(Topic ID: 195784)

Total Nuclear Annihilation Club...Welcome to the future!

By Pinballlew

3 years ago

Topic Heartbeat

Topic Stats

  • 7,814 posts
  • 559 Pinsiders participating
  • Latest reply 9 hours ago by audihere
  • Topic is favorited by 226 Pinsiders


Linked Games

Topic Gallery

View topic image gallery

93578905-A6FF-46DB-BDCA-FECED8A6AAB8 (resized).jpeg
20210402_132835 (resized).jpg
2021-04-02 09.25.07.png
20210320_192615 (resized).jpg
20210320_192606 (resized).jpg
31BA4420-3FFB-411C-B04F-AEE8A36CDC7E (resized).jpeg
D23813DE-C45C-4699-9556-58E7CEE0A39A (resized).jpeg
side (resized).jpg
top (resized).jpg
iu (resized).png
20210309_170129 (resized).jpg
20210309_164618 (resized).jpg
PXL_20210306_223416990 (resized).jpg
PXL_20210306_223424694 (resized).jpg
FD24885C-959E-4474-B455-DEF9A7F5696C (resized).jpeg
jap_square3 (resized).png

Topic index (key posts)

26 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 #158 The email with purchase details. Posted by Pinballlew (3 years ago)

Post #159 Video with art. Posted by Aurich (3 years ago)

Post #391 Order mirror blades and spooky will install them. Posted by TheNoTrashCougar (3 years ago)

Post #419 Software update for TNA announced by Scott Posted by TheNoTrashCougar (3 years ago)

Post #529 A game play video. Posted by Owlnonymous (3 years ago)

Post #790 Note about early batch of LEDs that had high fail rate - since corrected Posted by TheNoTrashCougar (3 years ago)

Post #854 New podcast on TNA with Scott. Posted by Whysnow (3 years ago)

Post #1530 Fix to beacon light rattle sound. Posted by brenna98 (3 years ago)

Post #1958 Beacon LED upgrade and suggestions with photos. Posted by NimblePin (3 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!

You're currently viewing posts by Pinsider thenotrashcougar.
Click here to go back to viewing the entire thread.

571 posts in this topic match your search for posts by thenotrashcougar. You are on page 1 of 3.
#121 3 years ago
Quoted from Muskie82:

Anyone going to use cabinet protectors on this game? Does it need it? If so which do you recommend?

They come with metal leg protectors pre-installed from the factory.

#124 3 years ago
Quoted from rai:

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?

Thank you! No frenzy mode planned at this time, but I am still working on the code and the display.

#126 3 years ago
Quoted from rai:

can you say what percentage are ordering the butter cabinet?

No clue, but I am definitely getting it done.

#129 3 years ago
Quoted from RustyLizard:

Scott, is there any place on the LCD or on the instruction card that tells a short version of the story line? Please consider it if not.

I don't see why not. People will probably make new instruction cards and score cards too. I will see about putting something on the LCD.

1 month later
#230 3 years ago

Thanks to Joe Newhart from Pinballstar Amusements, I was able to attend the York show this year! It was awesome talking with you guys who made it out to the show. I appreciate all the feedback and excitement around the game.

Also another thank you to Joe for bringing his personal TNA to the show for all to enjoy. The game held up really well and I was able to see a few bugs that will be easy to fix in the next revision of the software. It is pretty cool being able to watch others enjoy the game.

Thank you again!


#232 3 years ago

I know many of you have yet to received your games, but I have just posted the first production code update for TNA! I found a few bugs fromt eh York show this past weekend and wanted to make sure to squash them quickly. Below is the changelog in case you are curious what was fixed.

v1.0.3 - 10/1/2017 - Scott Danesi

## Bugs Fixed ##
- Knocker coil strength did not go low enough
- Skeletongame framework update to fix issue with crashing after entering service mode during end of game
- Bonus multiplier lights refresh correctly now
- Left targets that light mystery award are now showing up correctly
- Fixed weird lighting behavior when bonus multiplier increased
- Double danger mystery award now cycles properly
- Fixed issue where match was not always flashing the numeric displays upon awarding
- Ballsave now activates at the proper time when awarded by mystery and start reactor is stacked along with mystery mode
- Failed ball lock attempts will no longer mess up the locking procedure under rare set of conditions
- Logging now shows errors only

## Features Added ##
- New bonus multiplier maxed vocal sample
- Bonus multiplier now shows on LCD when increased
- Drop target knockdown coil strengths added to service menu

## Download Link ##

#234 3 years ago
Quoted from japespin:

Thanks Scott. Love it. Quick updates. Who would've ever thought.
Quick (probably stupid) question, will new games off the line be shipping with 1.0.3 or will an update be required out the box?

New games will be shipped with whatever version is the newest at the time the PC is flashed. The update process is also super simple. You download 1 file, put it on a USB stick, boot up the game and insert the USB drive into one of the open USB ports on the PC. It handles the rest.

#236 3 years ago
Quoted from Pinballlew:

Just curious, will there be anymore animations on the LCD? Kinda miss the spinning Nuclear reactor animation.

Right now, no, the animations that are in there are all new and actually drawn by Matt Andrews and animated by David Van Es. The spinney reactor thing was just a temporary placeholder thing that I got from the internet.

#250 3 years ago
Quoted from Pinballlew:

Does anyone know what the highest reactor reached has been on this game? I believe 5 is on any stream but I am curious if anyone has made it to any higher reactors off stream?

Reactor 7 has been started with glass on and default settings. It is just a matter of time now.

1 week later
#324 3 years ago

This is super cool news Russ! I am closely following along.

#332 3 years ago

A little birdy told me a code update was going to drop today! Hope it's for real!

#334 3 years ago
Quoted from Fytr:

Awesome! I wonder if it will make the flash rate on the active player's score display faster, and maybe also make the GI lights pulsate when the ball is waiting for the player in the trough... Just sayin'.

My sources say that those are not going to be included in the code update, but these have been noted as possible enhancements. The player flash rate will likely not change, but lightshow updates will sprinkle out here and there.

#336 3 years ago
Quoted from Fytr:

I'm just going off the videos I've seen, once I receive my game (#85 baby!) I'll feel it out in person.
Maybe the flash rate on the score could match the player's pulse! That would be amazing.

Now you are getting crazy!

This update that is coming is mostly a bug fix and enhancement update for our early operators. It's not a huge one, but it will be handy for them. I am so excited to see how many of these games are going straight to bars and arcades. It's pretty cool.


#338 3 years ago

OK, code update is live!!!!

v1.0.5 – 10/20/2017 – Scott Danesi

## Bugs Fixed ##
– Eject scoop ballsave now not active during multiball (this was a multiball exploit)
– Adjustments to pre-loaded assets for faster booting
– Added fix for stability issues when game is played consistently for 9+ hours
– Fixed display issue which would sometimes show a black screen when reactor is started

## Features Added / Modifications ##
– Burn in test added to the service menu
– Moved Coin Op audits to their own category
– Renamed ‘Games Started’ to ‘Rounds Started’ to make it less confusing
– Added Service credits functionality by pressing the exit button in attract mode or gameplay which
is tracked separately in the coin op audits.

## Download Link ##

#340 3 years ago
Quoted from FatPanda:

Love that you're taking care of your game, Scott!

I will do my best to make sure people are happy with their purchases. Also, I like doing this stuff.

Sometimes I forget things like the service credit functionality. oops... Luckily, people are letting me know. haha.

#348 3 years ago

Also, if you guys that have updated notice any bugs in the software, please let me know ASAP so I can look into it. You can use teh contact page on my website, or hit me up on here. Thank you so much!

#357 3 years ago

Awesome to see these games rolling out! Just as a little update, I have added a small section to the bottom of www.tapinball.com to cover some common issues and solutions that have been reported to me from games in the field (Troubleshooting section). So far, nothing major! I am extremely happy with how these things are holding up.

#365 3 years ago

HAHA! That is definitely my desk at work...

1 week later
#391 3 years ago

Total Nuclear Annihilation Meltdown Mirrors are now available through Pinball Life!

