Spooky Pinball Total Nuclear Annihilation User manual

Total Nuclear Annihilation
Service Manual
Cover Page 0
rev 04/17/2019

Table of Contents 1
1) Introduction 2
2) Game Assembly and Setup
2.1 Unboxing and parts inspection 3
2.2 Leg installation and backbox assembly 3
2.3 Pitch and Level adjustments 4
2.4 Ball Installation 4
2.5 Tilt Installation and adjustments 5
2.6 Volume and Amp adjustments 5
2.7 Power up and first impressions
3) Game Rules and Features 6-9
4) Menu System
4.1 Basic Menu Functions 10
4.2 Settings
4.2.1. Gameplay Feature 11-12
4.2.2. Machine (Coils) 13
4.2.3. Machine (Pricing) 14
4.2.4. Machine (Replay) 15
4.2.5. Machine (Standard) 16
4.3 Tests
4.3.1. Switch Test 17
4.3.2. Led Test (Single) 18
4.3.3. Led Test (All) 19
4.3.4. Coil Test 19
4.3.5. Drop Target Test 20
4.3.6. Music Test 20
4.3.7. Shaker Test 21
4.3.8. Beacon Test 21
4.3.9. Burn-in 22
4.4 Statistics
4.4.1. Audits 23
4.4.2. Coin Op Audits 23
4.4.3. Error Report 24
4.4.4. Last Score Data 24
4.4.5. Reactor Audits 25
4.5 Utilities
4.5.1. Clear Credits 26
4.5.2. Reset Audits 26
4.5.3. Reset High Score
4.5.4. Clear Error Report
4.5.5. Factory Settings
4.5.6. Set Date/Time
4.6 Software Info
5) Game Parts
5.1 Cabinet 5-1
5.1.1. Outer Cabinet 5-1
5.1.2. Inside Cabinet 5-1
5.1.3. Outside Backbox 5-1
5.1.4. Inside Backbox 5-1
5.2 Playfield 5-2
5.2.1. Switches 5-1
5.2.2. Rubbers 5-1
5.2.3. Ball Guides 5-1
5.2.4. Posts 5-1
5.2.5. Plastics 5-1
5.3 Electronics
5.3.1. Playfield 5-1
5.3.2. Cabinet 5-1
6) Troubleshooting 6-1
7) Layouts
7.1 Coil Layout 7-1
7.2 Switch Layout 7-1
7.3 RGB Layout 7-1
7.4 Rubber Size and Layout 7-1
1

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.
To find out more about the build process and to find the latest code updates please visit
ScottDanesi.com
For technical service please reach out to
For other Spooky Pinball games please visit
SpookyPinball.com
2

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
2.1 Unboxing and parts inspection
Tools required for initial machine assembly
Utility knife or razor blade
Ratchet with ⅝” socket or ⅝” wrench
Small bubble level (side to side and incline)
Wire cutters
Parts List
1 Set of coin door keys
1 Tilt plump bob
1 Backbox (head) bolt
4 Pinball legs
4 Pinball leg levelers with nut
8 ⅝” Headed pinball leg bolts
4 Pinballs
1 Power cable (line cord) for your country’s electrical system
#1 - Your coin door keys are located inside this leg box. All the pinballs, a power cord, legs, leg bolts, and head bolt & washer, are in the same package. Your backbox key is inside the coin door. Please take a minute to inspect to make
sure you have all the parts and that they are not damaged.
#2 - If your game came in a box then there are a couple of ways to begin. If your game did not come in a box, then continue on to step #3. Begin by opening the flaps on the top of the box. Be mindful to make sure you remove the staples
from the flaps so you don’t get scratched or misplace any of them. DO NOT CUT THE PLASTIC STRAP JUST YET!
A) With some assistance, lay the machine flat on the floor one the side that is marked “Truck this side only.” Grab the plastic strap and pull the game from the box. Once the game has been removed from the box (and with the
assistance of a helper), stand the game back upright on its back.
OR
B) Using your utility knife, carefully cut down the sides of the box that are labeled “Truck this side only,” making sure that your knife DOES NOT come in contact with the game cabinet itself. Once both sides are cut you will be
able to access the pinball cabinet itself.
#3 - Start by threading the leg leveler nut onto each of the levelers. Once that is complete then you can thread the leg leveler into the bottom of each of the pinball legs. Let’s begin with all of the levelers adjusted to their lowest positions
(threaded all the way in).
3

