I'm going to buy probably wait a few months.
Can someone please post high resolution / detailed pics?
I'm going to buy probably wait a few months.
Can someone please post high resolution / detailed pics?
Quoted from Allibaster:
Someone in another thread said fourth batch. If so, that's incredible for Spooky. It's only been on sale for a couple days.
Sounds like a success!
I hope it's a great success for Scott and Spooky. Glad to support a new company that ships games and truly appreciates it's customers. I've bought several from Stern and honestly believe they didn't give a darn about me besides my money.
Quoted from KingPinGames:
Charlie stated on Twitch tonight that they had passed America's Most Haunted (150) in sales. I hope they make it much further!
I'm glad the didn't go down the 300-500 limited edition path so if this is a hit maybe it'll sell in significant numbers.
500 would be great don't get me wrong but the sky's the limit.
Quoted from TheNoTrashCougar:
They come with metal leg protectors pre-installed from the factory.
I also ordered one the other day looks fantastic. I'm debating decals or butter cabinet.
Was curious if you're still working on code or LCD screen etc.
Will there be any side missions like hurry up shot or frenzy mode (maybe from the mystery award?) Not something that is seen all the time but maybe more now and then random that's outside of the core game?
Quoted from Pinballlew:
Ok I am undecided, butter cab or not? I think I will keep this game forever and I know it's very expensive to do this upgrade but is it worth it if you plan on keeping it?
If you plan on keeping the pin forever and not worried about resale value, and if you can afford it probably go for it.
1) better cabinet art presentation
2) supporting Spooky and Scott, they are not getting rich off of TNA and it's s labor of love but IMO if selling a butter cabinet puts a little extra change in these guys pockets I'm not opposed to that.
Whenever I spend too much money on something, I kind of rationalize that I'm supporting the economy by spending money, supporting a little mom and pop company etc..
Value like beauty is in the eye of the beholder.
It's like this, some folks will go to the Super Bowl and spend $5-10k for a weekend, hotel, travel, meals, plus game tickets etc..
That's not for me, but if they enjoy it and it's fun for them etc..
My point is some people can afford more than others. Some people $5995 is a stretch but others not.
What I'm saying is that (IMO) the option does have some value, maybe it's just somewhat better than decals maybe it's a lot better I don't know.
But put it this way if it were free you could take decal or paint most would prefer the paint.
If it were $99 upcharge probably most would prefer the paint.
I'm sure the price is twofold
1) it costs more to do the paint
2) Spooky and or Scott will get a bit extra profit.
I'm unsure if it's worth all that money, but heck of a deal when you consider BM66 SLE costs $15k. That's double what TNA costs with every option.
Finally I'll add it's not as if Spooky is pushing us to buy the butter cabinet it's more like they're doing it as a curtesy in case we wanted it. So I'm not thinking that Spooky is making a bundle on this option paint cabinet.
I'm getting it but at the same time I'm apprehensive that it'll make me more of a worry about it if some kids decided to scratch it.
Quoted from PinballSTAR:
PinballSTAR Amusements, Spooky Pinball distributor, is proud to announce we will have TNA at the York Gameroom Show in York, PA next weekend Sept 29-30...
AND with another rabbit out of the hat - we are flying none other than the man himself, TNA designer, Scott Danesi in for the show to hang out in the PinballSTAR booth with the TNA and chat with everyone playing, explain the rules, and just be his awesome pinball genius self.
We are of course currently taking pre-orders for TNA $ 1,000 down. Email Joe at Sales@PinballSTAR.com !
Hope to see everyone at York !
Pinballstar can provide Spooky a presence at far away shows like Allentown and York without having to travel there, buyers from Pinballstar can build up a leverage when buying more games such as JJP or other things they sell.
I believe TNA is a great *different* pin to most collections. I wish that I had more different pins, but can't see what to get rid of. With myself it came down to TNA or AFMr. I think TNA will be a lot more rare fro what thats worth, and much different than my other pins.
Quoted from bitpatrol:
I wonder if the design of this game lends itself better to having many versions of code offering up a broader range of games compared to other designs? For example, adding a feature that causes the reactor to start 'leaking' would involve just having leds programmed to flash different color timed sequences etc. I think the lack of ramps and toys, and relying on lights, color, sounds, targets, shots, time make it a better generic platform for custom code forks, but not sure.
