(Topic ID: 183527)

Total Nuclear Annihilation production by Spooky Pinball

By Grizlyrig

7 years ago


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Topic Stats

  • 7,250 posts
  • 628 Pinsiders participating
  • Latest reply 4 years ago by jaybeedee
  • Topic is favorited by 174 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 158 votes
    14%
  • No 220 votes
    19%
  • Maybe 186 votes
    16%
  • $5500-5750 326 votes
    28%
  • $5751-6000 98 votes
    9%
  • $6001-6250 64 votes
    6%
  • $6251-6500 45 votes
    4%
  • $6501-6750 18 votes
    2%
  • $6751-7000 36 votes
    3%

(Multiple choice - 1151 votes by 945 Pinsiders)

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Topic index (key posts)

34 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #11 Key posted, but no summary given Posted by APB_Enterprises (7 years ago)

Post #301 Key posted, but no summary given Posted by stevevt (6 years ago)

Post #360 Key posted, but no summary given Posted by trilogybeer (6 years ago)

Post #376 Key posted, but no summary given Posted by FalconPunch (6 years ago)

Post #1501 Key posted, but no summary given Posted by johnnyutah (6 years ago)

Post #1502 Key posted, but no summary given Posted by oohlou (6 years ago)

Post #1768 Comments from the artist about the game's art Posted by mandraws (6 years ago)

Post #2179 Key posted, but no summary given Posted by SpookyCharlie (6 years ago)

Post #2378 webcast info on TNA and Jetsons. Posted by SpookyCharlie (6 years ago)

Post #2515 YouTube vid. Great quality. Posted by DeadFlip (6 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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-7
#23 7 years ago

limit it to 250 and I bet it sells for 7k easy.

I'm in

#32 7 years ago

In case you have not noticed, the game looks expensive to make.

In order to generate sales, a good method is to limit production numbers. This allows you to increase the sales price as games then also have an immediate collectibility factor.

#62 7 years ago
Quoted from trilogybeer:

I"d also like to add that if Total Annihilation gets produced I am buying one .

me too!

just name the price Scott!

#74 7 years ago

anyone else keep getting excited when you see this thread title and think "HELL YES, total annihilation is going into production!"?

only to be quickly brought back to reality when you remember it is just a poorly set-up thread title.

#97 7 years ago
Quoted from Chitownpinball:

Not at 7k! No way! This needs to be the first (full featured) 5k pin to come out.

5k is NEVER going to happen.

#101 7 years ago

16 mechs?
15 under pf boards?
too many RGB lights to count!

I cna get to 5k in BOM without even trying...

#112 7 years ago
Quoted from trilogybeer:

Good thing you don't need to rely on whysnow's expertise in this field .

dude has an obsession with me and WOOLY. Best off to not feed his trolling.
He has zero clue about anything. I am pretty sure nobody can build this and sell it for under 5k, but if they can, then count me in for 2 of them!

IF this were to ever happen I predict 7k price tag at best!

#145 7 years ago
Quoted from epthegeek:

Shady as it may sound, he's not wrong. Limited production runs give it that "These are hard to get" "only xx of these exsit" brag factor that so many people give a crap about.

dont waste your time on him Eric. He has proven time and time over that he has no interest in actual discussion or actual concept of how things work. People have attempted to help him out numerous times with things and he has continually thrown fits anytime people even try to help him out (MGC after party pass in case you want a memory jog).

I personally think that a limited run is a great tool to help market when you already have to overcome the "no ramps" bias on a game that is obviously well worth as much as any other modern era deck and actually has tons jam packed in it beyond that of most modern decks. He is incapable of actually having that conversation and instead is fixated on some idea of me wanting games to be limited. He does not understand that what I want is games to get MADE, and sometimes you need to use marketing tools to make that happen.

worth mention that I think that is the first time anyone has referred to me as having deep pockets, lol

since when did limited edition = shady?

#157 7 years ago
Quoted from bangerjay:

I'd be willing to do some modeling. Different shots could add clothes

what would need to be done to get the clothes off.

Would be an awesome mode! Starts out full clothed and spinner shots slowly erode the clothes (probably from the nuc waste meltdown). The mode runs in the background and once the full mankini is rockin (i.e. enough spinner hits to remove all the clothes) then special music comes on and party boy dances on the screen. all balls fire on the pf and the only goal it to attempt to put the clothes back on the dancin man by hitting either a specific combo or spinner + X

#182 7 years ago
Quoted from yancy:

What about Total Nuclear Annihilation, is that trademarked? Bonus: cheesy acronym.

love it!!!

I still spell it Analnation

3 weeks later
#346 6 years ago

VERY excited for this!!

So much fun Scott! Happy to say I am personally getting one of these and will be putting it out on location to both support and share! I was pumped since expo and hoped that this day would come! perfect choice to have Scott and Spooky together on this!!

One of my favorite teams in all of pinball!

#386 6 years ago
Quoted from FatPanda:

Yes, there is an 80s esque female android with a monotone sexy voice that gives you simple call outs like "ball saver" and "ball locked" etc. Nothing fancy but fits the theme perfectly.

in my mind... she is SUPER hot!

#389 6 years ago
Quoted from foureyedcharlie:

Any timeframe talked about? I would imagine end of 2018....I really hope the old school Bally look is kept and not a modern cabinet. Really excited for this game!

I also would love the old school Bally cab plus stencil and paint job rather than decals. I dont think that is the way they are going since the wood cab next to the game at MGC is the next one that Scott is using it sounds.

#398 6 years ago

The best news I heard was Charlie repeatedly saying he was just going to let Scott make his vision come to reality! Scott really is an awesome guy and I hope he continues down the path of pretending this is all for him and amking it exactly what he wants, then just figure out how to adapt into a produciton model that maintains the vision.

Oddly I heard lots of people talk about how they liked the wood style.

I think a cool cab could actually be a black cab with routed/ CNC of the logo on the side then paint the inset a neon green. Something about simple beauty with this game!

Ruleset is phenomenal already and looking forward to what happens between now and produciton!

11
#412 6 years ago
Quoted from lpeters82:

but what do you guys think

I think we are better off just staying the hell out of the way and letting Scott bring this thing to fruition rather than nit picking it at every move. He has spent a lot of time getting it to this stage and I kind of wish it had not been announced yet that he was going in to production so he could more easily just make his game.

The best part being that we can all then decide if we want to buy it or not once he is done.

#426 6 years ago
Quoted from RustyLizard:

and had number one high score between another guy who got GC and 2nd

I wonder who that other guy was

#427 6 years ago
Quoted from Cheeks:

and it wins BEST GAME at a pinball show

I heard that is also technically would have won best in show at TPF but they excluded it since their rule is that is "must be a production based game" which it had not been announced it was going into produciton at that point.

#450 6 years ago
Quoted from RustyLizard:

Just trying to protect an awesome game from the Pinside think tank.

well said! ESP from those that have not even played it yet. Like I said before, I just wish is was not announced for development already because being a whitewood, people all of a sudden feel open to requesting broad and often major changes (i.e. controlled drops with standups behind is a huge change at this stage in design and cost and code and ruleset)

I am pretty sure Scott welcomes all thoughts, suggestions, and critisisims. He is one of the nicest guys around and totally awesome!

If people have a good idea, then just contact him. I am sure he will be open ears. There is even a good chance he has already thought out or tried some of your ideas (like I said, he is totally awesome!)

#469 6 years ago

"In Scott we Trust!"

#494 6 years ago
Quoted from benheck:

Pin sales boil down to one thing - Will a 50 year-old man buy it?
It's the reason extremely well done custom games like Buffy get largely ignored while a POS brick-fest like Predator steals half a million.

hey... I am not even 40 yet

#532 6 years ago
Quoted from fastpinball:

Cutting the backbox segments is what would save the most money.

I sure hope the segments AND the display sticks!!!!!

I want Scotts original vision WITHOUT cost cutting! Please just make the game and let people decide. I'll pay for both the displays and the segments. It is part of the game, the retro vibe, the awesomness of seeing scores at all times, the over done nature of it. I love it all.

-5
#591 6 years ago
Quoted from foureyedcharlie:

Will it run on P3 or Spooky platform?

I sure hope they can figure out a way to get it on Spooky/Ben Heck board. As I understand it, that could save them lots of $$$ in hardware.

#596 6 years ago
Quoted from Mocean:

I hear that if he can find a way to get it EM style driving a laserdisc player they could save $$$$$$$$!!
Fingers crossed you guys.

I mean I understand I should expect the thumbs down from the Proc crew. The reality is that the pinheck board is what Spooky has been using and from my experience with buying Proc boards and from what I know about pinheck board, one is far more expensive.

I am guessing we will see this on the Proc system since that is how it was originally designed. I just wish/hope it could go on the pinheck as I woudl rather that cost savings go into Scott/Spooky pockets

I also really like the ease of the single board pinheck system. All said, I am sure that would create all sorts of new challenges give the amazing things Scott has already designed off the proc foundation.

#602 6 years ago
Quoted from bangerjay:

Do that again so we save some money

I was thinking "do it again so you can make more money"

I want the man to get paid hansomly for his efforts. I heard someone that knows the boards saying tit could be a large savings. Multiply that over a coupld hundred games and Scott could pimp our numberous fieros!

#603 6 years ago
Quoted from rosh:

To even suggest this is just ludicrous.

I leave it to Scott to figure out what works for him in the cost benefit time equation.

All I care is he builds the game he wants. All I hope is he gets paid well for it!

#605 6 years ago
Quoted from gstellenberg:

Sounds like that someone never contacted me to get higher volume pricing for a production run. Capabilities/Infrastructure/Support aside (there's no contest there), comparing one-off retail pricing of a P-ROC solution to volume pricing of any other boardset is apples to oranges.
- Gerry
http://www.multimorphic.com

good to hear!!!!

2 weeks later
#742 6 years ago
Quoted from rosh:

a game like this is a good fit in collections of a half dozen games or more. Nice to have a game that is going to give you an adrenaline rush, without having do a lot of thinking and strategizing and that is not going to take 30 minutes to feel like you had a good game.
I used to have BK2K that has similarities, fast, great sound, great lights, a game where you really feel you are battling the machine, and right now I don't have a game that really fits this sort of slot in my collection, TNA could fill that slot.