If you order and send them to Spooky Pinball before your TNA is assembled, they will install them in your game!

20171108_194943 (resized).jpg
20171108_194934 (resized).jpg
20171108_194955 (resized).jpg

#416 3 years ago

So last night Owlnonymous streamed his TNA on Twitch.tv with v1.0.6 beta code in it. It worked really well. I am planning on dropping that code update today. Changelog coming soon.

#419 3 years ago

Hey Guys,
Here it is! This is a decent sized update for Total Nuclear Annihilation. Many bug fixes and new features were added. Please see the changelog below for a detailed list.


## Bugs Fixed ##
– Spelling error for Extra Ball Reactor settings in service menu fixed
– Fixed bug where ball could get stuck behind a drop target if multiball ends at the same time
the ball gets stuck.
– Fixed flipper hold booster level bug
– Bonus credits are not stored as service credits anymore
– Replay was auto-adjusting fixed type replays, this is now corrected
– Burn in properly shuts down when exiting service mode
– Base display blanking issues fixed
– Fixed extra ball numeric display glitch issue
– Fixed issue with orbits not lighting correctly all of the time on alternation
– Fixed Extra Ball percent calculation
– Fixed D Target when it would sometimes flash double the speed of the other Critical kill targets

## Features Added / Modifications ##
– System Date/Time adjustment added to the Utilities menu in the service mode (for accurate timestamps)
– Core stand-up targets will max out reactor value if completed in order
– Shaker intensity setting added to service menu
– Massive shaker motor integration improvement
– Tilt debounce now more configurable and renamed to Tilt Bob Settle Time ms
– Added Total Coin Count to Audits
– Knocker now fires when extra ball is earned and configurable in service menu
– Bonus credits tracked separately in game audits
– Small lighting updates
– Added attract mode ball search timeout as to not unnecessarily heat up any coils if switches fail
– New Mystery Award – Light Locks only when locks are not lit
– Added initial support for interactive lighted speaker grills
– Jackpot point value displays immediately when Jackpot is earned
– Added support for failed or flaky drop target switches
– Short ball save added when reactor destroyed, can be turned off in service menu
– Secret Skillshot added (adds additional time on ballsaver and 40,000 points)
– Added shoot again text on the LCD, I forgot to add this originally

## Download Link ##

More info on how to update your machine on tapinball.com.


#422 3 years ago
Quoted from hepgeek:

Is there midnight madness? The clock settings update made me think of it. I don't know why, but I love games with midnight madness. I've always wished TZ and TAF had them.

No Midnight Madness at this time. I can add it to my maybe list, but not really sure it would be worth the time it would take to program it.

1 week later
#480 3 years ago
Quoted from cad-kid:

Here's a vid we made that focuses on one of the cool features of TNA. I hope you enjoy it.
» YouTube video
I think it turned out well considering I'm still learning this editing stuff (Powerdirector 16)

That is super cool! It would be neat to see someone actually break down what is happening with the drop targets using a slow mo camera. There is a lot going on when a ball gets locked that it hard to see with the naked eye. That was not easy to program and make it as reliable as it is.

Thanks for the cool video!!!


#526 3 years ago
Quoted from DS_Nadine:

As I remeber it Scott said it loops after reactor 3.
But that was months ago so that might have changed.

That might have changed indeed.

1 week later
#609 3 years ago
Quoted from StylesBitchly:

Anyone know how high the lock down bar of TNA is. Looks shorter in all photos. But by how much?

It's not shorter.

#665 3 years ago
Quoted from yancy:

Embrace the variety! I like having a Stern beside a wedgehead beside Panthera. It’s nice to appreciate all the different cabinet designs over several decades. Don’t want my pinball collection to look like a shelf of DVD cases.

I agree, it is about 5 inches shorter on the back of the cabinet than a modern Stern. This is due to the glass angle being almost level with the playfield. The front of the game is the same standard height. Also the backbox is the same Spooky backbox in length width and height.

#692 3 years ago

I would ask in the Alien thread, I have no clue how that is wired up. For TNA, you can just use a 1/8" headphone jack splitter and send that to RCA on the external sub. There is also something that some external subs have called high level input, which is just speaker level signal. You can connect the output of the amp in the machine to the external.

#696 3 years ago
Quoted from Tuna_Delight:

So when does the beacon light up?
I played a friend's TNA recently and was focused so much on the playfield that I realized later that I never noticed the beacon start up.

Beacon is active when the reactor goes critical.

#708 3 years ago
Quoted from patrickvc:

I played one last night for the first time. Very impressed. Gameplay and especially sound was awesome. The only thing I noticed is the right flipper seemed weaker than the left. I tried to look into the EOS switch and hmmmm traditional looking game up top, underneath not so much. Is there flipper strength settings? Also every now and then the right flipper had a mid stroke where it felt like the right flipper cut out.

Could be a number of things. I would recommend first looking for mechanical issues with the flipper and then adjusting the flipper strength in the service menu.

#714 3 years ago
Quoted from Goonie:

How does that work? Does it just time out after a couple seconds?

Would be nice if it was that easy.

#717 3 years ago

greenhornet that is definitely part of it. But just PWMing the flippers is not always enough. There needs to be a balance and configuration for this so you do not get the flipper buzzing that used to happen on older Stern machines. I had some fun screwing around with this and got it to a good point where the flippers do not overheat, but still have all the power and proper feeling that we are all used to.

#719 3 years ago
Quoted from stevevt:

Can you describe what happens when you're holding up the flipper and the ball comes down and hits it? Is the solution just to have the hold power strong enough to handle it?

Nice try Gary Stern! jk jk

#720 3 years ago

In all seriousness though, I have something in my service menu called Flipper Hold Boost. If the regular flipper hold power is not enough to overcome the ball velocity out of that left scoop, you can set this higher and it will add a PWM to the main along with the hold coil. On the programming side, the trick is finding frequencies that do not burn up the coil and remain decently quiet. But all of this is trade secrets, so don't tell anyone.

#722 3 years ago
Quoted from Goonie:

For us newbies...PWM?

Pulse Width Modulation. I am basically just oscillating the pulse signal at a given frequency to give the flipper hold more power. Science stuff.

#727 3 years ago
Quoted from calprog:

Quick question: #8 TNA butter coming next week with all the bells and whistles. Can’t wait. Played it in Dallas last year. What is the preferred degrees for set up? Same as others 6 to 7?

6.5 degrees on the playfield.

#752 3 years ago
Quoted from cabuford:

Are there plans to make the soundtrack available? (I can't tell if this is a joke).
I'd buy it digitally right now, and all I've heard is what I can barely hear from the streams and the few clips on thenotrashcougar 's soundcloud page.

Not a joke. Releasing it on cassette first and then it will be available digitally in mid to late Jan of 2018.

#759 3 years ago

I just uploaded a beautiful wallpaper that Matt Andrews made for everyone featuring Scarlett from TNA. Check it out under the Misc section of tapinball.com. Hope you guys like it!

#781 3 years ago

Service Menu Tests and Rubber Ring List have been uploaded to my website under the documentation section.


Happy Holidays!


1 week later
#790 3 years ago
Quoted from DS_Nadine:

I've allready used 3 spare RGB LED's out of the goodie bag... Anyone else having a problem with the initial failure rate or am I just a bit unlucky?
Funny thing is, it's the green failing all 3 times and all around the upper right side of reactor chamber (one former star insert, one arrow and now the most upper Multiball-Lock insert). Will have a look on the wiring if this happens a again.

This was common with a few games that went out. There was a small bad batch of LEDs that the green channel failed on the chip at a max of 3% fail rate. This was way too high. This is not a board or a wiring issue. This has been resolved, but if you have a failed LED, you can either reflow the common leg with a hot soldering iron to bring them back to life or contact support to get an LED replacement. Not a huge deal since the game has modular direct drive LEDs, but really unfortunate for that LED chip manufacturer as a 3% fail rate on a specific channel is not acceptable. The goodie bag had some extra LEDs in it as well just in case this happened.

#793 3 years ago
Quoted from DS_Nadine:

Ah ok, thx for the info.
And big thanks for making the LEDs unplugable and not making me solder (while holding the cables and LED board on the lifted playfield)! (Had to do this on other machines and it was a nightmare.)