Also, having unique call-outs that rarely repeat themselves, like sounds song samples would be cool, as I find call-outs can get repetitive. Having 'organic' callouts with lots of cheap onboar memory to spare, and lots of license free sounds/music can make it more interesting than repeating call-outs... Same with light sequences, having randomness in the light patterns can make it more interesting over time, I would think. Most games have yet to take full advantage of the the ability to program LEDs and change their colors in new ways not possible in the past.
I was trying to figure out ways to make the game more varied. As people said they can make a player mode to see one reactor high score.
On games like Mario you can play a level for most points *or* you can complete quickest as a time trial. IOW see how fast you can complete a set of objectives.
Quoted from Troz:
» YouTube video
Awesome and great to see the high-def options so I can stream in 1440 and it's almost like being there.
I think this is the best stream, those that have not yet played it and are on the fence should be able to get a great idea of what it is to play the game. That video setup is great and it shows how much fun this game is and this is just solo play. If you don't like that it's fine. Some might like more in terms of rules or pick you own adventure type game. But TNA is just a complete pinball game as it stands (IMO).
I just played the game last week first time and as I said then, could have bought AFM remake which was on my wish list forever. But TNA is just so fun and different that that I'm happy to wait for my game #153 (I think).
Quoted from Tuna_Delight:
Karl's gameplay videos are some of the very best and keep getting better! The direct feeds from the video screen and score display are a nice touch too and much appreciated.
I’d like to add that for myself watching a nice video can be as good or an adjunct to myself actually playing the game. I bought Tron pin before I’d ever played it just watched the videos, and it’s still one of my all time favorite pins.
I played TWD and Woz a lot of times never clicked but watching some of the tutorial videos and seeing modes that I’d never got to have had a positive effect on my appreciation of the pins.
With TNA played it but hard for me to get the feel in 15-20 games but with the video especially such a well recorded video I got more of a feel from watching that than my few hands on gameplay.
At the end of the interview Scott talks about ‘speed run’ of the game. This is something I was thinking about since the beginning when discussing how it’s like a video game like Mario where you can try to complete a level in the shortest time. I wonder if that could be something that you can track like a high score table, quickest time to 4 reactors or something.
It may not mean anything because pinball is usually about high score but if you want to play it just to beat a time from before or have a contest with multiplayer it would be interesting not worry as much about score but just the time.
Or more time for each reactor, if you don’t destroy reactor 1 in one minute your drain (countdown/hurry up style). If you survive, reactor 1 you get 2 minutes for the second reactor etc.
you’re going to be looking at the clock as you get down to it, like on Woz TNPLH you havd to get it done and it makes the pressure more intense.
Quoted from FatPanda:
Playing co-op vs playing competitively really changes the dynamic of playing the game. It is literally a game changer. Innovation baby!
Scott Danesi is awesome!
I think what Scott is doing thinking outside of the normal box much like Safecracker is different from other pins, it puts TNA in a great position as something different in a collection of mostly same games for me because I have all modern pins of the last 10-16 years.
Plus it gives a different twist on the way you play.
Just hope it’s easy to figure out how to start what type of game. I’m hoping maybe this will get my wife or kids interested in pinball.
It would be nice to have quite PS option from factory. I understand why they don’t go with it as standard if they need to reach a specific price point but like the butter or side art it could be a paid option.
Quoted from starbase:
So i was up till 2 am last night watching the deadflip/Ed Robertson video. I have never been so surprised by a pinball machine. When I heard it was a flat game with no ramps I immediately wrote it off as slow and boring without seeing it action, big mistake. But I heard some raving about it on podcast which led me to the video.
I normally do not get through the full dead flip streams although I do enjoy, just pressed for time. This one I watched most of it and that game lends itself so well to video. It was action packed and the speed of the game and shots looked fun and super challenging. Thanks to Ed and Jack for the video, it was very well done.
If I had infinite cash at the moment I would immediately order one but now i am hoping I can find one somewhere to play and hopefully down the road I can pick one up. Great job Scott, another asset to pinball and even more reason to order from Terry.
Here's a better video you can watch it in 1440 definition or higher if you have the monitor, better filmed and (I prefer) single play so you can see what the rules are like.
Quoted from 27dnast:
Initial impressions: lots of fun. Have played roughly 30 games, all but one beat me up pretty good... popped off 2.23 million tho, this AM. Not sure if that's good, but felt good!
