield cabinet/service switches, DIP switches, or unused matrix positions. The four trough sensors share their physical trough-path area, while switches belonging to the prison doors, cannon, Well Walker, drop banks, and Bicycle Girl mechanisms are located at their real assemblies rather than spread apart for diagram readability.

Lamp channels that drive one physical package deliberately share a coordinate. This includes paired lamp callouts 70/71, the three-channel fire-button package 73/74/75, and every RGB arrow, star-rollover, and lockbar package. Each physical flasher emitter is represented separately: outputs 19, 20, 25, 26, 28, 29, 31, and 32 have one emitter each, while output 27 has two prison-area emitters. GI emitter inventory follows manual sheet Y26 exactly: public 106 places 23 white playfield lamps, 107 places two red lamps on the five-socket GI mounting panel, 108 places the same panel's three green lamps, and 109 places 14 red playfield lamps. LEFT DROP TARGET BANK is the firmware's effect name for 108, not a claim that those three sockets sit directly over the target bank.

The five-socket inset is a service/rear-face drawing: it exposes the 077-5000-00 staple-bayonet socket mounting hardware and rear connector/board enclosure rather than the decorated player-facing side. The R R G G G marks are ordinary drafting annotations and are not used as handedness evidence. Each socket center is normalized across that inset's panel outline, converted with x_player = 1 - x_service, and projected to y=0 because the panel is vertical at the rear playfield boundary. The resulting player-view red positions are x=0.967900 and 0.771000; the green positions are x=0.546400, 0.480000, and 0.415800. This recorded derivation is intentionally separate from the bilaterally symmetric playfield socket sets, whose handedness does not alter their coordinates.

The spatial JSON intentionally distinguishes evidence from inference. The VPX candidate extraction is tied to the exact 217,935,872-byte table, SHA-256 2aca72eb73ac11cc1f8d5633cd8bb302146ac2dd91bfa5fb8364a314b5179987; it proves table geometry but not controller semantics. Manual callouts and the proven script resolve ordinary device semantics, while the exact ROM table resolves the four extended GI identities where the VPX is simplified. The runtime trace confirms that public addresses 106-109 exist, but because 107-109 remained lockstep in the observed windows it does not independently prove their logical separation.

Recreation checklist

  • Create four balls at trough switches 18-21, initialize the prison doors closed with switch 4 false, initialize the Well Walker with switch 2 true, initialize the crossbow at home with switch 50 true, and initialize both drop-target assemblies raised.
  • Bind controller output callbacks to the extended RGB addresses in the JSON; physical lamp numbers alone are insufficient for the node-board lights.
  • Keep the physical power/hold distinction for both dual-winding mechanisms even where the VPX script uses only the hold channel as the animation signal.
  • Preserve sustained switch states for trough optos, dropped targets, cannon position/load sensors, lanes, and the prison-door state; spinners, bash targets, pops, and slings are pulses.
  • Treat script timing and kick force as proven digital-authoring starting points, then tune geometry and forces against real-machine video or measurements without changing the controller causality.

Sources

  • manual.walking-dead-premium-le: Stern service manual cached from Internet Archive, SHA-256 4dd644210cc0432b254b8252b836c73c878517fa16eda119902155ece24f0b3e; device tables on PDF pages 8-15 and assembly/parts drawings later in the document.
  • vpx.walking-dead-premium-le-vpw-day-1.1: known-working VPW script at vpxtable_scripts revision 0c036bb61b4b4e8c778c37559f6795df8cd1521e, SHA-256 bd6868c93f180c58f6835cccd869c0fa1e28832fea6afc5bb4f9660505908e47.
  • vpx-table.walking-dead-premium-le-vpw-day-1.1: exact source table retained in the organized VPX evidence cache, 217,935,872 bytes, SHA-256 2aca72eb73ac11cc1f8d5633cd8bb302146ac2dd91bfa5fb8364a314b5179987; deterministic candidate extraction SHA-256 bd5ac67ef82dd077830afce80be113584d3d87283f65f532a0e6f6101d8aa9c4.
  • rom-static.walking-dead-premium-le-output-names: exact user-authorized twd_160h.zip, SHA-256 e09cba4477c9d551e858c0b4c8ee005fb041d3008a4cc5e928d502127329d3fd; archive member TWD160h.BIN has SHA-256 5f618c875d160ce27a73a0edf30659b63f08478147c4476b5b8916a614d6d6a3, PinMAME-declared SHA-1 1fbaa077ec834ff9d289008ef1169e0e7fd68271, and CRC32 1ed7b80a. Localized records and their 1-based output-ID table are at file offsets 0x109060 through 0x1090e0. ROM bytes remain external.
  • runtime.walking-dead-premium-le.boot-start: exact twd_160h boot/start trace SHA-256 dc40cfe85c90de2cc8c2ae16a8ca5a0d3cf2f8cbdc24d7eba39600601506fa77, which independently modulates 106 while 107-109 remain lockstep.
  • runtime.walking-dead-premium-le.gi-lamp-diagnostic: exact twd_160h lamp-diagnostic trace SHA-256 c8f78d6bd0d52632049f1f1ee445e47d10db698355a681dc7e8d1da14b6c4a64; it observes one common 255 event on each of 106-109. Both runtime traces use PinMAME DLL SHA-256 79f6cfb0048470218b2302ca4fb0d078839acf7f05883c36fc93881ba8abac84.
  • pinmame.core.4ec52ff0ac13: pinned PinMAME SAM implementation, including TWD node-board emulation and backward-compatible LED channel maps.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
twd_160hcWalking Dead, The Limited Edition (V1.60.0) (Colored MOD)
Colored-ROM modification only; physical playfield I/O, mechanisms, wiring, and native 128x32 DMD topology are unchanged.
2017twd_160hidentical
twd_160hWalking Dead, The Limited Edition (V1.60.0)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2017identical
twd_156hcWalking Dead, The Limited Edition (V1.56) (Colored MOD)
Colored-ROM modification only; physical playfield I/O, mechanisms, wiring, and native 128x32 DMD topology are unchanged.
2015twd_160hidentical
twd_156hWalking Dead, The Limited Edition (V1.56)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2015twd_160hidentical
twd_153hWalking Dead, The Limited Edition (V1.53)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2015twd_160hidentical
twd_141hWalking Dead, The Limited Edition (V1.41)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2015twd_160hidentical
twd_128hWalking Dead, The Limited Edition (V1.28)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2015twd_160hidentical
twd_125hWalking Dead, The Limited Edition (V1.25)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2015twd_160hidentical

