(Topic ID: 225256)

Last chance to talk me out or in for TNA.

By rai

5 years ago


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  • Latest reply 5 years ago by o-din
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There are 235 posts in this topic. You are on page 5 of 5.
#201 5 years ago
Quoted from jgentry:

Perhaps you can offer Spooky 10mil or so in capital so they can never have to not say no to you again?

how much money do they need to build 25-50 games at a time? especially when the remaining $5K balance on each game is called in when its group of games goes on the line.

by all accounts, they could have ~$500,000 right now just in 1K deposits on TNA and ACNC backorders. that easily covers BOM and labour for any in-progress production runs of 25/50 games, while discounting any terms given, or 'investments' made, by their vendors/suppliers.

#202 5 years ago

If I had pinball money, I'd buy that game.

#203 5 years ago
Quoted from sethi_i:

I re-read my last post, and it sounds a little harsh. I've played the game and watched a lot of video. To be fair...if there's more to TNA gameplay than I give it credit for, please explain it to me. And "just play it more and you'll get it" is not an explanation.

There’s scoring nuances that are very well done like getting 4x playfield going and also going for reactor jackpots and maxing the reactor value.

Very fun mastering the lane save too. Very hard to get it down.

Also each reactor you’re on takes one more target to hit. It doesn’t just move one target around.

Hell being able to plunge the reactor is a skill in and of itself and is really fun to practice.

The price keeps it out of my house for now, but the game is effing fantastic.

#204 5 years ago
Quoted from sethi_i:

I re-read my last post, and it sounds a little harsh. I've played the game and watched a lot of video. To be fair...if there's more to TNA gameplay than I give it credit for, please explain it to me. And "just play it more and you'll get it" is not an explanation.

It's fun, sometimes really fun. That's all that I'm looking for. I know some guys get woodies about toys, and others about lines of code, others about light shows, and others about themes. All I care is that I have fun playing it, it checks the only box that I really care about. People have different priorities though and others might not find it fun. To each their own.

#205 5 years ago
Quoted from Whysnow:

just for some quick perspective on how others see the same thing about games you love
MMr > hit the standard fan layout of shots 4 times and then start multiball and hit jackpots. Uggh, chopping wood
STLE, GBLE, GOTGLE > all can be spoken about in the single snese since they are essentially all the same game. Hit a shot to start a mode, hit the blinking shots to complete a mode, and back something (ship, slimer, groot) to start a mutliball.
People look at repetition differently; I for one cant imagine having a 4 pin colelciton and 3 of them are all Stern LEs. blarrrgh

Whysnow, that's exactly my point. Most games get slammed for "hit the center bash toy", "do this 9 times", "shoot the flashing light", and "too much multiball". TNA has all of those same things. But TNA is praised for it; even held out as a pinball breakthrough.

I'm not trying to denigrate anyone's choices, or tell someone what to like or not like. I'm sure that I like games that aren't well received by all. It's not the game I'm questioning; it's the inconsistentcy that I'm pointing out. If something is a negative for one game, how is it a positive for another?

As for my collection, I admit I have a "type" when it comes to pinball.

#206 5 years ago
Quoted from Whysnow:If anything I think the speed of production has really ramped up.

given available info, one can sort of figure it out.

at GSPF may 2018, kayte stated that upon returning to benton they would sign off on currently completed TNAs that would bring the total out the door to 200. the numbers going out right now appear to be filling in the high 200s.

gotta give spooky credit for completing the first ~300 games by month end, and ill even bump it another 20 for an argue free/'be nice' cushion to 320. this means ~120 games were built during the 4 months jun, jul, aug, and sept; which works out to ~30 games a month, slightly higher than the 25 per month for the first 8 months/200 games. considering ACNC apparently wasnt on the line during most of that time, the combined TNA+ACNC production appears to have fallen short of the 50 gms per month [25 every two weeks] they had hoped to reach over the summer.

the end of the sept also signifies the end of a calendar year in which production was in full swing. TNA#1 was delivered mid sept 17 to ed robertson. allowing a grace period of two weeks to 'ramp up', we will use oct 1 17 as a start date for TNA production. one full year will end in ~two weeks, on sept 30 18.

looks like ~320 TNA, plus whatever number of ACNC get shipped in the next two weeks. so, low to mid 300s for the most recent 12 month period. to put that in perspective, how many days does stern have to be operating to match that, like 7?