You are very welcome. I was thinking about the potential for LED failure over time and decided it was good to use connectors as LEDs do fail eventually. They just do not fail as fast as incandescent. Replacements will be up on the Pinball Life website soon as well. We will have replacement light boards, single GI, and single insert lights.

#795 3 years ago
Quoted from RustyLizard:

Glad to hear they will be available at the best pinball parts supplier in the world. I have had a few fail and brought them all back to life except....the upper center of my reactor grid. I brought it back once and then replaced it with one of the loose bulbs you sent for me. It failed a day later. Suggestions on what to do next? Glad to hear the boards will be available. Getting close to 300 game on mine.

Nice! 300 plays is pretty good! We (Pinball Life) will send you a replacement 3x3 board with the new LED chips in it, just email me at scott@pinballlife.com. Consider this a warranty replacement direct from the source.

#797 3 years ago
Quoted from bitpatrol:

This is awesome. I have the AFMle and am concerned about bad batches of LEDs and their 3-led pod failing at once... like your green LEDs, so nice job making them plugable.

Thanks man. Yeah the whole system is modular. If something breaks, it can be replaced pretty easily. Also all the LED board in TNA have through hole LEDs on them. So with basic soldering tools, these boards can even be serviced. But it is probably easier just to replace if needed.

#836 3 years ago
Quoted from DS_Nadine:

Urgh... I think I pass... :-/

Coudn't they offer a (slow & uninsured but) 'cheap' shipping method?

Understandable. Pinball Life does not do that because we need to ensure the package get's to it's final destination otherwise we are at fault and have to replace items at our cost. The shipping system also rounds up to the nearest pound when calculating weight, but if there is a significant difference in what it costs to ship and what the customer paid, the difference will be refunded. Sorry.

These Cassettes will be at the Spooky and Double Danger booth at upcoming US shows. I also know that Double Danger has plans to sell a few of these in Europe. That may help as well.


#839 3 years ago

No worries! The digital versions are coming to all the main services at the end of the month. This cassette is just giving people with cassette players early access to the music!!!

#842 3 years ago

Public service announcement to clean your tape heads!

#864 3 years ago

You guys need to make a trip to your local Goodwill and pick up a cassette player!

#873 3 years ago
Quoted from Bryan_Kelly:

If you were truly awesome, you'd provide a player too.

Great idea! I know an old pinball buddy that will give him one for free. He used to be an electrician and now he is retired and does pinball restorations. He takes a bunch of naps and is a super generous dude.

#883 3 years ago
Quoted from DS_Nadine:

Actually I kinda thought about this from day 1. Not necessarily with a casette deck but It'd be nice to use TNA as a... uh, "loudspeaker" since it has richer sound than my actual stereo. XD
(Well should quieten down the power supply fan for that but else it'd be great.)

If you can hear the fan, your volume is way too low. But in all seriousness, this is a very reliable and affordable power supply for coil voltages. I wish we could have a fanless option, but I have not found one yet that I was happy with. Unfortunately, large high current transformers are a bit out of budget for this project. Honestly, the fan is not very loud on any of the TNA games that I have built or have. I wonder if there is something that is making your louder???

#893 3 years ago
Quoted from DS_Nadine:

Well the fan is at least too loud (kinda high pitched noise) to leave the machine switched on while I'm working in the same room.
Took a little video (but the video in itself is not very loud ).
Maybe the power supply behaves differently on 230Volts.
But it's no biggie. If it really bugs me "maybe" I'll replace the fan.
Edit: Disclaimer: I'm not lamenting. I love my game!

That is extremely loud. Does it really sound like that in person? Or is the video making it sound way louder than it is?

#895 3 years ago

Yup, that is what I thought.... There IS a TNA tape in there!
dbed55de5c3d975b852493f7cd52c5c2de7f1dbd (resized).jpg

#914 3 years ago
Quoted from snakesnsparklers:

Does TNA use the same Meanwell SE-600-48 coil power supply that RZ uses? They do make a fanless version rated at 600W/48V, would it work as a quieter replacement?

Correct. Same power supply as Rob Zombie. It is a very solid power supply and I am super surprised to hear how loud this fan is. I have never heard anything like that.

Send me the part number of that Meanwell fanless supply. I know of 2 potential models, but they are 2x-4x the cost. Just curious what you found.


#936 3 years ago
Quoted from Fytr:

Folks with games in hand - does the PF have Scott's signature on it somewhere under the clear?
I had requested this multiple times and the recent interview with Scott on the Head 2 Head Pinball Podcast kind of made it sound like it might be there, but wasn't conclusive.

It's not there. It would be very hard to make this happen as I do not work at the Spooky facility.

#963 3 years ago
Quoted from iEatHands:

So Scott how are those speaker grills coming along?

I did not design the speaker grills.

#971 3 years ago
Quoted from Bryan_Kelly:

I'd like to see the side rail lights in person first.

Come on over!!

#973 3 years ago
Quoted from Bryan_Kelly:

Does Charlie have them? We may be visiting him in a few weeks.

He does not yet. They actually look really good. I gotta hand it to Robert at Hooked on Pinball, he did a great job. I am also one who is not really into mods, so take that for what it is worth.

#981 3 years ago
Quoted from Bryan_Kelly:

Just ordered a set. They better look good. I may be old but you only weigh 105 pounds. I think I could take you.

I am pretty scrappy, watch out.

#982 3 years ago

OK guys, I just put up the new Accessory power supply for TNA up on the PBL website. Although this in not an official spooky sanctioned product, it will allow you to safely plug in mods to the game without touching the 12v or 5v supply on the game which reduces the risk of breaking something. It even has outputs that use the standard 3 pin Molex connectors that all modders are used to so you can plug in things like lit flipper buttons, etc. Please use responsibly.


20151230_111345 (resized).jpg

#1015 3 years ago
Quoted from imharrow:

TNA did have one major malfunction at INDISC. It was strange. The flippers stopped responding regularly. Basically, not all presses would flip, it was enter times where 3 seconds would pass without a flip. Screen animations of mystery also had dropped to a horrible framerate. Seemed to resolve after a reboot. Anyone seen anything like this?
Other than this appears to be holding up well, and playing crazy hard.

This is most likely caused from a loose serial cable on the cabinet Switch board located on the inside left of the cabinet. This could also be a bug in the software which I fixed in v1.0.7, which is unfortunately not out yet. Soon! you guys will not be disappointed.


#1016 3 years ago
Quoted from pinstadium:

Thank you Scott for reaching out to me on the other post and adding this addition as that helps out a lot for me when making the adapters for our kits for TNA. I have a customer taking delivery of his shortly and this makes things very plug and play. Excellent work as always!!!
Pin Stadium

Hey Scott,
This power supply is for a bunch of others who requested it as well. Nice job with PinStadium, but I definitely would not put it on TNA. This would water down the lighting effects that I worked very hard creating. Every GI and insert bulb in this game is individually computer controlled RGB and I do some really neat stuff with it.

#1028 3 years ago
Quoted from imharrow:

Ok, second problem. Display went to somewhat random letters in a game. Might be night after game to also display score on screen.
Guessing loose connection. But it is unfortunate in a tournament setting.

Oh no! I can definitely add score support for the LCD after the game is over in the next version for worst case scenarios like this. I wish I could see what happened to that display. I take it that it cleared up?

#1030 3 years ago
Quoted from DS_Nadine:

Oh, had a really hefty bug/ glitch today:
Game sometines doesn't recognize it's in Multiball immediately.
Shot the Target down, got 3 Balls, then lost the first ball. Then game went into Multiball with the flippers dead with the ball still timer still running,...
....then it rebooted. XD

Wow! That is pretty bad, sorry. Can you send me your log file? All you need to do is put a blank usb into the PC and it will dump the audits, settings, and log file.

Edit: On second thought, this is most likely because your drop target down switches need to be adjusted.

