Is TNA a direct purchases from Spooky? Will any distros sell them?
Quoted from SpookyCharlie:
They all do... literally inspected every game that has ever left here. I care and stuff!
Summer help will be back and we'll keep everything moving as fast as we can. TnA is still solo on the line and will be for a while... hoping to get it fairly caught up before Alice starts rolling. Tall task to say the least with it still selling well!
Ahhhhhh yes, the growing pains of a small pinball company. Good problems, but still problems.
How many TNA
s and how many ACNCs will be down in TPF??
Quoted from Goonie:
As a great man once said..."After a time, you may find that having is not so pleasing a thing after all as wanting. It is not logical, but is often true"
That said, where's my game!?!? #168 butter...almost there!
Absolutely true ! For a Hot minute I was all in to pay more! .. Nah !! I will wait..No reason to blow dough$$$.
Quoted from Whridlsoncestood:
Info’s all public. The Sanctum. Open every Monday night from 6:30 to somewhere between midnight and 1AM. 47 games on freeplay. 10$ door fee. Big commercial fridge for BYOB. Weekly leagues and tournaments here every Monday.
290 Pratt St Meriden CT. East entrance. 2nd floor.
Fantastic! Thank you!
Quoted from TheNoTrashCougar:
Don't worry, I am adding things like Co Op Mode, Co Op 2v2 VS Mode, more sound effects, bug fixes, lighting adjustments, advanced operator adjustments, reliability improvements, etc.
I will not change the gameplay as it is (in my opinion) amazing as it stands.
Who is this?
Quoted from NeilMcRae:
Just my notes from the Side Rails install which is really easy.
Removing the side rails is easy, a bunch of screws and 2 nut/bolts. Hardest part is that Spooky glue gun the flipper bolt so you have to get some of that out to turn the nut. Also easier if you loosen one of the screws on the flipper switch and rotate that out of the way.
When overlaying the lighted strip you do have to ensure that the lighted bit isn't going to be pierced by two screws, as two of them do go through the top plastic area. Its hard to get it wrong. Also worth connecting the power supply before so you can test easily. On my TNA the rear glass slot was tighter on one side which made threading the wire through on one side a bit hard. When I tightened it all up the screws the el-paper whine that you nearly always get with this stuff reduced quite a lot which was a nice bonus. Must have mod in my view
Quoted from Whysnow:
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
Quoted from 27dnast:
How did you route the wires?
My wires are run to the front of the machine and go over the cab right in front of the black plastic glass receiver piece. I then put a small piece of tape over the wire for added protection. It does not interfere with the glass or the lockdown bar. It is a 10 minute job with proper tools and a plan.
Quoted from HOOKED:
I’ll finally get a install vid lol.
More good news for those purchasing side rail kits. Going forward all will have a remotely wired button to quickly change the light mode. On solid, slow pulse and fast pulse will be easilly changed without having to lift up the playfield. Peraonally i like them lit always but we added the remote button due to feedback.
We also get to measure out for our next tasteful addition. Keep notes with your machine # my good fellas.
hooked >> You should make an EL kit that will illuminate behind the Spooky G. emblem on TNA preferably white... If you can make a splitter that works both the TNA and the Spooky G. off the original TNA set up that would be fantastic..
Quoted from rai:
Everyone says how great DI, saw one local for good deal.
I will get back in line for DNA if I get DI.
Quoted from rotordave:
I had the TnA set up at the Macs Interstate Pinball Classic here at my place yesterday.
I didn’t put it in the Comp, I had it available for everyone to play all day.
This is the first time any of them had seen it in the flesh, and the reception was overwhelmingly positive. It was played non stop all day.
Good for you rotordave .It is Awsome when people share!
5th reactor is my Kryptonite .
How many reactors is everyone’s average? 3 ball game.
Quoted from Pmaino:
I probably average getting to reactor 2. My best was getting up to reactor 6 until last night. Had the game of my life and was one shot away from destroying reactor 8. Such a rush. Best game ever!
Game rocks. Very hard not to push that start button 3more times....
Quoted from lpeters82:
I probably average two reactors. A good game for me is three, a great game is four. Yesterday, I was playing a quick game at lunch and drained with the third reactor critical with two balls locked. That was exciting for me. This might be a dumb question, but what is your go to shot from the left flipper? If the grid is completed, I will backhand the scoop to start the reactor. Otherwise I typically go for the lock, but I have much less confidence then shooting it with the right flipper.
Back hand right flipper for the lock.
Back hand left flipper for the scoop.
Right flipper to put me up in the reactor is my best shot. Shot from the left flipper to the right side is tight. If I drain my plung will usually get me up in the reactor. I like to have the lock loaded at the time of critical reactor that also gives me some madness and luck of hitting a free shot to defeat the reactor.
Note : None of these are guaranteed. Especially when I get to the fourth reactor going to five . I feel the pressure usually bug out and blow it . Practice and more time and skill and I will get it.
Quoted from TheNoTrashCougar:
Hey there!!! Another TNA code update is here! This is a short, but good one.
I have fixed a few bugs and added what I like to call “Speed Runs” to kill each reactor. What do I mean you ask? The game now displays reactor uptime on the display telling you exactly how many seconds each reactor has been online for. The timer starts as soon as the reactor start scoop has been hit and stops when the reactor is destroyed. These speed times are stored in the high score table as “Reactor X Speed Run Champ”. There are 10 of these. One for each reactor and one for Total Annihilation!
Every second counts when battling these reactors so be sure to skip the reactor startup animation and be sure to skip the bonus count at the end of your ball. Your reactor uptime pauses if another player is up, but the timer does not pause until after the bonus count.
Have fun everyone!
v1.2.1 – 05/22/2018 – Scott Danesi
## Bugs Fixed ##
– Skillshot light stuck on is now fixed.
– Reply info in attract mode now says replay for credit and Extra Ball when award is an extra ball
– Tilt during multiball trough issue fixed
## Features Added / Modifications ##
– Added reactor uptime champs to high score boards
– Added reactor uptime to display while reactor is running
– Random performance enhancements
– Co Op now can be enabled if you forget to enable it on adding player 1
## Download Link ##
Code Update Procedure:
WARNING: Updating code on your game will reset your audits and settings on the game after the update procedure. However, these audits and settings are automatically dumped to the USB stick as a backup for your reference. I am planning to add functionality to save audits within the game in the future.
Step 1: Download the latest “pkg” file from the link above.
Step 2: Copy the “pkg” file to a USB flash drive. Do not change the name of the file, should be named “tna-gamecode.pkg”.
Step 3: Power off the game and remove the backglass.
Step 4: Insert the USB flash drive into an open USB port on the PC located on the right side within the backbox.
Step 5: Power on the machine, a message should appear saying that the software is updating.
Step 6: Once the code update is complete, remove the USB flash drive and restart the machine.
Quoted from Whridlsoncestood:
TNA will be used in the Pintastic New England Show for a charity side event along with the main event we run. It will be a reactor chase battle. Whoever has the most reactors at vendor hall and tournament closing on Saturday night wins half the prize pool. Other half to a charity close to me, The Andrea Ritz Clinics in Paraguay. If there is a tie for most reactors destroyed the score will break the tie.
This charity event will encourage Co Op mode. For a single player to enter a game will cost 2$. To play a 2 player Co Op game it will cost 5$ to enter. To play a 3 player Co Op game it will cost 10$ to enter. To play a 4 player Co Op game it will cost 20$ to enter.
See everyone at Pintastic in June!
Sounds like fun Jim!
I added a strip of led to the back of the cab it makes a soft glow to the plastic of the back reactor panel.
Bad photo but looks great in person.
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