TnA would do great in a small collection of 2-3 pins just fine. I don't think of it anything like bk2k, but more so like a classic Bally on steroids. If you like centaur, frontier, etc... But a faster pace with in your face gameplay and deeper strategy, then i think you are on pace.

The shortness of game for avg time could be more like FT or bSd! But that is about it.

1 week later
#831 6 years ago
Quoted from Wolfmarsh:

What did you guys do to those machines?!?!?!

certain question are not to be asked.

certain things can not be unseen

Quoted from dmbjunky:

If Scott wanted he could differentiate the reactors with callouts or more pulsing music.

That is my hope. Scott has started a great sound track and I think the light show, fx, and tunes are what will make the game feel and sense the progress. The game play is very class of 81 Bally but brutal in your face pace, the rinse repeat objective is randomized by way of small changes to target requirements to bring reactors up and random shots/ increasing shots to destroy, and the challenge to score big is the reall under lying strategy!

I agree that different vibe and feel would be great as you move through the different reactors. The lighting could really polish this immeriosn also! Would be cool if progress to each 'different' reactor is non-linear also so you could experience all different locations by pure luck as you move through the game. The sound and callouts could of course tie to a more linear progress so that 'builds'.

#832 6 years ago

also, just talking ideas.

Happy with whatever Scott does with this and just excited to see it continue to develop into production!

#838 6 years ago
Quoted from dmbjunky:

I would actually prefer a linear experience. As you progress further into the reactors the music becomes more frantic and pulsing like Gorgar does with the heartbeat. Is that Gorgar?

I think there is a way to do both of the things we are looking for?

i.e. a way to make it so you can explore stages of recactors in a non linear fashion (i.e get a more novel experience each play) but still use sound effects, callouts, music, blending of it all to increase the hype and intensity.

In a somewhat similar way that LOTR uses an increase in volume and fx as you progress in a game to draw you in to the movie experience.

#841 6 years ago
Quoted from dmbjunky:

Well he could name the reactors and give them each singular call outs like AFM does with Saucers but I would prefer more obscurity. It would feel more 80s to me like Pac-Man's variety of 255 screens.

yeah, I trust in Scott (would be a good shirt )

#850 6 years ago
Quoted from PunkPin:

just thankful the mirror is cropped an doesnt go any higher

I'm surprised he did not need to crop further...

#858 6 years ago

the Vonnie D shirt is the icing on the cake!

Wonder if Wes is out of jail (didn't he go to jail for selling fake pot laced crap?)

#861 6 years ago
Quoted from fastpinball:

Pretty sure, yeah. He called me once wanting to buy a pinball domain name. He was surprised when I knew who he was. "I thought you were in jail?"
Aaron
FAST Pinball

ok, gotta ask...
what was the domain name he wanted to buy?

#865 6 years ago
Quoted from fastpinball:

PinballPreorderDreamsComeTrue.com

LOFL!!!!

15
#881 6 years ago

sneak of BG

TA backglass draft (resized).jpgTA backglass draft (resized).jpg

#900 6 years ago

digital copy
draft copy

TNA1 (resized).jpgTNA1 (resized).jpg

TNA2 (resized).jpgTNA2 (resized).jpg

#929 6 years ago

I just hope I can get a version with nipples!

All the best BGs have nipples!

I mean, the nipple is the best part of the boob, so why have a central character with boobs and not include the nipple

#933 6 years ago
Quoted from SLCpunk2113:

Female hero is modeled after Scott's wife and is bad ass... You guys know that you can just look at porn if you want to look at porn right?

Had no idea.

That said, i still like nipples on my backglasses.

#962 6 years ago
Quoted from TheNoTrashCougar:

Go ahead and ask me about the vision for the game, and I will chat with you about it.

I just want to know if there will be an alternate "nipple" backglass

BanerJay nipples would be amazing on it Like googly eyes but better.

#963 6 years ago
Quoted from TheNoTrashCougar:

Go ahead and ask me about the vision for the game

What is you vision for the game?

#979 6 years ago
Quoted from TheNoTrashCougar:

At a high level, the vision is actually pretty simple. I wanted to build a machine that was a blend of what I personally think made older games great but put in all new technology under the hood. The story line, artwork, final animations, music, and gameplay will all be retro-futuristic, meaning what someone from the 80's thought the far future was going to look like. It will be cohesive and look great when the final product is revealed. I do not plan on revealing any other art until it is done.
OK guys, too nice to be inside, see ya.
--Scott

Hey scott, are there additional things codwise you are working on? Any more music you plan to create?
I would love to hear what other aspects you are working on if you want to share.

I heard there were some cool new lighting effects,but missed the stream.

#1028 6 years ago

I think nipples are cute Scott

#1032 6 years ago
Quoted from lavmech1:

Well,

Pointing out that men (the majority of pinball players) may have been more likely to relate to a male lead character in no way equates to me declaring "NO GIRLS ALLOWED!!!". It is simply an observation and not a confirmation of overwhelming sexism. I'm sorry you both have an issue with it.

Pretty sure the cute girl on the backglass... Is the cute girl you are saving.

I know I want to save her.

-1
#1034 6 years ago
Quoted from Bryan_Kelly:

I have no fantasy but would like a penis anyway.
Possible?

I got you covered. I have lots of practice drawing peni on gas station bathroom stalls.

#1043 6 years ago

Pictures def required on this one

(For science of course)

#1140 6 years ago

That would honestly be awesome, actually they should just put
"Totally Awesome" on the side

#1183 6 years ago

I want to play some TnA again soon to see what has changed since MGC!

3 weeks later
#1194 6 years ago
Quoted from greenhornet:

IMHO I believe your estimate to be rather optimistic. I feel the initial excitement for this title from 3 months ago has lost some of its momentum. if the game is produced as it stands, I don't see it being a commercial success. by the time TNA is ready to ship, more alternatives will have presented themselves as well. I can see asking price having a bearing on sales for this title more so than alternative/current/upcoming NIB. it may take an asking price of 5,000 or less to move numbers. I won't be surprised if indeed Spooky lists it in that range. just how many machines are produced remains to be seen, but among the many positives from Spooky is their transparency when it comes to disclosing production numbers.

curious if you have played the game? I ask because honestly anyone that has not, really has zero clue on the game.

That goes for any game really, but this one in particular as the juxtaposition of what you may expect from a single level game compared to what it is and does to players is amazing to watch.

I think anyone guessing price is taking a WAG and doing a disservice to the cost to make a game like this. I personally would be VERY surprised to hear 5k as the price point. I would be ecstatic, but I do not think that is even remotely realistic.

#1199 6 years ago
Quoted from trilogybeer:

No one knows yet what price will be . Their target is the average spooky price of around $6,295 , if they can get down to that target remains to be seen . I know scott wants to include everything that the current game has , all lights color change , laser cut side rails , digital displays and the lcd , premium sound system , etc . As is I see no way that the price would be at 5k .

I just hope Scott does not cut ANYTHING! I want the full package and not just the tip!

#1205 6 years ago

I am curious where/why people seem to keep fixating on this 5k idea?

No spooky game has previously been 5k. This has so much more that a Stern pro if you are looking for comparisons on the perceived entry model and SWpro is now quoting at 53-5400.

((TnA is not a pro entry model and should be more closely compared with a SternPrem if you are looking for a comparison; add up the mechs, color changing lights, real BG, etc...)

This sounds realistic and awesome if they can hit that pricepoint without cutting anything from the vision (esp the displays and the LCD combo on a real backbox board.

Quoted from trilogybeer:

Their target is the average spooky price of around $6,295

1 week later
#1318 6 years ago

this may be of interest of TNA fans.

https://pinside.com/pinball/forum/topic/mad-rollin-pinball-2017-sept-22-23/page/2#post-3831417

worth note that we currently have 1 team slot available if you want to be part fo the fun and also get a shot at winning this sweet prize!

1 week later
#1363 6 years ago
Quoted from bangerjay:

They're in the next version

whew!

1 week later
#1377 6 years ago
Quoted from rai:

What's the urgency to be in the list now? I mean it's not even revealed or the price.

My guess is that they are hitting some sort of break off point (first 50, first 100, first 200) and they are hinting that if you want to get in the first run that it would be a good idea to show your interest.

I would ask, what is the harm to getting on the interested list now? No money down, no harm commitment till full reveal and price as I understand it?

#1384 6 years ago
Quoted from dgarrett:

Chris gives discounts for military.

Chris is also a BIG supporter of all the regional midwest shows and gives back bigtime to charity. He is a huge supporter of location pinball and also the MRP charity event each year.

Joe is a great dude, just did not want it to be left out that Chris is way more than just the military discount. His service is amazing also!

#1393 6 years ago

LOL!!!!!!!!!!!!!

#1396 6 years ago
Quoted from SpookyCharlie:

I may have to make this a framed piece of wall art for the ladies room at Spooky... we already have enough scary stuff on the walls in the men's room.

I think this should be the new coin slot animation

#1409 6 years ago
Quoted from PinballSTAR:

Chris - I have tears in my eyes after seeing that - either it's funny or they are bleeding - I'm not sure which ! LMAO

JOe > please submit a photo of you in similar attire so we can decide which Spooky distributor to buy from next

BangerBorat banana hammock is also acceptable.

2 weeks later
#1650 6 years ago

Looks great! Can somone post a side by side of the current pf and the whitewood? Would love to see the comparison.

#1660 6 years ago
Quoted from jwilson:

The only difference as far as I know is the rollovers in the reactor have been replaced with inserts, mostly because rollovers make clearcoating a pain in the ass.

That is a change to game play. Werent the rollovers used to boost reactor value?

I assumed that those white inserts are just place holders for the rollovers still?

#1666 6 years ago
Quoted from TheNoTrashCougar:

Just to clarify, the rollovers have done nothing in the software since expo 2016. They were just lighting up. The stand ups in the core, slings in the core, and spinner advance the reactor.
Also thank you all for the great feedback!

Thx for the heads up, game is so fast i had no idea, lol!

#1775 6 years ago

I just have 1 question...

WHEN and WHERE can I play this game next?????

#1777 6 years ago

ok, I lied...

1 more question...

