claude-haiku-4-5-20251001 (batch) · $0.022
Scott Danesi explains TNA's surprise 455-unit success and reveals Stern's unsuccessful pitch for the game.
TNA has sold 455 units to date
high confidence · Scott Danesi directly states: 'But there's a trophy to be had... But, yeah, I mean, right now TNA has sold 455 units, I believe. That's the last time that I was told.'
TNA's design was intentionally linear to emulate early solid-state/System 11 era gameplay
high confidence · Scott explains: 'So if you think about it like Super Mario Bros., right? It's a very linear set of levels that you have to go through, right? So basically, it just gets harder and harder as you go, almost exponentially.'
George Gomez and Stern were interested in producing TNA but Danesi chose Spooky instead
high confidence · Scott states: 'George and I were talking... And I decided I'm just going with Charlie because it just makes more sense for me personally. And I honestly don't think TNA would have made a good Stern game anyway.'
TNA sales have slowed down recently, allowing Spooky to manage the production pipeline more honestly
high confidence · Scott: 'So then it slowed the sales down... When the line gets too long, they're being pretty honest about how long of a wait it is when people inquire to buy the game.'
Spooky is running TNA and Alice Cooper side-by-side in production
medium confidence · Scott explains: 'They're going to run Alice Cooper and TNA side by side. They have two lines set up.'
TNA has received code updates including co-op mode, team co-op mode, and reactor speedruns
high confidence · Martin notes: 'You kind of, everyone thought the game was done, and then you added co-op mode, and then team co-op mode, and then reactor speedruns, reactor cooldowns.'
The Mafia is priced at $7,500 and targets electromechanical machine enthusiasts
medium confidence · Martin asks about The Mafia pricing: '$7,500. Yeah, that's a lot of money.' Scott discusses genre positioning.
Medieval Madness secondary market prices reached $10,000 by Christmas and have remained high
“I put down 200 [units as a stretch goal], and I was like, thinking pretty good about that... But, yeah, I mean, right now TNA has sold 455 units, I believe. That's the last time that I was told, which is beyond what I ever thought would sell.”
Scott Danesi @ ~06:00 — Reveals the massive gap between Danesi's expectations and actual market demand for TNA, establishing the game as a commercial surprise.
“I did not realize that 455 people would actually put down $6,000 of their own money to have one of those.”
Scott Danesi @ ~06:30 — Emphasizes the psychological and financial commitment of collectors to a niche, retro-styled game.
“There is a market for it... But I think there is a gap in the market for the type of game that you've designed? Absolutely. And that's because it was something, well, that was the main reason why I built it.”
Scott Danesi @ ~12:00 — Confirms intentional design to fill a perceived gap in the market for simplified, accessible pinball with modern tech.
“I honestly don't think TNA would have made a good Stern game anyway. It wouldn't have sold enough for Stern to actually call it a good win.”
Scott Danesi @ ~42:00 — Justifies the decision to partner with Spooky over Stern based on commercial viability and manufacturer fit.
“Charlie's like, no, no, he's like, this game is special. So keep it as close to the whitewood as you can when you start productionalizing it.”
Scott Danesi @ ~43:00 — Reveals Spooky's design philosophy of maintaining the original whitewood aesthetic and mechanics during production.
“I would love to have some new in the box at a show and say, take it home right now. There it is. You know? That's never really happened, right? No, not for him.”
Scott Danesi / Martin @ ~25:00 — Illustrates Spooky's aspirational business goal of building sufficient production capacity to sell machines on-site without pre-orders.
“Pinball is a very difficult industry to view in as a manufacturer... Oh, for sure, and to make money, right?”