#207 5 years ago
Quoted from jgentry:

Perhaps you can offer Spooky 10mil or so in capital so they can never have to not say no to you again?

Not sure I understand your point? My point is a new company should find creative ways to NEVER turn down a potential customer....its business 101....first thing I learned in business school was customer acquisition strategies, and the cost to acquire those customers. For items like pinball is a small market segment so its even more important....nobody is bashing their company...all I'm saying is they can do better....like all of us...

#208 5 years ago
Quoted from Whysnow:

I am not sure how to explain it all, but I love the game because it is very simple to understand (as you say; just open reactor, overheat it, and kill it) and tangible (you can see your locks and steal locks), but the challenge is immense but achievable.

I describe my love for my favorite EMs and early SS machines the same way. It's the $6k price point I choke on, but that's just a money thing, not a fun thing.

#209 5 years ago
Quoted from PtownPin:

Not sure I understand your point? My point is a new company should find creative ways to NEVER turn down a potential customer....its business 101....first thing I learned in business school was customer acquisition strategies, and the cost to acquire those customers. For items like pinball is a small market segment so its even more important....nobody is bashing their company...all I'm saying is they can do better....like all of us...

My point was that it's funny when anyone back seat QB's all of the pinball manufacturers because they know better. The worst thing in the world a company can do is never turn down a customer and to bend over for everyone. Your expectations on a small business are not in the realm of reality. I appreciate the enthusiasm but it's also not a feasible expectation nor is it often a profitable one. There are many bad customers in the world that smart companies avoid, not find a way to make them happy that steps outside of their successful business model.

#210 5 years ago
Quoted from Jvspin:

I describe my love for my favorite EMs and early SS machines the same way. It's the $6k price point I choke on, but that's just a money thing, not a fun thing.

meh, you have 150k of pinball machines

I have over 6k into my fireball restoration and I had to do the work on that one. To me, 6k is a bargain for what TNA offers.

#211 5 years ago

I think Spooky's non-refundable deposit is wise. It tells me they're more interested in managing their production than in generating a bunch of potential sales.

IMO, this is a good fit for their business model. They aren't trying to sell 1000 games in a few months and couldn't deliver them in a timely manner even if they got the orders.

I expect they would end up making the same amount of games in the same amount of time as they would with a refundable deposit, and without all the hassles of people pre-ordering and dropping out.

#212 5 years ago

Whats the hassle of backing out?

Have a list of buyers, your number is up they ask for payment, if you pass they call the next person on the list. How much hassle is that?

Takes less than a minute.

11
#213 5 years ago

Here's my take on this hot topic of conversation...

We love what we do, we love TnA, and we love Scott.

THAT'S... a lot of love.

I'm going to go approve 4 more games for shipping so I can throw off more of that one guys math.

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#214 5 years ago
Quoted from sethi_i:

I can't agree with this enough. Most games like this would be crucified on this site...prime reactor, start reactor, overload reactor, destroy reactor...now do that 9 times! Sure, the destroy shot moves around...this time it's the "R"...last time it was the "A"...that really shakes things up. And I can move the ball save shot around...awesome.
I forgot, also start multiball before starting in on the reactor sequence. Don't tell me I don't get it, because I do. I've played it a lot. The music, lights and cabinet are very cool. The gameplay got ultra-repetitive very quickly, and the music and lights can't make up for that. And if I have to play the game with 4 people to get the best it has to offer, that's a problem.
It's a fast and frenetic game. That I can appreciate, and in a large collection would give a varied game experience. But in my opinion (key words there), the best game ever hype is outrageous. If this really were the only machine in anyone's collection, I don't think it would get the love that it generates now. I think they'd have a psychotic break from the repetition...and from it being linear!!