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. With the assistance of a friend or helper slowly tip the game forward until the two from legs are resting on the floor. Now, as a team, pick up the rear of the cabinet and attach the back two legs in the
same fashion as the front. You may want to find a stool or other sturdy support system to rest the game on while attempting this. Once the rear legs bolts are inserted and tightened you can set the game down on its legs.
#5 - Using your wire cutters, cut the plastic strap that runs the length of the game. CAREFUL, there is some tension on this strap and it may release with some force. Once the strap is free, now you can lift the backbox into position. Be
mindful to make sure none of the wiring gets pinched while lifting the backbox. Use the clasp on the backbox and the cabinet to temporarily hold the backbox upright. This should not be used as a permanent fastener. Using the keys from
the parts box, open the coin door and retrieve the backbox keys. With these keys, unlock the backbox lock and remove the backglass by gently lifting up on the “lift channel” and then swing the glass out and down from the channels it is
supported in. Now, using the head bolt and washer provided, secure the backbox to the base cabinet. At this time check for any loose or disconnected connection in your backbox. When you are done, reinstall the backglass and engage the
lock. Place the backbox key back on the hook in the coin door.
#6 - With the coin door open, grasp the lever located at the top right of the door frame and pull it to the left. This will release the mechanism that hold the “lockdown bar” in place. Set the lockdown bar aside in order to remove the playfield
glass. Now close your coin door to keep it out of the way of the playfield glass. In order to remove the playfield glass, simply slide the glass down the front of the machine. This is tempered glass, so please take care not to hit the edges of it
on anything as it may shatter. With the glass safely stored off to the side we are ready to level the machine.
2.3 Pitch and Level Adjustments
#7 - With your small bubble level you can level the side to side action of your game. Placing the level on the playfield itself will give you the most accurate results. First level the back of the game. With your friend or helper watching the
level, crawl under the machine and rotate the leg leveler counter clockwise to make the leveler “longer.” Do this until your bubble is between the two lines on your level. Repeat this process for the bottom of the playfield. Once that is done,
you can use your pitch level to adjust the pitch of the game. The steeper the pitch, the fast the game will play. We recommend a pitch of 6.5°. The pitch can be increased by raising the back of the game. This is accomplished by making the
leg levelers on the back legs longer. Once proper pitch is established, recheck the level of the playfield.
2.4 Ball Installation
#8 - Now remove the pinballs from their package. Please take a minute to inspect them for any nicks or scratches. Also, this is a good time to wipe them off before installing them into the game. Once you are satisfied that they are
acceptable, place them on the lower playfield and let them naturally fall into the trough. Please install all 4 balls that come with the game.
2.5 Tilt
#9 - The tilt plump bob is a metal cone, that when makes contact with the ring it is inside of, will issue a “Tilt Warning.” After repeated “tilts” the machine’s coils will shut down and the player will lose their current ball. To install the tilt
plump bob (hereafter referred as simply tilt bob) open the coin door on the front of the game. Located on the inside left of the base cabinet you will find a long metal rod inside a metal closed hoop. Insert the narrow end of the tilt bob onto
the metal rod and then tighten the nut on the side of the tilt bob. The farther up the metal rod you go, the less movement will be necessary to “tilt” the machine. After playing a couple of games you can adjust this to your liking.
4

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.
2.7 Power up and First Impressions
NOTE: IMPORTANT! This game auto ranges from 50 to 60 hz! 110 / 220 switch is on back of 48v power supply. DO NOT ADD A CONVERTER / TRANSFORMER!
#11 - Using the line cord from your parts box, plug the female end into the receptacle on the back of the base cabinet and the male end into your wall socket. Turn the switch on (under bottom of cabinet, right front side). Please take this
moment to check for proper function for the basics of the machine. If the machine does not seem to function properly see the troubleshooting guide at the end of this manual or contact [email protected]
#12 - Your game is factory set to free-play... HAVE FUN! :-)
For more information, apron cards you can print, and links to even more technical info / parts... go to:
www.SpookyPinball.com/game-support
FOR TECHNICAL HELP, PLEASE EMAIL: [email protected]
FOR SALES HELP, PLEASE EMAIL: [email protected]
You will get a prompt reply.
Thanks from the Entire Spooky Pinball family!
SPOOKY PINBALL LLC
184 Ridge Ave.
Benton, WI 53803
5

