(Topic ID: 183527)

Total Nuclear Annihilation production by Spooky Pinball


By Grizlyrig

2 years ago



Topic Stats

  • 7,232 posts
  • 623 Pinsiders participating
  • Latest reply 3 months ago by Rascal_H
  • Topic is favorited by 184 Pinsiders

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Linked Games

Topic poll

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

  • Yes 156 votes
    14%
  • No 218 votes
    19%
  • Maybe 186 votes
    16%
  • $5500-5750 323 votes
    28%
  • $5751-6000 98 votes
    9%
  • $6001-6250 63 votes
    6%
  • $6251-6500 44 votes
    4%
  • $6501-6750 18 votes
    2%
  • $6751-7000 33 votes
    3%

(Multiple choice - 1139 votes by 937 Pinsiders)

Topic Gallery

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Topic index (key posts)

34 key posts have been marked in this topic, showing the first 20

Post #11 Key posted, but no summary given Posted by APB_Enterprises (2 years ago)

Post #301 Key posted, but no summary given Posted by stevevt (2 years ago)

Post #360 Key posted, but no summary given Posted by trilogybeer (2 years ago)

Post #376 Key posted, but no summary given Posted by FalconPunch (2 years ago)

Post #1501 Key posted, but no summary given Posted by johnnyutah (2 years ago)

Post #1502 Key posted, but no summary given Posted by oohlou (2 years ago)

Post #1768 Comments from the artist about the game's art Posted by mandraws (2 years ago)

Post #2179 Key posted, but no summary given Posted by SpookyCharlie (2 years ago)

Post #2378 webcast info on TNA and Jetsons. Posted by SpookyCharlie (2 years ago)

Post #2515 YouTube vid. Great quality. Posted by DeadFlip (2 years ago)

Post #2530 Game not yet complete and more code and updates and graphics will be coming. Posted by TheNoTrashCougar (1 year ago)

Post #2942 Link to buy your very own sac rack! Posted by TheNoTrashCougar (1 year ago)

Post #3056 Interview from the corn field drive. Part one and part two. Posted by toyotaboy (1 year ago)

Post #3193 Video of first production game. Thanks Deadflip. Posted by toyotaboy (1 year ago)

Post #3284 Place to order a knocker and shaker. Posted by PDFVT (1 year ago)

Post #3335 Good pictures! Posted by johnnyutah (1 year ago)

Post #3431 List of boards in the final game Posted by TheNoTrashCougar (1 year ago)

Post #3623 Link to buy the custom pingulp. Posted by iEatHands (1 year ago)

Post #3842 launch of interior side mirrors for TNA Posted by TheNoTrashCougar (1 year 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!

You're currently viewing posts by Pinsider blueberryjohnson.
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#81 2 years ago

Major props to the game creator. Saw some off the dead flip stream and was impressed.

Regarding rules, is the primary goal to qualify a reactor, overload it by hitting the ball around in the upper playfield, destroy it with a shot, and then repeat this eight more times to finish all the reactors?

4 weeks later
#444 2 years ago

To those who have played: what's the highest number of reactors you've destroyed in a single game? Is there currently a wizard mode for destroying the final one?

3 months later
#1730 2 years ago

How many pizzas does the game currently have?

2 weeks later
#2402 2 years ago
Quoted from SpookyCharlie:

Just confirmed with Scott and Jack Danger... should be a blast as always!

Please have Jack update the name of the game on screen when you switch so we'll be able to tell if the game being played is Jetsons or annihilation. Thanks.

#2422 2 years ago
Quoted from FatPanda:

Should be able to tell fairly quickly by looking at the PF. TNA and Jetsons are nowhere similar.

I was making a hilarious joke.

#2553 1 year ago

Is there any rule where if you futz (or flail around) too long after lighting the blow up the reactor shot that the shot unlights as the reactor starts to cool down (begins dropping back down from 99) and you have to build it up again to relight the shot?

I could see that being a cool mechanic for later reactors (with special lighting and music cues) to add extra tension. Repurpose the ball save timer to count down when only ten seconds or whatever remains before cooldown (and change the font color to indicate it's not ball save).

2 weeks later
#3082 1 year ago
Quoted from TheNoTrashCougar:

I have not added in the ability for a reactor to cool back down when it is started. It should never be able to recover from being critical. I think it may be very hard if this started cooling so I never added it. Not in the cards for initial release, but I will consider it later on.

Sweet. Here was my idea along those lines from a few weeks/pages back:

Quoted from blueberryjohnson:

Is there any rule where if you futz (or flail around) too long after lighting the blow up the reactor shot that the shot unlights as the reactor starts to cool down (begins dropping back down from 99) and you have to build it up again to relight the shot?

I could see that being a cool mechanic for later reactors (with special lighting and music cues) to add extra tension. Repurpose the ball save timer to count down when only ten seconds or whatever remains before cooldown (and change the font color to indicate it's not ball save).

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