Will I get my TnA in time to bring it to Mad Rollin? (Sept 22-23)

Destroy a reactor is a such a perfect golf goal!

14
#1878 6 years ago
Quoted from RandomGuyOffCL:

Couple questions come to mind when I look at this pin...
1. Say instead of Scott/Spooky, it was Gomez/Stern that designed/produced this same exact pin...Would it be as well received?
2. This is the pin to compare to Star Wars considering after shipping it will be $1000 more than a pro & only $900 cheaper than prem.
Is it a better deal than either of those?

You would NOT have ended up with the same pin is Stern had built it. Plain and simple. I spoke with a Stern employee at ReplayFX and they noted that Stern made an attempt to build this game but lost it due to saying all the things they were going to need to cut to reduce BOM. Made me so much happier that they screwed that one up and we are getting the game as it was envisioned.

Compared to SW, this is apples to crab apples comparison. So much more in this game for the cost. In reality this will cost ~$800 more than the pro all said and done/ post shipping. However, it is obvious that the price point to compare to is the Prem based on the feature list. TnA is a full featured game with nothing removed or bastardized just to create a lessor edition. Just look at the feature list; full color changing LEDs, back glass, laser cut rails, custom hand drawn art, custom tunes, bass box, display plus alpha displays, inlane drops, 3 flippers, 4? slings, spinner, true physical lock. That is just off the top of my head.

Seems pretty obvious what is the better deal.

Toss in the Proc system being more stable than the spike system and no splitting cabinets or ghosting pfs... It is really not even worth comparing.

13
#1882 6 years ago
Quoted from herg:

but only one pop bumper.

funny part is that single pop bumper is used 10x better than any Stern 3 pack of protected pops in the past 10 games.

#1926 6 years ago
Quoted from herg:

That sounds expensive with all the extra shipping and labor.

i think charlie said 1k+ for the option? he mentioned it on the most recent spooky podcast.

#1949 6 years ago
Quoted from oohlou:

2 questions:
Do you think we will see many TNA on route? I hope we see more than AMH and RZ. I travel a bit for work and get to play pinball at a variety of locations around the US. I think I've only seen 1 AMH and no RZ across 10-15 pinball locations. I hope we see more TNA.
Do you think the sound helps or hurts TNA on route? A big part of TNA experience is the sound and I love it. But I have got to imagine it would drive location employees crazy hearing it day-in day-out over and over. I'm guessing they turn the sound down on route which ultimately takes away from the TNA experience.

there are more than 10% of AMH on route with 17.
there are 21 RZ out.

That is only counting what is recorded on Pinside. Reality is that both AMH and RZ are well represented on route relative to the edition size.

11
#1958 6 years ago
Quoted from greenhornet:

Do people even understand why it plays so fast?

It plays fast for a variety of reasons; close up shots that ricochet and require cat like reflexes, shots that cause lateral movement when missed which means you have to stay on your toes, non-protected pop bumper on the lower half of the pf which makes you stay hyped, 2 perfectly designed quick return scoops which dump the ball back at you as quick as you toss it in so you dont get a break from the action, and to top it off a new and new intelligent lock mech which allows you to have great action when locking and also a super fun release using newtonian physics.

In short, this game is packed full of physicality but also great geometry with shots that are easy to understand but hard to perfect in a single game. The game also is designed entirely around social play. There is no doubt that it is best enjoyed as a 4 pack and social experience. Hell, it has lock stealing which has not been done in over 20 years and there is a reason behind that.

You may not like this style of play. That is fine. I will also think less of you because of that, but I understand that some people only play 5 ball games with inlanes close because it makes them feel better about themselves

different strokes for different folks...

#2047 6 years ago
Quoted from greenhornet:

responses from whysnot and lpeters82

atleast get my name right if you want to actually have a discussion... shit like that makes your trolling obvious. You really need to work on your troll game.

#2052 6 years ago
Quoted from rai:

Regarding the question of how many TNA will sell?

I am guessing they will run them in batches of 50, so that means 50 will sell to start... then another 50 after that... and so on, till they stop selling, then probably another 50...

my impression is that the first batch of 50 is already accounted for and possibly more? I noticed that the main 2 Spooky distributors will noting that people shoudl reach out asap to be put on the list if they wanted to get one sooner rather than later. My guess is they were inferring that the first 50 or 100 are already spoken for which I would believe.

#2054 6 years ago

I dont have it in my wishlist and I am getting one...

just sayin...

I also dont list any of my most ISO games, nor do I list the majority of my collection accurately.

#2059 6 years ago
Quoted from rai:

Ok don't get worked up, I said not every Pinside member lists their game. In fact I specifically said some Pinsiders don't list. I know several who don't list at all. Who cares? I'm saying maybe half the people do list their pins.
Are you trying to imply that *no one* lists their games? The majority of AMH are listed as owned by Pinside owners list. So IMO more than half do list their games.
Also just because some or a lot of people don't list their games does not mean the owners list is not a tool to see how many games are sold.
If I told you 950 Woz owners and 72 WWE owners were listed would you just say well some people don't list their collection so you can't tell which has sold more pins?
Also I said quite early that TNA has just been put on the database so there is not really been any time for people to list it, I just put on wishlist today maybe tomorrow there will be 300 on the wishlist I don't know. I'm just looking at that to get some idea.
I think it's price is good and it looks fantastic but the theme or the are might not be for everyone, or others have already committed to SW or Houdini or AFM etc..

I am not worked up, lol.

Was just cautioning that using crap data means crap results. At this stage, there is little value in wishlist for TnA.

crap in=crap out.

I am not sure why it matters how many will get sold? That is the beauty of this for spooky, the first unlimited design with commitment to build in batches of 50 till there is no more demand.

#2081 6 years ago
Quoted from moonduckie78:

When's this shit coming out?
Should I get one of these instead of Dialed In and save myself a few G's?

play them both and then decide. They are VERY different in pretty much every way. Only commonality I see is that they are both inlicensed themes.

#2178 6 years ago

Can i get. Whatever email was sent out a day early from pinballstar please. Since the scoop is out, id like the details pls.

#2183 6 years ago

So excited! Happy to support team spooky and team scott!
I love this game and pumped it is coming so soon!!!

#2208 6 years ago
Quoted from JustLikeMe:

Are there any pics of the inside cab art available yet? Be interested to see what that looks like.

I would like to see this also.

#2221 6 years ago

Hey charlie, any scoop protector available (is it needed?) for TnA?

#2260 6 years ago

I think this is possibly the most excited I have been to buy a game for myself!

#2302 6 years ago
Quoted from onceler:

I don't know my official number but I do know I am in batch 3 (so assuming they passed the 100 machine mark).

that definately means they are beyond 100! Congrats team Spooky.

I still bet they sell over 300 easy. As people get to play this game and as Scott continues to refine and add, others will see the light

#2315 6 years ago
Quoted from rai:

Pardon never played it, but I hear some people say it's like an updated EM.

more closely related in game play like a modernized classic Bally.

Think class of 79-82 era but 8x faster and modernized approach.

Centaur, Frontier, Flash Gordon, Skateball, Etc...

Better yet, just go play one (preferrably with a few buddies as a 4 player game) and then get an idea if you dig it. Best part about teh unlimited run of 50 at a time is you have no stress to find out if you want in (at least no stress for the near future; maybe some stress when they give a last call)

#2317 6 years ago
Quoted from rai:

Most guys I know or location have modern pins.
Likely I'll play TNA at a convention.

this IS a modern pin. With the amount of spooky games that are often found on route and where you live, I am sure there will be one on location within a few hours drive in the coming months/when first 50 go out.

#2341 6 years ago
Quoted from snakesnsparklers:

They charge you actual shipping cost so it depends on how far away you are from Benton, WI.

pretty reasonable shipping charges from what I have heard.

#2347 6 years ago
Quoted from flynnibus:

SS is the new black..

all roads lead to Bally

#2354 6 years ago
Quoted from davijc02:

I'm ready to hop in my car and and go full on stalker mode and show up at Scott's house to get some gameplay in (totally kidding)! Might be easier if the @notrashcougar has a party and extends an invite lol. Plus my mother-in-law lives in Nortwest Indiana so I could stop by and see her as well along the way.
The nothing but awesome reviews have me amped up to get it having only seen pictures. Damn you Spooky and Scott for what looks to be a for sure good time and likely putting your hands into my bank account once again.

My personal game will be going on route in Madison, WI as soon as it is ready.

You are invited up to play anytime the bar is open

#2355 6 years ago

Question for those that will be operating a TnA, what pricing do you plan to use?

#2368 6 years ago
Quoted from genex:

Going to use normal pricing around (San Francisco) here which is $1/play or $2/3 - may not do the $2/3 and just do $2/2 though initially - will see...

cool. That is what we do around here also. For the start, $1 per game.

Eventually everything new goes to 3 for $2. Given the price of the game I think $1/play is at the right spot, but always nice to hear form others.

#2370 6 years ago
Quoted from Pdxmonkey:

Ball times are very short...
.75 would better than $1.00 in my mind.
But to each their own

well of course, when I am playing on route I think everything should still be .25

That said, I also appreciate operators that bring out new expensive stuff, keep things playing well, and rotate regularly so $1 is pretty cheap.

I tend to do other things to adjust game times (close outlanes accordingly based on drain ratio; turn up ball saver; etc...)

I was asking others that are operating for their input since they are the ones also spending the money to put it out. I was curious if they were going flat $1 or doing a price break. I know out in some towns with tons of play (Seattle and Portland) that everything tends to be .50 which is great but also a factor of the amount that games get played out in those great pin towns I think.

#2380 6 years ago
Quoted from Pdxmonkey:

Proof of this is a local arcade has 17 games.
Seawitch is .25 a play versus Met premium at .50 a play
Seawitch makes more money than Met in a week.

so are you operating TnA and putting it at .25?
if so, curious what other games you operate, what is the location, and what other games/pricing are at that location?

#2387 6 years ago
Quoted from Pdxmonkey:

.75 would better than $1.00 in my mind.

so would you do a flat .75 per or a
$1 and 3 /$2 (i.e. .66)

I am thinking since this is designed for 4 player games then 4/$3 is the way to go. I am seeing the natural route variation of dollar games as 4 people play and losers pay for the next game. Makes it fun and easy.

