Total Nuclear Annihilation production by Spooky Pinball

(Topic ID: 183527)

Total Nuclear Annihilation production by Spooky Pinball


By Grizlyrig

1 year ago



Topic Stats

  • 7,202 posts
  • 621 Pinsiders participating
  • Latest reply 6 days ago by NeilMcRae
  • Topic is favorited by 191 Pinsiders

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Topic poll

“Would you buy this if Spooky Pinball built it? How much would you be willing to pay?”

  • Yes 156 votes
    14%
  • No 218 votes
    19%
  • Maybe 186 votes
    16%
  • $5500-5750 320 votes
    28%
  • $5751-6000 98 votes
    9%
  • $6001-6250 63 votes
    6%
  • $6251-6500 44 votes
    4%
  • $6501-6750 18 votes
    2%
  • $6751-7000 33 votes
    3%

(Multiple choice - 1136 votes by 934 Pinsiders)

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Topic index (key posts)

34 key posts have been marked in this topic, showing the first 20 (Show topic index)

There are 7202 posts in this topic. You are on page 144 of 145.
#7151 60 days ago

Invoice paid for 457!

#7152 60 days ago

TNA #417 should be delivered home by R&L today.

#7153 60 days ago

I am a little late to post, but 396 arrived undamaged last Tuesday via R&L.

After some basic adjustments (typical for any pin) and a lighter spring on the knockdown for drop #2, this pin ROCKS!!!
https://www.pinballlife.com/armature-extension-spring-10-120.html

Super fast gameplay... and the music and sound system, just WOW!

I LOVE the funny little touches inside the cabinet... I am sure it has been posted before, but I wasn't expecting it and got a good laugh out of it.

TNA1.jpgTNA2.jpg
#7154 60 days ago

TNA #417 is at home, with no apparent damage.

Will move and install later with friends.

IMG_20181121_122102 (resized).jpg
#7155 60 days ago
Quoted from shanetastic:

I LOVE the funny little touches inside the cabinet... I am sure it has been posted before, but I wasn't expecting it and got a good laugh out of it.

Yeah... that must be an older pic of bryan_kelly from when production first started. I hear he's gone down hill a bit since then and has moved from a cane to a walker.

#7156 60 days ago
Quoted from Pinzap:

Yeah... that must be an older pic of bryan_kelly from when production first started. I hear he's gone down hill a bit since then and has moved from a cane to a walker.

I heard that, asshole!

11
#7157 59 days ago

#328 arrived some time back, and we have been enjoying the heck out of it. My daughter and wife who have never given my love of pinball much thought. until we got the TNA in the house. I also have an early Williams SS and a nice VPin. Now this isn't how pinball is supposed to be played but this is what they do and it's fun watching. They set it for nine balls and play coop 4 player taking turns with the 36 balls in an attempt to reach Total Nuclear Annihilation points be damned. The plan is once they achieve it to give them less balls to make it harder. but with a goal in mind it's fun to see how they are getting better at playing it. And I have more than once had to go to sleep with Scott Danesi's wonderful soundtrack still playing in the other room.

#7158 59 days ago
Quoted from Bryan_Kelly:

I heard that, asshole!

I have finally arrived...

#7159 57 days ago

TNA #417 is installed and works beautifully.

I had to tweak a bit the Drop Target 2 that was not knocking down after about 10 plays, trapping a ball.

Also, I noticed that after a Tilt, the game seems frozen and I have to power cycle it, is it normal ?

#7160 57 days ago

The only thing I have experienced is a Tilt Thru on a few ocasions. I have never had a system hang under any condition.

#7161 56 days ago
Quoted from spirou:

TNA #417 is installed and works beautifully.
I had to tweak a bit the Drop Target 2 that was not knocking down after about 10 plays, trapping a ball.

I have #404, doing the exact same thing. Contact spooky, they already shipped me some of the lighter springs discussed in the other thread.

Also check the nuts holding your pop bumper assembly together, mine rattled itself apart.

#7162 56 days ago

Yeah, I guess I need to replace the springs, because the problem is back :/

Thanks for the tip.

#7163 54 days ago

New springs installed, target worked perfectly for 20+ games, extremely happy with the game at this point.

#7164 52 days ago

We will have some earlier ordered NIB games coming off the line and ready to ship NEXT WEEK. Two customers asked to be delayed until after Xmas so we got two for the taking ! TNA with NO WAIT !!!!

Email Joe at Sales@PinballSTAR.com if you would like a NIB game like immediately ! Authorized Spooky distributor.

Joe Newhart
PinballSTAR Amusements

#7165 52 days ago

451 is on the truck!

#7166 51 days ago
Quoted from Toyguy:

451 is on the truck!

YES!!!!! Mine is next!!!!!

#7167 51 days ago
Quoted from Pinballocd:

YES!!!!! Mine is next!!!!!

Same! Can't wait. (457)

2 weeks later
#7168 37 days ago

So cool the momentum has not dropped off. I have a date with a locally routed TNA (The Grid in Mesa, AZ) tomorrow night! Great pin!