3) Game Rules and Features
From: http://tiltforums.com/t/total-nuclear-annihilation-rulesheet/3209
Layout:
Upper Playfield area
●Left Orbit - Orbit entrance on left side of playfield. Feeds to top of playfield, CORE Rollovers, and right orbit.
●Left Spinner - Spinner directly inside Left Orbit Entrance
●CORE Rollovers - At top of orbit is four rollovers labeled C, O, R, E. The orbit has two controlled gates on either side of the rollovers. The rollovers feed to the Reactor playfield area
●Reactor Core - Playfield area at the top half of the game that is entered through the Rollovers and the ball exits at bottom of area near the scoop. The Reactor area has elements on all sides. The bottom is a mini flipper, with the exit directly to
the right of it. The left edge above the flipper is a rubber ring, and the panel above it is a rubber ring with kicker (like a slingshot). The top is the CORE rollovers. To the right are three stationary targets labeled 1, 2, 3. Continuing around, the
last side is a rubber ring with kicker.
●Right Orbit - Orbit entrance on right side of playfield. Feeds to top of playfield, CORE Rollovers, and Left orbit.
Lower Playfield
Lower playfield is your classic Italian flipper setup with 2 standard flippers, two triangle slingshots, and one inlane and one outlane per side.
Inlanes/Outlanes - Each lane is labeled labeled S, A, V, and E from left to right. Lit inserts can be moved with each flipper button. Used to qualify and collect ball saves.
RAD Targets - Three white stationary targets directly above the left inlane area. Each with a matching triangle insert, labeled R, A, D. Used to qualify mystery award and destroy reactors.
Destroy Targets - Red square stationary targets at left and right corners of the lower playfield area. Inserts say DESTROY. Used to destroy reactors.
Scoop - Main Scoop on Playfield. Can be shot from either flipper. Is the shot for Collect Mystery and Start Reactor. Watch out for how quick the scoop fires the ball back!
Grid - Three yellow stationary targets at top center of lower playfield. In front of the targets is a 3 x 3 grid of circular inserts. The inserts are lit by hitting the corresponding target above each column. Used to qualify a reactor and for reactor jackpots
Lock Targets and Lock Scoop - The set of 3 in-line drop targets. Behind the 3rd targets is a scoop.
Pop Bumper - Single pop bumper along the right side of the playfield, about halfway between the right orbit entrance and the right inlane
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.
Skill Shot
Hands-Free Skillshot
At the start of a ball, one of the CORE rollovers will be lit. The lit letter can be moved with the flippers PRIOR to plunging the ball; once the shooter lane switch opens, the selected letter is locked in. Landing the plunged ball into the lit CORE
rollover will score the ‘Hands-Free’ Skill Shot. If you move the selected lane with the flippers AFTER the ball is plunged, you will be downgraded to the regular skillshot.
Making a Hands-Free skill shot will complete the Reactor grid, and spot a full lane ball-save level. If the reactor is already running, the player will get a Reactor Jackpot.
6

