(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 (7 years ago)

Post #360 Key posted, but no summary given Posted by trilogybeer (7 years ago)

Post #376 Key posted, but no summary given Posted by FalconPunch (7 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)


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#325 7 years ago
Quoted from Shapeshifter:

Anyone know the rules on this game?
I know you have to destroy 9 reactors but is it the same every time? Seems quite a linear ruleset?
Another game that everybody loves on playing it, it would seem. Hopefully will get to play one soon.

I think that's a fair comment. I didn't play it enough to have a great understanding of the full rules, but it does seem to be primarily based on destroying the reactors while trying to be in multiball mode for the final critical shots. Having said that, I don't think it's trying to compete with it's modern contemporaries. I think that's a big reason why it will be a huge success.

Quoted from thedarkknight77:

This is why Spooky will be successfull! They make the games no one else will. Great news for all!

I thought I overheard that there were other builders interested and that Scott choose Spooky. Either way, it's good for Spooky.

#328 7 years ago

I could be totally wrong, but I thought someone said..."____ was mad that Scott went to Spooky instead." Could have been a joke or something totally out of context. It really doesn't matter anyway...Spooky IS building it!

#409 7 years ago

I'm getting super nit-picky here, but what do you guys think of the center target bank? That's just such a key shot in the game that I almost want it to be something besides three basic targets. Maybe add drop targets in front of basic targets or something. I just know you're going to be shooting those often, so they need to feel super rewarding.

#413 7 years ago

I get that. The challenge does make for an interesting decision...do you use multiball to start the reactor or save it for when the reactor goes critical.

#431 7 years ago

Sorry, I didn't mean to offend Scott or anyone here. I just really like thinking about and discussing pinball design. I understand that Scott has way more talent than myself; but it is still enjoyable for me to discuss what shots I enjoy or don't enjoy. In many ways having the discussion helps me to understand the "why" behind my feelings. No doubt a lot of thought went into each aspect of the game and I don't expect any changes to be made based on discussion within this thread. As is it's an amazing game and very deserving of best in show.

#446 7 years ago

As of Saturday at the MGC Scott said the maximum number he had seen beaten was four. I'm unsure if that was specifically at the MGC or including previous showings. He beat 3 or 4 in the game that I played with him.

#574 7 years ago
Quoted from s1500:

Sergant Rex Colt approves of TA.

That's a cool art style for an 80s theme. The neon looks great.

2 weeks later
#736 6 years ago
Quoted from aobrien5:

How do you feel about BSD? Simple rules, one basic goal, difficult to achieve, rewarding when you do.
TNA has the same feel to me. Simple rules, one (well, 9) basic goal, increasingly difficult to achieve, rewarding when you do.
Both of them make you want to play "one more game."

If you had to compare it with another game that's a good choice...and high praise. Starting the reactor does feels a bit like shooting for castle multiball.

2 months later
#1526 6 years ago

Should play faster with the playfield vs whitewood, correct? Can't wait to play this version. Amazing!!!

#1552 6 years ago
Quoted from Aurich:

I have been told, and I quote "holy shit with the clear".

That's what I was thinking. It was fast before, but with this it seems like it would be a blur, especially in that reactor area. Beating this thing is going to be a battle.

Quoted from davijc02:

I was almost hoping this would be priced outside of my budget. I love my Rob Zombie and this thing looks sweet! My Fish Tales might be up on the block. The wife is gonna be pissed when I tell her I'm thinking of getting it. Pray for me fellas

I might have a friend looking for a FT in a few months (located 15 minutes from Spooky).

#1818 6 years ago
Quoted from DS_Nadine:

I'd have one idea for the code tough (if that isn't allready in there in a way):
I like when you have a side objective, like collecting "Gigabytes" in Johnny Mnemonic while completing all the modes.
So for TNA it'd be nice if you're not only to activate and destroy the reactors but to collect... Plutonium, Gigawatts, Skittles (???)... to... travel back in time after completing your objective of destroying all the reactors. -Final Wizard Mode!