Overall build quality: great
Positives: real backglass (which I had completely forgotten about), dialed in out of the box (basically plug and play), intuitive service menu, wrapped in box (major bonus if you have tight doorways, super fun game
Negatives: fan is definitely loud (ordered replacement), LCD screen has bad off-axis viewing angles.
Spooky gets an "A"!
Great is this the first time you got to play TNA?
What are you switching the fan or entire power supply?
I think I’m 20-30 spots behind you but no word yet to pay.
Great maybe you can walk me through the fan swap!
What do you think of the sound system?
Initially I had thought Woz was dim or needed GI help, but since it’s in my game room and dim lighting it’s totally fine imo and probably helps the overall feel of the pin with the insert lights really pop especially in witch all lights on mode which is totally the best lighting I’ve ever seen in a pinball machine.
Here’s my brightest game IMVE next to Woz. Woz looks fine when you are playing it even in very dim room.
Quoted from luckycreature:
If your waiting do like me and put the money aside in savings.
It's earning me money until I get the email to pay for mine, so no big deal.
I purchased DI LE and AFM LE to hold me over. AFM LE is nearly sold out or hard to find nib anymore. I know a thousand will be made, so it's not scarce. But I decided to grab two great pins while I wait.
It would be nice if Spooky would allow for new buyers to pay extra for improved lcd screen so we don’t have to throw out the old one and pay twice for an lcd.
It would be a bit extra work but so is butter cabinet option.
Ditto silent power supply.
Wanted to clarify some thing on the rules.
When the reactor is active and the ball in the upper PF what is required to overcharge the reactor (stand up targets and/or roll over lanes?) is there a pattern or some shots that are more valuable?.
Once the reactor reaches maximum it's ready to collect, is there a way to raise the value (aside from the multiball PF multiplier?). Example: DI once the phone is activated to 100% subsequent electric man hits will increase the value of mode shots. I was curious if each reactor was static value or able to be added to by certain means?
Are there any combo awards (repeat loops?).
How is super spinner qualified?
Quoted from herg:
I ran into one small issue. The retaining bumps on the sides are offset, so one of them didn't line up. I clipped it off, and is working great now. Finally, a beacon that is bright enough.
Do you have a picture of what you did or draw a diagram so I can do because I’m not good at these types of on the fly fixes.
Quoted from 27dnast:
I bought the referenced light also... definitely is significantly brighter. Came in a 2-pack for $17. I’ll sell the unused one - shipped in CONUS - to someone for $8.00.
Note, this one has two nubs at different heights (as noted above)... I got it to work in mine. But, see what herg says
Pm if interested.
I can take it.
Is there an option to lose progress if you drain the ball before you destroy the reactor? Like in Dialed In! When you drain you lose the uncollected SIM cards. This could be an option that might make destroying the reactor more vital before you drain. The reactor could reset (cool down) because you didn’t act quick enough.
Quoted from Whysnow:
it does cool down
I’m not sure I understand the above posts which said the reactor remains critical after you drain.
Quoted from blurfocus:
I noticed that if I drain the ball while the reactor is critical, the shaker will not be running for the next ball even though the reactor is still critical.
Quoted from Whysnow:
while you are building the reactor to 100%, it slowly cools down until you lock it in at 100%
I’m asking is if you had got it critical and you drain it still is critical when you restart the next ball, might be fun to have the option to loose that progress like you do in DI when you fail to collect the SIM card before drain. I know I’m DI there is an option to disable this lose SIM card aspect.
I mean it’s a brutal game already but might be funny to see someone one shot away from destroying the reactor drain and curse the machine like I do when I drain on DI with waiting SIM cards.
I didn’t know if that an option in the menu for TNA.
Quoted from KingPinGames:
right now the beacon test can be done in via the "burn in test." I believe that there will be a dedicated test in the next software release.
the other thing you can do start a reactor, then it should activate.
It was never lit with reactor. Might it be disconnected, what to look for?
Quoted from SpookyCharlie:
We aren't charging anyone for them... and we cut the size back after we found this after a month of play to make it better. I got over zealous after initial tests were good and tried to make them too big. Now they are just a tiny bit bigger than the post itself so they stay trapped. If you push the post in the direction of the impact it's going to take THEN tighten, it helps a ton too. We didn't learn that immediately.