#1032 3 years ago
Quoted from pinstadium:

Yes its great that you added that 12v for us all and thank you I am glad you like the Pin Stadiums. As far as adding it on TNA, I promise to do you justice with this one and to work with your incredible light show as to not take away but to enhance it and what you are doing. I will work with it with the customer to get it nice and coherent to what you have done. We will be using the GI module so it will be safely reading signal from your lights to sync with them.
So basically your machine (you) will gain control of the Pin Stadium lights and the colors and brightness will be dial in via the wifi connectivity to the app by the user to their individual liking as to what they feel is the perfect contrast ratio to your design in their eyes. I am excited to get these on your machine and to see what is possible. I will keep you posted and stay in communication with you on this so that you can see it in action also. You've done an excellent job and it's an honor to be able to have worked with your machine on this level.
Pin Stadium

You should probably take this to PM as this system is 100% different than you are used to. If you are using relays in your GI module to sense the lamp patterns, you are going to have a bad time as it will PWM the relay until it self destructs. If you are using transistors, I would be cautious about combining the power supplies or backfeeding any current and taking out PCBs. Any draw from the GI bulbs will make the bulbs in TNA not function correctly. This type of thing is definitely not supported by spooky and will void your customers warranty. I am not saying it is impossible, I am just warning you to test this before you send anything to a customer.

#1046 3 years ago
Quoted from imharrow:

I have a blurry cell video I can upload when I get back home next week, but I think Jim said they were recording all day and will share footage with you after the tournament.
After reboot the display came back. Unfortunately, it did the scrolling '8' attract instead of showing last score.

OOO, that is a good idea. Right now it just goes into a test mode, but I can make it pull the last scores in!


#1053 3 years ago
Quoted from imharrow:

One more suggestion based on finals today. There was a danger through. It would be nice if the odds of that were low. Presumably not counting dangers in the shooter lane for a few seconds should stop this.
Now that I think about it, I think I danger throughed myself in a single player game.

I have addressed this in the code today!

#1076 3 years ago

OK, I have given this tilt thing a bunch of thought. This is what I am going to go with. Warnings and tilt hits will not be triggered if the bonus count has been started. I will put in a buffer of x seconds to ignore the tilt bob when the next player (or same) is up to minimize tilt throughs. This will be adjustable in the service menu and can be disabled. So if you rage tilt through with this logic, that is on you. I cannot have the tilt ignored when the ball is in the shooter lane for obvious reasons.

#1106 3 years ago
Quoted from trilogybeer:

I would assume it ignores the last digit for the match . meaning 30 on the match display would give a credit for games ending in 31, 32 ,33 ,etc. seems like this would be the easiest way to do it .

This is correct. Match ignores the last digit.

#1112 3 years ago
Quoted from Owlnonymous:

Total Nuclear Annihilation - 2,124,534 (1.07 Beta 4 Code): » YouTube video
Join me for a game on brand new beta code 1.07 B4 for Total Nuclear Annihilation, where we destroy reactor 4. The full stream, which includes a dirty pool, a few new super jackpot add-a-balls, and few other fun highlights, can be found on my Twitch at https://www.twitch.tv/videos/219636741

That was a ton of fun watching last night, thanks again for doing that. I know the setup was not easy, but damn, it looked cool. I was able to identify a few small issues that still needed to be fixed in this version of the code before releasing it as well!

The dirty pool thing was really cool to see. I am going to add a special callout for when this happens. You can get it by slamming a ball back into the lock right as multiball starts, it will get trapped by the drops resetting and then it will attempt to release it. Hit it again and it will go into the scoop for a dirty pool super jackpot and add-a-ball! This happened last night when a ball hung up on one of the downed drop targets and you were able to get it back in the scoop. Very cool.

It was nice to see all the hard work I did on the ball lock logic actually working to keep the game moving.

Friday, we will be streaming this version of the code again, with the issues fixed on the Dead Flip twitch channel after the TWIPY Awards. See you guys there!

Edit: yes, the Dead Flip stream will be after the TWIPY awards.

#1141 3 years ago
Quoted from herg:

Have any of you looked into making the beacon brighter? Granted, I haven't played in a darkened room yet, but I don't even notice it's running unless I purposefully look up at it.

I looked at side firing 12v LEDs for this, but anything worthwhile was very expensive. Currently there is a standard 89 bulb in it. If anyone finds any good 12v side firing LEDs that work, definitely let me know. The 89 is pretty bright from the factory though.

#1183 3 years ago

Hey Everyone,
By popular demand, I just posted the digital FLAC files for the full TNA album on my site. The album will be released for free on all the streaming platforms on Friday January 26th. More info here:


TNAAlbumThumbnailSmall (resized).jpg

#1193 3 years ago
Quoted from RustyLizard:

Also when on location don't drop quarters until past that screen. I donated fifty cents to learn that.

This has been fixed too.

#1204 3 years ago
Quoted from Whysnow:

I would suggest they do not! Going to a smaller runner was a suggestion for on route where a stuck ball under a sling means time wasted for Tommy and the game not earning while the ball is stuck.
The stuck ball under the sling is very rare and in a home environment is not a big deal since you just take off the glass and pull the ball
The risk of a smaller ring is that it will break and it does give the game different action and require readjusting the sling switches. i do NOT think going down a sling size is needed nor would I recommend to home users.
Reality is that the game is FAST and chaotic during multiball. With that equation, balls are going to go under slings. The game will slow down slightly for Tommy after a few hundred plays and likelyhood goes down.

Backing the sling power down to 6 helps this completely.

#1221 3 years ago

Amazon just got it! Still waiting on Google...

Thanks again for all the support guys/gals!


#1223 3 years ago
Quoted from herg:

Just curious, how do these streaming music services work for artists? Do you get paid per play, or something like that?
I see the single to purchase on Amazon, but I can't find it to stream. I did purchase the FLAC version, but if streaming it benefits Scott at all, I'm willing to do that when possible.

I get paid a little. A VERY small amount, but it is just cool having the music out there. I get paid way less than a penny for every time it is streamed. After the streaming sites, get their cut, my distribution company gets their cut, and BMI gets their cut, I get the scraps. But it is all good! The only way I make anything is if people buy the FLAC files direct from my website, which people have, and I am ever grateful.

#1264 3 years ago

All the software issues mentioned have been addressed in v1.1.0 which will be released pretty soon. I am just trying to chase a few more issues before I release it.

#1303 3 years ago
Quoted from BorgDog:

nice, looking forward to TNA kicking my arse. the more new streams and gameplay videos I watch the more I think 'oh shit, what did I get myself in for' I do feel a couple sick days coming once it arrives though.. cough cough.. oh wait too soon, I'm #95

Wait until the new code update v1.1.0 drops... muhahaha!

#1313 3 years ago

Yeah, I am not starting a new game yet. I have ideas in my head, but right now, need to make TNA as perfect as it can be. I know that sounds like a cop out and corny thing to say, but I am really dedicated to making sure the people that put their trust in Spooky and myself are happy with their purchase.

#1362 3 years ago

Its hard to see from the video what actually happens when you beat the 9th reactor. Also, that is old code.

#1366 3 years ago

He didn't describe anything. No worries man.

#1394 3 years ago
Quoted from iEatHands:

What am I missing?! I’m trying to update to v1.0.6 after downloading the update file. Copied it to a USB thumb drive, booted the machine, inserted the USB into an empty slot behind the back glass and nothing. Tried booting with the USB already inserted, nothing. Tried inserting the USB while booting and nothing.
Is my USB thumb drive too big? 8GB. Wrong format? FAT32. Is it the wrong day of the week? Thursday. I kept the original file name tna-gamecode.pkg

Try a different USB stick. This seems to be the first issue I have seen with someone trying to update code.

Are you getting anything on the screen at all with the game booted and inserting the USB stick? If not, the USB stick is not being read at all. Try a different one. If it shows the Spooky logo and says that the settings and audits were backed up, that just means it could not find the pkg file.


#1414 3 years ago
Quoted from iEatHands:

Cheers Scott the issue was the particular USB key, used a new one and it was fine.

Excellent! Glad to hear it was an easy fix. Now you just need to wait for the 1.1.0 code to drop. I wish the TNA software guy would hurry up.