I think that it is a one way mission, that I'm sure I'd never have the skill to ever witness.

#1913 6 years ago

Played TNA again tonight. It truly is an amazing machine. This is my new definition of a "just one more game" machine.

#1959 6 years ago
Quoted from greenhornet:

Do people even understand why it plays so fast?

In addition to the physical design things mentioned above, I'll add that the keypad targets are angled to feed balls directly to the exposed pop bumper (left flipper). Speed is also designed into the rules. The aforementioned quick return scoop is the most obvious example, but additionally when a ball is saved it's auto launched instantly. The only break that I've seen comes when you start the reactor. When it happens you'll hear players finally let out a breath..."wheew".

Quoted from oohlou:

Do you think we will see many TNA on route?

I hope vendors embrace it. I think it would do very well on location.

PS: Honestly asking, what other games offer an extra tilt as a bonus?

#1961 6 years ago
Quoted from fantarama:

i never played, but really... from what I gather from the videos I saw, it's not rocket science.
1) complete the matrix code (the 3 targets with 9 lights at the middle)
2) put the ball in the scoop next to the matrix...
3) send the ball to the upper field and hit things until complete the reactor (the number thingy there reach 100)
4) hit the flashing thing/s, which is random... some target or the bumper or whatever.
reactors go from 1 to 9? and seems to be always the same story but ramping difficulty, like... point (4) more targets to hit.
TZ have different modes and games, awful saying but... like apples to oranges.

In general the rules are fairly simple. There is a good risk/reward with the multiball. I'm not a good player, so I need to use the multiball to start the reactors, but a good player can lock balls and use them as a multiplier when trying to overheat and blow up the reactor. Additionally, jackpot through the drops is a lot of fun. The drops are timed to reset when you are going for jackpots, so you really have to focus on that to succeed. There is also a super spinner, where the sub will make you forget the machine doesn't have a shaker.

#1965 6 years ago
Quoted from desertT1:

My route budget allows for 1 NIB/expensive game every 18 months or so. I'm heavily considering TNA as that next purchase. I won't be able to get one early on, but should be able to beat out "last call" if the timing works out. At least that's what I'm hoping.

I really don't think anyone is going to regret buying a TNA. For a route I think it will be a nice earning machine in a location where it targets social adult players. It's a machine where you'll want multiple players at once, so you can yell at the player in front of you to "lock some balls".

PS: I am a Spooky fan, but this really is my favorite game off of their lineup to date.

#2036 6 years ago

How many TNA do you think will be sold in the next 3 years? I was asked recently, and I really wasn't sure. Most say it's amazing, but I really don't know how that will turn into sales. Will they sell 50 or 500?

#2062 6 years ago
Quoted from jgentry:

Why does it matter how many end up selling?

It probably only really matters to Scott and Spooky. I was asked that question recently and I ventured a guess of 500. I really didn't know. My thinking was it would sell better then RZ.

#2085 6 years ago
Quoted from moonduckie78:

Should I get one of these instead of Dialed In and save myself a few G's?

I find DI to be closer to the machines you already own. They are more story/mode driven. If you want more of that, I'd go with DI. If you want something different, I'd strongly consider TNA. You could probably play a game of TNA while waiting for your turn on WOZ or TSPP.

#2225 6 years ago
Quoted from PanzerFreak:

Is there a write up out there of some of the games rules? Is a story being told in the game? Will there be objective based modes

Quoted from Aurich:

Ironically I feel like the simple games sometimes have more replay value. I know a lot of people with games like LOTR that they love, but also never actually play. It's just such a huge commitment to fire it up. This is the opposite, pinball that's just fun to play, without needing a free hour, but you can play for that long if you want. Hopefully with some friends!