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: The controlled gates will both be OPEN on a skill shot making it more difficult to drop into the rollovers. If you short plunge and the ball returns to the plunger, the game will QUICKLY plunge the ball and mock you. Using a
short plunge to the right orbit and right flipper can be useful if you intend to hit the Lock lane.
End of Ball Bonus
End of ball bonus is reflected by the grid of inserts above the flippers. Bonus is increased by
●hitting grid targets
●hitting drop targets
●Bonus advance multiplied by playfield multiplier (?)
Different colors in the bonus insert grid simply indicate that you’re over 10k. At 11k bonus, the 10k insert will light white and the 1k insert will light in a different color. At 20k, the 1s digits will light a new color (etc.).
Bonus Multiplier - Completing the CORE rollovers will increase the end-of-ball bonus multiplier. Multiplier will be reflected by the 2x, 3x,4x inserts below the grid.
Mystery Award
Mystery Award is qualified by completing the RAD Targets. Mystery is awarded by shooting the scoop. Mystery awards include:
●+1 Tilt Warning
●10,000 Points
●25,000 Points
●150,000 Points
●Complete Keypad Grid
●Enable Ballsaver (default # of seconds)
●Enable Locks
●Increase Lane Save Level
●Enable Super Spinner (only if not already enabled)
●+1x Bonus Multiplier
●Max Out Bonus Multiplier (7x)
Special note: if you are out of tilt warnings, the mystery will always award +1 Tilt Warning.
Spinner
Spinner advances Reactor Bonus. The spinner will have its inserts lit and cycling when the Reactor is started, and will advance the Reactor’s critical state. Super Spinner can also be started (Unknown impact and qualification)
Ball Save
There is a segment display below the flippers that will count down a ball save timer. Ball save is active at ball start. Ball save can also be collected and activated via the rollovers in the inlanes and outlanes. The ball passing over an unlit lane will light
it red. Both flippers can be used to cycle the lit lanes. Lighting three S, A, V, E letters qualifies a ball save, and the 4th lane will start flashing. Having the ball trigger a lane with the flashing insert will activate the ball save timer.
Additional ball save levels can be stacked. Stacking is indicated by color in this order: Red, Orange, Yellow, Green, Blue, Purple. There is a bonus of 10K per un-used ball save at the end of the ball.
7

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)
3 - Destroy the reactor by hitting the randomly lit shots
Each Reactor has a starting bonus value, increasing with each reactor level. Each Reactor level is more difficult by increasing the amount the reactor must be advanced, and how many targets are needed to destroy the critical reactor.
Reactor State carries over ball to ball.
Qualifying the reactor
The keypad grid located at the center of the playfield is used to qualify the reactor. Hitting a target lites one of the inserts in the matching column to green. Filling the grid to all green qualifies the Reactor Start at the scoop. Shooting the scoop will
start the reactor.
Overheat the reactor
Once a reactor is started, the Segment display in the upper playfield will count up to 99 as the player advances the Reactor’s status. The Reactor is advanced by hitting the spinners and all switches/slingshots in the reactor area of the playfield (the
upper playfield area). The kicker sides of the reactor advance the status quicker than the other sides. Advancing the reactor status will also advance the Reactor Value. Once the Reactor status surpasses 99, the Reactor is at critical and is ready to be
destroyed. Max reactor value depends on the reactor level. Reactor 1 maxes at 40k, reactor 2 at (?), etc. The Reactor Value can be increased at any time before destroying it.
Destroy the Reactor
Once critical, one or more targets on the lower playfield will have their inserts lit white and flashing. To destroy reactor 1, only one target is lit, higher reactors require hitting more targets. The targets to hit will be hit will be randomly picked from the
RAD, Destroy, and Pop Bumper. (the Pop Bumper can represent two targets). Hitting all the flashing targets will collect the current Reactor Bonus and reset the Grid for the next reactor.
Reactor Jackpot
Once a reactor has been started, the Grid resets and can be completed the same as qualifying the reactor. But instead of green, hits will fill the grid with red. Completing the grid will collect a Reactor Jackpot which awards a point value 25% of the
current Reactor Value.
Multiball
Multiball is qualified by locking two balls and then releasing the balls by hitting the Lock Target after two balls are locked. Multiball is a 3 ball multiball. Progress towards qualifying, completing, and collecting reactors is possible during multiball.
Ball Lock
Ball locks are collected in the in-line Lock lane. Lock will be lit at the start of each ball and the lock arrows will be lit green. Two balls can be locked by shooting the in-line target lane, and the drop targets will reset to trap a ball behind the first two
targets. Hitting the Lock target after two balls are locked will start multiball.
Lock Re-Light
After a multiball completes, the lock inserts will be red and must be re-qualified. Lock lane will reset so that the deepest drop-target is up. Hitting the 3rd drop target will drop the target, and the scoop must be shot to relight lock.
Competitive Note: Ball Lock stealing is possible and encouraged. Players get credit for whatever balls are already in the lock when they start their turn. Backhanding the lock lane is possible, but gets more dangerous the deeper the drop targets are
down.
Jackpots
At the start of multiball, all three Lock Targets will be up. Jackpots are hitting the Lock Drop Targets. 1st Target = 1x Jackpot, 2nd Target = 2x Jackpot, 3rd Target = 3x Jackpot, scoop = Super Jackpot (5x Jackpot). The drop targets will cascade back
on you every 5 seconds if you do not achieve the next jackpot. Example: You’ve made the 2x jackpot, but do not collect the 3x in time, the targets will reset so only the 1x jackpot is ready.
Competitive Notes:
It is possible to score a quick Super Jackpot when multiball starts by shooting the lock scoop before the targets reset.
The drop targets do not reset when multiball ends, potentially making it easier to relight locks if you are deep into jackpots when multiball ends.
8

