(Topic ID: 288845)

T.N.A Alternate Cabinet, Artwork & reactor mods

By Loganpinball

9 months ago


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  • Latest reply 3 days ago by Loganpinball
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There are 260 posts in this topic. You are on page 1 of 6.
#1 9 months ago

I am a huge fan of the game, but I am not a fan of the cabinet and the artwork. I mean no disrespect to spooky or Scott in doing this project. I am creating new artwork for the cabinet including porting it over to a Stern cabinet in the process. We will see how this goes, but I have a great local artist that painted my machines cabinet from sketches I provided her. (Example of her work in pictures below). I am creating a different backstory for Scarlet. In this art she is going through a time device as seen in first sketch. I am not altering the backglass or playfield artwork. The triangle on the backglass is staying and I thought I would mirror that image into a framework with time travel equations around the structure. Its hard to illustrate, but the two triangles will be 3d and look like an hour glass. Scarlet will have color bleeding into the device, also hard to illustrate. The lower matrix is a colection of cooling rods. The sections are time windows and will have bright colors dividing them. I have a spare Stern cabinet, a great artist and a desire to see what happens. If you think I am am crazy or dumb I totally understand! I measured both Spooky and Stern cabinets and I think it will work. If not I will be redoing the Spooky cabinet. I have a new set of decals coming, so it can be undone if I go that route. The artist is great, so if it fails it is on me. The Discovery was done by her a few months ago.
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#2 9 months ago

I'm intrigued. Let's see how this goes. Looks good so far.
-Mike

#3 9 months ago

I thought that Dolly cabinet was a different size.

#4 9 months ago

Spooky is releasing a new TNA 2.0 soon. It’s supposed to be in the R&M cabinet and has some updates/upgrades. Not sure if there will different art or just mechanical improvements?

#5 9 months ago
Quoted from Coz:

Spooky is releasing a new TNA 2.0 soon. It’s supposed to be in the R&M cabinet and has some updates/upgrades. Not sure if there will different art or just mechanical improvements?

Maybe it’ll have a ramp???

#6 9 months ago

Cool.good luck!

#7 9 months ago
Quoted from Coz:

Spooky is releasing a new TNA 2.0 soon. It’s supposed to be in the R&M cabinet and has some updates/upgrades. Not sure if there will different art or just mechanical improvements?

Where did you hear that spooky would change the cabinet that TNA 2.0 would have? It would have the lcd mounting(metal hinged) like Rick and Morty, but I haven’t heard anything about a cabinet change if they do TNA 2.0.

#8 9 months ago
Quoted from trilogybeer:

Where did you hear that spooky would change the cabinet that TNA 2.0 would have? It would have the lcd mounting(metal hinged) like Rick and Morty, but I haven’t heard anything about a cabinet change if they do TNA 2.0.

Scott was on Joel’s podcast- just another pinball podcast a few weeks ago. I’m not entirely sure what changes will be done, you’ll have to ask spooky or Scott about that.

#9 9 months ago
Quoted from Coz:

Scott was on Joel’s podcast- just another pinball podcast a few weeks ago. I’m not entirely sure what changes will be done, you’ll have to ask spooky or Scott about that.

Original cabinet but new lcd mount if it happens as far as I know.

#10 9 months ago

Proof of concept!.. I am swapping the head over to the Stern cabinet. It will work!. It is such a visual change for the better. It looks like a modern pinball. My game the ball hit the glass like crazy every play, it has room to breathe now. My wife has a great idea for the back area that I wont spoil. The playfield is shorter than a Stern, but it goes right to where the backpanel is. We are going to make a panel (just like modern Sterns) with artwork and lighting. Scott if you ever read this I would consider doing tna in this style of cabinet. You could add to the back playfield. Ramps or mechs would be where my head would be. Even wireforms. Crank it up a bit. The game is great, tweak it and I think it would be an all timer.

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#11 9 months ago

Nice project! I thought TNA was pretty charming in a row with the early 80s Bally style cabinet but interested in your new artwork ideas. Good luck!

#12 9 months ago

Stripped out. Have to fill some spots, sand and send to artist. Still working on sketches, but not much else to do for now. Just happy to see it is doable.