This is exactly right. The more pinball I play the more I'm finding that it's the simple, yet challenging, games that have the most replay value. Those are the games that I just keep hitting the start button on again and again and again. Don't get me wrong, their is certainly a place for epic games. I'm trying to add one to my collection, but while I originally thought I'd want multiple games like LOTR, TSPP, etc. I now feel my dream collection is 2/3 fast brutal to 1/3 deep.

Quoted from wantdataeast:

I am really not sure why a new pinball manufacture would take advantage of themes that are in the public domain that have a cult following.. Like War of the Worlds, or Sherlock Holmes, Something from classic sci-fi literature Jules Vernes, HG Wells, etc. Or even a lesser license theme...how about classic Lost in Space, Munsters, Addams Family, Outer Limits.

I like all of the themes you mentioned. Sherlock Holmes is something I haven't really though about and it could be done pretty well. Having said that, in this case it's all about you versus the machine. Having the machine as the reactors makes just as much sense as anything I can think of.

#2299 6 years ago

So we know at least 85 have sold in 24 hours, likely more that's just the highest reported number. Not to shabby for a machine that was originally a 1 of 1.

#2389 6 years ago
Quoted from SpookyCharlie:

184 Ridge Ave, Benton WI... Scott's kinda like a cat and startles easy so just come here.
Hopefully Lawrence's Pub and Eatery lets us put one of these in there too. Kinda getting crowded in the pin corner in there! Lol.

I'll help move things around to fit a TNA: burger, beer, and TNA sounds like a good time.

#2440 6 years ago

Wow, :23 seconds seems really low. I'm not a good player and it seemed like my average would have been quite a bit beyond that. It felt like there was a pretty generous ball both initially and during multiball. Then again, I guess sometimes you'd have those quick drains...so I'm sure that averages out.

#2543 6 years ago
Quoted from rai:

I figured to get a unique to me layout for a change of pace.

I think that's one of the best things going for TNA...it's not another rehash. It's new and exciting. If I were in your position, I'd go for TNA then look at selling SM to fund a AFM. Whatever you decide, the fact that TNA vs AFM is a debate is a tribute to how good TNA is.

#2598 6 years ago
Quoted from PunkPin:

Did not get to watch the whole stream but was there a change in accessing the reactor? on the white wood when the reactor was online only one of the orbits would let you into the core the other would do a full orbit. The orbit would change with sling and pop hits. The production prototype seems like it feeds the reactor from both at all times.

It depends on which reactor you are playing. At least the first reactor is accessible via either orbit. Later reactors are only accessible by one orbit...I believe this is hard programmed; but perhaps their is also some random aspect.

#2753 6 years ago

if it was Friday it would seem like you are in batch four. I want to say they were at 162 after the stream. but it probably depends when you distributor places the order with Spooky. Based on initial sales it's sure looking like this will surpass RZ.

#2887 6 years ago
Quoted from Fortytwo:

I agree but judging the time frame wouldn't a Susan B Rad one be more appropriate?

Wow, I totally missed the "sac" reference until this comment. PS: TNA is going to be one of the greatest dollar games ever made.

11
#2897 6 years ago
Quoted from Fytr:

...but then we use the Metric system too, so I guess we're just more 'advanced'.

6HPdPHV (resized).png6HPdPHV (resized).png

#2985 6 years ago
Quoted from rosh:

I may have this wrong, but it was because he was so liquored up when playing, that when he was playing dollar games he was accidentally putting down $10 bills instead of $1, so he moved to the the Sacs.

Winner needs to take a shot, so things even up throughout the night.

#2995 6 years ago

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

#3012 6 years ago
Quoted from jonesjb:

Is Jetsons fun, it looked a little stale from the video I saw.

It's not bad. To me it feels like a very generic pinball machine. There is no wow factor, but it would probably be a good choice for a family machine.

#3015 6 years ago
Quoted from 27dnast:

They layout is super similar to BSD, no?

The left ramp reminds me of BSD, but other then that it doesn't really feel like a BSD. I guess the center targets are similar too, but again I don't really think most would think they play the similarly. Even if they were priced the same I'd still choose BSD over Jetsons. I think Jetsons will go to many first time owners and hardcore Jetson fans.

