Arcade Posts

Posts having to do with Arcade Machines and Pinball Machines!

Hey Pinball Homebrewers!

I have had a couple people ask me about using the Total Nuclear Annihilation Numeric Score Displays in their homebrew games. Now that Pinball Life has these display assemblies in stock, I figured I would do a little tutorial on how to use these.

https://www.pinballlife.com/mm5/merchant.mvc?Screen=PROD&Product_Code=PBL-600-0473-00

Powering up the display

The display assembly has a 3 pin 0.156″ header on the back. This is the main power input for the display. You will need to look at the silkscreen on this header and make a connector that supplies a solid ground and a solid +5vdc. Just make sure it is plugged in the correct orientation.

Arduino Nano

On the back of the display assembly, you will find a pre-programmed Arduino Nano ready for you to send it some instructions. This Arduino will not power up with the main power input and will need to be plugged into an active USB port to come alive. This is a Mini USB connection. Make sure when plugging this in, you use the included strain relief located by the main power input header.

Sending Data

Now into the more fun stuff. The display assembly needs to be sent some serial data from the USB to the Arduino in order to display stuff. I am going to provide some Python samples, but honestly all that is happening here is the PC is just sending the display a line of text. The Arduino will parse it, do all the heavy lifting, and display the numbers on the LED displays!

Text Format

The Arduino is looking for a text string in the following format.

"A:B:C\n"

A: A is the mode of the display. This can indicate whether you want the score to flash, not flash, clear the data, or flash a match (last 2 char flashing).
1 = Not Flashing, just display the score
2 = Flashing, used for current player up
3 = Clear the display
4 = Match display, will flash the last 2 characters of the score

B: B is the number of the display. This value will be between 1 and 4. This is so you can address the correct display when sending score data.

C: C is the actual score! This is a numeric value between 0 and 99999999. Do not put commas here, the Arduino will handle that.

\n: This is the terminating character so the Arduino knows it got a complete line of code.

Examples

Example 1:

"2:1:100000\n"

In this example, the first display will receive a flashing on 100,000.

Example 2:

"1:2:200000\n"

This example will display 200,000 solidly on display number 2.

Example 3:

"3:1:0\n"

This example will completely clear display number 1.

Python Code Examples

In order to send serial text strings over USB with python, I use PySerial. This will allow we to easily send this data to the display assembly.

Opening The Serial Port

    def openSerial(self):
        i = 0
        while (self.serialOpen == False and i <= 9):
            try:
                device_path = '/dev/ttyUSB' + str(i)
                self.game.log('Attempting to open serial port ' + device_path)
                self.ser = serial.Serial(device_path, 115200)  # attempt to open serial port
                self.serialOpen = self.ser.is_open
                self.game.log('Serial Info:')
                self.game.log(str(self.ser))
                self.serialOpen = True
            except:
                self.game.log('Attempt failed to open serial port ' + device_path)
                i = i + 1

This code will scan through the USB devices and try to connect to the Arduino. This code is probably not the best way to do it, but it has worked out well for the TNA project. 🙂

Closing The Serial Connection

    def closeSerial(self):
        try:
            self.ser.close()
            self.serialOpen = False
        except:
            self.game.log('Attempt failed to close serial port')
            self.serialOpen = False

Testing and Sending Data To The Display

    def testSerial(self,String="1234567"):
        self.ser.write("1:1:" + String + "\n")
        self.ser.write("1:2:" + String + "\n")
        self.ser.write("1:3:" + String + "\n")
        self.ser.write("1:4:" + String + "\n")

The above code will be how you should be able to send the data to the display assembly! This test method will send the score of 1,234,567 to all 4 displays.

I wanted to take a moment to thank Jim Askey (MyPinballs). This text string is based off of a serial data project that he did for integrating Bally displays into P-ROC games back in the day. I really liked the text format, so I kept within the same style for this, but added extra functions. Thank you Jim!

That should be all you need to get running. If you find any errors in any of this, please let me know here and I will correct it.

Thanks Everyone!

Hi Everyone,

When developing a pinball machine early on, there will be a need to actually flip the game and check geometry. Since the game is very early in the build and most people do not have a dedicated rig with a computer/driver system in it to test with and will need to wire up some flippers. Since I have gotten many questions about powering up flippers on their homebrew pinball machines, I figured I would take some time to walk through my opinion on the best way to do it.