product_launch: TNA has sold 455 units at $6,000 each, far exceeding designer's expectations of 200 units; represents breakthrough success for Spooky Pinball in boutique market segment
high · Scott Danesi: 'right now TNA has sold 455 units, I believe... which is beyond what I ever thought would sell'
product_strategy: TNA deliberately designed as accessible, fast-paced entry point with linear progression (Reactor 1-9) to differentiate from complex modern ruleset games like LOTR/Pirates; fills perceived market gap
high · Scott: 'I built it because I wanted... the early solid state machines are always what I gravitate to... I think collectors actually do that... they start going back and experience the older Williams WPC stuff'
market_signal: TNA experiencing secondary market price escalation with waitlist buyers paying above MSRP; designer expresses concern about reaching Medieval Madness price levels ($10K+) that exclude casual buyers
high · Scott: 'I really hope it doesn't do that just because normal people can't spend $10,000 on a pinball machine... Medieval Madnesses go... 10K every day... 10K all the time'
business_signal: Spooky Pinball running TNA and Alice Cooper on dual production lines; employing transparent wait-time communication to naturally throttle demand and prevent overcommitment; planning modest final production run (50+ units) with box-stock machines available at shows
high · Scott: 'They're going to run Alice Cooper and TNA side by side... when they get completely caught up... run a few extra... say there's 50 more'
groq_whisper · $0.106
medium confidence · Scott warns: 'We've seen things like Medieval Madness go, remember it was like 10K by Christmas, remember all that crap? 10K every day.'
Scott Danesi / Martin @ ~28:00 — Both speakers acknowledge the financial and operational challenges endemic to pinball manufacturing.
“I really hope it doesn't do that [reach $10K prices] just because normal people can't spend $10,000 on a pinball machine.”
Scott Danesi @ ~20:00 — Expresses concern about secondary market inflation excluding ordinary enthusiasts, reflecting designer ethics vs. collector speculation.
industry_signal: Stern Pinball (through George Gomez) actively pursued TNA manufacturing rights but was declined in favor of Spooky partnership; Danesi assessed TNA wouldn't generate sufficient sales volume for Stern's threshold to be considered successful
high · Scott: 'George and I were talking... I decided I'm just going with Charlie because it just makes more sense for me personally. And I honestly don't think TNA would have made a good Stern game anyway. It wouldn't have sold enough for Stern to actually call it a good win'
rumor_hype: Community and designers speculating whether single-level retro-styled machines represent a sustainable new genre; The Mafia entry viewed as either riding TNA's success or as legitimate market expansion
medium · Martin: 'I'm wondering whether that is kind of riding on the coattails of the genre that TNA has established'; Scott: 'I think it opened up a little bit of a new genre to Pinball'
code_update: TNA received multiple substantive code updates post-launch (co-op mode, team co-op, reactor speedruns, reactor cooldowns); designer intends to continue bug fixes and performance optimizations but no major feature additions planned
high · Scott: 'I don't think I'm going to add anything more to the software. I will continue to support the software on TNA... There are a couple people that found some little bugs... I'll just kind of leave it for now'
gameplay_signal: TNA intentionally designed with surface-level simplicity hiding strategic depth (shot sequencing, multipliers, cashins); addresses player complaint that game appears 'simple' but actually contains non-obvious ruleset layers; linear structure intentional for predictability and social play
high · Scott: 'If you just look at it on the surface, it looks like a very simple game... But when you do the research, there's a lot of other little nuances to it... I wanted to make something more like Mario Brothers'
product_concern: TNA has occasional minor video lag detected by designer but not noticeable to players; Scott plans performance optimization to OS and game code despite low urgency
medium · Scott: 'Right now there's... sometimes there's a little bit of video lag every once in a while because I'm doing too much stuff at once... no one else really notices it but... it bugs the crap out of me'
design_philosophy: Designer consulted with George Gomez on playfield grain orientation during development; grain direction has unstated mechanical/aesthetic impact known to legacy designers but not fully explained to modern builders
medium · George Gomez comment on Scott's CNC photo: 'the grain is the wrong way on your playfield. You cut it 90 degrees off... the grain is supposed to be vertical away from the player'
competitive_signal: Scott expresses uncertainty about market sustainability for additional single-level retro-style machines beyond TNA and The Mafia; concerned about new entrants appearing 'stale' given TNA's comprehensive execution of the genre concept
medium · Scott: 'I think it opened up a little bit of a new genre to Pinball. I don't know how easy it's going to be to make another game without being too kind of stale. I thought of almost everything I could in that genre and tossed it into TNA'
personnel_signal: Scott Danesi proposed sound design contract work with Stern while maintaining full-time employment elsewhere; George Gomez indicated openness but no finalized arrangement mentioned
medium · Scott: 'I would love to do like a sound design thing for you guys... But I have a full time job and I won't be leaving my full time job. So it would have to be like a contract thing... He's like, OK, we'll work something out'