The game is way much more than that. Yes that is the track you must take in order to destroy all 9 reactors but the strategy on how to achieve that and maximize your score is another thing. Each reactor can be maxed out. 1st reactor is 75k, 2nd reactor is 115k I believe, and it just goes up from there. The 1st reactor starts at 25k. So do you just go and destroy that 1st reactor for those low points or do you try and max out the value of that reactor? While doing this do you use your multi ball to make it easier to max out the reactor and take advantage of the playfield multipliers or do you take the opportunity to use this multi ball to go for your jackpots which are your drop targets. Now this is where the fun really picks up. Each drop target is a different jackpot value. 1st one is 1x then 2x then 3x. If you knock them all down and get in the scoop its a super jackpot as well as an add a ball. But.....the jackpots are worth higher as the you get deeper in the reactors so if you are getting jackpots and are only on the 1st reactor, the jackpots are not worth as much. So is the strategy to get thru several reactors and then go for jackpots or not? Or is it just maximizing your reactor values and using the multi ball to destroy the reactors at 3x value and not risk getting jackpots for you might lose the balls. Jackpots are a ton of fun for you have only 5 seconds to get each drop target down before it pops back up. Other strategies is using your save lanes (which are a ton of fun). If you use one on the outlane you get your ball back. If you use it when its going down an inlane you get a 10 sec ball save. So do you use this for completing your center target grid to start a reactor or do you use this for your locks? Maybe use it for whatever target you have to hit. Or do you continually stack your ball saves (which you can do) and use them to progress thru the game easier? There are a ton of other elements to this game to go deep into like the skill shots and short plunging and everything else but I can take a long time describing it all. Like all games, having in a home setting or putting a lot of time on a game will open up a whole world of possibilities. Not just playing a few times. I have Medieval Madness and can make the argument that there is not much to do in the game as well. People also discounting this game saying there is not much shots is weird as well. There are a ton of shots. 3 stand ups on the left, left orbit, left scoop, 3 middle standups, right ball lock lane, right orbit, pop bumper and 3 stand ups in the core which maximize your reactor value if you hit all 3 in succession. Each one of these shots is utilized in this game. I have to hit the stand ups in TNA. I do not have to hit them in MM. I love both games and both games offer what the other one does not.

#215 5 years ago
Quoted from SpookyCharlie:

Here's my take on this hot topic of conversation...
We love what we do, we love TnA, and we love Scott.
THAT'S... a lot of love.
I'm going to go approve 4 more games for shipping so I can throw off more of that one guys math.
[quoted image]

Can you sign the back of my pin #343 ?

To Rai

Thanks for all the fish.

(Or something clever?).

#216 5 years ago
Quoted from rai:

Can you sign the back of my pin #343 ?

To Rai

Thanks for all the fish.

(Or something clever?).

Clever?! Lol... not sure I have that in me! But yes, happy to do so.

I seriously do have to go clear more games. Be good to each other!

#217 5 years ago
Quoted from HookedonPinonics:

The game is way much more then that. Yes that is the track you must take in order to destroy all 9 reactors but the strategy on how to achieve that and maximize your score is another thing. Each reactor can be maxed out. 1st reactor is 75k, 2nd reactor is 115k I believe, and it just goes up from there. The 1st reactor starts at 25k. So do you just go and destroy that 1st reactor for those low points or do you try and max out the value of that reactor? While doing this do you use your multi ball to make it easier to max out the reactor and take advantage of the playfield multipliers or do you take the opportunity to use this multi ball to go for your jackpots which are your drop targets. Now this is where the fun really picks up. Each drop target is a different jackpot value. 1st one is 1x then 2x then 3x. If you knock them all down and get in the scoop its a super jackpot as well as an add a ball. But.....the jackpots are worth higher as the you get deeper in the reactors so if you are getting jackpots and are only on the 1st reactor, the jackpots are not worth as much. So is the strategy to get thru several reactors and then go for jackpots or not? Or is it just maximizing your reactor values and using the multi ball to destroy the reactors at 3x value and not risk getting jackpots for you might lose the balls. Jackpots are a ton of fun for you have only 5 seconds to get each drop target down before it pops back up. Other strategies is using your save lanes (which are a ton of fun). If you use one on the outlane you get your ball back. If you use it when its going down an inlane you get a 10 sec ball save. So do you use this for completing your center target grid to start a reactor or do you use this for your locks. Maybe use it for whatever target you have to hit. Or do you continually stack your ball saves (which you can do) and use them to progress thru the game easier. There are a ton of other elements to this game to go deep into like the skill shots and short plunging and everything else but I can take a long time describing it all. Like all games, having in a home setting or putting a lot of time on a game will open up a whole world of possibilities. Not just playing a few times. I have Medieval Madness and can make the argument that there is not much to do in the game as well. People also discounting this game saying there is not much shots is weird as well. There are a ton of shots. 3 stand ups on the left, left orbit, left scoop, 3 middle standups, right ball lock lane, right orbit, pop bumper and 3 stand ups in the core which maximize your reactor value if you hit all 3 in succession. Each one of these shots is utilized in this game. I have to hit the stand ups in TNA. I do not have to hit them in MM. I love both games and both games offer what the other one does not.