#1423 3 years ago
Quoted from Toads:

I have an issue with the game.
The time it takes for one game to finish and ready to start a new game is about 5 seconds.
Way too long
Scott, get on to that will you
The impact of the bass kicking in when the ball hits the playfield is fantastic.

This has been addressed in v1.1.0

#1445 3 years ago
Quoted from hank527:

Where can I download 1.10 already? That software guy is slow

Seriously... Where's the damn code already????

#1461 3 years ago

Hey Guys,
The display is purposely supposed to look gritty, and glitchy. I was also trying to make it look like it was on a CRT and we (David Van Es and I) were having some fun. The monitor itself outputs at 1366x768, but the animations are smaller than that and up-scaled to get that look.

As for the monitor adjustments, there is something called Gamma in the adjustments, that when turned on, will make the contract ratio better. I recommend that.

Also there was a question about the audio. The monitor does have a pre-amp volume setting in it. I have been playing around a bunch with mine and I turned it down to 10 on the monitor which seemed to give it a better range. I then turn my amp all the way down to prepare for adjustment. Then go into music test with the volume up to 11 and start slowly turning the amp up to where it is loud, but not clipping or cutting out. The sub volume knob will be pretty low. Also, the Bass knob should be almost all the way down as that is for the upper speakers, those should be set to output all of the mids and highs.

Honestly, though, don't mess with the amp from the factory settings as it is tough to tune, which is why it is hidden away.

I hope my ramblings makes sense, I have not had enough coffee today yet.


#1468 3 years ago
Quoted from Fytr:

thenotrashcougar I believe I may have just found a uniquely Canadian bug in the SW.
Trying to setup the coins so left is $1 (Cdn "Loonie"), and the right is $2 (Cdn "Toonie").
Coins per Credit: 1
Left coin value: 1
Right coin value: 2
But it only gives one credit when I put either the left side $1 coin in (correct), or the right side $2 coin in (should be 2 credits).
I ran the switch test (after muttering something about "inspected by Charlie" lol) but they both register as unique switches as they should (sorry Charlie!).
Be great if this could be fixed soon as this machine will be on location next weekend and $2 coins are very common here.

Oh no! Looks like you have that set correctly for what you want. I will look at it tonight and see what is going on. Thanks for the heads up.

#1469 3 years ago
Quoted from Fytr:

thenotrashcougar I believe I may have just found a uniquely Canadian bug in the SW.
Trying to setup the coins so left is $1 (Cdn "Loonie"), and the right is $2 (Cdn "Toonie").
Coins per Credit: 1
Left coin value: 1
Right coin value: 2
But it only gives one credit when I put either the left side $1 coin in (correct), or the right side $2 coin in (should be 2 credits).
I ran the switch test (after muttering something about "inspected by Charlie" lol) but they both register as unique switches as they should (sorry Charlie!).
Be great if this could be fixed soon as this machine will be on location next weekend and $2 coins are very common here.

OK, found this in the code... Yep, I totally missed that and it was completely my fault. Great catch, it will function properly in 1.1.0 for you. This means I now need to make sure that 1.1.0 gets out quickly.

#1494 3 years ago
Quoted from Fytr:

Anyone know if TNA uses any fuses, and if so, what types/sizes?

4amp Slow Blow 20mm Fuses. 4 of them per game. There is also a 1-1/4" 8amp fast blow fuse under the Bryan Kelly approved blue plastic housing on the power switch.

You can get the fuses from PBL here:
20mm Slow Blow: https://www.pinballlife.com/index.php?p=product&id=1580
1-1/4" Fast Blow: https://www.pinballlife.com/index.php?p=product&id=3888


#1498 3 years ago
Quoted from hank527:

Where are the 4 amp fuses. Two on the board in the back box, but where are the other 2?

There are 2 fuses on each of the 2 PD-16 Boards in the backbox.

#1502 3 years ago

SHHHHH, people don't have that version of the software yet... That is a beta version...

#1562 3 years ago

Here it is guys and gals. v1.1.0!

v1.1.0 – 02/21/2018 – Scott Danesi

## Bugs Fixed ##
– Fixed issue with attract frames loading 2 times on reset. This will slightly speed up the
game over reset process. Still working on making this faster. Michael Ocean is awesome.
– Fixed small video lag at beginning of first ball in the Welcome to the Future animation.
– Removed log file issues with bonus and PNG headers (not anything anyone cares about besides me)
– Significant video performance enhancements.
– Fixed bugs in Ball Search functionality.
– Fixed hard crash when trying to do a quick restart during the bonus count.
– Fixed bug where angry player can tilt out the next player too easily.
– Cleaned up unnecessary Ballsearch log error.
– Fixed Secret Skillshot exploit.
– Fixed attract mode ballsearch so it will not keep cycling if a player is too impatient for the balls to reset and drain.
– Fixed log error when saving data files to disk.
– Fixed tilt issue where prior player tilts after bonus.
– Jackpot lightshows improved.
– Shaker now enabled and disabled properly without machine restart.
– Shaker issue when starting mystery now disables properly.
– Destroy Reactor ballsave now active when multiball is running as well.
– Fixed Avg Ball Time Calculation.
– Fixed Avg Score Calculation.
– Fixed Avg Game Time Calculation.
– Changed Coin Drop notification font.
– Updated drop target handling logic to prevent balls from getting stuck in right scoop under specific conditions.
– Fixed some other misc font issues.
– Fixed flickering GI when lane changing the skillshot.
– Fixed coin drop issue for coins with a value larger than a single credit.

## Features Added / Modifications ##
– Significant changes to asset loading resulting is quicker boot times
– Super jackpot will now add a ball into play for up to a 4 ball multiball! This also enables up to 4x playfield multipliers. Indicated with white colored flashing ball lock inserts.
– Add A Ball is limited to 1 ball added per multiball.
– Destroyed reactors now score 1 point each to store the player’s progress in the last digit of their score. Match will ignore this last digit and treat it like a 0. For example, if a player earns 100,000 points and destroys 2 reactors their score would be 100,002.
– Reworking of display animations and notifications to clean up a bunch of things.
– Lock Quickshot display and scoring updates.
– Skillshot now displays score values when awarded.
– Adjusted orbit timer from 5 seconds to 3 seconds.
– Set default coil power settings to Bryan Kelly recommended settings, so you may want to update these after the update.
– Bonus now includes bonus total at end of bonus count. Also new lightshow and sound for that.
– Remastered music from the Total Nuclear Annihilation Album has been updated on the game. Also other various audio has been remastered throughout the game.
– Last game scores are now saved and recalled after a hard reboot of the game on the numeric displays. This was needed in case there was a display error that requires a machine restart so the scores are preserved.
– Locking a ball now awards 20k points.
– All LED test now can stop on specific colors when pressing the enter or start button.
– Jackpot Drop Reset Seconds is now configurable in the service menu.
– Secret Skillshot now awards a default time ball save, but allows multiple saves for the entire save time. Awesome.
– Add A Ball now enables default multiball ballsave.
– Reduced overall RAM usage of PC significantly.
– Early ball save added for cashing in a ball save on an outlane.
– Added drop target test in service mode.
– Added warning message on the display if drop target error is detected by the system.
– Added Free Game Percent to Coin Op Audits.
– Upper rollovers now advance reactor value and award a reactor shot when started.
– Added a few things to Mystery Mode
– New Tilt warning sound. Replaced the public domain missile siren with custom effect.
– Mystery awards are now stackable, meaning you can light mystery more than once and the game will keep track of it for you and you can cash it is by hitting the scoop multiple times.
– Ball save timer setting added to the add-a-ball ball save (separate from the standard ball save).
– Reactor Keypad now more evenly distributes spotted targets when targeting a new reactor.
– Ball saver will now pause for mystery award and reactor starting.
– Replay award can be selectable between Credit or Extra Ball.
– Multiball ball saver will now only save the first 3 balls drained.
– Reactor inserts now glow Orange when targeted indicating Extra Ball when applicable
– Tilt switch sensitivity added to service menu.
– Last scores now show on the LCD after game over.
– Can now scroll through the individual high score categories in attract mode.
– Music Test now tests ALL reactors.