Hard Wired System 11 Flipper System

This is my preferred way of testing out early geometry as it will emulate production flipper behavior 100%. The below instructions are assuming just 2 flippers for simplicity, but this can be applied to as many flippers as your game has. I am also assuming that the playfield is in a cabinet with flipper buttons installed. 🙂 These flipper assemblies are also very robust and reliable to use in the production or final version of your homebrew game.

Items needed:

Hookup Method

After your flipper assemblies and flipper switches are installed on your playfield and cabinet, you can begin the process of temporarily wiring these up. The wire routing starts at the positive (V+) side of your power supply. You then need to run a wire from this V+ connection to one side of your high voltage flipper switches. The side does not matter as a switch does not care. You will then run this line from your flipper switch to the power lug on your parallel wound coil. You then need to run a line from your negative (V-) side of your power supply to the hold winding lug of your coil. This is the lug that is on the opposite side of the power lug.

You should now be able to check that your normally closed EOS switch is being opened on a full stroke of the flipper. Once this is adjusted, power it up and flip away.

For those of you that are more visual learners like myself, I drew up a crude wiring diagram for you below.

Here are a few close up pics of the System 11 Flipper Assembly

Some notes

  • You can choose to put the high voltage flipper switch on the negative line if you want, it does not matter in this case. I choose to switch the positive, so there is less risk of shorting it to ground when tinkering under the playfield.
  • In this configuration, your flippers will be active whenever the power supply is on.
  • The System 11 Flipper Assemblies may have yellow spark arresting capacitors on the EOS switch. Leave those on there as this will help prolong the life of your EOS switch. 🙂
  • These System 11 Flipper Assemblies, in my opinion, are far superior to the WPC ones since the compression spring is less likely to break causing the game to be down. Almost everything else is the same.
  • DO NOT USE THIS METHOD WITH A TRANSFORMER. Use a switcher power supply only.

Now, this is only a temporary solution as the flippers will be active as soon as you power on the machine every time. When you decide to hook up your control system, you will need to remove the EOS switch, route the 2 winding lugs to 2 channels of your driver board, then route the power lug to the fused output of your driver circuit. The flipper switch will need to be swapped out for a low voltage variety and connected to your switch board. You can now configure your control system to use this flipper assembly!

That is basically it, if you notice any errors in this quick article, embarrassing spelling errors or have any questions about this, please hit me up here.

Disclaimer: If you blow up stuff, or burn down your game/house, I do not take any responsibility. Just double check everything before you power it up. If something is majorly wrong, a switching power supply will shut everything down before anything catches fire usually, so don’t stress, but double check!!!

Thank you and good luck everyone!

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 ##
https://drive.google.com/open?id=11iirLZAPz0k-yNbEmt8AguLAuMOqbGbX

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.

Hey Everyone, it has been a long time since I did an actual pinball related blog post, so here it is!  I have been getting a ton of questions lately on how to properly power opto transmitter LEDs and how to hook up the receivers to the SW-16 P-ROC boards.  I am going to walk through it in enough detail that you should be able to get up running on the concepts quickly.

Powering Opto Transmitters

Opto transmitters are nothing more than high powered infrared LEDs.  For this guide, I am going to be referring to the Williams/Bally style opto transmitter which can be seen here: https://www.pinballlife.com/williamsbally-led-transmitter-emitter-for-opto-assemblies.html.  This LED emitter has no circuitry attached to it by default.  These LED emitters are also used on the small PCB and bracket assemblies seen here: https://www.pinballlife.com/williamsbally-led-transmitter-emitter-and-pcb-board.html and other various trough board assemblies.

In order to safely power this LED, you will need to gather a few data points and make a couple small decisions.  You will need to know the forward voltage of the LED, maximum constant current that the LED can handle, decide what input voltage you would like to supply to it (5v or 12v), and decide how much current you would like to give the LED to ensure it has enough power to transmit infrared light to reach your opto receiver.

So here is our data:

  • Forward Voltage: 1.7v
  • Max Constant Current: 100ma, but I recommend you do not exceed 75ma to maximize the life of the LED.  This will be powerful enough to transmit a pretty decent amount of distance between the emitter and receiver.
  • Input Source Voltage: 5vdc is my recommendation as it is higher than the forward voltage of the LED, and low enough that the resistor does not have to dissipate too much heat.