That was more of an explanation than I've heard anyone else give. Thanks!

#218 5 years ago
Quoted from sethi_i:

That was more of an explanation than I've heard anyone else give. Thanks!

No problem! I love this game. I love all games! Yay pinball

#220 5 years ago
Quoted from Jvspin:

They aren't trying to sell 1000 games in a few months and couldn't deliver them in a timely manner even if they got the orders.

they are already there under their current business model, acknowledging it recently.

Quoted from SpookyCharlie:

We are way behind on ALL orders... GOOD problem, but still a problem. We will solve it.

#221 5 years ago

Tna is a blast. Sure, there are a lot of great games available at the moment, but Tna is truly different. No one is buying it for its depth so I don’t really understand that argument. You have to decide if you want it or not. I think in your collection, it would get played just as much, if not more than your other machines. Have you ever seen the look on someone’s face when they play a Tna for the first time? I was at Logan Arcade in Chicago last weekend with another friend that’s into Pinball. Once the floor shook the first time, he was hooked. I think it’s Spooky’s best game to date and if you already backed out once, then this might be your last chance for a new in box Tna. If you don’t want the reservation, I’ll buy it from you for what you paid for it.

#222 5 years ago
Quoted from chuckwurt:

There’s scoring nuances that are very well done like getting 4x playfield going and also going for reactor jackpots and maxing the reactor value.
Very fun mastering the lane save too. Very hard to get it down.
Also each reactor you’re on takes one more target to hit. It doesn’t just move one target around.
Hell being able to plunge the reactor is a skill in and of itself and is really fun to practice.
The price keeps it out of my house for now, but the game is effing fantastic.

To add... put it on hard settings and you'll see it all taken to a more difficult level, which makes it even more exciting

#223 5 years ago
Quoted from HookedonPinonics:

The game is way much more than that. Yes that is the track you must take in order to destroy all 9 reactors but the strategy on how to achieve that and maximize your score is another thing. Each reactor can be maxed out. 1st reactor is 75k, 2nd reactor is 115k I believe, and it just goes up from there. The 1st reactor starts at 25k. So do you just go and destroy that 1st reactor for those low points or do you try and max out the value of that reactor? While doing this do you use your multi ball to make it easier to max out the reactor and take advantage of the playfield multipliers or do you take the opportunity to use this multi ball to go for your jackpots which are your drop targets. Now this is where the fun really picks up. Each drop target is a different jackpot value. 1st one is 1x then 2x then 3x. If you knock them all down and get in the scoop its a super jackpot as well as an add a ball. But.....the jackpots are worth higher as the you get deeper in the reactors so if you are getting jackpots and are only on the 1st reactor, the jackpots are not worth as much. So is the strategy to get thru several reactors and then go for jackpots or not? Or is it just maximizing your reactor values and using the multi ball to destroy the reactors at 3x value and not risk getting jackpots for you might lose the balls. Jackpots are a ton of fun for you have only 5 seconds to get each drop target down before it pops back up. Other strategies is using your save lanes (which are a ton of fun). If you use one on the outlane you get your ball back. If you use it when its going down an inlane you get a 10 sec ball save. So do you use this for completing your center target grid to start a reactor or do you use this for your locks? Maybe use it for whatever target you have to hit. Or do you continually stack your ball saves (which you can do) and use them to progress thru the game easier? There are a ton of other elements to this game to go deep into like the skill shots and short plunging and everything else but I can take a long time describing it all. Like all games, having in a home setting or putting a lot of time on a game will open up a whole world of possibilities. Not just playing a few times. I have Medieval Madness and can make the argument that there is not much to do in the game as well. People also discounting this game saying there is not much shots is weird as well. There are a ton of shots. 3 stand ups on the left, left orbit, left scoop, 3 middle standups, right ball lock lane, right orbit, pop bumper and 3 stand ups in the core which maximize your reactor value if you hit all 3 in succession. Each one of these shots is utilized in this game. I have to hit the stand ups in TNA. I do not have to hit them in MM. I love both games and both games offer what the other one does not.

Add the above comment to this!