Of course people can put another dollar on the glass for the gambling aspect if they want.

#2438 6 years ago

Is TnA really ball times of 30seconds on average?

I am excited to get a game and see the data.
I typically like to get my games to ~3min average game time and step #1 is increase ball saver (so the casuals dont feel jipped). Step #2 is to look at the data and slightly tighten up out lanes to balance (i.e. if lots of left drains then tighten it up)

I find that usually those 2 things will help get any game close the the norm of ~180 sec game time (I am less concerned with ball time and more with the whole game time).

IME this is the important aspect for routing games. Games that are too tough are not fun and people walk away. Games that are too easy get boring for some and they walk away; also creates more wear/maintainence and tips the equation further away from making it remotely reasonable to route games for the fun factor.

#2441 6 years ago

definitely a different beast to play with on route to make sure it is fair.

I love that aspect of sharing games on route, esp new stuff. Always fun to look at the real world data and make adjustments to fit my ideas of what makes for a good playing pin.

Quoted from greenhornet:

HUO where one can just keep pressing start again and again without having to pony up $1 each time is where this game will find its calling.

Curious if you play on route often? I ask because from what I see on route and the behavior of route players (casuals esp) this game may really draw them in. Casuals tend to crowd around a game and really feed off physical nature of it. They dont fret over $1 per play when playing nice games that cost 6k. In general spending $20 on a few drinks and a night of pinball out with some friends is cheap entertainment to most.

#2444 6 years ago

I think we are allowed to talk about LIONMAN! in this thread since this game actually contains a LIONMAN! in the art, correct?

#2461 6 years ago
Quoted from jonesjb:

What do people keep saying lion man?

it mainly has to do with this

Lionman! (resized).PNGLionman! (resized).PNG

#2524 6 years ago
Quoted from ronaldvg:

You are assuming that no games were played on the machine prior to the streaming. That could account for the difference.

nope, he reset the audits, live on the stream before they started.

-1
#2529 6 years ago
Quoted from rai:

Cost wise TNA = AFMR

where can I get a AFMr for 5995?

#2534 6 years ago
Quoted from rai:

It's $500 difference why do you need to make an issue about every little thing?
Not sure if you're even aware of how you come off with all your condescending posts.
Plus if adding Butter paint, shaker, side art etc.. TNA is $7400

I was asking a legit quesiton as I know sometimes distributors blow stuff out when not selling well.

The way you claimed it, AFMr was 5995 which is clearly the price for TnA, not 7400 like you are now saying.

#2535 6 years ago
Quoted from MikeS:

The game really looks incredible! Great work Scott and Spooky! The sound and light show on this pin is really taking it to another level. Can't wait to hopefully play one soon!

it really does look amazing, the art with the light show is beyond great!

I am excited to see how things continue to progress on the code and Scott really brings his full vision to reality!
This game is my answer to the thread of "what keeps you in pinball?" TnA does!

#2537 6 years ago
Quoted from Fytr:

One other thought is I love the spinner sound but how cool would it be if the sound changed/increased in pitch etc. during a spin (maybe ending in a bass drop if you really nailed it) ala BK's lit spinner. Dynamic spinner sounds really bring a game to life.

thumbs up idea!

#2580 6 years ago

any chance of a super skill shot?

i.e. hold the flipper on plunge then hit the lit shot?

I could see a super skill of a 1 flip to right orbit, left control gate closes and still hit the hands free. Award is reactor plus 50% to melt down

#2613 6 years ago
Quoted from Fortytwo:

Scott. The only game suggestion i would like to see. Is a LIONMAN!!! Callout when someone beats GC!
whysnow not a shot to you but I feel the super skill is a horrible idea. There already is a no flip skill and a flip skill. If you Roger sharp it and call your shot you get a reactor started. Else you get skill shot.

yeah, just tossing out ideas for fun

My assumption is that as Scott polishes things then the game will get some new features. To me the full plunge to a shot thing is fun thing and challenging. When done well it can add some cool risk v reward.

#2631 6 years ago
Quoted from Fortytwo:

thenotrashcougar if someone rolls the score on the displays. Will the score still count correctly on the lcd? And please just one lionman call out. Im sure you can talk Doug W into recording it!

would be awesome to have a light in the backbox to denote the roll if it happened.

#2801 6 years ago
Quoted from psd4me:

Had a chance to play this today. Great game !! Wish I could afford to buy one

with 24 games... I think you can afford it. Just have to sell a few

I played it today also and WOW is the current iteration/proto with full art just amazing in person!
Plays just as butter smooth (maybe better) than the whitewood.

#2803 6 years ago
Quoted from psd4me:

I go for Quantity over Quality

I prefer both

#2854 6 years ago

for those not in the know on the sac rack

P8240486 (resized).JPGP8240486 (resized).JPG

#2859 6 years ago
Quoted from knockerlover:

Where do you get them?

from LIONMAN!

#2873 6 years ago
Quoted from Mocean:

rethemeing a SoF is considered treason and carries a minimum punishment of exile

only thing that could top it... somone retheming it into a 90s nerd boy obsession over a vampire chick

#2874 6 years ago
Quoted from Wolfmarsh:

It depends on if I'm the bag or the cup.

if you have to ask... I think we know the answer

#2939 6 years ago
Quoted from FatPanda:

I know it's only been a couple weeks (and this thread sure doesn't help) but it's been feeling like forever...anyone know when the first games are going to be picked up/shipped? The wait is KILLING me!

you and me both. I played the protoype last Tuesday and I am still fiending more!!!!!!!!!!!

#2945 6 years ago

Please note; 6 player games such as Baywatch will require 1.5 Golden Brown Sac Racks™ for proper functionality.

#2971 6 years ago
Quoted from Crile1:

Plastic protectors...worth it? I have never placed them on my games except to protect Arwin on LOTR. Necessary on TNA for HUO?

100% YES

This game is fast, multiball action, and plastics are in close enough striking range.

#2981 6 years ago
Quoted from konjurer:

Since I've been looking into TNA I've been hearing this term "dollar game." And what's the purpose of a sac rack?

Typically a four player game. All four toss a buck on the glass and the winn takes the four bucks.

Sac rack is for holding four sacajawea dollar coins. A slick way to hold the money on the game.

#2996 6 years ago
Quoted from lpeters82:

I thought Jetsons was always a run of 100, but perhaps I'm mis-remembering.

Jetsons was always a contracted run of 100.

#3008 6 years ago
Quoted from rai:

Fake News!
look it up limit of 300 said so on Pinball News etc.

Nope, real news despite what FOx has told you again.

Contracted run of at least 100 games. Maximum ever is 300.

#3080 6 years ago

looks GREAT!!!

#3092 6 years ago
Quoted from starfighter:

In the last 20yrs I've only purchased 3 machines before playing them: TronLE, HulkLE and Predator... So 1 hit 1 miss & 1 disaster. They rest I've always played first.
As for as location goes, I can't stand any of the pinsiders in my area so I won't be playing one at their place.

come up and visit me! I should have mine sooner rather than later.

#3132 6 years ago

looking really good!

nice job Lucas!

#3190 6 years ago

Can someone summarize details from the stream?
I was not able to tune in, but sounds like they delivered the first production game to ed?

#3254 6 years ago

Spooky customer sevice is by far the best in the industry.

10
#3291 6 years ago

TNA will officially be at Mad Rollin Pinball charity event in Madison this Saturday.

Game will be used in the side event so it will be available to all to play (all proceeds go to charity from the coin drop).
Basically, if you want a shot to play a production sample from team Spooky, then swing on over, support charity, and while you are at it, buy a raffle ticket to win a different pinball machine (again all for charity).

#3299 6 years ago
Quoted from TheNoTrashCougar:

Yes it was, but then again, I can call it whatever number I want. The code is complete and there are no missing modes, animations, audio, etc. I will be doing a code update a bit after people start getting their games and bugs start being found. At this time, I have no plans to add anything else to the game, but who knows.
--Scott

just curious... is there that secret thing we talked about in the code? hoping it made it in.

also, what did you decide the reactor standups will be used for?

#3316 6 years ago
Quoted from TheNoTrashCougar:

The super secret skillshot is not going to be in the game.

Quoted from TheNoTrashCougar:

I may add that later

it is too damn fun to not think about putting it in

#3346 6 years ago

I think it is a T7 (for "test 7")

I have not gotten the call yet and mine is #2. Fingers crossed I will get the call some day this week

Then it will be all.

#3355 6 years ago
Quoted from herg:

We'll apparently be waiting for whysnow to let us know they're shipping.

As I understand things, there are 8? games going out to friends/ people putting them on route and distributors. On Sat at MRP Chuck told me "soon" when I asked

Seeing Joe's has arrived tells me soon is hopefully this week

#3358 6 years ago
Quoted from Toasterdog:

What do the digital readouts on the playfield represent?

reactor % to over heating (in reactor area up top)

ball saver time (below flippers)

#3363 6 years ago
Quoted from Bryan_Kelly:

How about we let Charlie and Kayte take a breath now and then. I guess 12 hour days 7 days a week isn't enough?

I am not rushing them at all. Just excited and looking forward to getting the game and sharing it with others.
When it is all ready then they will call. No worries.

Stop trying to suck away the excitment old man Kelly

#3367 6 years ago
Quoted from rai:

Can I get any new reviews from people who have played it recently, did it live up to expectations is it better or worse than you imagined?
Closest (comparison) to me was Predator.
What I mean Predator was a new game, new designer, exciting gameplay video, lots of buz, decent bad price, home brew or boutique pin.
Predator was different than TNA because it was licensed (falsely claimed), had no previous building experience behind it (like Spooky) there was a lot of question marks around Predator and it stalled in the pre production stage. So I don't want to relate too much with the comparison to TNA. But my point is, I never played Predator, but it was played at various shows and I believe that was where is fell down even before the production, pre-pay fiasco. I read many reviews saying it was just meh.
I just want back to refresh my memory of Predator (before the fiasco) and the game reviews were mixed to poor. At the shows people said it was constantly breaking down, ball stuck, long ball times, some said just not fun to play. And people seemed to be buying it for the theme more than anything else.
For me once IMVE was released at the same price it didn't even make sense to buy a Predator because I was not in love with the Predator theme, and I figured IMVE same price, proven production, proven rules was a much safer buy.
Opposite that TNA looks rock solid although I have not watched all the video streams, I saw one ball stuck way back on the first video (when the game didn't know a ball was locked). Everyone seems to love the gameplay, I have never heard anyone say meh about TNA. It's 100% more put together than Predator, much better art and build quality and is shipping now so no questions there.
I just like to hear more reviews of people who have played it.