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#13 9 months ago
Quoted from WackyBrakke:

Maybe it’ll have a ramp???

I say convert the two destroy targets by the orbit shots into ramps that feed back to the flippers and put those switches in them. They are in perfect alignment for that. I can do wireforms so I will be attempting this on this game. Forgive the lame mark up on photo, but you can see it. It would add some good flow if you got the timing down between them. Basic route, can be more creative it just shows the thinking.

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#14 9 months ago
Quoted from Loganpinball:

I say convert the two destroy targets by the orbit shots into ramps that feed back to the flippers and put those switches in them. They are in perfect alignment for that. I can do wireforms so I will be attempting this on this game. Forgive the lame mark up on photo, but you can see it. It would add some good flow if you got the timing down between them. Basic route, can be more creative it just shows the thinking.
[quoted image]

Nice!

#15 9 months ago
Quoted from Coz:

Spooky is releasing a new TNA 2.0 soon. It’s supposed to be in the R&M cabinet and has some updates/upgrades. Not sure if there will different art or just mechanical improvements?

Here is Scott’s post over on the TNA thread. He confirms using the new cabinet but states no changes to the artwork:

https://pinside.com/pinball/forum/topic/total-nuclear-annihilation-cluball-welcome/page/146#post-5941712

#16 9 months ago
Quoted from Damonator:

Here is Scott’s post over on the TNA thread. He confirms using the new cabinet but states no changes to the artwork:
https://pinside.com/pinball/forum/topic/total-nuclear-annihilation-cluball-welcome/page/146#post-5941712

He is referring to the backbox style, not the whole cabinet. And by backbox style I am almost certain that he means the new metal lcd mount and the changes made to the backbox to accommodate that. The main cabinet will be the same ( shallow version) as the original TNA.

#17 9 months ago
Quoted from trilogybeer:

He is referring to the backbox style, not the whole cabinet. And by backbox style I am almost certain that he means the new metal lcd mount and the changes made to the backbox to accommodate that. The main cabinet will be the same ( shallow version) as the original TNA.

Agree!

#18 9 months ago

What the OP is doing here will completely unique ( as far as putting the game in a deeper cabinet)and I am nearly 100% sure that we will never see a TNA made by Spooky in the deeper cabinet that spooky uses for Alice Cooper , Rick and Morty , etc.

#19 9 months ago

I feel like a jerk messing with this playfield at all. That being said look at the cardboard mock ups of ramps in place. It looks doable. Look at the shots. I think it would be something that could be a great addition. I am going to make some this weekend just to sit in those spots without attatching to playfield just to see if it is possible without destroying the playfield. The right side is more tricky because of the opto sensor in stand up lane. The ramps will be clear. I am not able to make the start reactor shot easily with the flippers and I always kick it up top and let it drain into vuk to start them. The shot would still be makeable from right. If the ramps are viable I will make a set of wireforms and see.

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#20 9 months ago

The ramps are sticking out farther than needed as I did not remove plastics. I believe they need to be shorter, I just wanted to see it. The left will be easier to shorten. The right has the opto. Will know more this weekend. This was another I want to see if its worth exploring.

#21 9 months ago

The left ramp sure would make the scoop harder to hit. I generally have better luck banking off the rubber above the RAD targets to the scoop and the ramp would eliminate that shot. I’m excited to see where your project leads and enjoy following your thought process. Good luck!

#22 9 months ago
Quoted from EasternBloc:

The left ramp sure would make the scoop harder to hit. I generally have better luck banking off the rubber above the RAD targets to the scoop and the ramp would eliminate that shot. I’m excited to see where your project leads and enjoy following your thought process. Good luck!

Thanks. The left ramp would be way further back as there is room under the plastics. I agree that would need to be moved back as far as possible just for that reason. The right is more trouble as the opto is right behind stand up. Theres another possibility over wireforms. I made a turn around ramp assembly for my Discovery machine. I could also make one like in my picture but with two ramps feeding it with a pathed loop in between. Gravity would do the rest. The one I made works great and the ball flies around it.

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#23 9 months ago

If a TNA rerun happens, it will have the same lower "Retro" cabinet, but will have the new LCD mount, like R&M, in the head.