Multiball Multiplier
During multiball, playfield values will be multiplied by the number of balls in play. The multiplier inserts will change color and reflect the playfield multiplier during multiball (2x or 3x).
Jackpot values
Formula:
[seed value] x [reactor scaler] x [multiball multiplier] x [jackpot multiplier]
Initial jackpot seed is 5000 (boosts?)
Reactor Scaler is multiplier that changes based on which reactor is active (values? Ex: second reactor is 1.5)
Multiball Multiplier = Number of balls in play
Jackpot Multiplier = 1x, 2x, 3x, or 5x
Competitive Notes: The reactor grid is very dangerous to shoot, so being able to qualify the grid with multiball chaos is very attractive. The playfield multiplier is also very attractive to have active before destroying a reactor as the reactor values are
the biggest points in the game.
##Wizard Mode
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.
9

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 - “Go” into the menu further
●Home
○Settings
■Gameplay (Features)
■Machine (Coils)
■Machine (Pricing)
■Machine (Replay)
■Machine (Standard)
○Tests
■Switch Test
■Led Test (Single)
■Led Test (All)
■Coil Test
■Drop Targets
■Music
■Shaker
■Burn-In
○Statistics
■Audits
■Coin Op Audits
■Last Score Data
■Reactor Audits
○Utilities
■Clear Credits
■Reset Audits
■Factory Settings
■Set Date/Time
○Software Info
10

4.2 Settings
4.2.1 Gameplay Features
11

●Annihilation After Reactor
This setting will determine after which
reactor the end of the game "Total Nuclear
Annihilation" happens.
options: [1,2,3,4,5,6,7,8,9]
default: 9
●Ball Save Timer For Add-a-Ball
The number of seconds the ball save is active
after an add-a-ball is achieved by hitting the
first super jackpot. 0 will disable ball save.
options: [0,90]
increments: 1
default: 6
●Extra Ball 1 Reactor
The first extra ball will be awarded after
starting the reactor in this setting. 0 to
disable.
options: [0,1,2,3,4,5,6,7,8,9]
default: 3
●Left Scoop Processing Speed
This option lets you decide how quickly the
left scoop ejects the ball after entry.
options: ['Lame','Medium','Fast']
default: 'Fast'
●Shaker Intensity
Just in case you want to back down the
overall intensity of the shaker motor.
options: ['Low','Normal']
default: 'Normal'
●Ball Save On Destroy Reactor
This will award the player a ball save when a
reactor gets destroyed. This is started as soon
as the destroy lightshow starts.
options: ['Yes','No']
default: 'Yes'
●Ball Save Timer For Multiball Start
The number of seconds the ball save is active
after multiball is started. 0 will disable ball
save.
options: [0,90]
increments: 1
default: 12
●Extra Ball 2 Reactor
The second extra ball will be awarded after
starting the reactor in this setting. 0 to
disable.
options: [0,1,2,3,4,5,6,7,8,9]
default: 6
●Reactor Difficulty
This setting sets the overall difficulty of the
reactors. The settings that are modified by
this are number of spotted keypad lights,
number of hits to bring a reactor critical, and
number of shots needed to destroy each
reactor. Brutal is not recommended.
options: ['Easy','Medium','Hard','Brutal']
default: 'Medium'
●Shaker Motor
This setting will determine if the shaker
motor is used during game play.
options: ['On','Off']
default: 'On'
●Ball Save On Scoop Exit
If a ball gets thrown directly down the
middle after a scoop exit, this setting will
enable a quick ball save when set to Yes.
Note: This feature does not function during
multiball as it can be used as a tournament
exploit.
options: ['Yes','No']
default: 'Yes'
●Co-Op Mode Available
Allows the operator to make available or
disable co-op mode in the system.
options: ['Yes','No']
default: 'Yes'
●Extra Ball Knocker Enabled
This option lets you turn on and off the
knocker when an extra ball is awarded.
options: ['Yes','No']
default: 'Yes'
●Save Mystery Lit
If the player lights mystery and does not
collect it, it will carry over to the next ball.
options: ['Yes','No']
default: 'Yes'
●Super Spinner Seed Hits
The number of spins required to qualify
Super Spinner. This is a seed value and will
automatically increase each time super
spinner is qualified.
options: [20,400]
increments: 10
default: 50
●Ball Save Timer
The number of seconds the ball save is active
for. 0 will disable ball save.
options: [0,90]
increments: 1
default: 12
●Critical Target Miss Threshold
This setting will ensure that if a critical target is
broken on the game, the game can continue. It
does this by watching the unlit critical targets and
if the other targets are hit X times without a lit
one being hit, it will regenerate the location of
the lit critical targets to ones that register. This
can happen multiple times if
needed. At this time, it does not throw an
operator alert since this can be a false positive.
options: [0,40]
increments: 1
default: 20
●Jackpot Drop Reset Seconds
During multiball the jackpot drop targets will
cascade back up at X seconds. This setting
allows control over the amount of seconds.
Higher makes the jackpots easier to get
through.
options: [2,15]
increments: '1'
default: '5'
●Save Player Lane Data
Lane save data will be carried over from ball
to ball if this setting is set to Yes.
options: ['Yes','No']
default: 'Yes'
12