And yes... it is possible a new worker over torqued, clear wasn't cured long enough, etc etc etc... so many variables it's silly. We also noticed it's ONLY where T-nuts go, which does allow those posts to shift a bit. Our boards are so dense now that T-nuts are a bit silly anyway, so ... they're gone. Even if the mylar is temporary, it will give the clear more time to cure and forces us to double check the assembly to make sure they aren't over torqued. Both good things.
Notice you're not seeing significant wear in front of the scoop or the normal places tons of travel would make it happen. It's shifting posts "digging" ... and I hate it ever happened.
Regardless... it has been acknowledged, addressed, and not ignored. We bust our asses to get these boards the best anyone can make them... and we've already adopted what we learned here as well.
The mylar circles on my game are not staying put I played 20 games and the circles are pushed out. Maybe my game was one with too large Mylar.
Should I reach out to KT or my distributer god new ones?
You are correct that the run is open ended and can be made as long as there is demand. However at some point in the future there should not be any more demand and production will effectively end.
In time there will be an equilibrium where used market will be as convenient and easy to buy a TNA that not a large number of people will want one that can’t be supplied by the used market.
A game like Tron is in demand and would sell well if more production was restarted. But most pins exist in the market without a huge demand for new units.
At some point in the future there will indeed be no more TNA production. I have no idea when that will be.
my red target next to scoop is hard to register a hit, is there any easy way to fix it? I'm not very handy but would appreciate a how to guide.
Scott, when I go to change the score to extra ball requirement for example, I need to push the button one time for a discrete adjustment like every +10K points. It's easier to hold the button down and continuously get a higher score requirement and then fine tune in increments. Is that something that is considered?
Said it before, but the co-op mode is great, my wife and kids are not pinball players but they all enjoy this pin with co-op so they don't get too overwhelmed as novice players. Simple rules, hit the scoop, hit the orbits etc..
I can't wait for my pinball night to see how this rolls with 4 players vs mode.
My tilt is super sensitive even tho its on the lowest setting possible, is there a trick to making it bit less sensitive? I have the back legs pretty high up so the game is on an angle making the front of the bob very close to the circle.
Quoted from BorgDog:
OK, so it's an important shot I'll agree, but you really only need to hit it at most 9 times a game.... and personally I've only ever had to hit it 6 times in a game
Not even 9 times. You can sneak attack from the core.
I make it ok more miss than make but not that hard for my pin it’s much like phone shot on Dialed In.
I like when the shot skips over the scoop and enters the core.
Are there high score lists for anything besides single player mode?
I’m also unsure how the speed run leader board works. Is it time from reactor active light at scoop or from the time the reactor is overheated ready to destroy?
Don’t know if anyone has seen this happen. I turned off ball save at scoop eject but it still will give a ball save occasionally.
Quoted from lpeters82:
I honestly can't imagine anything better then these previously mentioned from Amazon. Mine weren't sticky in the slightest and they fit perfectly under the posts.
amazon.com link »
I’m going to get these. Think clear looks better, plus I’ll be looking at my other pins to see if they can be of use.
I’m surprised manufacturers have not done something like make the Star post out of softer rubber at least at the bottom edge.
Thanks to Spooky (KT) for sending me some firm rubber circles. I still probably would go for the clear so they don't stand out as much.
Quoted from aobrien5:
My pic above shows them installed. I'm slightly concerned about the rubber sticking over time, but I waxed the area first, so hope it'll be ok.
Pretty sure this issue was with a batch of playfileds starting at X and running through Y. They used the mylar because they saw the problem and were trying to remediate/prevent it. Now that it didn't work, they're using these washers.
Charlie has said they have solved the problem though. So fingers crossed for new playfields.
I was only sent 5 washers is that sufficient?
That should be fixable with a code bug fix I’d assume. I haven’t tried but there is supposed to be a fix with putting a half of a earplug on the wire I think up near the top.
Have you adjusted the ring so it’s center to the tilt wire? That’s helped my machine a lot.
Can anyone post a picture of tilt bob earplug solution? I get a few double tilts I mean a second tilt when I’m not shaking the pin.
Quoted from NeilMcRae:
My washers arrived today thanks to Morgan at Spooky who knocked it our the park getting them to us here in the Uk.