These LED emitters will need a current limiting resistor in series with them as applying 5v or 12v directly to the LED will cause it to overload and fail.  Now, to calculate this resistor value, we will need to calculate resistance and power based on the data that we have.  Now, I could be idealistic and talk about the actual calculations, but I am going to show you how I usually calculate this using an online LED resistor calculator.  The one that I use the most is the one below.  I have already filled out the fields, but feel free to change some of the values up to see what happens.

http://led.linear1.org/1led.wiz?VS=5;VF=1.7;ID=75

So as you can see above, the calculator has automatically figured out what the ohms and recommended resistor wattage should be for our emitter.  What I also like about this calculator is that it gives a nice visual representation of how to wire the circuit and what the resistor color bands are.

Important note: Please be sure to use at least the recommended resistor wattage.  You can see above that the calculator is recommending at least a 1/2 watt resistor.  Too small of a resistor and it can burn up, which is bad.  🙂

That is about it for powering an opto emitter!

Connecting Opto Receivers to the SW-16 P-ROC Board

Now for this section, I am going to be talking about the Williams/Bally style opto receivers and how they hook up to the SW-16 P-ROC switch boards.  These are the black colored opto receivers that can be fond here: https://www.pinballlife.com/williamsbally-led-receiver-for-opto-assemblies.html.  These, just like the emitters, are also used in small PCB assemblies, and trough opto boards as well.

To connect these optos into the SW-16 P-ROC board, you will simply need to wire it directly to the inputs of your switch board.  It is really that easy.  It will act just like a standard switch as long as it is connected in the correct orientation.  Below, you will see an image from the P-ROC documentation.  The cathode/ground side of this diode is the side with the flat indentation on the black epoxy base of the opto.  Please also keep in mind that opto receivers are normally closed switches and when it detects the IR beam from the emitter, it will open.  This is opposite of a normal switch.  When a ball breaks the opto beam it will go from a closed state to an open state.

The full documentation can be found here: https://www.multimorphic.com/content/uploads/2017/07/SW-16-2_LLD_v2-0.pdf

I hope this all makes sense and helps you get your project up and running!  Please also keep in mind that some Stern and certain Williams trough boards have resistors built into them on the emitter side.  The guide above will allow you to connect to boards and directly to emitters that have no circuit logic.

Hey Everyone,

The wait is finally over.  I have finished up version 1.2.0 of the TNA code.  This new code update contains the new co op (all players vs. the machine) and the team vs. co op (players 1 and 3 vs. 2 and 4).  There are also a bunch of other little fixes and additions.  Please see the changelog clip below for more info.

To start a game in co op mode simply hold the start button down for a few seconds when adding player 1.  The game will flash a confirmation on the LCD and a callout saying that co op mode is enabled.  This is standard co op mode, which is all additional players are working together as a team to destroy the 9 reactors.  All scores are shared, no extra balls, replays, or high score tables are enabled.  It is your team vs. the future, that is it.

If you would like to make things a little competitive in co op mode, there is another co op type that can be selected.  This other mode is team versus co op mode.  This mode can be activated by pressing and holding the start button for a few seconds after the standard co op mode is enabled.  This mode requires 4 players and will revert back to standard co op if not enough players are added before shooting the first ball.  In this mode, players 1 and 3 will be going up against players 2 and 4.  This is also called “odds vs evens” in some tournaments.  All progress and scores are shared between each of the players within their respective teams.  Just like standard co op, no extra balls, replays, or high score tables are enabled.

As with any software release, please let us know if there are any show stopper issues on your game.  Please contact service@spookypinball.com and we will get back to you asap.  Thank you and enjoy!

Change Log:
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

## Download Link ##
https://drive.google.com/open?id=1RDnDQzY5JvBZn7BVcrCvYDZcqVoa6cjJ

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.

Hey Everyone,

The long awaited v1.1.0.02 code update is now live!  So many changes in this version.  Below is the changelog and the download link.  Hope you enjoy!

Please also keep in mind, this update will clear your settings and audits.

As always, if you find any issues or show stopper exploits with this version, please let me know so I can get them corrected.  Thank you!

v1.1.0.02 – 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 ##
https://drive.google.com/open?id=1HjwHSLOZ_19j1hv0srQBjvt4VoFWWyk0

Hey Everyone,

Exciting day today!  The Total Nuclear Annihilation album just hit the streaming services this morning.  I think a few of them are lagging behind the rest, but they should follow suit today.

