Total Nuclear Annihilation is a labor of love by a single man. Considering he does not work for a pinball production company (AND THIS GAME GOT MADE) this table gives me hope that maybe some day... I can dream, can't I?!? I have only played a single game on this table, so this review will be updated after further mileage has been accumulated.
The Pros:
This game sounds fantastic. The designer composed the music for this deck. He also laid out the design, programmed (not just wrote out on paper) the rules and convinced the crew at Spooky to make this happen. The artwork is appropriate and the whole package is a singular vision of pinball ABSOLUTELY BRILLIANT! The game is fast, lots of dangerous side to side action on the lower PF means that you'd better make your shots and make them count.
The Cons:
The inner PF dominates this game to the point of limiting what else can be done with this table. Playability on the upper pf hasn't grabbed me yet. You really only have 3 shots on the lower pf of this table. Spooky still seems to have issues with their production QC. I hope this game holds up better than RZ.
The Takeaway: A singular vision of pinball come to life. What do you know... dreams can become real! I can't wait to play this game again and really find out what it is all about.
Update:
I found a really sweet copy in a home collection and got to know it a little better. This game is FAST and DEADLY. The rules are very straightforward and well balanced. The ball saver countdown is placed perfectly. The 2x/3x multiplier with the balls on the PF duing multiball is way sweet (did I miss the PF multiplier notification on this table somewhere?) and destroying a reactor is incredibly satisfying. The ar tpackage is vibrant. Combined with the music, the sounds, the coordinated lights, the theatre on this game is top notch! Since the P/F is sliced in half all shots are very fast and very dangerous if missed. The only time to safely shoot for the cosmic gunfighter standups is in multiball. The spinner building the JP value is a great addition to the ruleset. So far, it is a matter of setting up the reactor to about to be destroyed before heading into multiball for the 3x scoring. Rinse and repeat. Is there more to this game? Probably. I have to destroy 9 reactors in a single game to find out. But for now this deck satisfies in a way that I remember Steve Ritchie's firepower. This is not a complex game to learn. It is a frikkin BEAST to conquer. The other big question... is it worth paying $6250.- for a game that plays like something out of 1980? That is up to the buyer. But for what this game is supposed to do, it does it very, very, very well. Fast and furious, I tip my hat to you Mr. Danesi and am grateful for the team at Spooky for helping in making Scott's dream a reality!
Update V.2:
The sounds are great. Especially with an upgraded sound system. This is the only thing that separates this game from a great game from the 80's. Other than that... I'm as happy to play a sweet copy of Barracora, Warlok, Nine Ball, Paragon, Fathom, Skateball, Joker Poker, Frontier, Taxi 8 Ball Deluxe, Black Hole... and a slew of other games from that vintage. Not to take anything away from TNA. But I'm not taking anything away from any great games from the past either. The balance between challenge, simplicity and that essential "gotta play one more game..." is there. Play on playas!
Update v.3:
This game is stressful to play. By design. The simplicity of the ruleset means that working for reactor 9 is a true challenge. Onve you get past reactor 4, the game's rules start to get incrementally more difficult and more challenging. But the thing to remember about this game is that unless the ball saver is counting down or you are in multiball, you are always in mortal danger of the ball leaving the pf. This game is all about risk/reward and making sure that you set up your multiball BEFORE you kill the reactor. This game is also good reason to make sure that your speakers can handle volume and BASS! Scott Danesi is a new talent in a throwback of pinball design theory (and music, and much more). Congrats to Scott and Team Spooky for creating this great title and making pinball happen!
Update v.4:
Sometimes you have to appreciate something for what it is. This game is a throwback to the challenging quarter eaters of the late 1970's to the mid 1980's. Updated rules, sounds and technology. This game achieves that design strategy incredibly well. The split of the playfield in the upper and lower (on the same piece of wood) hasn't been done this well since Grand Lizard. And GL had RAMPS! If you know what you want and this is it. Get it. There are few examples of pinball games that are this simple, balanced, challenging and in many ways... refined. I have gotten to know this game a bit more and am suitably impressed. That doesn't happen often. But this game does that and is on my want list.