Also, not sure about you, but I find myself flipping up the lanes in the reactor to complete lanes.

#224 5 years ago
Quoted from HookedonPinonics:

The game is way much more than that. Yes that is the track you must take in order to destroy all 9 reactors but the strategy on how to achieve that and maximize your score is another thing. Each reactor can be maxed out. 1st reactor is 75k, 2nd reactor is 115k I believe, and it just goes up from there. The 1st reactor starts at 25k. So do you just go and destroy that 1st reactor for those low points or do you try and max out the value of that reactor? While doing this do you use your multi ball to make it easier to max out the reactor and take advantage of the playfield multipliers or do you take the opportunity to use this multi ball to go for your jackpots which are your drop targets. Now this is where the fun really picks up. Each drop target is a different jackpot value. 1st one is 1x then 2x then 3x. If you knock them all down and get in the scoop its a super jackpot as well as an add a ball. But.....the jackpots are worth higher as the you get deeper in the reactors so if you are getting jackpots and are only on the 1st reactor, the jackpots are not worth as much. So is the strategy to get thru several reactors and then go for jackpots or not? Or is it just maximizing your reactor values and using the multi ball to destroy the reactors at 3x value and not risk getting jackpots for you might lose the balls. Jackpots are a ton of fun for you have only 5 seconds to get each drop target down before it pops back up. Other strategies is using your save lanes (which are a ton of fun). If you use one on the outlane you get your ball back. If you use it when its going down an inlane you get a 10 sec ball save. So do you use this for completing your center target grid to start a reactor or do you use this for your locks? Maybe use it for whatever target you have to hit. Or do you continually stack your ball saves (which you can do) and use them to progress thru the game easier? There are a ton of other elements to this game to go deep into like the skill shots and short plunging and everything else but I can take a long time describing it all. Like all games, having in a home setting or putting a lot of time on a game will open up a whole world of possibilities. Not just playing a few times. I have Medieval Madness and can make the argument that there is not much to do in the game as well. People also discounting this game saying there is not much shots is weird as well. There are a ton of shots. 3 stand ups on the left, left orbit, left scoop, 3 middle standups, right ball lock lane, right orbit, pop bumper and 3 stand ups in the core which maximize your reactor value if you hit all 3 in succession. Each one of these shots is utilized in this game. I have to hit the stand ups in TNA. I do not have to hit them in MM. I love both games and both games offer what the other one does not.

Thanks for the detail, that is what I was looking for rather than just the flat rules (ABC objectives) it does sound like TNA is greater than the sum of it's parts or the number of discrete shots or rules.

How do you max out the reactors? Is that the spinner and the grid shots or more in the upper PF shots?

How does the time run work?

I mean that's the time it takes to destroy the reactor after it's critical? (or something else?) Is that kept in a high score table for each reactor?

#225 5 years ago

I just want to say that I'm listening to the soundtrack right now in my car windows open and love it. The hype meter for the music is deservedly high. I would say best original pinball soundtrack ever.

#226 5 years ago
Quoted from rai:

Thanks for the detail, that is what I was looking for rather than just the flat rules (ABC objectives) it does sound like TNA is greater than the sum of it's parts or the number of discrete shots or rules.
How do you max out the reactors? Is that the spinner and the grid shots or more in the upper PF shots?
How does the time run work?
I mean that's the time it takes to destroy the reactor after it's critical? (or something else?) Is that kept in a high score table for each reactor?

Maxing out the reactors is done in the upper core area. Every time it hits one of those slings it increases the value of the reactor. If you want to automatically max out the value you have to hit the 1,2,3 targets up there but you have to hit them in succession so if you hit the 1 target it flashes. Hit it again and you got it. Then go for the 2 and then the 3. If you hit the 3 target without activating the 2 target then nothing happens. The spinner helps overheating the reactor once its ready to work on that as well as hitting the slings up top.

Time runs are kept on each reactor and it keeps a running clock on each one as well as saves the fastest time. Just like high scores. So if you destroy reactor 1 in 10 sec and that is the fastest time, you get to put your initials for speed run - reactor 1. Cool little add on to add some bragging rights. I am not sure when the clock starts but my guess is it starts at the end of the last reactor you blew.