Thank you everyone for the support on this project.  If you would still like, the Cassettes of this album and FLAC files are still available for purchase from the links below.

This album was released on Cassette at the beginning of 2018 in limited supply.  Make sure to get one!

Pinball Life: https://www.pinballlife.com/index.php?p=product&id=4844

Double Danger Pinball: https://www.ddpinball.com/other-items/total-nuclear-annihilation-soundtrack-cassette-and-pin-super-combo

 

FLAC lossless audio for the album "Total Nuclear Annihilation Expanded Edition" by Scott Danesi

Hello again everyone,

Another code update has been finalized for Total Nuclear Annihilation.  This one is mostly a bug fix and enhancement update for our early operators.  Enjoy!

Changelog:
v1.0.5 – 10/20/2017 – Scott Danesi WIP

## 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 ##
https://drive.google.com/open?id=0B6Z7YGvi_VT6bEtaeWhYMWttRGc

Hey Everyone,

By now you may have seen the post by Spooky Pinball where we revealed the final artwork for Total Nuclear Annihilation.  I am so happy with how this whole thing turned out and the artist, Matt Andrews, captured what I was going for in this game.  Below, you will find the images that Spooky shared along with some other glamour shots not yet seen!  🙂  Enjoy

20424067_1510135732380982_6639884324275002884_o

20479713_10155628939023619_1219219928262704554_n

20479488_10155628939043619_5678856118123618491_n

20429838_10155628939053619_6264344741242507153_n

20374587_10155628939013619_1910018127160295634_n

20170728_104328

20170728_104323

20170728_104310

20170728_104305

20170728_104255

20170728_104250

20170728_104246

 

Hey Everyone,

Last night was awesome! Total Nuclear Annihilation was featured on the Dead Flip Twitch TV stream and we had a blast!  We even showed a glimpse of the beautiful backglass artwork by Matt Andrews.

Here is a recap video of my best game ever on the machine!

https://www.twitch.tv/videos/142606821

Also, for fun, since you guys could not see the backglass very well, below are a couple pictures of parts of the digital copy.  Enjoy!

BG Detail2

BG Detail1

Full Backglass:

18491530_1433710856690137_8415466169065010846_o

The version of the backglass shown last night on the Dead Flip stream was a version without cutouts for score displays.  We made this one first in case we could not use these displays in production, but I fully expect them not to be cut out of the production game.

Hope you guys/gals enjoyed!

EDIT:

Here are the audits from the game from last night.  Pretty cool stuff!

Audits:
– Avg Ball Time: ‘0:23’
– Avg Extra Balls: 0 #This is not working yet…
– Avg Game Time: ‘3:33’
– Avg Score: 292014
– Ball Lock Attempts: 243
– Ball Locks: 238
– Ball Search Started: 0
– Balls Played: 307
– Drains Left: 133
– Drains Right: 154
– Games Played: 99
– Games Started: 32
– Jackpot Total: 15,
– Lane Save Awards: 148
– Multiball Started: 110
– Reactor Destroyed Total: 54
– Reactor Started Total: 115
– Skillshot Regular: 99
– Skillshot Super: 28
– Tilt Dangers: 39
– Tilt Total: 1
– Total Annihilations: 0
BallsaveHighScoreData:
– {date: ‘Fri May 12 22:42:32 2017’, inits: SCOTT D, score: 8}
BumperHighScoreData:
– {date: ‘Fri May 12 18:29:07 2017’, inits: SPOOOOKY, score: 56}
ClassicHighScores:
– {date: ‘Fri May 12 22:42:32 2017’, inits: SCOTT D, score: 2411950.0}
– {date: ‘Fri May 12 18:29:07 2017’, inits: DEADYANCY, score: 1620350.0}
– {date: ‘Fri May 12 21:47:25 2017’, inits: FUMBLE, score: 1397800.0}
– {date: ‘Fri May 12 18:29:07 2017’, inits: SPOOOOKY, score: 1203000.0}
– {date: ‘Fri May 12 21:20:17 2017’, inits: BUTTS, score: 1164100.0}
LoopsHighScoreData:
– {date: ‘Fri May 12 17:16:51 2017’, inits: D EAD, score: 7}
SpinnerHighScoreData:
– {date: ‘Fri May 12 22:42:32 2017’, inits: SCOTT D, score: 415}