#3042 6 years ago
Quoted from FatPanda:

For those that have played with a shaker motor installed, would it be a worthwhile upgrade or does the sub chamber and sound overpower it?

I think this is totally personal. I think the sound in this case almost makes up for it not having a shaker motor. I think you will feel the game either way; so I'd probably hold off on the factory install and put that money towards saving up for an Alice Cooper . If you decide you really want it, you can always add it in later.

#3057 6 years ago
Quoted from Nelly:

Actually the whole purpose of the sub chamber is to direct the bass out of the cabinet and not rattle the entire machine. So the shaker is definitely not lost in the sound on this game. I believe the shaker is well worth the investment.

I may have misspoke here. I guess I was more just referencing that it's loud, so it's more of the "feel the sound" like at a concert. Either way, it's not a huge investment. I still think it's going to be a personal preference.

#3072 6 years ago

The drop target jackpot also does give you a shot with some time pressure.

#3106 6 years ago

Perfect for my Hardbody!

1 week later
#3256 6 years ago
Quoted from rai:

AFM is a whole different type of pin which is why I picked it instead of AFM.

I'm assuming at the end you mean that "TNA is a whole different type of pin which is why I picked it instead of AFM". I think that your reasoning is very solid. I could be wrong, but I think TNA will mostly be sold to people who already have a collection of machines.

2 weeks later
#3583 6 years ago
Quoted from Whysnow:

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

Cheater!

1 month later
#3962 6 years ago

Looks like it's going to be their best selling game to date.

#3971 6 years ago
Quoted from rubberducks:

I would be very surprised if it doesn't sell more than all their games produced to date (contract and house).

That would be what 550-650ish? I 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.

1 month later
#4279 6 years ago
Quoted from Whysnow:

'Predictable' randomness is liked by most pinheads.

A perfect explanation. It's not randomness itself that is not liked, it's when things feel unfair to the player. There are dangerous shots on most games. For example, sending the ball into the pops in TZ. It's random, but I don't think it's unfair.

2 weeks later
#4421 6 years ago
Quoted from twhtalm:

I understand the idea for building machines out of order but this benefits everyone except the people being skipped. There should be a free set of target decals or a copy of the soundtrack for every machine number that was skipped, provided by whoever is jumping.

Capture (resized).JPGCapture (resized).JPG

80s reference...check
Spooky reference...check

PS: I really am just posting to be able to use that image.

#4425 6 years ago

Meatloaf

#4469 6 years ago

Madison pinball party...I'd honestly consider it if we weren't driving to the Dells tonight. I need more games on TNA.

#4480 6 years ago

That would be really sweet if they could get just those yellows, oranges, pinks and purples from the lower playfield. Although, the more I think about it, the chrome looks really good. Having more color would distract from the cutouts.

#4482 6 years ago

Chris, I forgot you were in Reedsburg. We go right through. How old our your kids? I have 6 year old twins, plus a 17 year old exchange student. Not sure this will be the best time but perhaps some other time. Our intent is to spam the Mt. Olympus desk for ski / tubing passes for Christmas Mt. Though we often buy the $8 passes for Chula Vista and drive up for a day. We typically head there 5-6 times a year.

PS: I am 15 minutes from Spooky too, so I really don't have much of an excuse.

2 weeks later
#4798 6 years ago

I don't know if mine was ever recorded on the white board, but my guess was 500. Congratulations to Scott, Spooky, and all the happy customers.

#4808 6 years ago
Quoted from Pinzap:

Or is it just Murphy's Law again?

Thank you for the Get Smart reference. I need to watch that show again.

1 month later
#5168 6 years ago

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

#5171 6 years ago

I'm not sure may who built the games would do that, but it's awesome to have an operator that's willing to put their personal game on location while also donating the coin drop to the local fire department. We played quite a bit of TNA and some RZ on Friday. Got on the high score board for TNA and the worst score for RZ. It's so tempting to just try to finish off reactors, but you really need to max them out. I think my highest score came with only two reactors.