## Download Link ##

#1579 3 years ago

Hey Guys,
I am a bit unconventional with this, but a couple small issues have been reported to me on a few machines. I did not want you guys to encounter these little things, so I made a patch to the 1.1.0 code. I am calling it, because... it does not matter what I call it.

The download link is the same for this patched version, just re-download the file if you are seeing any of the 2 issues below and this should fix them right up for you.

I will probably do this again in the future if a bug is discovered that I feel needs to be fixed quickly.

v1.1.0.02 - 02/22/2018 - Scott Danesi

## Bugs Fixed ##
- Fixed false trough error on some production machines.
- Updated combo handling to get rid of a potential lag scenario.

## Features Added / Modifications ##
- None

## Download Link ##


#1581 3 years ago
Quoted from dri:

Could you describe how this manifests itself? I think I'm battling this right this minute. Is the machine periodically ejecting a ball in attract mode?

That is strange. Are any error messages getting thrown on the LCD when it kicks a ball out in attract mode?

My first guess would be a potential flaky jam opto. Make sure those are all working in switch test.


#1589 3 years ago
Quoted from genex:

Scott (TheNoTrashCougar) if we haven't installed the new code should we install instead of 1.1 or only if we have that issue?

I would re-download and install the version from the link below as I also fixed a small video performance issue.

Quoted from dri:

Is there a tournament mode on TNA? No EBs and sequenced mystery awards? I couldn't find it when I stepped through the menus...

No, there is not a tournament setting. Most people just disable extra balls and turn down the ball save timer. The mystery awards are pretty fair. I may consider this in the future though.

Quoted from moonduckie78:

I find updating the code on a pinball machine to be quite exciting.
Please save a few tweaks for a rainy day, Scott, so those of us who won't have TNA for a while (#153 here) can still experience the joy of updating!!!

I have ideas...

#1591 3 years ago
Quoted from onceler:

You probably could also eject any unused multi-balls on a player change to keep which should allow multi-player tournament games.

I know, I know, that just disappoints me greatly. If player leaves a ball or two in the lock at the end of their ball, it is their fault. I will probably have to add the dump logic though.

#1626 3 years ago

I do not recommend screwing with your amp settings...... ....but.....

If your amp settings get screwed up, this is what I would do. Do this at your own risk as this has the potential to damage your amp and/or speakers if set too high. But please do not do this unless your amp settings get totally out of wack. Warning, this setup procedure is going to be loud, so warn the people around you.

Step 1: With the game on, take the backglass out and press the volume up or down button on the back of the LCD and bring the pre-amp volume down to 11. It will show on the screen. This is probably set high from the factory, but I found reducing this made the audio quality slightly better.
Step 2: Put the backglass back in.
Step 3: Turn every knob on your amp all the way down until it stops.
Step 4: Go to Music Test in the service menu and select reactor 3 by pressing the start button a few times.
Step 5: On the coin door, press the volume up button until it reaches 11.
Step 6: On the amp, turn the second knob from the left (sub crossover) up about 1/8 turn.
Step 7: On the amp, turn the treble just past half way up.
Step 8: On the amp turn the Bass knob up about 1/8 turn. Keep this low as this is controlling the bass output to the upper speakers and could damage them or the amp if set too high.

Here is where it is going to get loud...

Step 9: On the amp, turn up the sub volume very slowly until just before you hear a bit of distortion. This will be pretty loud.
Step 10: On the amp, turn up the Volume knob slowly until before you hear distortion or you feel that is the loudest you would ever have the machine. This is also the time where adjusting the treble up or down should be done.

Important note! If the amp cuts out during any of these last 2 steps, you went too high with the volume and/or Bass knob. Bring these back down so the amp does not cut out as this could damage it.

Step 11: On the coin door, turn down the volume back to a reasonable level and enjoy.

Again, please do this at your own risk. You can damage your amp and/or speakers messing with this stuff. I am not an expert audiophile or whatever it is called, I am just knowledgeable enough to be dangerous here. Don't blame me or Charlie if you break something.

Let me know if anyone has any better suggestions.


#1647 3 years ago
Quoted from JoshODBrown:

Anyone had an issue with some digits going out on the player scores? Got a report that the TNA we look after on location had player 3 display only showing two digits. Haven’t had a chance to go check it out yet, but thought I’d toss it out here if this is a known issue.

Edit: looks like it’s fixed, needed a power cycle and it was fine. Will keep an eye on this one.

You need to update your code fine sir.

#1648 3 years ago
Quoted from RefugeNate:

Cool thanks trilogybeer I got it working. But now I have the balls ejecting during attract mode. Everything was working fine before the update.....

Check your Jam opto in switch test.

#1684 3 years ago
Quoted from brenna98:

(except the volume knob, that's the one on the far right. put that about half way to start; otherwise you'll get no sound at all.)

Yes, there will be so sound at all coming from the upper speakers at this point. You need to adjust the sub first.

The procedure worked great for the new code (v1.1.0.02)! Sounds much cleaner and balanced now.



#1688 3 years ago

Oh man, sorry you had to deal with that guys. These panels were physically damaged. fattdirk your new replacement panel has been tested and shipped out today!

#1691 3 years ago
Quoted from herg:

Plus, Scott gave us the 7 segment displays. Even without the LCD, we still have (had) scoring.

The LCD was not originally going to be in the game, but I found it easier to just put it in there for service mode and other stuff. It is not critical to the gameplay.

#1722 3 years ago
Quoted from volkdrive:

Scott, what is the voltage of the GI on this game? Is it a 6 volt power source I can access for a mod?
If not, I plan on having a standalone 12volt source in the cab so will use a voltage adapter from that.

The GI does not run the same way as on other games. These are all individually controlled LEDs. You cannot tap power from them. I would also avoid tapping into the 12v or 5v lines of this game for mods as it is pretty taxed as is. The Accessory power supply that we carry at Pinball Life for TNA provides tons of safe power for mods though.


#1746 3 years ago
Quoted from DS_Nadine:

Machine froze & rebooted on my when my Ball got over the rollover lanes into the reactor chamber when reactor 2 was active (so no special reason), wich was my first game on . XD
Do you want a a log of that Scott?

Yeah! Totally need to see that log file. If you guys are curious about pulling the crash reports off the game, you can simply just put a blank USB stick into the game and it will dump all the audits, settings, and log file. That log will have the crash reports in it.


#1764 3 years ago

I think he is talking about when the reactor is not started. You can open the core entrance on either side by rolling over an inlane switch and the orbit will light for a few seconds on the opposite side. So you need to make a quick shot to the orbit and it will trap and drop the ball into the core.

#1773 3 years ago

There is a factory reset in the service menu that will reset the high scores and audits for you. I am embarrassed to admit, I think I just did not think about adding a high score reset option to the service menu... oops.. I will get it in the next release.

#1784 3 years ago
Quoted from DS_Nadine:

I have to give an honest update.
I'm sitting here next to my TNA in test mode, listening to the music (with the update all reactor songs are available) loving it...
...but I really suck at playing it (or maybe pinball as a whole).
Max I got to was reactor 4. :-/
(That said I really have to admit that it's my own sucking, I never ever felt that I lost the ball without my own fault... wich is quite different to Ghostbusters for instance.)
I think I'll up to 5 Balls.
Dear Scott for your next game (if ever):
I love your music, I love Matt Andews Art (finally something else), I love the theme (I love 80's and Sythwave) but next time PLZ keepo everything of that but do something... uh... more 'flowy'/ easy. (For me Sterns Star Trek is the best game ever made, because altough I can never finish it there's this ultra rewarding.shootdown of the Vengeance and a Mini Wizard Mode after a couple of missions.)
For me TNA and JM are the best games ever made, but ST the most rewarding.
I sincerely hope for more cyberpunk games (Ghost in the Shell, Blade Runner... anyone knows 'Shadowrun'?) but till then and for the coming months I try to do what Seve Ritchie says:
"Play better!"

There is something in the works for TNA that I think you might like.

Quoted from brenna98:

Is there a way to get the knocker to crack when getting a high score?
I really like the triple knock of a classic Bally when you get high score to date.