Game was at Mad Rolin Charity event last Saturday and played pretty much constantly from 9am till 9pm. Game played solid the whole day and everyone seemed to enjoy it. Pretty sure 2 people put down a deposit on the spot after having the shot to play it.

#3371 6 years ago
Quoted from Fortytwo:

Do you have any audits from the event?
Ball time, game time, max reactor reached?

Nope. Charlie was kind enough to bring over a game for the event and it went right back with team Spooky at the end.

Luke N from MN blew it up a few times (3 plus mil) but not sure if that was all multiball or reactor or combination.

#3375 6 years ago
Quoted from Bryan_Kelly:

No offense, man. I just picture Charlie and Kayte in the front seat of the car. All of you are kids in the back.
Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet?

well you are wrong and off base.

It is a good thing people are excited for the game, dont bag on it; embrace it.

#3450 6 years ago
Quoted from FatPanda:

This thread is gold.

#3453 6 years ago
Quoted from HighProtein:

5 High Fives to the 1st to put one of these on location!!!!!

Can Doug please take the high 5s for the winner.

high5 (resized).JPGhigh5 (resized).JPG

#3479 6 years ago
Quoted from Bryan_Kelly:

Now you're just makin shit up.

Don't be a Dick Bryan!

#3493 6 years ago
Quoted from rai:

I've yet to hear anything bad about TNA, Except on a podcast someone said it was one flipper more prominent shots (but you can say that about a lot of games).

I am curious what flipper they thought was dominant? I find it to be very even for use of both flippers, requires lots of active play, and is important to be good at drop pass, drop catch, passive pass, back hands, and even tap passing.

#3495 6 years ago
Quoted from Fytr:

It's the little midget flipper on the upper playfield, you basically use that for 3/4 of the game.

lol.

the correct nomenclature is small flipper dude

#3505 6 years ago

"Are we there yet?"

#3542 6 years ago
Quoted from HOOKED:

Quick note to the TNA diehard fans ...unboxed mine today...well sort of.
Sneak peak...what do you think if the color? This is the off color lit color will be similar to my Aerosmith rail el.
To get on the pre- release list with no money down email me at [email protected]
We are shooting for a Nov release right after SWLE rail EL. No money down just making a list at this point.

what is this? sorry, i dont understand what you are offering...

#3553 6 years ago
Quoted from Ericc123:

So only Ed Robertson has received his game so far correct? Not trying to rush anything or be impatient but is there normally this long a gap between game one and two?

Joe at PinballStar got his game last week in time for the York Show.

#3554 6 years ago

Capture (resized).JPGCapture (resized).JPG

19
#3569 6 years ago

Production game 002 is now at ALT brew. Stop on out for the monthly meetup tonight at 630p

IMG_1286 (resized).JPGIMG_1286 (resized).JPG

IMG_1287 (resized).JPGIMG_1287 (resized).JPG

17
#3570 6 years ago

IMG_1288 (resized).JPGIMG_1288 (resized).JPG

IMG_1290 (resized).JPGIMG_1290 (resized).JPG

#3578 6 years ago
Quoted from Pinballlew:

Just curious on what you set pricing on it at?

same as all our new games, $1 per play.

After a certain amount of time (usually a couple months) the price will change. I am thinking the standard on this game is $1 and 4 credits for $3. It just seems perfect for a night out of playing 4 player games and the 3 losers pay each round; winner plays the next game for free.

#3580 6 years ago

if there was a way to permenant mould a sac rac into the the lockdown bar so it does not walk off, then I would

this game is intended to bring back the social aspect of pinball which is something I love about it.

#3582 6 years ago
Quoted from japespin:

whysnow What do you think of it as a 1 player game though? I hear a lot of people raving about how great of a game TNA is with friends. I’m wondering if it’s just as good solo long term. Will it only really get play in a home setting when my fiends are over?

I think it provides lots of fun and challenge as a 1 player. I look forward to seeing how many reactors deep I can make it.

The music shifts as you go further realy keep that aspect of it fresh. I personally think it will be good solo but better with friends (kind of like sex ).

I know for me, even if playing solo I will start a 2 player game and compete against myself. Then if player 1 gets 5 reacotors deep i may decide to use player 2 to lock balls for player 1

I play all my classic Bally games as 1 player and have lots of fun with them. TNA is the same that it is a physically simple game to understand but challenging to master. i think that is what keeps me coming back for more, no matter if solo or as a group play game.

I plan to spend some nights sessioning out my TNA solo so I can learn it better.

#3584 6 years ago

Hell yes! How else am I ever going to make it to reactor 9...

#3588 6 years ago
Quoted from konjurer:

I can understand the comments about this is a good game for a larger collection but I am seriously considering hopping in and I only have one other machine that is not deep. I was looking for "super deep" as the next game but TNA is seriously fun and looks freaking amazing. I can see myself playing for hours trying to get to the next reactor level. I only have played 5 games but it sucked me right in.
I'm so, so, so freaking close to pulling the trigger.

you are not all that far from Madison. Why not swing over to play some more games on it.

We have over 35 games plus TNA on route in Madison so easy to make a fun day out of pinball.

#3590 6 years ago
Quoted from 2Kaulitz:

How does it sound on location ? At the york show it sounded even with all the noise of a show

you could turn it up loud if you wanted as the whole sounds sytem is top notch for TNA.

As with most locations we have to tune the sound to match the quiet times of the bar (bar tenders tend to not want to hear a 'game' in the background during more chill times) which means it will never be as loud as I would like...

I did some rearranging to try and tuck it in a spot where the sound can be slightly louder (does not bounce as much to the main bar) I plan to fine tune things later tonight or Sat (I literally set it up just in time for the monthly meetup last night.

#3595 6 years ago
Quoted from TigerLaw:

Congrats on getting your game Hilton. Did they write something on the back of yours as well?

Nope, mine is still mint with no blemishes

Game is getting heavy play and playing really well!
I have seen lots of smiling faces the past few days. it is so refreshing to see more and more new faces getting engaged in pinball because of this game!

#3598 6 years ago

I have not looked at any audits, but they will be more valuable after at least a week or two of play.

I will chekc prior to next code update, before I dump them for Scott and Spooky to analyze.

#3615 6 years ago

aweome!!!!!!!!!

#3646 6 years ago
Quoted from Pmaino:

Do we have confirmation of TNA's starting to go out now outside of Ed's, Joe's and Hilton's? #81 and hoping to have it before Christmas!

yes. There is one now at Tilt Barcade in twin cities.

1 week later
11
#3678 6 years ago

they made a contraption where the ball shooting up into lane like normal, launches like normal (actually 2 balls constantly going i think), and thet then screwed divertors into the pf so one ball goes to each pf scoop, fires out of each scoop (one going right over the holes where drop targets are supposed to be) and both balls go back to trough.

cycle on repeat constantly.

There is no doubt about it that this is the highest quality playfield we have seen for durability yet from spooky (possibly anywhere in common day)

#3684 6 years ago
Quoted from Shapeshifter:

Spooky now seem to have the best playfields of any manufacturer.
Who makes them? Guessing that is a trade secret....

edited: bad joke that could be confusing

#3686 6 years ago
Quoted from Bryan_Kelly:

Charlie continues to make more and more of his own parts, but he does not make the playfields.

sorry, it was a bad joke about them being a trade secret.

#3688 6 years ago
Quoted from Bryan_Kelly:

Don't make me come over there.....

get on your horse and buggy. I will see you in 2 weeks.

You can pick up that pallet of geritol I ordered in bulk on the interwebs for you.

#3699 6 years ago

Pretty sure there are a few that Charlie and crew want to get out for specific people that have specific events (in this case a fellow horro fan putting on his epic annual bash)

From what I have heard, things have gone EXTREMELY well for all the games out on route. Some minor feedback but things are holding up very well acrossed the board.

I can confirm that my personal game has gotten more plays than any other game at the location for this month and only very minor adjustments needed.

I had to adjust the set screws on the drop targets and then just general fine tuning to have the game play how I like it.

FYI, I have found 7.0 pitch to be the best for nice feeds from orbits and scoops.

-1
#3702 6 years ago
Quoted from BorgDog:

got some audit numbers for us yet Whysnow? we need something while we wait

no, sorry.

I updated code and did not pull audits in advance. Aside from that, we dont share numbers just like I dont ask you how much you get paid

#3704 6 years ago
Quoted from Pinballlew:

I don't think he meant coin drop audits...more like avg ball time audits and what not. Glad your game is working great!

oh...

Ball times are short, so I have moved in outlane posts a little.
People are getitng better at game. Most reactors is now at 4.
Multiball is common

I think avg game time was 1:41 the first week
2:01 now

I think with posts in a little it will get closer to 3:00 which is the sweet spot for pinball it seems.

I may also turn up the ball saver time a little.

Other thing to denote is tilt debounce is currently 3. I suugest 2 is better. 1.5 would be event better.

#3706 6 years ago
Quoted from Pinballlew:

Can anyone explain what the tilt debounce setting does? I'm not sure how that works or what it's function is.

in short hand. It is the time after a tilt switch closure where another closure can not register.

Set too long and you can make too big a move. Set too low and you can make a move on a machine without multiple tilt wanrings/ a tilt.

Ben Heck spent a bit of time one day when he was coding AMH and made it a bit more of a fine tune selectable adjustment. I think we settles on something close to 1.4 seconds debounce as being appropriate. That allows you to make a single big move on a game and usually end with a double danger but no tilt.
That also allows you to build up multiple contant smaller moves that will still get the plumb bob swinging enough to result in warnings and tilt.

It is a hard thing to have fine tuned as the physical setting/hiegh on the plumb bob also impacts swing rate for closures.

hope that helps

#3720 6 years ago
Quoted from JDD:

I didn't know Spooky included a setting to adjust tilt switch debounce.
That is unique and awesome.