#7169 36 days ago
Quoted from Roostking:

So cool the momentum has not dropped off. I have a date with a locally routed TNA (The Grid in Mesa, AZ) tomorrow night! Great pin!

I was a bit late to buying my TNA but it’s great and I’m glad so many people are buying or playing in the wild. Thanks to Scott and Team Spooky.

2 weeks later
#7170 22 days ago

Did Spooky stop taking orders? It's been quite for 2 weeks. All games shipped out?

#7171 22 days ago
Quoted from Spiderpin:

Did Spooky stop taking orders? It's been quite for 2 weeks. All games shipped out?

From what I have seen it sounds like they are in the process of switching things over to ACNC full time.

If anyone wants a NIB TNA, I know Chris at KingPin Games had one available as of last week. After the distributor allotments are gone, I am pretty sure that is it for a while as things will go ACNC and then PHP after that. I am sure they will eventually go back to TNA, but my guess is it will be a bit.

#7172 22 days ago
Quoted from Whysnow:

From what I have seen it sounds like they are in the process of switching things over to ACNC full time.
If anyone wants a NIB TNA, I know Chris at KingPin Games had one available as of last week. After the distributor allotments are gone, I am pretty sure that is it for a while as things will go ACNC and then PHP after that. I am sure they will eventually go back to TNA, but my guess is it will be a bit.

Come again... apparently I’m living under a rock, what is php?

#7173 22 days ago

What is PHP?

What ever happened with RZ? Did they make the full production run? How many pins was that?

#7174 22 days ago
Quoted from rai:

What is PHP?
What ever happened with RZ? Did they make the full production run? How many pins was that?

He meant HHP - Haunted House Party, ie Danesi game #2.

#7175 22 days ago
Quoted from rai:

What ever happened with RZ? Did they make the full production run? How many pins was that?

Yes, they built 300.

21
#7176 17 days ago

CodeUpdate1.3.0_7 (resized).png
TNA Code Update!!!

It is finally here in all of its glory. Version 1.3.0 with many new features and bug fixes. Please see the change log below. The code can be downloaded from the link below as well. As always, let me know if you encounter any issues with the software and I can address them. Enjoy!

CHANGE LOG:
###########################################################################
v1.3.0 - 01/03/2019 - Scott Danesi

## Bugs Fixed ##
- Fixed default coil pulse time in coil test
- Fixed video lag in Burn Test
- Tweaked orbit sound effects
- Fixed issue where the shaker would not always start on critical
- Fixed sensitivity on drop error messages, they will appear less frequently
- Fixed ball save callout, now happens on SDTM shots out of the scoop
- Spelling error fixed in service mode
- Adjusted attract lightshow timings to make the transitions more smooth
- Fix put in place for ball tracking issue, once again...
- Fixed hangup on bringing reactor 3 critical!
- Fixed false positive credit dots. Now waits until 10 failures to throw the dot
- Made another attempt at fixing the extra ball getting thrown in play on certain machines during ball save
- Fixed issue with some 10 letter initials getting cut off

## Features Added / Modifications ##
- Added Beacon Test in service menu
- Added sound effects for high score entry
- Added dedicated high score reset utility in the server mode preserving other audits
- Top score entry for Co-Op games added
- Left gate now opens during attract mode when clearing balls out of the shooter lane
- Updated indication lightshows for when locked balls are waiting and multiball ready
- Massive restructuring of flipper handling logic, now runs stronger and cooler
- Credit Dot and Error Report added to the service menu
- Clear Coin Audits added
- Adjusted High Score initials down slightly for easier viewing
- Added Balls Saved audit
- Ability to disallow tilts when ball is in the shooter lane
- RAD target destroy selection logic updates based on Reactor Difficulty Setting
- Easy Reactor Setting - RAD targets not selected for Reactors 1-3
- Medium Reactor Setting (Default) - RAD targets not selected for Reactors 1-2
- Hard Reactor Setting - RAD targets not selected for Reactor 1
- Brutal Reactor Setting - RAD targets can be selected for all reactors
- Completely restructured how the slings are handled to reduce airballs

###########################################################################
Software Download and Instructions: www.tnapinball.com

#7177 16 days ago

F4744DB3-BE5D-46AF-948D-6BFF19B8CF6C (resized).jpeg

#7178 16 days ago

Will update retain the play audits???

#7180 16 days ago

Do you have update instructions or video?

#7181 16 days ago
Quoted from rai:

Do you have update instructions or video?

super simple

on here

www.tnapinball.com

#7182 16 days ago
Quoted from rai:

Do you have update instructions or video?

1) Download
2) Transfer file to USB Drive
3) Remove backglass
4) Insert USB Drive (machine should be off)
5) Turn on machine
6) Wait
7) When prompted power cycle the machine
8) Enjoy

PS: So easy a child could do it.

