Mail Multiball
Start it: The 4th Mail Ramp (3) shot locks ball 1. Two more lock balls 2 and 3.
Jackpots: Mail Ramp (3) and Dr. Zomboss Ramp (11) take turns. Three Jackpots light the Super Jackpot.
Zombies march down the playfield toward your Welcome Mat. Stop them with the ball, with plants bought with Sun and with gadgets bought with Money.
Every rule hangs off one of these numbered shots. The numbers come back all over this page.
Also on the table: C-R-A-Z-Y rollovers in the lanes, a Kickback in each outlane, the Specials tray at lower left, the Welcome Mat above the flippers, and two upper flippers.
Spend it at the Flower Pot (1). The orbits (2, 12) cycle which seed is on offer. Specials wait in a tray of 5 and fire where the ball is when you press Launch. Defensive Plants go in any lane whose shot is flashing.
Zombies drop Coins. After enough slingshot hits, a zombie marches at the Welcome Mat. Beat it and hit the Coin it drops: $250 each, or $500 with Gold Magnet.
More Money comes from Challenges, Fertilizer Bonus, Jack-in-the-Box, and the R-I-P targets (13) cashed at the Sun Hole (10).
The mini orbit (5) or up-kicker (6) drops the ball into the bumpers. They score, and sometimes pop a random award. The multiplier resets when the ball drains.
An orbit shot (2, 5, 12) puts a star on a lane. Hit that lane before it fades for a Jackpot Increase (+100,000), a Mission Bonus Up (+500,000), or plenty of Sun or Money.
The 4th Challenge Hole (4) shot starts one: hit a set number of zombies before time runs out. It pays Money, and each new Challenge is harder.
Start it: The 4th Mail Ramp (3) shot locks ball 1. Two more lock balls 2 and 3.
Jackpots: Mail Ramp (3) and Dr. Zomboss Ramp (11) take turns. Three Jackpots light the Super Jackpot.
Start it: A late upper-right flip up the Repeater Ramp (9), then the Flower Pot (1) within about 5 seconds.
Jackpots: Lit shots are Jackpots. Light every flashing shot to add the third ball.
Start it: Ten Dr. Zomboss Ramp (11) shots, each adding a dancer to the line.
Jackpots: One flashing shot that hops around the table at random.
Each Mission you finish pays about 5,000,000, raised by Mission Bonus Up and doubled by Gatling Pea. Planting Defensive Plants and starting Mail Multiball both help.
Zombies come in an endless stream while Dr. Zomboss rolls fire and ice down his ramp (11). Anything that reaches the top of the Welcome Mat ends the attempt.
1. Destroy 4 projectiles with the opposite ball: fire beats ice, ice beats fire. Shoot the Flower Pot (1) to switch.
2. Finish him with a Brainz Ramp (7) shot from the upper-left flipper. The Right Orbit (12) sets it up.
The big points come from Mission bonuses, the Victory Multiball and Stinky the Snail. Gatling Pea doubles everything after you buy it.
Multipliers step up through Jack-in-the-Box to a 10x cap and reset on drain. Reaching 10x lights an Extra Ball. Watering Can adds +1,000 to every shot's base value.
| AWARD | VALUE |
|---|---|
| SKILL SHOT | 500,000 |
| SUPER SKILL SHOT | 1,000,000 |
| JACK: HUGE SCORE | 2,812,782 |
| JACK: A POINT! | 2,002 |
| CRAZY DAVE VISIT | 5,000 |
| BACON | 10X ITS PRICE |
| STINKY THE SNAIL | 1M, 2M, 3M... |
| JACKPOT | +100,000 A SHOT |
| SUPER JACKPOT | 2X JACKPOT |
| MISSION COMPLETE | ~5,000,000 |
| VICTORY SHOT | 1,000,000 |
Things the old table guide never pins down. Each gets settled from gameplay footage where possible, or a standard pinball value marked as assumed.
Rules follow the original 2015 Zen Studios table, pieced together from the fan table guide and Zen's own announcement.