The reason I did not put this in a standard cabinet, was because all the dead vertical space looked weird and this was supposed to be a retro style game just like the classic Bally games of the late 70's and early 80's. Remember, I originally built the homebrew version of this game in a classic Bally cabinet.

Adding ramps to the game is going to require significant geometry changes and modifications to the existing playfield and plastics, but hey, let's see what you can do. Following!

--Scott

#24 9 months ago

I don't understand why you would put ramps in this game... Makes no sense. Those stand up targets that you are wanting to eliminate are part of the games brutal nature and make it what it is. Putting ramps there makes it a much safer game. It is your game so do what you want but I don't understand changing a game when you can just get a game with ramps that fits the style you want. Putting the game in a normal size cab also takes something away from the game as well. Like Scott mentioned above the whole feel of the game is supposed to be retro style looking game with modern lights and sound. Making all these changes to this game in my opinion will not give it the special feel it already has.

#25 9 months ago

I understand TNA being in short cabinet, but why the short legs?
31's would pick it up to standard height.

#26 9 months ago
Quoted from Jjsmooth:

I understand TNA being in short cabinet, but why the short legs?
31's would pick it up to standard height.

TNA is standard height, 31 inch legs would make it too high.

#27 9 months ago

All I have to say is what Pinsiders can do amazes me. It's looking great to me. I love me some ramps.

#28 9 months ago

TNA is 2" shorter than every machine I own. At least.

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#29 9 months ago

And front feet all the way in.

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#30 9 months ago

I only planned on doing the lower cabinet swap. I am 6’6 and the spooky cabinet just feels silly to me as a result. I also am not a fan of the older machines with playfields so close to the glass. The artwork on the cabinet also did nothing for me. I figured I had a cabinet and a artist, so why not try? Seeing the playfield in a modern cabinet it just looks better to my eye. It looks like a modern game with the lcd in backbox. I walked by it and saw the amount of room to do cosmetic stuff in back and I saw the two destroy targets and my head sees possible ramps back to flippers. I then see combos, ramps orbit, ramps etc.. I really think this game is amazing as it sits. I feel very weird even tweaking the cabinet. The two destroy targets are just hit and forget. If the ramps work I think it would just be fun and it will fill the space I created moving it over to the Stern. I understand some people will think I am just stupid to mess with the game. I cant argue that. Purists will hate this for sure. I just want to enjoy this game. If it doesnt work I lose nothing. If it does work all that will happen is I will have a alternate art cabinet and modded playfield in the end.

#31 9 months ago
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#32 9 months ago
Quoted from Jjsmooth:

TNA is 2" shorter than every machine I own. At least.
[quoted image]

Ah, yeah sorry, you are correct it’s lower than a classic Bally or classic Stern. But it is the same height in front as other spooky games and Modern Sterns.

#33 9 months ago

That ramp mock up looks like it would be fun even if it was a horseshoe shape.

#34 9 months ago
Quoted from johnnyutah:

That ramp mock up looks like it would be fun even if it was a horseshoe shape.

I picked up 36 feet of stainless rod, a back up bottle of argon and some tungsten rods today. I think the same thing about that being fun to put something that basic. I will try my best. I am not going to destroy this playfield in the attempt is my only restriction. The plastics are no problem. I will cut out new blanks and adjust. I made a starship wireform and made it into something functional for my game that I really liked and now I want to try and figure out something for these. The fbi will be knocking on my door soon as I googled nuclear reactors overloading, failing, and the locations of power plants in us that are nuclear. All for ideas.. game related I swear!

#35 8 months ago

I will try horseshoe style first. Hard to explain with my cheap mock up and drawing, but here it goes. A poly floor with a matrix of stainless rods (not sockets)
as the cooling rods rising up from the core. Two wire form rails from outer ramp edge to the opposite ramp. One as a guide and one higher up and inclined to capture momentum and stop ball from flying out. The inner ramp edges will have partial guides. And they will allow the ball to have two out comes. A good shot should just go right around and exit. A weaker shot would fall short and fall into the rod chamber and the ball would plinko down the rods and then fall to a drainhole that drops the ball by the upper flipper. I think this is more in the spirit of just hammering the ball back at player. Either route I try I will make a reactor chamber with stainless steel rods to fill the space. Just enough for a good visual effect. It is hard to eyeball that.