But - I’ve PMed spookycharlie but I’m at a loss as to how these washers are going to help? Surely they just become the problem?
Also all the exposed star posts need them I’d have thought ?
Did you get rubber washers or acrylic type washers?
I doubt the wrinkle will show are you kidding me?
Anyway I’d take a warm iron not too hot place a handkerchief over and flatten it out if your that concerned.
I'll second this. On paper TNA doesn't seem to be all that but it plays so fast and the code is so tight and the sights and sounds are fantastic... I think the extra mile by Scott is what makes it so great.
I'm still amazed at how great the pin is, especially considering how much has been done by one person.
Obviously they are the new kids and you’d expect them to be the most played. But I do think they both have special qualities that make them super fun. Even when I have a terrible game on TNA it’s still fun.
Quoted from Pinballocd:
Dumb question how does co-op work?
Co-op (TNA) you press and hold in the start button before adding second player and you then add additional players up to 4.
After that you all are on the same team. Player 1 players first ball, player 2 players second ball and so on each get three balls plus extra balls if earned.
So if you had three players you’d get 9 balls plus extra balls. You all get the same score so if player one gets 88888 then player 2 starts at that point and adds on. You all share your goals across players just as if you were playing one player. So if a reactor is active and you drain the next player takes up from there.
As far as I know there is no keeping track of who got how many points so it’s not a compitetion. But if you destroy a reactor you get a 1 at the end of your score and if you don’t destroy you get a 0 otherwise each player has the same score.
You should get AFM it’s one of the best pinball ever. But it doesn’t have co-op or vs mode only TNA has those. I wish other games would be able to play co-op and vs but they don’t. It’s a great idea that TNA has and another great idea for TNA is a speed run where it remembers how long it takes to destroy each reactor and you can enter your initials if you get a better time than has already been recorded.
I was thinking if you could add an option in co-op mode *not get extra balls* (not sure if it does). But it just seems redundant to me if you are playing a 6,9 or 12 ball game to have extra balls. Plus if they are given for destroying the third reactor you could have an extra ball if a player makes just one shot if it was all teed up for that player.
Note I am not sure if the extra balls rules are the same during co-op but to me it would make more sense just to eliminate all extra balls (or have option to disable extra balls when in co-op).
I love co-op mode but to me just seems like it would make more sense if one player just steps right in as soon as the prior player drains and not have the reward of extra balls since you already have a big advantage in number of balls played.
I’ll wait, thanks.
This is a fantastic pin either way.
You’re the Willy Wonka of pinball designers.
Scott thanks for all your hard work. I’m sure tracking down bugs is not easy or fun to do.
I was curious if you could give a brief synopsis of how you came to making TNA. I mean what year you started, how you were able to program the game (did you have any experience with programming), how you decided to produce the game, was it hard to go from prototype to production because you needed to make everything more polished for retail sales.
Was looking for better explanation of rules than tiltforums wiki rules. http://tiltforums.com/t/total-nuclear-annihilation-rulesheet/3209
Specifically the stand up and roll over targets in the upper PF.
The CORE roll over targets is there anything special if you complete the set?
The 1,2,3 stand up targets in the upper PF I know these and the roll over CORE will advance reactor but do they do anything else if you hit them in sequence or complete the three?
Maybe ball save should be disabled in multiball and when going down the out lanes. Because you can sense if it’s an out lane drain which is possible to save unlike a STM drain, or else have a bit shorter save period only STM would be saved.
Polk sub is not mandatory imo. I have external subs on all my Stern pins but not on my JJP or TNA pins.
Quoted from Toucanf16:
Is production complete? I just got notice from Kayte that my TNT #549 is being boxed this week.
Looking back it’s been in production since ~ September 2017. (I’m not sure of actual date but early November people were getting their pins). That’s ~18 months average of 30 games per month.
Quoted from eemichael83:
Nobody ever complained about too many pics right? I have had an issue with the 7-segment displays for scoring not working properly but spooky is sending some replacement parts to fix. In the meantime... this game is super addictive!
[quoted image][quoted image][quoted image]
Gumball machine, you should get a TZ imo best toy in pinabll history.
I have not played with power ball but to me the game is fast enough as it is. I have heard it's fun but I think I'll play it for a good while standard balls and maybe in a year try the PB.