20190103_200657 (resized).jpg

#7183 16 days ago
Quoted from TheNoTrashCougar:

[quoted image]
TNA Code Update!!!
It is finally here in all of its glory. Version 1.3.0 with many new features and bug fixes. Please see the change log below. The code can be downloaded from the link below as well. As always, let me know if you encounter any issues with the software and I can address them. Enjoy!
CHANGE LOG:
###########################################################################
v1.3.0 - 01/03/2019 - Scott Danesi
## Bugs Fixed ##
- Fixed default coil pulse time in coil test
- Fixed video lag in Burn Test
- Tweaked orbit sound effects
- Fixed issue where the shaker would not always start on critical
- Fixed sensitivity on drop error messages, they will appear less frequently
- Fixed ball save callout, now happens on SDTM shots out of the scoop
- Spelling error fixed in service mode
- Adjusted attract lightshow timings to make the transitions more smooth
- Fix put in place for ball tracking issue, once again...
- Fixed hangup on bringing reactor 3 critical!
- Fixed false positive credit dots. Now waits until 10 failures to throw the dot
- Made another attempt at fixing the extra ball getting thrown in play on certain machines during ball save
- Fixed issue with some 10 letter initials getting cut off
## Features Added / Modifications ##
- Added Beacon Test in service menu
- Added sound effects for high score entry
- Added dedicated high score reset utility in the server mode preserving other audits
- Top score entry for Co-Op games added
- Left gate now opens during attract mode when clearing balls out of the shooter lane
- Updated indication lightshows for when locked balls are waiting and multiball ready
- Massive restructuring of flipper handling logic, now runs stronger and cooler
- Credit Dot and Error Report added to the service menu
- Clear Coin Audits added
- Adjusted High Score initials down slightly for easier viewing
- Added Balls Saved audit
- Ability to disallow tilts when ball is in the shooter lane
- RAD target destroy selection logic updates based on Reactor Difficulty Setting
- Easy Reactor Setting - RAD targets not selected for Reactors 1-3
- Medium Reactor Setting (Default) - RAD targets not selected for Reactors 1-2
- Hard Reactor Setting - RAD targets not selected for Reactor 1
- Brutal Reactor Setting - RAD targets can be selected for all reactors
- Completely restructured how the slings are handled to reduce airballs
###########################################################################
Software Download and Instructions: www.tnapinball.com

Scott, it's awesome to see you improving this already amazing game. My mom and her boyfriend came up for New Years. He usually only plays my TWD, but he spent most of his time on TNA this time. He loved it!

#7184 16 days ago

I gotta say, TNA is easily the most played game in my house still. When guests come over, it is the game being played the most and this is true of pinheads and non-indoctrinated people as well.

Thanks for continuing to support the code Scott.

18
#7185 16 days ago
Quoted from TheNoTrashCougar:

TNA Code Update!!!
It is finally here in all of its glory. Version 1.3.0

Update went smoothly once I was able to fit the code on a floppy. Thanks Scott!

tnaupdate2 (resized).jpg

#7186 14 days ago

Updated the TNA code. Does the new code change how to commence co-op mode? I can’t start it now by holding down the start button?

Thanks!

#7187 14 days ago
Quoted from TigerLaw:

Updated the TNA code. Does the new code change how to commence co-op mode? I can’t start it now by holding down the start button?
Thanks!

It does not change that.

#7188 14 days ago

I dreamt last night that Scott had added in the original iconic "beep" to the soundtrack, shows up one in every 5 games played...

...was it just a dream?

#7189 14 days ago
Quoted from TheNoTrashCougar:

It does not change that.

I figured out the problem. This is what we installed. I can blame another Pinside moderator for it at least. jodester ha!

BEA18764-7BFD-48AC-B8FC-DE42C34F8EDB (resized).jpeg

#7191 14 days ago

what is the production # up to?

#7192 14 days ago
Quoted from pickleric:

Update went smoothly once I was able to fit the code on a floppy. Thanks Scott!
[quoted image]

lol nice, did you do the screen swap by any chance?

#7193 13 days ago
Quoted from NeilMcRae:

lol nice, did you do the screen swap by any chance?

I did!

#7194 13 days ago
Quoted from bob_e:

what is the production # up to?

It has to be damn close to the "final (?)" number of 550.

#7195 13 days ago

I'm game# 505 which according to Tommy at Nitro should ship on Friday.

#7196 9 days ago

Is anyone else not happy with this Playfield problem and the response?

#7197 9 days ago
Quoted from NeilMcRae:

Is anyone else not happy with this Playfield problem and the response?

You should be more exact with your question.
-Mike

#7198 8 days ago
Quoted from delti90:

Invoice paid for 457!

how you digging the game? 505 delivering on Monday

#7199 8 days ago
Quoted from Grizlyrig:

You should be more exact with your question.
-Mike

I'm sure he's talking about the chipping paint.

#7200 8 days ago
Quoted from aobrien5:

I'm sure he's talking about the chipping paint.

I’ve completely missed this topic on chipping paint. Was it in earlier parts of this thread or it’s own topic? Link so I can read up?

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