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
options: [24,63]
increments: 1
default: 32
●Flipper - Lower Left Main
options: [20,50]
increments: 1
default: 29
●Pop Bumper
options: [8,30]
increments: 1
default: 15
●Sling - Core Right
options: [5,20]
increments: 1
default: 6
●Trough Kickout
options: [15,40]
increments: 1
default: 25
●Drop Target 1 - Knockdown
options: [10,40]
increments: 1
default: 30
●Flipper - Lower Right Main
options: [20,50]
increments: 1
default: 29
●Scoop - Left
options: [15,40]
increments: 1
default: 25
●Sling - Core Top
options: [5,20]
increments: 1
default: 6
●Drop Target 2 - Knockdown
options: [10,40]
increments: 1
default: 30
●Flipper - Upper Main
options: [10,30]
increments: 1
default: 20
●Scoop - Right
options: [15,40]
increments: 1
default: 32
●Sling - Left
options: [5,20]
increments: 1
default: 6
●Drop Target 3 - Knockdown
options: [10,40]
increments: 1
default: 30
●Knocker
options: [10,50]
increments: 1
default: 25
●Sling - Core Left
options: [5,20]
increments: 1
default: 6
●Sling - Right
options: [5,20]
increments: 1
default: 6
13

4.2.3 Machine (Pricing)
●Bonus Credit After
This setting will give a free credit after the specified number of credits are
put on the machine before starting a game.
options: [0,10]
increments: 1
default: 0
●Free Play
If Free Play is set to Yes, players do not need to pay for games. This is
recommended for home environments and locations where coin operation is
not allowed or needed. Free Play can be set to No which will essentially
force players to purchase credits by inserting coins into the coin slots of the
pinball machine. This option will avoid the need to drill a hole in your
cabinet and install a doorbell button on the outside that is wired to the coin
switch on the coin door. Free Play was introduced to pinball machines in the
1980's and still used as a setting to this day.
options: ['Yes','No']
default: 'Yes'
●Right Coin Value
This sets the value of the right coin slot. For example, if you have this set up
with a quarter mech, the value would be 1. If it was set to accept Sacagawea
Dollar Coins, it would be set to 4. This can be set independently from the left
coin slot which enables the ability to accept different coin values like
Loonies and Toonies in Canada.
options: [1,2,3,4,5,6,7,8]
default: 1
●Coins Per Credit
This is how many coins are needed to earn a credit. For instance if you have
your game setup for $1 per play, you would need 4 coins per credit. See Left
and Right Coin Value below for the value of each coin slot.
options: [1,2,3,4,5,6,7,8]
default: 1
●Left Coin Value
This sets the value of the left coin slot. For example, if you have this set up
with a quarter mech, the value would be 1. If it was set to accept Sacagawea
Dollar Coins, it would be set to 4. This can be set independently from the
right coin slot which enables the ability to accept different coin values like
Loonies and Toonies in Canada.
options: [1,2,3,4,5,6,7,8]
default: 1
14