1 week later
#5233 6 years ago

I had a dream about TNA last night. Unfortunately, it was about beating reactor 9 and not the other kind of TNA.

#5310 6 years ago
Quoted from venom112:

Was going to buy one of these but they are now quoting new buyers a fall time frame. I think slow production is going to hurt spooky in the long run as there will be probably 4 new pins out or announced by then. It’s too bad there is such a long turn around

Perhaps, but they are a small (but growing) company. They seem to be stable, which in the world of startup pinball companies is probably what's most important.

2 months later
#6150 5 years ago
Quoted from frankmac:

How many reactors is everyone’s average? 3 ball game.

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.

#6157 5 years ago
Quoted from Whysnow:

post pass to right flipper, then back hand lock shots

I'll have to practice more. I've only tried a few times, but I can't post pass regularly on my TNA. When I try my usual technique for B/W games the ball ends up going way to high.

Quoted from frankmac:

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.

I agree with all of these. From the right flipper, I have decent confidence with locking balls, hitting grid targets, or hitting the spinner. I've also finally have a decent feel for the plunge. On this game it's super important to have a plunge that will get you into the reactor area consistently. Hitting that super skill shot is also a huge benefit; 120,000 points and starting the first reactor on the plunge. I typically go for the "O". From the left flipper, I'm still struggling to find my go to shot. I agree that right orbit is tight.

#6161 5 years ago
Quoted from greenhornet:

yes hilton. seven months ago I told you. just from observing videos. at the time, you didn't miss an opportunity to once again downplay my opinion. at least you and others are arriving at the same conclusion.

Sure, but in the same post you also said the following...

Quoted from greenhornet:

the path to achieve maximum points is pretty clear - and it only requires a handful of shots, with the primary shot easy, reliable, and pretty 'safe'. kinda throws the 'easy to learn, but difficult to master' mantra out the window

I think there are six shots on the lower playfield that you absolutely have to have down to be successful at TNA. Left to right they are: spinner, scoop, grid 1, grid 2, grid 3, and lock. I guess that's just one over a handful, so touche. There are another seven shots on the lower playfield that are required to progress in the game, but they are more dangerous. I'm not sure it's possible for anyone but the best players to really have them down. That's where I think mastering multiball and/or the save system becomes important. There is a reason for that extra save timer display. It's nice to be able to tell when you can shoot for those more dangerous shots with less risk. Plus, then you also have the upper playfield. At this point it feels like trying to control chaos, but perhaps there is a strategy I just haven't found. Bottom line, I'd still put it squarely in the "easy to learn, but difficult to master" category. I might go so far to say, if TNA isn't in that category for someone, then there probably aren't any games in that category. For that player...pinball is easy.

Quoted from greenhornet:

numbers 200-250 might go, but 250-300 could be crickets.

I totally get that TNA isn't going to be for everyone, but 250-300 seem to have sold without crickets. TNA would be in my dream lineup of six machines. I guess it just plays different (in a good way).

1 month later
#6407 5 years ago

There is strategy with knowing when to start multiball. As I become better at the game I'm actually using multiball less. I only want to start it when there is a decent chance I will still have three balls in play when it's time to destroy the reactors.

PS: It takes a decent amount of skill to reenergize the locks after multiball. The drops can be dangerous, when the balls aren't locking. Especially the last one. I only shoot them when I have a ball save.

#6415 5 years ago
Quoted from o-din:

The fact that it isn't some long drawn out boring old story helps in that regards too.

That's exactly the case for me. It's counter intuitive, but simple, brutal, quick games are the ones I find myself playing over and over.

#6421 5 years ago
Quoted from FatPanda:

or to hit that damn "D" target by random lol.

Ain't that the truth. My friends and I joke about just starting over when the "D" is randomly selected.