Yeah, Ben really went above and beyond to set the bar on coding. He put in all sorts of user selectable features so people could tweak settings to their own interest.

Really smart to do it that way also.

#3722 6 years ago
Quoted from TheNoTrashCougar:

It also saves my ass in case I programmed the debounce wrong. The machine owners can just fix it in the service mode. I mean, no, wait......

if you want to add a level of granularity, feel free

1.2, 1.3, 1.4, etc.. is nicer than 1, 2, 3

Ask Ben what we decided on default for AMH. We spent like 2 hours just screwing with it to find a default. (yeah, nerdy stuff but it was fun)

#3725 6 years ago
Quoted from TheNoTrashCougar:

Did that last night in v1.0.6! I mean, no, I am not working on the next version of the game with new cool stuff added to it. I need to stop talking on pinside during my lunch break.

have you even met that Scott dude... He is pretty Fing Awesome!!!!!!

Leaving work now to go play some TNA!!!

15
#3731 6 years ago

TNA nearing 1 month on route and super solid all around. Earning very well and well liked by lots of players. by far the most played game of the eight in the current line up which includes TWD, alien, and an assortment of classic games.

Looks to be a great route game! Most solid of any NIB game to date I have had on route.

#3734 6 years ago
Quoted from Pinballlew:

Sounds like you need to order and route another one

We really just share our games for fun and to promote the love of pinball. As a business it does not make any sense (i could make more money with less investment and stress from flipping burgers).

I just wanted to share in case there are others out there thinking about routing a TNA. It does well, it is easy keep clean, and it is nice to support a buddy. My partners don't like sharing any stuff publicly as business is a private thing, but I can say that TNA had a very strong first month, and given the equation I use for rating route games, it is one of the better investments for route relative to other nib options.

Likely monthly coin drop vs cost of game is very solid. As with all games, reality won't be seen for a few months (most games trail off after the cult of the new wears off) but things were surprisingly impressive for month one.

#3739 6 years ago
Quoted from genex:

whysnow we're considering using TnA for a PAPA Circuit Major - you feeling it's pretty solid to stand up to 2-3 days of constant hammering?

100% yes

I have zero concerns with its durability at all.

Make sure you have a 100 plays on it prior to event to just work out the standard stuff (tighten this, tweak that, etc...), but yeah TNA really has been super solid!

#3745 6 years ago

Official WI TNA Launch Party

Where: Alt Brew
1808 Wright St
Madison, WI

When; Sat Dec 9th 11am-4pm qualifying; 4pmish playoffs

What: TNA official launch party hosted by Madison Pinball and Scott D

How: First game free; unlimited entry for qualifying. Playoff on multiple games for the WPPR hunters.

Why: Because this game kicks ass and Scott D will be coming to hang out, talk pinball, and likely school us all on some TNA.

Hoping we may get some other friends from team Spooky to swing over for some fun. I will offer to buy Ben Heck a beer... that should do it

#3747 6 years ago
Quoted from SpookyCharlie:

How come he gets beer?! We actually assembled this thing!
Count me in. If Bug isn't off being a crazy teenager I'll bring him so Spooky actually has a good player on hand.

you get beer also. Actually you can drink Bugs beer to since he is not old enough yet...

Looking forward to it!

#3756 6 years ago
Quoted from rotordave:

Only issue with this one was the pop spoon switch needed a little adjustment as it didn’t always register/fire. Which made it tricky to destroy a reactor when the pop was the chosen “destroy” shot.

This is a known DE pop bumper thing. Suggestion for anyone getting this game came to me thanks to the owner/OP at Tilt in MN >> Just put an extra washer on the bottom of the pop bumper ring arms. Put the washer below the fiber and metal part in order to raise the ring height just slightly. You may need 2 washers depending on tickness of your washers.

This allows a little more space between the skirt and the ring so a ball coming in can move the skirt a little more (before getting stopped by the ring) and cause a switch closure on the spoon. 2 min tweak to make the pop bumper much more reactive.

#3777 6 years ago
Quoted from rai:

I'm not sure why Spooky cannot fix this as a stock build? Are they not aware of this problem?

this is NOT a problem. Just an adjustment.

If anything, Spooky is super on top of everything, even the small stuff to try and continually improve and even make adjustments like gaping a pop switch...

Over time (esp under heavier play on route) things need adjustment as they work in.
My pop was fine when I got it, as was the one at TILT in MN. Games get played and switches bend out of adjustment; that is reality. Fine tuning is something the owner/end user is responsible for.

Lastly, lets not forget that on route things only get adjusted and fixed when they are reported and after the tech has time to get to it. Collectors are often hyper critical of route games (even ones that are well maintained like they are at TILT) but reality is that players need to #1 tell the operator and #2 realize that some things take fiddling with to get them just right and every game has to settle in on route for the first few months.

#3797 6 years ago
Quoted from Bryan_Kelly:

There will also be a delivery/setup option. Pay the designer and manufacturer $5 each and they will not only deliver your game, but they will also set it up for you.

They have a policy and set up for all customers over 85. They don't want anyone to get hurt.

#3819 6 years ago

Congrats. Russ!

1 week later
#3904 6 years ago
Quoted from jgentry:

After less then a week of ownership my wife has officially moved TNA in to her group of games with SS and MM as a game that is hers that I'm never allowed to sell.

You picked a smart one!

#3926 6 years ago

I am back from vacation and will be updating code on the Alt Brew game sometime today.

#3928 6 years ago
Quoted from KingPinGames:

vacation? what is this word? did you make it up?

nope, first real vacation in 9 years.

I feel like a new man! You should try it sometime

#3932 6 years ago

Just wanted to point out the attention to detail by Scott is top notch. I just got back from vacation and was able to update to the newest code. The attention to detail is over the top amazing. His changelog barely scratches the surface on the level of polish he is putting on this game.

I am talking things like minor adjustments so the music tracks duck out smoothly and at the exact right time that a call out happens so the call out is more noticable to the ear. Stuff like this is what makes the game really shine, esp for those of us that are super anal and can admire a project that people really poor some passion in.

So super happy with this game! Excited to see the little things that continue to be added.

Also, the super secret skillshot is great and programmed very nicely!

#3951 6 years ago
Quoted from Bryan_Kelly:

I heard that, ASSHOLE!!!!

must have gotten the new fangled hearing aid figured out

#3972 6 years ago
Quoted from lpeters82:

That would be what 550-650ish? I o
put my bet on 500 pre-production. I'm now thinking 350-400, but hopefully as more people play it there will be another push.

You getting one? You should! Can tell you really like it a bunch!

#4003 6 years ago
Quoted from Nelly:

Was doing some cleaning in my basement and found this. Anyone know what game it is for?

playing more TNA today and I thought how cool it would be to offer a left hand (inverted mirror image) option for TNA.

All the same game, except for everything flipped on the shot layout.

I would buy a second

#4007 6 years ago
Quoted from Wolfmarsh:

How odd! At SFGE we said the same thing, except the mirror one would be from the standpoint of trying to prevent the reactors from being destroyed.

Would be a great code option for two player games!

#4016 6 years ago
Quoted from FatPanda:

Pinball Life has mirror blades in stock.

nice! did not realize they were available yet

#4084 6 years ago

Someone asked for photo of scoop. IMHO this game has more plays in the past 2 months on route than most games will see in their lifetime in a HUO environment.

i see NO need for any sort of cliffy. The pf quality is top notch and the mantis style internal part appears to be doing its job.

IMG_1356 (resized).JPGIMG_1356 (resized).JPG

#4102 6 years ago
Quoted from ultimategameroom:

I know I read in this thread that charlie was doing these in runs (can't remember if it was 50 or 100)and that the first was sold out. Does anyone know approx how long the wait list Is and a guesstimate as to how far out that puts delivery? I probably should have ordered after playing it at York but really want to see what ACooper looks like before I make a final decision.

TNA is an unlimited run. They make them in batches and will do a last call once it is getting towards the end of production.

Last posted is at least 252 are sold. Sounds like ~25 are out the door now and the next 25 going out the door soon. Charlie mentioned that they build in qty of 25 as they make runs to get mechs/etc from PBLife and the trailer maxes out at the parts for 25 builds

It appears they are picking up steam and things are going out quicker for each batch.

My best guess is that as more go out, then more will sell (as people play those ).

1 week later
#4173 6 years ago
Quoted from PinJump:

We’re not going for world records here. The game is on location and it needs to be fun and not feel like a ripoff to casual players. I’d prefer not run it at 5 Since nothing else in our place is set for 5. We’ll start with other tweaks first.
Avg game time is 1:15.

I would start with closing the outlanes and up the ball saver time.

I will note that players will quickly learn the game and once they do then game times will go up pretty quickly.

#4213 6 years ago

Love all the ideas for team play! This game is so amazing it deserves the ability to do fun stuff like that.

#4220 6 years ago
Quoted from JustLikeMe:

Does TNA take a regular sized sheet of glass? I have the chance to purchase an extra sheet of PDI glass and thought it best to check first.

yes

#4228 6 years ago
Quoted from Rascal_H:

Need more factory or on location porn!

Ok...
Everytime i come in tomthe bar, it is thumping along.

IMG_1381 (resized).JPGIMG_1381 (resized).JPG

IMG_1382 (resized).JPGIMG_1382 (resized).JPG

#4236 6 years ago
Quoted from thedarkknight77:

How can we get some games to the North East ASAP??? You are missing out on orders because no one can play it out here! Let’s move Rascal up in production, he promised to throw an official TNA North East launch party when he gets his game! He has memory loss so he might have forgotten that he signed up to.

Anyone up there putting one on route?

#4256 6 years ago

That is Totally Awesome Scott!!!

Love the idea! Looking forward to the next code update!