Parent set: twd_160h — clones share this definition unless a hardware difference is noted.

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • Operator manual

    CC0-1.0

    manual.walking-dead-premium-le

    Walking Dead pinball Manual.pdf, PDF pages 8-15 and mechanism/parts drawings

    by
    Stern Pinball
    sha256
    4dd644210cc0…
  • VPX script

    vpx.walking-dead-premium-le-vpw-day-1.1

    The Walking Dead LE Premium (Stern 2014) day 1.1.vbs lines 123-300, 315-728, 1320-1710, and 4328-4470

    github.comlines 123-300, 315-728, 1320-1710, and 4328-4470
    by
    Flupper1, Robby King Pin, Rothbauerw, VPW contributors, prior table authors, and vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    bd6868c93f18…
  • ROM analysis

    rom-static.walking-dead-premium-le-output-names

    Exact user-authorized twd_160h.zip archive. Its member is named TWD160h.BIN (96,994,376 bytes), SHA-256 5f618c875d160ce27a73a0edf30659b63f08478147c4476b5b8916a614d6d6a3, SHA-1 1fbaa077ec834ff9d289008ef1169e0e7fd68271, CRC32 1ed7b80a; PinMAME declares the same bytes under canonical filename twd_160h.bin. Localized records at file offsets 0x109060, 0x109078, 0x109090, and 0x1090a8 are referenced by 1-based output IDs 25-28 at 0x1090c8-0x1090e0: WHITE, BACK PANEL, LEFT DROP TARGET BANK, and RED. PinMAME sam.c:1913-1919 maps node-board-3 ledMap index i to CORE_MODOUT_LAMP0+81+i, public lamp 82+i; IDs 25-28 are indices 24-27 and therefore public addresses 106-109. ROM bytes remain external.

    external:vpinmame-roms/twd_160h.zip
    by
    Stern Pinball game code; analyzed locally from the user-authorized ROM corpus
    rev
    V1.60
    sha256
    e09cba4477c9…
  • Runtime run

    runtime.walking-dead-premium-le.boot-start

    Exact twd_160h boot/start trace using PinMAME DLL SHA-256 79f6cfb0048470218b2302ca4fb0d078839acf7f05883c36fc93881ba8abac84 and ROM archive SHA-256 e09cba4477c9d551e858c0b4c8ee005fb041d3008a4cc5e928d502127329d3fd. Public 106 modulates independently; 107-109 have byte-for-byte identical event streams in this observed window.

    external:pinmame-game-code/twd_160h/harness/boot-start-le-1.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    dc40cfe85c90…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c lines 114-116, 455-461, 1388-1418, 1558-1563, and 1782-2190

    src/wpc/sam.c:114lines 114-116, 455-461, 1388-1418, 1558-1563, and 1782-2190
    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • VPX table

    vpx-table.walking-dead-premium-le-vpw-day-1.1

    The Walking Dead LE Premium (Stern 2014) day 1.1.vpx (217,935,872 bytes); ROM twd_160h; extracted with vpxtool git:v0.33.3; normalized geometry reviewed against the exact pinned script and manual physical maps

    local-evidence://stern/the-walking-dead-premium-limited-edition-2014/The Walking Dead LE Premium (Stern 2014) day 1.1.vpx
    by
    Flupper1, Robby King Pin, Rothbauerw, VPW contributors, prior table authors, and vpxtable_scripts contributors
    sha256
    2aca72eb73ac…
  • Runtime run

    runtime.walking-dead-premium-le.gi-lamp-diagnostic

    Exact twd_160h lamp-diagnostic run using PinMAME DLL SHA-256 79f6cfb0048470218b2302ca4fb0d078839acf7f05883c36fc93881ba8abac84 and ROM archive twd_160h.zip from the authorized corpus. Public lamps 106-109 each emit one common value-255 event at 5.828 seconds. This trace proves activity but not the individual identities resolved by the exact-ROM name table and manual sheet Y26.

    external:pinmame-game-code/twd_160h/harness/lamp-diagnostic-v1/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    c8f78d6bd0d5…

Something wrong or missing?

This site renders the catalog and adds nothing to it, so fixes belong in the definition itself. Editing on GitHub forks it for you and opens the pull request; no local checkout needed.

Cite a source for anything you change — a manual page, a line in a working VPX script, PinMAME source, or a reading from the machine's own service menu. Claims without provenance cannot be validated.

Other editions

The Walking Dead shipped in 2 editions with different playfields. Compare what each one actually has before building against this definition.

All 2 editions of The Walking Dead, side by side

Same platform