I will add that to my list.

#1796 3 years ago
Quoted from hocuslocus:

you think about putting a smaller woofer in there?
maybe one of the paper ones from stern, or even just a regular basic paper car speaker (like 4 1/2 inches).
the low's probably won't be as deep & without vibration, all the other sounds should be pretty much the same. just not as much air being moved.

Or block the ports in the bottom of the cab...

#1800 3 years ago
Quoted from iEatHands:

To give you some serious advice, you're just going to have to turn off the sub because that bass drop at the end of the ball kicks ass at any volume level! This is the thin knob on the amp closest to the coin door which controls the sub volume. Then maybe you can adjust a little more bass into the head speakers so it still sounds somewhat OK.. This will stop the booming bass at the end of the ball and scott doesn't need to adjust the game for one person.

This could work, but please be careful if you turn the bass up too high on the upper speakers as this can easily overdrive the amplifier if you do not know what you are doing. I posted a while back about how to properly adjust your amp if it gets screwy. But I still say officially, do not change your amp settings.

#1811 3 years ago

Anyone else's game freezing up? It's probably a software thing that I can fix. I have had 2 reports of it so far. I think I know what could be causing it with v1.1.0.

The reactor display being out looks like the 2 ribbon cables for the display are swapped.

#1854 3 years ago
Quoted from Pmaino:

Not yet to my knowledge. I have one on Long Island. 45 minute drive/train ride. Having some people over to play on Friday night if you want to come join. Send me a Pm and I’ll give you the address.

Friendly pinball community for the win!

#1856 3 years ago
Quoted from NJGecko:

Any thoughts on general longevity for the casual player?
I've been drifting more and more away from the toy- and gimmick- filled games. And I generally don't like deep rulesets. Hated AC/DC for that reason.

I still play mine if that counts for anything.

#1957 3 years ago

It is one of the PD-LED board (green LED controller boards under the playfield) having a flaky power connection. Need to make sure the 2 pin power connector is seated properly and the wires seated properly in the IDC connector. Nothing serious.

Addition info: you can trace back from one of the stuck LEDs to find the driver that is getting a flaky power connection.

#2005 3 years ago
Quoted from Chosen_S:

Scott... curious, would it be hard or too time consuming to add in a feature?
If possible I’d like to add music audio files to the sound track , just for the main song... I’d like to keep the existing soundtrack, but add songs that could be mixed in at random for the main song that plays.
I don’t know what the file structure looks like, but maybe have a separate folder that just has the main game title in it and add songs to it that the system would mix in, in a random order.
I would love to have this please, if not too time-consuming to incorporate .

Hey man,
This would be very time consuming for me and really would not work out as nice as you think. There is complex sound logic having to do with my shooter lane groove and the BPM of each track. This is one of the reasons the bass drop after shooting the ball sounds so good, it is in time with the music and not just randomly started once the ball is launched. Sorry man.

#2008 3 years ago
Quoted from FatPanda:

What?! You mean you can't change software to the whim of every pinsider?! GOOD DAY SIR. I SAID, GOOD DAY!

I wish I could, but then I would never get anything done and TNA would be a cluster of ideas that made no sense as a whole. If something is suggested that fits into the overall vision I had for TNA, then I may add it, but I hope you guys understand that most suggestions will not be. I am definitely not offended by people suggesting things, but please don't be offended if I do not add it.

Also, I fucking love that Willy Wonka reference, I use it all the time and only about 30% of people get it.


#2049 3 years ago
Quoted from Chosen_S:

I get what you’re saying and I have MAD respect for you and Scott, but GET off it! I wanted to add (outrun style) music from bandcamp that would mix perfectly that I would professionally mix in with the soundtrack, not just add in some Rush or whatever, it would be something I would share with whoever wanted it. I haven’t had time to discern that the mix was directly coded into the game, it’s always sounded as if there was a replaceable soundtrack. I don’t want to replace the great soundtrack... I think what Scott has done here is awesome, I’m not trying to stomp on it or be rude. I was requesting something that I thought would be a fun project I could add in to the game later on a forum where I thought it might be appropriate among peers and TNAs creator.
Scott, my apologies for any frustration.
Aurich, if you have a problem.. you’re always welcome to PM me

I am not frustrated don't worry. I am just working on a million things at once.

#2052 3 years ago

I love all you guys and hate all you guys at the same time.

#2057 3 years ago
Quoted from NimblePin:

Well, if you’d just upload the new code let’s say...tonight, that’d be one less thing on your plate Scott.

You don't want the current state code right now. I am currently working on it.

#2059 3 years ago
Quoted from gliebig:

Don't drop your laptop in the hot tub.

I will try not to this time.

#2107 3 years ago
Quoted from Crile1:

I've had two NIB. Hobbit needed no adjustments and SW premium had one loose connector to an opto that needed a little push. So, springs, weather stripping, and multiple speaker adjustments seems like a lot to me for a NIB. Not starting an argument, just letting you know where I'm coming from.

You should be all good. The springs have been addressed a while ago.


#2109 3 years ago
Quoted from Pmaino:

Hardest part was getting the side rails off. You can connect it to an open power spot. Mine has the shaker and knocker too.
Only question I have is will I have a spot for the lighted grills.

These lighted side rails run on the 48v Output of the power distribution board on the game. There are 2 open ports for mods. You will be able to plug in the Accessory Power Supply from Pinball Life AND these side rails. The lighted grills plug directly to the driver boards in the backbox. You are all good.

#2146 3 years ago

Hey Everyone,
Owlnonymous is streaming TNA right now. This is the latest beta code with all the co op modes and bug fixes in it. Will we see reactor 9 tonight?


If this code looks good, it will post the release ASAP!


#2152 3 years ago
Quoted from NeilMcRae:

how do the rails come off?

Screws, no glue or tape.

#2174 3 years ago
Quoted from OnTheSnap:

I added a 4th ball, and the game is playing fine. All scoops are empty. This AM I looked around all the slings and didn't see a ball hiding.
LOL. How can an entire pinball be missing!! I will keep looking around for it.

It's not in the cab? CrazY!

#2203 3 years ago
Quoted from VolunteerPin:

Thanks for the suggestion. Actually, none of those coils are firing which I didn't realize before. All of the wires seem very intact with some pretty generous tugging. Where to look next?

First go to coil test in the service mode and see if the coils fire. If they do not, check fuses, then check for shorts. If they do, then go into switch test and check the switches. If switches do not work, follow the wires back from them and see if there are any issues.


#2205 3 years ago

Hey Guys,
Co Op Mode is ready! I just posted the latest software on my site for you guys to download.


Here is the changelog:

v1.2.0.00 – 04/08/2018 – Scott Danesi

## Bugs Fixed ##
– Quickshot video lag issue fixed.
– Adjusted debounce on top CORE rollovers, now will not miss hits off the upper flipper
– Fix for stuck 4x multiplier in multiball
– Lightshow stuck lamp issue fixed
– Flipper hold boost PWM patterns changed to minimize heat and noise
– Ball save issue after reactor destroyed fixed
– Fixed ball save issue during multiball
– Major performance update for lightshows – Thank you Josh Kugler!
– More secret skillshot bug fixes (now worth 100,000 points)
– Lightshow handling updates to prevent rare stuck on lights issue
– Lots of other little things that were bugging me that are not worth mentioning

## Features Added / Modifications ##
– Added target free game setting in coin op settings for operators to control advanced match logic
– Co Op Mode added!
– Team VS Mode added!
– New Jackpot voice callouts
– Kill target locations now regenerate if you hit 20 unlit kill targets – protects location
play if a target gets broken. This is also a setting in the service menu
(Critical Target Miss Threshold)
– Sound volume setting no longer in service menu
– Removed trough jam and warning messages from LCD
– Service Menu now highlights settings that have been changed from the default value
– Super spinner now gets harder to achieve each time it is earned
– Orbit combo logic and scoring reworked now with multipliers!
– Bonus tally can now be skipped to the total bonus screen by pressing both flipper buttons
– Ball save for multiball is now independently adjustable in the service menu
– Ball save on reactor destroy now adds 5 seconds to the current ball save or starts a new 5 second
ball save

#2228 3 years ago
Quoted from drypaint:

Has anyone successfully loaded 1.20? I get the back-up, but it stays on v1.10... Any tips?