Quoted from pinmister:
I hooked up a Polk PSW10 to my TNA and it really adds to the overall bass and shakes the entire room. I really like it and I am glad I decided to add the Polk-well worth it for TNA. It was an easy install and took less than two minutes. I purchased the Polk from Amazon and the cables from our local Best Buy. We love our TNA!- Feel the bass
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could you please give me an exact rundown on how to do this?
Quoted from pinmister:
You will need to purchase a Polk PSW10 sub(Amazon) and then purchase a 6' stereo to RCA audio cable, a 3.5mm stereo splitter, a 6' 3.5mm audio extension cable, and I also recommend a smart switch surge protector to disable power to sub when not in use.
Disconnect 3.5mm audio cable on mosfet amplifier inside cabinet, plug it into splitter cable, plug other splitter into 6' extension cable. Run extension cable to rear end of machine and feed through back center ventilation hole-using your finger to wiggle a little space for cable to pass through in-between staples. Feed cable through and then connect 6' RCA audio cable to 3.5mm extension cable. Plug in your RCA cable end directly to back of Polk PSW10 and then plug PSW10 into smart switch surge protector. You can then play with the right pitch and volume control to adjust to your liking. I have mine set to a low frequency and a 7 volume setting and it shakes the clothes you are wearing. Again I feel it really compliments the game and it really adds to the overall experience. Good luck-it is awesome!
Thanks a lot.
Quoted from tucson:
Great machine! I love the simple 80's style with new technology. The Co-op mode is really fun too.. got the whole family playing.
Yes. I keep saying to myself it's 80s style but the gameplay is nothing like those older pins. It's a hybrid of old and new. I was at arcade and they had some 80s pins like EBD and I keep hearing how fun these older pins can be. So I give EBD a chance and it's just not my cup of tea. I could not see ever buying an older pin or an EM but TNA has some of that look of well maybe it's an older design but the game play is just crazy different.
Quoted from pinmister:
I am still amazed at Scott's creation and it is the first thing I mention to people that see it for the first time. The design and music are beyond stellar. It also is a huge hit with all the non-pinheads-everyone has been blown away.
Agreed, and this is his first design, it's the back story about Scott how he designed and coded and created the music (which to me is as good as the game itself) that I like to tell people about. I can't say that TNA is better than Tron for example but look Tron had code/designers/music by people that have been doing this for decades and had the backing of a multi million dollar company with decades of experience. TNA was designed by Scott in his spare time.
I am a huge meme/video guy and this just reminds me of this scene from Iron Man
My pin had Mylar dots under the star post, Spooky was aware of the issue then but their fix was not adequate. The Mylar began to extrude almost immediately. Lucky I don’t play much and got clear washers from Amazon and there was only a tiny speck of paint that was effected and was under the star post not on the edge. My case is moot because it’s under the star post would never be visible. But I’m wondering how/why they started to paint art underneath the star post in the first place.
I think there was a huge speed up in the building, shipping pace that coincided with the playfield defects. Just saying.
Lucky my pin also delivered in this window was not effected because I didn’t play a lot before swapping on the washers.
I do think instead of slapping on Mylar that didn’t help someone should have stopped and took a look at the root cause rather than slapping a bandaid on the problem.
I have not had one problem with my TNA thank goodness. The one above seems to have been on route. Not saying that makes everything is expected but at least I can see the difference between my pin with 200 plays and a route pin with 10x plays especially complaining about pinballs and rubber getting banged up, makes real issues seem more a problem buyer than a problem machine.
Quoted from Auror:
Feature Suggestion: Best Ball Champ
I looove my #TNA and it’s so cool Scott is so involved with the community here and is so dedicated to constantly updating this kick-ass machine. (Thanks Scott!) So I don’t know how hard this would be for Scott to actually implement but I thought I’d throw out a feature suggestion to see what people think: adding a "Best Ball Champ".
I think it would be a very cool feature to have a trackable high score table to see who has scored the most points on a single ball. We’ve got Speed Run Champ, Co-Op Champ, and of course the standard High Score Champ but I think Best Ball Champ would be an awesome addition to the high score table. It's for those games you destroy 4 reactors on ball 1 and then proceed to blow it on the last two balls. It makes games like that matter even more knowing you might walk away a Best Ball Champ even though you fell short of reaching the overall high score. So what does everyone think?
I like it.
