Table of Contents 1) Introduction 2) Game Assembly and Setup 5) G ame Parts 2.1 Unboxing and parts inspection 5.1 Cabinet 2.2 Leg installation and backbox assembly 5.1.1. Outer Cabinet 2.3 Pitch and Level adjustments 5.1.2. Inside Cabinet 2.4 Ball Installation 5.1.3.
1) Introduction Total Nuclear Annihilation Pinball is a project that Scott Danesi started in November of 2015. The goal was to create a semi-simple, early 80’s Bally influenced custom machine. This pinball machine would have upgraded electronics, displays, lights, and software with an 80’s retro-futuristic feel. In 2016 the machine design got picked up by Spooky Pinball LLC. to be produced as an actual production machine. Production began in September of 2017.
2) Game Assembly and Setup Thank you for purchasing a game from the smallest, happiest, goofiest little pinball company on the planet! Your support means everything to our family and business. Here’s a few quick notes to help you get your new game set up. Ideal playfield pitch is 6.5 degrees ...
2.2 Leg installation and backbox assembly #4 - Using 2 of the ⅝” headed pinball legs bolts per leg, start with either of the front legs. Thread the leg bolts into the corresponding holes on the corners of the front of the cabinet. Using your ratchet or wrench, tighten adequately to make sure the leg is attached to the machine.
2.6 Volume and Amp Adjustments #10 - The volume for Total Nuclear Annihilation is controlled by the two black buttons mounted to the inside of the coin door. The amplifier has been set from the factory. PLEASE DO NOT adjust the amplifier directly.
Rules Total Nuclear Annihilation (TNA) is a perfect example of “Simple to learn, difficult to master”. The game play is deceptively simple, but is loaded with behaviors aimed to press the competitiveness of the game in a head-to-head scenario. Timing, pressure, and reaction are the recurring themes in TNA.
Regular Skillshot Using the flippers AFTER the plunge will move the lit rollover and change it’s color to yellow. Doing so will disqualify the Hands-Free Shot, and making the lit rollover will score a regular Skill Shot. Making a regular skill shot will spot a whole lane ball-save level. Competitive Notes:...
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Reactors The main feature and objective during the game is to destroy reactors. The game has 9 reactors as indicated by the 1-9 numbered inserts in the middle of the lower playfield. The game starts at Reactor 1, and destroying it, enables Reactor 2, and so on. To destroy a reactor three phases must be completed 1 - Qualify the Reactor and Start it 2 - Advance the Reactor to Critical Status (100% on upper playfield numeric display)
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Destroy all 9 reactors. Destroying all reactors completes the game and game will terminate. Similar to ‘beating’ a video/arcade game. If there are balls remaining, message on screen says, “Flippers and slings disabled” and when ball drains, player will be credited with Total Nuclear Annihilation Bonus again.
4) Menu System 4.1 Basic Menu Functions All settings to the game are done via the menu system. From left to right Red - Back out one step Black (left) - navigate to the left Black (right) - navigate to the right Green...
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● Annihilation After Reactor ● Ball Save Timer For Add-a-Ball ● Extra Ball 1 Reactor ● Left Scoop Processing Speed ● Shaker Intensity This setting will determine after which The number of seconds the ball save is active The first extra ball will be awarded after This option lets you decide how quickly the Just in case you want to back down the reactor the end of the game "Total Nuclear...
4.2.2 Machine (Coils) The settings below control the amount of milliseconds that each coil is pulsed for. These can be adjusted up to increase coil power or adjusted down to reduce the power. ● Auto-Fire ● Flipper - Lower Left Main ●...
4.2.3 Machine (Pricing) ● Bonus Credit After ● Free Play ● Right Coin Value This setting will give a free credit after the specified number of credits are If Free Play is set to Yes, players do not need to pay for games. This is This sets the value of the right coin slot.
4.2.4 Machine (Replay) ● Replay Award ● Replay Increase Amount ● Replay Minimum Score ● Replay Score Enabled The replay logic has the ability to award an extra ball or a free game. Selectable here. This is the amount that the replay score will increase by An auto-adjusting replay value will never go below the This gives the operator the ability to disable replay options: ['Credit','Extra Ball']...
4.2.5 Machine (Standard) ● Attract Beacon ● Debug Mode ● Prototype Core Rollovers ● Tilt Warnings If set to On, the beacon light will turn on briefly every Debug mode, will display debug info directly on the Don't turn this to Yes, or your core slings will not score Number of times you hear a public domain missile siren 120 seconds when the machine is sitting idle in attract LCD of the game.