10
#4277 6 years ago
Quoted from rosh:

There is clearly a segment of the community that hates randomization (magnets, spinners, etc.). Maybe this is the top players who don't want thing that mess with their hard earned skills. I do laugh, since to me POPs are about to creating some randomness, so should we get rid of pops? Although the way some games are designed, the ball always leaves the pops nice and easy, so they pretty much have removed the randomness of it. At the same time there is a constant call for 'innovation', so how do you balance those things? At the end of the day the designer/programmers have to try to create a fun game and be true to their vision, and try to balance these things, but no matter what you won't make everyone happy. Sometimes I will do something on Houdini and I'll say to myself, some people are not going to like this, and then I say, if they don't like it, f*** them (often followed by 'when they design/code game they can do it the way they want", which is, well, how I got started in this). I've shard this sentiment with Scott on many an occasion.

I think it is more granular than that.

'Predictable' randomness is liked by most pinheads. Knowing there is a magnet that will always pulse during a certain mode and it can be dealt with via skill is cool and fun. A good example of this would be to think of TAF which is one of the best examples of all time. Competitively I know that Seance and Multiball can be dangerous, but I have the option of when and how I go for those modes or avoid them. If I go for them I also know that the game requires a different skill set to play it. Something important to note is that these magnets are also set in a way that you can power a shot through them and also have some time to react based on position in the pf.

An alternative that I know some people dont like would be the magna slings on GBprem. They lack predictability in the implementation and create more variability that is difficult to overcome based on position and how they toss the ball around. They also are in play and cant be strategically avoided or circumnavigated with skill as easily.

Other have suggested altering sling shot power or flipper power randomly. Random unpredictability is often disliked. It would be fine to alter the slingshot power for a mode or after a certain reactor but it should be done in a way that skill is still the majority player in the scenario.

In short, I just think it is a bit more grey rather than black and white and people want randomness but the art is HOW and WHEN and WHY it is implemented. Done well and it will be loved by the majority (and F the rest). Done poorly and you fail in the bigger picture. It is a fine line from a business perspective of figuring out what is fun and how to tweak it to be the right amount of innovation vs pure chaos for the sake of innovation.

#4318 6 years ago
Quoted from Fortytwo:

Is there a explanation on the ball save and what the different colors mean? I thought scott explained it in a twitch feed but can’t locate what one it was?

different 'layers' or levels of ball save. With skill you can build up multiple ball saves.

1 week later
#4382 6 years ago
Quoted from TomGWI:

Just Delivered!

you did not go pick it up?

I thought this was going to Eric's place for SCS...

#4385 6 years ago
Quoted from TomGWI:

He only has room for Melody.

Melody is a shock liability...

I am going to have my lawyer draw up paperwork in advance, lol.

#4390 6 years ago
Quoted from herg:

My wife says #60 is in the garage. It's so easy to come down with a cold this time of year.

cough.... cough...

#4394 6 years ago
Quoted from Bryan_Kelly:

Yes, BUT WHAT NUMBERS WERE THEY??

remember the mantra Bryan...

#4402 6 years ago

so excited for the new code!!!!!

#4410 6 years ago
Quoted from johnnyutah:

I’m looking forward to my TNA and being patient.
I was however under the impression that machines would be built in order in “batches” depending on your order number. Mine will be in the third batch I was told when I ordered with an estimate of January or early Feb. I was not told that their would be line jumping and everything else in between. So I guess maybe mine will be in the third batch, 4th batch, or whenever it gets to my turn after line jumping. I ordered mine the first day I was able to as a non repeat customer in August. For now I do not mind waiting.
It does bring up some confusion as we patiently wait. I can see why some are beginning to vent some frustration. They have after all made a non refundable deposit so we are at the will of the wait.
I can also see why there are some that have already recieved theirs out of order are scoffing at those that haven’t yet and confused by the jumping. I too would take mine earlier than my order number if offered without hesitation

Pretty sure any people getting their game early is VERY minimal. We are talking a few people that got moved up so games could make it out on location around the country. I dont think you are waiting any more that an additional week or 2 based on how few are happening out of order and how quickly they are ramping up. No real reason to get stressed out IMHO. Spooky is building a GREAT game (honestly still impressed with how well it is holding up on route with heavy play) and you will be stoked once you get yours.

For the record I got bumped also. I was supposed to be #1 till that Ed Robertson guy jumped the line Guy sings a song about pinball and look what happens, lol

#4439 6 years ago

got a few games on the beta new code and WOW!

It just keeps getting better!!!! Gonna ditch out of work early and go play more tonight!

#4459 6 years ago

If anyone local wants to play some TNA, I am ditching work early to head over to Alt Brew. Ill be there around 2:30

First game is on me

#4461 6 years ago
Quoted from FrankJ:

Wish we had one on route in the Milwaukee area.

It is Friday Frank... time for a trip to Madison for a beer and some pinball

MKE will be getting one soon enough from what I heard... possibly even 2?

#4466 6 years ago
Quoted from benheck:

Hey I'm tempted to join you - how long ya gonna be there?

just depends... text me when you are thinking of swinging over (bring Max and Felix also; they need a break after all the crap you give them all week )

#4485 6 years ago
Quoted from FrankJ:

There are no Fridays this time of year. My next scheduled day off is Thursday Feb 1 - or I would be heading that way!

hit me up next time. cheers

#4506 6 years ago
Quoted from MikeS:

That's gotta be our very own Whysnow. He's a Phish groupie and has LIONMAN plates.

wiat a sec... groupie... do I get to sleep with the band?

#4520 6 years ago

Meh, im just a fan. My favorite band that i have seen on average four times each year for the past 24 years. Granted a few years it was ten or more shows.

#4539 6 years ago

It is so cool to see this map continue to change with more and more data points all the time!

TNA_23Jan2018 (resized).PNGTNA_23Jan2018 (resized).PNG

#4551 6 years ago
Quoted from trilogybeer:

I just think I haven't taken enough drugs for Phish to sound good .

we can fix that if they return to Alpine Valley this summer...

#4564 6 years ago

these tracks are brain worms that get in your head!

love it!

#4589 6 years ago
Quoted from Tuna_Delight:

Someone talk me off the ledge!  And no requests for my spot please! (yet)

not sure what to say, but TNA fricking rocks!

Game has the "just 1 more" vibe more than any game I have ever played. Make it to the 4th reactor again last night and chocked. Gonna stop to play on the way home form work and put a few games on it. I NEED to make it to the 6th reactor!!!

#4641 6 years ago

have you checked connectors?

that looks like a loose cable

#4675 6 years ago
Quoted from Troutfarm:

They seem to be. Sounds like they changed the springs they are using now, so hopefully moving forward it won't be an issue.

I get the impression there was a bad batch of springs on ALL mechs coming out for a little while.

I had some break on SW and GOTG quicker than normal.

I am guessing that springs come on the whole mech from the supplier?

#4680 6 years ago
Quoted from Russell:

I finally got 4 reactors! 9 looks impossible at this point.

nah, I keep getting better with practice. I have a feeling that some big games with that second EB after 6 reactors and I will be hitting 7 and looking for #8 in no time.

9 is almost perfectly tough. Out on the far horizon but I see it as doable.

#4699 6 years ago
Quoted from trilogybeer:

updates are super easy .

I love how simple it is!

With game off, insert USB stick.
Turn on game
Game will tell you when it is done and to remove USB and power cycle.

New code is great! Scott continues to fine tune things and really put the polish on this game.
It is getting to the point where I have to stretch to find anything, lol.

My latest suggestion is to change the color in menus if you change something from default (so you remember what you changed when you look next time).
Pretty funny when that is all you can come up with

#4712 6 years ago
Quoted from yancy:

Bump for latecomers, stream still running!

I dont want to watch (prefer to experience new reactors/music for myself), but I would like to know best scores and if he blows all 9 ever.

Would also like to know his general strategy of stacking/grabbing points/completing keypads/ use of multi...

If anyone cares to give cliff notes

#4714 6 years ago
Quoted from epthegeek:

Multiball at all times. If out of multiball, get multiball.

wish i was that good

I figured that was his main strat. I dont have that skill or control.

#4755 6 years ago
Quoted from AndHart120:

I believe I have officially joined the wait list. Let the long anticipation wait begin!

congrats!

It is going to go great in your collection!

What number are you?

#4765 6 years ago
Quoted from rotordave:

That Alien Star won’t fit any more ... you better send it my way.
rd

I was thinking TWD is the odd man out...

2 weeks later
#4932 6 years ago
Quoted from FatPanda:

Looks like you've been busy! HOLEEEEE CHIT! Can't wait to play it!

I will update the game at ALT Brew later tonight

(it has already been running some beta so if you played lately then you may have seen some of this)

#4934 6 years ago
Quoted from FatPanda:

Just the last time I saw you there, on Friday. I thought I noticed some new things (Danger sound for one). But yeah, between watching the streams and playing randomly, it's hard to keep track of what's been changed

last Friday was earlier beta. newer stuff the past week and the big one today by 6pm is my plan

#4937 6 years ago
Quoted from Borygard:

Come on! This was my favorite way to start a game!

damn you! cheating the SSS!

So happy that now you have to hit it the 'right' way

#4939 6 years ago
Quoted from Borygard:

Desperately need an option to adjust Match percentage. Current Match gives away way too many games.

yup

#4942 6 years ago
Quoted from ectobar:

What shot(s) do you need to add-a-ball during mb?

single, double, triple, and then super jackpot (i.e. all 3 drops and then the scoop behind the drops)

2 weeks later
#5122 6 years ago
Quoted from VolunteerPin:

Got the email yesterday for final payment on #107.
Now I have to decide if it is going in my home or on location. Can't wait!

put it on location and order a second for home!

you can thank me later. (this is not a joke)

#5170 6 years ago
Quoted from lpeters82:

Always a good weekend when you get to play some TNA. Thankfully, I'm living close to the only one routed for $.25.

easy to do when the operator built the game

#5184 6 years ago
Quoted from TheNoTrashCougar:

HAHA, It's a pretty funny picture. I used to know how to party, not so much anymore. This version is the best with the charlie head over my nip!
--Scott

would be better with a photoshopped banger borat on...

1 week later
#5227 6 years ago
Quoted from jar155:

My buddy put down a deposit on TNA at TPF and I believe snapped a pic with Scott as well. I'm hoping he was just one of many.
#165 can't get here soon enough. After playing it all weekend, I'm even more eager and excited. Co-op mode is a genius addition to an already stellar experience.

has to be getting close to 400 now???