4.2.4 Machine (Replay)
●Replay Award
The replay logic has the ability to award an extra ball or a
free game. Selectable here.
options: ['Credit','Extra Ball']
default: 'Credit'
●Replay Increase Amount
This is the amount that the replay score will increase by
when a replay is hit.
options: [10000,500000]
increments: 10000
default: 100000
●Replay Minimum Score
An auto-adjusting replay value will never go below the
value set in this setting.
options: [100000,5000000]
increments: 10000
default: 300000
●Replay Score Enabled
This gives the operator the ability to disable replay
completely.
options: ['Yes','No']
default: 'Yes'
●Replay Backdown Amount
This is the value that the replay score will drop down if
the replay is not hit after the amount of times specified in
the Replay Losing Streak Threshold setting. For example
if the Losing Threshold was set to 3, after 3 games the
replay target score will drop down by this backdown
amount.
options: [20000,200000]
increments: 20000
default: 20000
●Replay Losing Streak Thresh.
This is the number of times if a replay is not hit that the
replay score is adjusted down using the Backdown
Amount above.
options: [0,30]
increments: 1
default: 3
●Replay Score
This is the current replay score of the machine. This can
be set manually or set by the playing habits of the players
using the auto-adjust setting.
options: [500000,10000000]
increments: 20000
default: 800000
●Replay Type
If set to fixed, this will keep the replay value static as
specified in the Replay Score above. If set to auto-adjust,
the replay value is adjusted up and down using the
settings above to adapt to player skill levels.
options: ['Fixed','Auto-Adjust']
default: 'Auto-Adjust'
15

4.2.5 Machine (Standard)
●Attract Beacon
If set to On, the beacon light will turn on briefly every
120 seconds when the machine is sitting idle in attract
mode. This is an old school technique for getting
potential players attention in an arcade setting.
options: ['On','Off']
default: 'Off'
●Debug Mode
Debug mode, will display debug info directly on the
LCD of the game. This is useful if there are intermittent
issues with switches or other game logic.
options: ['On','Off']
default: 'Off'
●Prototype Core Rollovers
Don't turn this to Yes, or your core slings will not score
and you will not be able to progress through the game.
This is a setting for the Whitewood version of this game
only.
options: ['Yes','No']
default: 'No'
●Tilt Warnings
Number of times you hear a public domain missile siren
before you Tilt.
options: [0,10]
increments: 1
default: 2
●Award Free Game On Leaderboard
This will award a free credit for achieving a leaderboard
score.
options: [Yes,No]
default: Yes
●Flipper Hold Boost Level
If a pinball is ejecting very quickly out of the left scoop,
there is a potential to slightly knock the hold of the coil
down a bit when the ball hits a flipper in the upright
position. If that is an issue, this level can be increased to
stop that from happening.
options: [0,1,2,3]
increments: 1
default: 2
●Start Button Restart Enabled
Holding the start button for 2 seconds on Ball 2 or
greater of a game will exit the current game back to
attract mode if this setting is set to Yes. You will lose
your credits...
options: ['Yes','No']
default: 'Yes'
●Tilt Bob Settle Time ms
The number of milliseconds that the game allows the tilt
bob to settle before issuing another warning.
options: [1000,10000]
increments: 500
default: 1500
●Balls Per Game
Number of balls per game. Anything over 3 is cheating.
options: [1,10]
increments: 1
default: 3
●Match Enabled
Some people do not want to give out free games
randomly, so this is for them.
options: ['Yes','No']
default: 'Yes'
●Target Free Game Percent
This setting will tell the machine what your target free
game percent should be and it will adjust the match
awards to be as close to this percentage as possible. This
also takes in account free credits due to replay and high
scores.
options: [0,50]
increments: 1
default: 8
●Tilt Switch Sensitivity ms
The number of milliseconds that the tilt plumb bob must
be in contact with the tilt ring to trigger a tilt warning
event.
options: [0,30]
increments: 1
default: 10
16

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.
17

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.
18

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.
19
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