Another cool little deal that I did not mention in my previous posts that I would not recommend going for (dangerous) is after you start a reactor your grid is now lit up in blue and red. If you fill your grid up after you start your reactor you get a reactor jackpot which I believe is worth 25% of your current reactor value. Which can be pretty significant. Say you are on reactor 5 and you have maxed it out. Not sure what the max out is but lets just say 250K. Well if your in 3 ball multi ball and you have started a reactor and decide to go for your grid and complete it, you will get 62,500 times 3 so 187,500 points just for hitting those standups.

#227 5 years ago
Quoted from delt31:

I just want to say that I'm listening to the soundtrack right now via Spotify and love it. The hype meter for the music is deservedly high. I would say best original pinball soundtrack ever.

What I love is every reactor has its own song. I love getting to reactor 4. That is my favorite song. Reminds me of the movie Grandmas Boy where J.P. is sitting in in his white room at work jamming that bass music.

#228 5 years ago
Quoted from rai:

Thanks for the detail, that is what I was looking for rather than just the flat rules (ABC objectives) it does sound like TNA is greater than the sum of it's parts or the number of discrete shots or rules.
How do you max out the reactors? Is that the spinner and the grid shots or more in the upper PF shots?
How does the time run work?
I mean that's the time it takes to destroy the reactor after it's critical? (or something else?) Is that kept in a high score table for each reactor?

One last thing that is neat that not a lot of people realize is the core is only accessible by plunge and hitting the orbits...but the orbit will only get the ball back up there when the inserts are flashing pink. They will be pink once you have started your reactors. However, when you get to reactor 4 only one orbit is pink and it changes orbits every time it hits your slings at the bottom. Really cool deal for the right orbit is hard to hit and if its the only one open you have to make some decisions. Go for it or post pass to the right flipper or shoot your lock shot to get it back in the shooter lane, etc, etc.

#229 5 years ago
Quoted from Tuna_Delight:

And he's a bitter White Sox fan to boot. Sure to be even more bitter soon as the Cubs make the playoffs yet again!
But I digress ... TNA is the best game ever! No wait ... it's the worst game ever! Damn - I need someone decisive to weigh in. OP - help us out. Surely by 172 (and counting!!!) posts in this thread, you can put this critical issue to rest. Which is it???

Please stay on topic and leave the White Sox out of it or a temporary thread eject will be enforced. Thank you.

#230 5 years ago
Quoted from Chisox:

leave the White Sox out of it or a temporary thread eject will be enforced.

how about the black sox ??

blacksox01 (resized).jpgblacksox01 (resized).jpg
#231 5 years ago
Quoted from greenhornet:

how about the black sox ??[quoted image]

Please stay on topic and leave Shoeless Joe Jackson out of this or a PERMANENT ban will be enforced. Sincerely, the Mods.

#232 5 years ago
Quoted from Chisox:

Please stay on topic.

alright, its a great day for a pinball game ... lets play two.

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#233 5 years ago

I agree

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#234 5 years ago
Quoted from lpeters82:

If it doesn't have ramps, why is "Super Ramps" one of the mystery reward options? I'm going to keep playing until I figure it out.

Details of game in top 100 indicate no ramps either, it’s not a top 25 game either

#235 5 years ago
Quoted from NimblePin:

It’s really not that hard to comprehend.
Sometimes people just get burnt out from repeatedly playing the same collection of “status quo” pins and eventually come to the honest realization that they’d actually rather own a Torpedo Alley, Alien Star, Cheetah, Pit Stop or *gasp* an old woodrail like Williams Rocket, before having to buy another AFM, WOZ, MET, Acadaca, etc...

2igmo8 (resized).jpg2igmo8 (resized).jpg
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6,750
Machine - For Sale
Warner Robins, GA
$ 95.00
Cabinet - Sound/Speakers
Pinball Mod Co.
 
From: $ 5.00
Playfield - Decals
Pinball Invasion
 
$ 169.95
Lighting - Other
Hookedonpinball.com
 
$ 20.00
Playfield - Protection
Pinhead mods
 
6,500 (OBO)
Machine - For Sale
Middletown, DE
$ 10.00
Cabinet - Other
ScottieIA Mods
 
$ 43.95
Cabinet - Decals
Pinball Nerd Decals
 
$ 20.00
Cabinet - Other
Apron Envy
 
$ 11.95
Playfield - Toys/Add-ons
ULEKstore
 
From: $ 12.00
Flipper Parts
Precision Pinball prod.
 
Great pinball charity
Pinball Edu
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