I hope this outsells all other spooky games! Would be great for team spooky to be able to keep the line steady with TNA while having other smaller runs (500 ACNC step in at times)

13
#5238 6 years ago
Quoted from cooked71:

So are there actual plans for a Vs Co-op? Personally I’d prefer this over the “all on one team” co-op mode.

IMG_1422 (resized).JPGIMG_1422 (resized).JPG

#5264 6 years ago
Quoted from o-din:

I can't even program my VCR.
I'm going to have a hell of a lot of fun when this one arrives!

Did u order Odin? Awesome!

What number?

#5368 6 years ago

I really admire your desire to have the company sized just right!

too much too fast can be very bad and your level headed approach to making a fair business without greed is very refreshing and inspirational even. It is part of what makes it so easy for me to want to support the company and the whole spooky team (granted it does not hurt that you are building some fun games, making some awesome hires, and have upped the quality and continue to do so)

#5378 6 years ago
Quoted from jwilson:

So it is absolutely true the build delay is costing sales.

guessing those operators will be kicking themselves in 6 months when they could have had a TNA out making bank and instead are selling off another turd that they bought and routed for 3 months before coins dropped off

Honestly, the spooky model works really nice for an OP. You get in early and it only costs 1k. Pay your balance when the game is ready and if you are doing this for business you can take an educated guess on if you make more from keeping the game out and earning or in some cases just sell it as is. Sounds like with the current demand... if an OP had one coming on the line next week, they could make 2k just by selling their spot in line.

I still would say that they should put the game out as it earns well and holds up even better. Great investment (and the only way pinball is ever really and investment is if you are operating it )

#5404 6 years ago
Quoted from trilogybeer:

Yeah ,if I sold mine I would get right back in line to buy another . But I am not selling mine .

yeah, i wont sell mine... but I am still going to get back in line.

Bryan Kelly cant be the only person to own 2 TNAs.

#5476 6 years ago

where are the mirrors available?

#5497 5 years ago
Quoted from Rascal_H:

Any waiters sent more than the 1000 deposit? I’m getting nervous sitting on all this money. Don’t trust myself to not buy a Maiden lol. Or maybe I’ll buy a Maiden and save hard til my TNA is ready.

You can pay in installments to spooky up to delivery. I know a few that did so to make it less of a one time hit at the end.

#5529 5 years ago
Quoted from shanetastic:

I am officially in line! #390 I have a bit of a wait, but I am very excited!!!

awesome and congrats!

Cool to see they are almost at 400... only 30 more to go

#5532 5 years ago
Quoted from Grizlyrig:

Actually only 10 more to go
-Mike

I am not looking to by #400 as my second one...

#5583 5 years ago
Quoted from rai:

What’s the co-op mode? Is it 2 v 2 or all 4 on one team?

there are 2 extra options now.

Press and hold start button when putting in player 1 for a few seconds and that turns on Co-OP mode (then add anywhere from 2-4 players and you all work together)

After turning on Co-Op mode, if yo press and hold the start button for a few seconds when putting in player 2, then you have enabled Co-OP VERSUS mode where you then hit the button twice more for a 4 player game (1 and 3, versus 2 and 4)

1 week later
#5738 5 years ago
Quoted from herg:

I spent some time trying to make mine act a bit more "normal". There are two software settings that you can use to tweak it. One is "Sensitivity", which I believe is the amount of time that the plumb bob has to stay in contact with the ring to register a switch closure. The other is "Settle Time", which seems to be the amount of time that switch closures are ignored after you've been given a warning.
Since the Settle Time is set to 2500 by default, it takes a minimum of 5 seconds for a big move to cause a tilt, assuming you didn't already have a warning. On WPC games, this equivalent of Settle Time is more like 800 ms, based on my measurements.
So, I tried setting my Settle Time to 1000 ms on TNA, and it became obvious why it was set so high. I was getting tilt-throughs pretty frequently, even on the v1.2.0 code. I watched the tilt bob, and it continues moving a LONG time. It also has an odd habit of missing the ring on a few (or many) swings, then finally coming into contact with the ring again. I believe the misses allow the game software to switch to the next player, then new swings that actually do make contact cause the tilt-through. I do not think this is a software bug, but I'm also not sure how WPC games do so much better at preventing this. This continued swinging can also cause that delayed tilt you mentioned.
I've been experimenting with ways to dampen the swinging in hopes of finding one that doesn't prevent legitimate tilts. I used a piece of foam stuck in the hole where the tilt bob hangs, and that does cause the bob to slow it's swinging nicely, but it also allows huge moves with only two warnings.
The other problem I've run into is that some switch closures just are registering, even if I set "Sensitivity" to 0. I can flick the tilt bob by hand, hear it bounce off the ring multiple times, and sometimes, I don't even get a warning from this. I'm not sure if the electrical contact of the tilt bob is inconsistent or if the software is somehow missing these. If I can stay motivated long enough, I plan to hook up an oscilloscope to see if it can see switch closures when this happens.

I have found 1500ms to be the best debounce. Worth mention that Ben Heck and I actually determined 1200 to be the typical debounce in B/W games. I also notice that IRMN is set to 1000ms as default.

I have found that a medium set plumb bob position with 1500ms to be about perfect on TNA. You can get away with 1 big move that results in a double danger. I believe Scott will be tweaking future code to ensure that tilts can still happen during bonus count up and then tilt debounce ramps up as soon as it flips to next player to help reduce dangers on next player form a big move during draining by previous player.

#5743 5 years ago

picture please

#5787 5 years ago
Quoted from frankmac:

Sometimes the buyers back out and spot becomes available.
Maybe the buyer wanted a game that would be released sooner like Iron Maiden for instastance. They could always go back to CNA later .

nah, distributors often buy spares of hot games. In this case it is smart for distributors to commit for an additional game in cue every so often to ensure they can sell an earlier spot to a new customer. 1 of the benefits of using a distributor sometimes

#5790 5 years ago
Quoted from frankmac:

How are The playfields holding up as far as chips or dimples?

No issues here on number 2.
Still looks fantastic! Best pf in the industry by far!

1 week later
#5857 5 years ago
Quoted from TigerLaw:

Good. They will be in the 140’s soon. About how long once the game goes on the line till it then is ready to be shipped?

2 weeks...

Sorry, i could not help myself...

#5942 5 years ago
Quoted from FatPanda:

It's been 9 months since I sent a deposit in August 2017. I'd have to see when production for the game actually started, but I want to say the first machine was delivered within the next few weeks to Ed Robertson's.

Late Sept I received game #2 (right after MRP)
It may have been the first weekend in Oct once I had it on route.

(memory is foggy but that is pretty close)

So 7 months since the first ones left the factory and now we are 150 deep. Looks like Spooky is averaging 21 built per month (through multiple shows also and initial production stuff) so that is pretty good. That would mean #420 should be getting built about this time next year

I would guess that number gets closer to 30 per month now that show season is closing, ACNC will be busy with refinement/ almost sold out?, and it is crank out the game time.

#5987 5 years ago
Quoted from rai:

Owners can you say how the build quality is? I mean cabinet integrity, decals, inserts etc..
I’ve not heard anything bad, but this was part of the reason why I stopped buying Stern pins when they said insert ghosting is considered normal.

Same status as last time you asked (i think it was you?), game twois still rocking with zero issues aside from one broken flipper spring. I files the hole where spring attaches and reused the same spring. Pf holding up amazingly well, even at scoops and ball hot area, inserts still smooth and leveland no issues, decals look great. By far the overall best built new game i have had on route inthe past five years.

I had one light bulb go out and it was replaced by spooky.

Great service, top notch build,holding up exceptionally well undr hard route play since Sept 2017

#5993 5 years ago
Quoted from 27dnast:

Where have we heard that before??

despite your inexperience with either game in a route setting and desire to troll and disparage me constantly, both statements are in fact very true. The Alien I had was built very well (aside from light board design). The TNA I have is built even better.

#6000 5 years ago
Quoted from Mr68:

Your comment is total disrespect for TNA.

not at all. The Alien I had was solid and I had it running on route for a long time with few issues. The TNA I have on route is even better with essentially zero issues.

Stop trying to be a Kim and say I am even remotely insulting TNA. Game is awesome and built very well. Best built game to date I have had on route, super robust, easy to keep clean, people love it, and I love it also.

#6020 5 years ago
Quoted from PinballKen:

With a LITTLE help from Sean and Garrett.

with a LOT of help from Sean and Garrett!!!!

We are a great team and could only do this as a team! So much fun to be 1/3 of MP with those guys!!!!

#6021 5 years ago
Quoted from benheck:

Yeah the market is on fire here. I feel fortunate for finally getting place *only* 14k over list.
Also RE: Madison, despite how people might feel about him online, Hilton has done a great job FLOODING Madison with location pinball. I like to joke that he "stores his games in bars"

where/what place did you end up grabbing? Glad for you!

I do store my games in bars! Lots of my personal games (and Sean and G) are what we have on route, but honestly I love sharing them with people!

#6035 5 years ago
Quoted from cavalier88z24:

currently dumping quarters into Whysnow machine at alt brew.

I seriously just missed you. Text me next time you are coming and ill swing out to play.

#6079 5 years ago
Quoted from Whridlsoncestood:

With the setup of this game the speed isn’t coming from the pitch of the game. Most crazy action is coming from the slings, that fast scoop and the crazy pop bumpers. Those actions keep you on your toes. Smacking the ball off the center 3 bank of targets comes flying back crazy fast as well regardless of the angle. 1.5 degrees isn’t changing much in speed of ball at that point. Try playing it with the angle down and see how much easier it is to trap when it’s up. With less side to side the ball settles way easier in a trap.

agreed 100%.

A good test to see if you have the game set up at the proper pitch is to see if you can appropriately make the secret skill shot.

I think at this stage it is safe to share what this is for those that have not figured it out.

Full plunge through spinner, deadbounce off left flipper, and immediate right flip back hand to drop targets. If you pitch your game too high this can become difficult.

#6083 5 years ago
Quoted from cooked71:

So another reason higher pitch makes it more difficult.

I should have said "impossible"

It is already a difficult thing to do and takes really good timing. I was just pointing out that this is a feature of the game design and have found a pitch between 6.5 and 7.2 to be a good range for this to work on most games.

It is also a really fun shot when you get it down

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