You accidentally put the wrong version on your USB stick. When you download the file, make sure it is not putting a (2) or other number on the file name. This happens when you download files with the same file name into your downloads folder on Windows. Make sure to save the file with the name "tna-gamecode.pkg".


#2229 3 years ago
Quoted from jar155:

Oh, sure...you agree publicly, but just last night you were saying you were completely against the notion. WHAT IS IT, SCOTT?!

You know, I changed my mind...

I disagree.


1 week later
#2326 3 years ago
Quoted from PunkPin:

Having a problem with my game where some of the white lights are pink. I thought there was a post here with a fix but I can't find it in either thread. Any advice?
Other then this, some minor switch adjustments and needing to center up the shooter rod it's great right out of the box

Contact spooky and they will send replacements. Some of the early games had a few weak LEDs in them. Problem solved long ago.

#2335 3 years ago

^^^ That does not look right. The switches should not be bent like that at all. They should be perfectly straight.

Here is a pic of my production trough:
20180422_094737 (resized).jpg

#2344 3 years ago
Quoted from genex:

thenotrashcougar noticed a few potential bugs today and one feature anomaly question...
First off, unrelated, I love the Mystery awards it cycles through that aren't real - so funny - not sure if I've seen appreciation for those before but well done
Bug: In multiplayer games, I've noticed for sure that if you hit both flippers to speed through the bonus collect, it won't give you the correct bonus. Noticed this just now where it said something like "x' bonus 12,000 and was going to go through the rest of the bonuses and I hit both flippers and the total bonus amount was less than the 12,000 so I know that wasn't right. I felt like I had a lot of lower than normal bonuses before when flipping both flippers to speed through it so not sure how frequently this happens and/or if it happens on single player games too.
Another thing I've noticed at times is the flashing lane up top will not be movable if you get the ball back up before the skill shot clears. Not sure if it's supposed to do that or not?
Finally the anomaly is that if you have multiple players make the high score board on a multiplayer game, it did let the highest score enter theirs first, but then did not go in descending order. It let P4 enter first (highest score), then P3 (who was beat by P1) and finally P1. Thought that was a bit weird but if that's how you intended it no big deal. Wasn't sure if it might have been affected by the 'speed-up-the-bonus' thing mentioned earlier since it was the same game and the scores were close...
Here's some screen grabs: (high score 4 (P3) was prompted to enter initials before P1)

These bugs are definitely known, but thank you so much for verifying for me. Please, if you are competing, remember not to skip the bonus count!

I am working on these and will have a patch with a couple new little things in it for you guys soon!

Any other bugs, please let me know, I am not offended. Thank you!!!


#2363 3 years ago
Quoted from audihere:

The sensitivity of my pop bumper switch seem to drop a lot yesterday. Quick look under the pf with switch test and it seem like it's making contact but doesn't register the switch until I press harder on the skirt. Am I missing something here? Didn't want to mess with adjustment in case it's something else.

clean the contacts, maybe it got a little bit of manufacturing oil on it or something. Clean with a business card.

#2385 3 years ago
Quoted from Fytr:

Press and hold the Start button when you want to start a game and it will enter Coop mode. Press and hold again to enter vs. mode.
I do think this feature would be a lot more discoverable on location if there was a menu on the lcd when you started a game. We have flipper buttons to navigate with, why not use the lcd to clearly show all the gameplay options?
On location people aren’t willing to risk paid credits messing around with the start button.

Using flipper buttons to navigate a menu conflicts with the selectable hands free skillshot. I tried to make it as simple as possible, but will still review this for future code updates to make this more user friendly.

#2397 3 years ago

^^^^ I like that too! I am going to swap my mesh back in.

#2401 3 years ago
Quoted from Chosen_S:

It looks bitchin, could you have the factory default to this?

Unfortunately, I have nothing to do with the factory.

#2420 3 years ago
Quoted from Ilushka85:

Has anyone ever solved that loud ass fan issue ?

This is super odd to me as the power supply in my game is not loud. Maybe some of the supplies are louder than others? I have 3 of these supplies that are all about the same loudness and all 3 of them are quieter than Ghostbusters when it powers on the fan. There are other, more expensive fanless supplies that you can get that were posted earlier, but they would be way too expensive for production.

#2423 3 years ago
Quoted from Ilushka85:

Any chance you can send a link ? Do you want me to post a sound clip ? I mean it sounds almost as bad as one of my asic miners

This is the one: https://www.mouser.com/ProductDetail/MEAN-WELL/HEP-600-48?qs=QoFhu5%252bruIqHjrMEv470Qw%3D%3D

No need to send a video, Someone else did that too and it is tough to tell how loud it actually is.

#2425 3 years ago
Quoted from Ilushka85:

Ok cool just ordered it. Also have you ever seen the ball slam into the side of cabinet after it bounces side to side right above the flippers?

I have, turn down your sling power.

2 weeks later
#2592 3 years ago
Quoted from Ilushka85:

All pinstadium now work for tna and they are amazon with the us flasher. Video to come soon

In my opinion, TNA definitely does not need this. I also worry about how it is hooked up. What are you tapping into?

#2657 2 years ago
Quoted from lpeters82:

Wow...thank you to my amazing wife for planning far in advance for the best birthday gift ever. The game was setup in my game room when I came home on Friday. Welcome to the future!

WTF!! Really? She did that without you finding out???

#2665 2 years ago
Quoted from audihere:

Does anyone else get a lot of stuck balls above right orbit switch from soft plunges? I haven't tried adjusting the switch yet, because it's pretty much fixed in place with the 3D printed holder. It's 50/50 if game tilts when trying to shake it free.

The bracket is not 3d printed and the switch is easily adjusted. It is probably just hitting too high,should be a pretty simple fix.

#2687 2 years ago

TA Main7 - 1.2.1 Release (resized).jpg
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!

Change Log:
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.

#2702 2 years ago

I will look into that. Pretty strange as I have tested this exact scenario a few times. Maybe I broke something when updating. thanks for the heads up!

#2704 2 years ago

First off, thank you. I appreciate the kind words!

Quoted from HoakyPoaky:

1) Love the Goonies default high score names! I have a feeling I’m going to looking at Mouth, Data, Mikey & Sloth for a very long time.

Same here!

Quoted from HoakyPoaky:

2) Nor sure if it was a bug or not, but during multiball I managed to get a super jackpot in the drop target scoop & release the 4th ball for 4x scoring. I drained & had only two balls remaining for a bit, yet 4x scoring insert was still lit in pink. I thought 4x scoring was only possible when 4 balls were on the table?

That is a bug that I am very aware of and currently working on for the next version. It gets stuck at 4x rarely during multiball under specific circumstances. I am on it.

Quoted from HoakyPoaky:

3) Can you explain Chunk’s Total Annihilation speed run leaderboard? Is that the record for the time it takes to destroy all 9 reactors in co-op mode?

Chunk's speed run score for Total Annihilation is the fastest time to beat the entire game. This would be interesting to see Bowen and Keith fight over this one.


#2708 2 years ago
Quoted from 27dnast:

Scott, any tips on tweaking the left scoop? I'm getting a ton of bounce outs on what seem to be solid shots.

You can put a few washers under the three scoop screws on the bottom side of the playfield essentially dropping the scoop lower. The downside to this is the internal protector covers less of the scoop hole, but makes the shot larger.

You can also turn down your flipper power, but that is not too fun.


#2720 2 years ago
Quoted from Rascal_H:

Rumor starter. Spooky got the Goonies license and Scott is doing design.

Please don't blow my cover!!!

#2726 2 years ago
Quoted from moonduckie78:

So, does this new powerball 'mod' craze all the kids are talking about have the Danesi blessing?

Who cares! BangerJay put 4 powerballs in his Tron LE and it was awesome. It's your game, do what you want! I did put 4 glowballs in my TNA and I actually did not like it, but I will try powerballs just for fun when I get back from the holiday weekend.


3 weeks later