4.3 Tests 4.3.1 Switch Test The switch test will show switch activity on the game. Each switch event will be accompanied by a sound and an indicator at the end of the switch name. The indicator (A) stands for the switch becoming active and the indicator (I) shows when the switch becomes inactive.
4.3.2 LED Test (single) The single LED test will cycle through each LED in the system and display its associated name and LED number. This test is useful for identifying any miss-mapped LEDs in case they were plugged back into the wrong LED harness position.
4.3.3 LED Test (All) This LED test will cycle all LEDs in a Red-Green-Blue-Whitish pattern. This test is useful to see if any LEDs are out or any channels on your LEDs are out. 4.3.4 Coil Test This is a pretty standard coil test mode used to check the functionality of the game coils. The coil pulses can be started and stopped by pressing the start button or the enter button on the coin door. A coil will continue to pulse until the test is existed or the start/enter button is pressed stopping the cycle.
4.3.5 Drop Target Test The drop target test will cycle through the up and down functions of the drop targets. The display will show if there are any errors with the targets and how many cycles have been run. We run the test for 50 cycles prior to shipping to make sure there are no errors.
4.3.7 Shaker Test The shaker test will cycle through a few different shaker intensities. This is just used to test proper functionality of the shaker outside of the coil test. This works better. 4.3.8 Beacon Test The beacon test it here for you to test the functionality of the beacon motor.
4.4 Statistics The statistics pages are set up to give you important data about your machine. From audits to last score, there is a lot of information available to those that want it. 4.4.1 Audits The audit screen will give you data on many features of the game. Average ball time to how many drains down each side. ...
4.4.3 Error Report If you find a “credit dot” on your machine, this is the screen that will explain what is going on. 4.4.4 Last Score Data The last score data (lastscoredata) screen will show you the previous games scores for all 4 players. This is useful for tournaments and casual play alike.
4.5 Utilities This section is for the utility functions of the game. Clear Credits, Reset Audits, Factory Settings and Set Date/Time. 4.5.1 Clear Credits If your game is set to coin play, then this is the menu that you would use to clear any remaining credits on the machine. ...
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4.5.3 Factory Reset A factory reset can be useful if you have changed a lot of settings and would like to start fresh, or if you just purchased a used game and would like to get back to the way the game shipped. ...
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4.6 Software Info This is the screen used to give you an up to date display of what version software you are running. Always check to make sure you are running the latest version in order to have the most up to date system.
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6. Troubleshooting ■ Drop targets are constantly cycling on power up ■ This is the machine telling you that it thinks there are balls stuck behind the drop targets. If there are not balls there, the opto switches are not registering properly. Check your opto power and check to ensure these opto switches are working correctly in the service mode switch test.
7) Layouts 7.1 Coil Layout Coil Description Coil Type Power Control Transistor Coil Description Coil Power Control Transistor Type TOP BOARD LEFT SIDE TOP BOARD RIGHT SIDE Pop bumper 23-800 Purple Grey/White Trough kickout 26-1200 Orange Orange/Black Drop target 1 up 26-1200 Purple Grey/Orange...
7.2 Switch Layout Switch Playfield Location Wire Color Board Switch Location Wire Color Board Switch Location Wire Board Color Coin Switch Left grey/white 0/J2-2 “1” Stand Up white 1/J6-3 Grid Stand Up (Right) purple/white 3/J2-5 Coin Switch Right purple/white 0/J2-5 “2”...
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7.3 RBG Layout (Lighting) Location PD-LED Location PD-LED Location PD-LED Location PD-LED Location PD-LED Core Rod 6 PD-LED 0 Code Matrix 1 PD-LED 1 GI Drops 3 PD-LED 2 Bonus 1k PD-LED 3 Core Rod 1 PD-LED 4 1 Stand Up PD-LED 0 Code Matrix 2 PD-LED 1...
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7.4 Rubber Ring Size and Layout ● 10x - 3/8" Bumper Post Rings ● 2x - 2-1/2" Rubber Rings This is for the lower slings. 2” or 2-1/4” can be used to further minimize the risk of balls getting stuck behind these slingshot rubbers. ●...
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Spooky Pinball LLC 184 Ridge Ave Benton, WI 53803 Service@SpookyPinball.com This manual was made in collaboration with Spooky Pinball and Danesi Design, LLC. ...
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