Scott, was curious if this becomes an issue with star posts breaking. If there was an optional post that’s more unbreakable for replacement.
Quoted from EightBitWhit:
Hi everyone - if you are interested in having a bit of a more "personalized" TNA apron experience, then check out the customized instruction/logo cards that I made up for myself and a friend (uhh....beta tester) of mine. Thank you to thenotrashcougar for reviewing my work and for help with the instruction card, as well!
[quoted image] [quoted image]
Full details (and to grab a set for yourself) - https://pinside.com/pinball/forum/topic/personalized-tna-instruction-logo-card-set
You forgot the most important rule, the Skill shot.
should be Multiball for 2x or 3x or 4x scoring depending on how many balls are in play.
what about the super Jackpot?
(I forget how to add a 4th ball)?
Quoted from EightBitWhit:
Didn't forget the skill shot or super jackpot - just flat ran out of room on the card and something had to give. I figured the skill shot is something best discussed amongst players vs. the rules that would make the cut on the card. Besides, it's fun to discover things like that without it being documented up front.
I'll go back and check the multi-ball bonus - I wasn't aware that changed (I guess it was with a code update?)
IMO you can find room for the skill shot. This is one of the most important shots of the game gives you a lane save and starts a reactor.
RAD targets that’s very minor mystery award and it’s spelled out just above the RAD targets anyway.
Quoted from EightBitWhit:
rai - thanks for the feedback, I greatly appreciate the constructive approach. I went back and re-worked the instruction card text to update the multi-ball verbiage and swapped the "Mystery" text for a Skilshot summary. This look better?
I like it, short and to the point.
Wanted to ask if latest code is going to be updated in the near future because I don’t want to update if it’s going to be shortly update.
Speaking of which before I bought TNA, I watched Bowen destroy the pin. That made me feel like the pin was kind of boring. Not until you play and realize that he’s not a normal player. He can keep the ball in control and then pick his shots keep in mult ball etc. but for me I’m far less in control and feel like I’m playing basketball on ice skates. The game is much more about survival and try for points when I can.
Except the money. I’ve bought a pin via bank transfer with shipping went well but was not stress free.
Quoted from Aurich:
True that, good point. I've only dealt with known people with good reps. Still a risk I guess, but hasn't been something I've worried about. If I don't know who you are? That's different.
The deal that I did was for Woz RR so I had to wire transfer $8k from my bank. The banker was looking at me sideways as if I had better be careful.
The seller I didn’t know but was super cool and I checked him out on FB to make sure he was who he said he was and EBay he was verified A1 seller and here on Pinside.
That’s not the same thing. Was referring to the plastic cover with etched 1 & 2.
Quoted from jim5six:
We played some limited reactor battles on my stream last night. I think it is a really fun way to battle friends and play multiple quick games. Figured I'd throw some links here in case anyone is interested in what it looks like.
Just noticed watching that stream above, would be nice to see how much the shots or spinner spins score on the LCD (as opposed to looking on the score display count up)
Quoted from yzfguy:
OMG, just joined the club this morning.... Loving it! I'm on old software, any tricks to updating, or is it like a stern? Came with 102 plays on it, butter cab, Shaker, knocker, plastic protectors, and I just installed the lit rail mod. Wooohooooo! What a fun game.
I’m still on old code as well. Love the pin.
I guess v1.3 is the latest code? Is there a new code drop soon or should I upgrade to 1.3?
Quoted from Rob-T-800:
Its an awesome game. I love that it looks very easy but is not at all, its a fast challenging game with the best lightshow and soundtrack. The shots are very well layed out and feel great accomplishing them. Its a keeper for sure.
yes definitely has a special quality.
Quoted from chuckwurt:
Never had to adjust the slings in 15 years?!? Damn you’re lucky. Make the switch blades on the sling switch further apart. Makes them less sensitive, prevents machine gunning, and prevents this artifact (sticking) as Scott calls it.
But it sounds like from Robf’s Post, that might not help.
Have a few times. Just saying my pin was 100% perfect until 1.3 now it’s going crazy. Has to be the software. My upper slings are going off like mad.
Quoted from Skipnatty:
If you beat the game, don't let Scott know and/or see how...he will make the game harder because of you.
Only way to beat would be like Bowen does slow it down. It’d be a cool option where you had 6 minutes or XX minutes maximum time. (menu setting). After time is up the game is over.