3 weeks later
#6526 5 years ago

The great thing about TNA is that it's the only game like it on the market. Maybe that will change with copy cats or Scott's next game, but right now it's the best 80s era game (made with today's technology).

1 week later
#6557 5 years ago

Can't wait to welcome you all to the future. The game is a rush.

1 week later
#6636 5 years ago
Quoted from Toads:

You can listen to all the songs by going into the menu and pulling them up.

This probably wouldn't work, but I think it would be cool if a game like TNA could function as an jukebox in attract mode. Allow the owner to hook up a mini usb loaded with .mp3s, then have the machine play random songs or allow the player to pick songs via the flippers.

#6641 5 years ago
Quoted from awarner:

You need a P2K machine with NuCore or PinBox installed. I have my RFM playing TNA music stored on my server. I sent the video of it to Scott and he got a laugh.

Would the hardware on TNA not support it or would it be a matter of coding?

#6663 5 years ago
Quoted from BladeFury:

So as you might have seen I did a test run doing all the armor in plasti-dip to see if I liked it...took all the plasti-Dip off and sold it because I got a butter cabinet this time. Went the permanent route this time with gloss black powder coat. I think it turned out awesome..I think the games colors pop even more! Enjoy
[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

Mmm...love the blacked out look. I agree, the colors really pop.

#6726 5 years ago
Quoted from EricHadley:

I’ve said it before and I’m not shy to say it again. I hate all blades. They eventually look like crap and they ruin the cabinet when you try to remove them. My personal, STRONG, opinion is they are the worst thing to happen to pinball in a long time.

Worse then Pin Stadium lighting?

#6758 5 years ago
Quoted from tomdotcom:

Get off the damn fence!!! People are saying it might get old? All pins can get stale. Even something as deep as TSPP can get old. There is no other game like it really. It's like the best 80's game ever made.

So called "deep" games are the ones that I get bored with the quickest. I don't quite know why.

1 week later
#6838 5 years ago
Quoted from pickleric:

Two items to consider in a future TNA update:
1.) When aborting a mission, keep the left gate open so the ball goes all the way around the orbit instead of into the reactor. Mission would abort faster.
2.) Ability to start a new game sooner after game has ended. Keep the adrenaline pumping!

I'll admit it I also tent to restart games when I'm playing alone and have a terrible first ball. With TNA, I short plunge before restarting to avoid the time of it falling through the reactor, spitting out the scoop, and finally settling. It sound dumb, but yeah it would be quicker to restart if the orbit opened. Perhaps that's not the goal though.

#6840 5 years ago
Quoted from TheNoTrashCougar:

Not the goal. Just an oversight on my part. I added it to the list.
--Scott

Cool! Dumb question...Out of curiosity, is there a certain amount of time programmed between the end of the ball save display and the end of the actual ball save? Feels like there is about a second or two on most games, but I figured you would know for sure on TNA.

1 month later
#7030 5 years ago

Has anyone setup their TNA like an EM? I don't know if it would be worth doing, but part of me wants to lower the slope and turn the power way down on the flippers, slings, pop bumper, and scoop eject. This for sure wouldn't be a permanent alternation, but wondering if it would be worth doing to try it out.

#7033 5 years ago
Quoted from GorillaBiscuits:

Neat idea, but man the side drains would kill you!

Side drains kill me on most EMs. Those damn sling being up higher seems to just push the ball right into the outlanes. I was actually more worried about slow rollers right down the middle. Actually, my main concern is switches not registering with the week flippers. The foam behind the targets in mine still seems to be breaking in.

#7040 5 years ago

I only installed the round target decals. I did not install the decals for destroy targets, drop targets, or scoops.

2 months later
#7182 5 years ago
Quoted from rai:

Do you have update instructions or video?

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

PS: So easy a child could do it.

20190103_200657 (resized).jpg20190103_200657 (resized).jpg

#7194 5 years ago
Quoted from bob_e:

what is the production # up to?

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

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