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#36 8 months ago

I hope the right ramp does not make it impossible to backhand the lock shot. Also hope that when the lock releases the ramp doesn't make all the balls go SDTM.

#37 8 months ago

If the event the rumors of this fabled “TNA 2.0” are true, I have already told my distributor to put me on a list and save me one. He will neither confirm, nor deny said rumors but I felt it was good measure to get on the list early in the event said rumor does become reality.

#38 8 months ago
Quoted from LargemouthAss:

I hope the right ramp does not make it impossible to backhand the lock shot.

I actually like blocking the lock backhand. Removes the safe (boring) strategy of rinse & repeat multiball. Good players just soft plunge, live catch, backhand lock, rinse & repeat. If you're gonna add safe ramp shots, something else needs to get harder.

#39 8 months ago

My game is perfectly level and pitched. My ball locks and all of them go right down the drain right now when released. If I raise a flipper and slap the cabinet is the only way they dont just drain. I get that some people love brutal games. I am not attempting this to make it easier. I am trying to fill an area with the reactor as I now have space to fill. If the ramps are no good, it is simple they go in the scrap pile. As I said before I will make a upper reactor either way just for cosmetics. Scotts game is perfect as is. This is just a dumb attempt at a mod for my own personal game nothing more. If the angles and velocity are good enough the ball should fly around the half loop back at flippers. If it works I think it will be fun and thats the point. I think I can get the ramps on it where they dont cause shot issues. Wont know for sure until I make them. We will see. I also agree with some of the points, if the wireforms went to return lanes I think that would be making it a little easier. That to is why I am trying the horseshoe first.

#40 8 months ago

Let see where this goes. I believe I have a good way to transition to ramps.

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#41 8 months ago

I'm watching this. This is crazy man good luck!

#42 8 months ago

This is cool in many ways. Thanks for showing some of your welding setup. I am new to welding and can glean some of how you are set up from these pictures. When making wire form do you have to use a tig weld or can you use a mig welder?

#43 8 months ago

Tig welding is the way to go, mig looks rough and you spend more time cleaning. A 220 tig welder is best. Stainless steel is a bit harder as when you hit a certain temp it will just fall apart. Wireforms I buy stainless steel rods from grainger 1/16th size and they work great. I bought some from a local metal shop and they just were terrible to weld. If you tig weld stainless you should also use 100 percent argon. Machines are different, but heres a shot of the settings for my tig and these rods. I would suggest buying a bunch of rods and get to a point where your good before you make something. I made wireforms as I learned and I blew through the rods and that really sucked. I made a discovery ship for my machine that came out great. I wish I could be more creative then this for tna. My discovery rails launch, drop ball, catch ball from a vuk and have a 4 ball lock with alternating returns. I really tried to figure out something as good as that for this.

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#44 8 months ago

Wow. Very impressive.

#45 8 months ago

Cool thanks for the tips. I look forward to seeing this progress.

#46 8 months ago

Taking out the plinko idea as I think wireform horse shoe will be better for speed. Lunch break. Just need to add upper wireform on the shoe. I will also need to convert the two stand up targets to a wireform mountable switch.

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#47 8 months ago

Cage is done. I am still tweaking last opto area. It is unscrewed as I did not want to break it. The left ramp is coming out easy. I just need it above the flipper bat and so far looks good. Now I have to try the transition ramps to wireforms. That is the biggest thing as the wireform will jump the ball. (I learned from discovery). I am trying polycarbonate in a wedge and a v. Wiill keep updating as it goes. I think it will work! And the ramp shots are no gimmies, they are tight. After all this I will make plastics to cover things back up.

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#48 8 months ago

I am open to any suggestions or better ideas to connect wireforms to ramps. Feel free to assist!
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#49 8 months ago

It looks like the ball will go sdtm both ways, have you already tested with cardboard?

#50 8 months ago

Its the first thing I checked with my wife assisting. Both ramps hit the left and right flippers.

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