(Topic ID: 271489)

Teenage Mutant Ninja Turtles Club(Stern 2020): Cowabunga! It’s Pizza Time!

By Tuxedomask23

1 year ago

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Topic Stats

  • 7,956 posts
  • 611 Pinsiders participating
  • Latest reply 8 hours ago by Papa_J
  • Topic is favorited by 268 Pinsiders


Topic poll

“Which model are you going to purchase”

  • Pro 232 votes
  • Premium 125 votes
  • LE 111 votes

(468 votes)

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Topic index (key posts)

17 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #1141 TMNT fresh out-of-the-box Issues and Fixes FAQ Posted by Stosel (1 year ago)

Post #1580 Lights rebooting on the back of the machine - FIX Posted by HookedonPinonics (1 year ago)

Post #2172 playfirlo colour differences Posted by Phatchit (1 year ago)

Post #2390 Left Outlane Fix Posted by NoQuarters (1 year ago)

Post #2457 DIY Krang Mod Instructions Posted by ABE_FLIPS (1 year ago)

Post #4037 Glider Servo DIY replacement Posted by PinHead50 (1 year ago)

Post #4120 Link to Amazon product page for replacement servo for glider Posted by PinHead50 (1 year ago)

Post #4327 Sloppy soldering at factory causing overvoltage error - fix Posted by Blackzarak (1 year ago)

Post #4374 Replacing bad glider servo with amazon better one Posted by arcadenerd925 (1 year ago)

Post #4698 Center Ramp non-registering opto fix Posted by spidey (1 year ago)

Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#7593 47 days ago

Has anyone got to the cowabunga wizard mode? seriously feels like the hardest mode to get to second only to simpsons. I was sooooo close and drained on the last April hurry up...just wondering what it even looks like! Also - Kidrobot has a 3" turtle lineup from 2014 that fit the game PERFECTLY! Pictures included. I've got beebop and rocksteady and shredder on the way. (FYI left Donatello helps block the notorious flying left ball drain from rail)

tmnt left (resized).jpgtmnt right (resized).jpgtmnt straight (resized).jpg
2 weeks later
#7717 28 days ago

Left outer drain is a design flaw by missing a mini bumper rod, Correct? Anyone else thought about drilling a matching bumper rod so that it looks like every other game stern's ever made? I feel like because of Covid and everyone working remotely during the making of this game it was over looked. Close to 600 games in and i'm 100% sure that there is supposed to be a rod directly under the training room lower left bumper.

#7718 28 days ago
Quoted from TeamUp:

Code does need updated! TeamUp starts right after the 4th episode. When it's lit you have to shoot the left ramp to start the multi-ball mode.
BTW if the left outlane is too brutal you can swap out the single star post for a double star post to help close the lane some! Also turning down the sling power a little with help with outlane dranes. Tmnt is a tough players game but you will get a hang of it if you give it time! I personally love this game!
[quoted image]

love this idea! I put a little rubber glass stopper on mine and it has helped TONS, but still feel like drilling a rod so that it matches the right side rod drilled in to april's hair.

#7736 27 days ago
Quoted from Thunderbird:

TMNT has no design flaws. Borg is one of the top designers in all of pinball and made what will become one of the most sought after layouts of all time, once TMNT is archived. It’s an asymmetrical design and if that left outlane were any different, you’d have very long game times. It appears tough to shoot at first, but once you get the shots down and trap up to shoot, it has flow and combos unequalled. Just wished the scoring was better balance and maybe all the requirements to get to cowabunga weren’t so tough, lol.

Do t disagree entirely, but It’s a design flaw…100%…doesn’t mean I can’t score, but without a doubt it was some how over looked.

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#7745 26 days ago
Quoted from DaveTheTrain:

I read you can backhand both ramps?
I put my flipper power up by 5 and managed but then never again (I guess flipper fade?).
I also read in this thread that people put the flipper power down and it makes the game play better. But can you still backhand a ramp?
I'm finding the game brutal, set at 6.5 (at least the bubble is dead center of the two lines)

Factory setting back hands for me, and I can’t imagine playing this game without being able to backhand…forehand right ramp can be an immediate drain lol, so scary of a shot! This game IS brutal. Can’t imagine playing it on-site vs at home. I reset SO many games on first ball.

Leonardo makes getting cowabunga mode the easiest FYI, focus on increasing your turtle level in the training, the extra time is absolute KEY.

2 weeks later
#7892 6 days ago
Quoted from J85M:

Curious is this everyone else’s lowest scoring game amongst their lineup?

100% the lowest scoring game. they need to add a zero. When i get a 200 million game...most other games are 2bill. when you beat the modes, it definitely adds up, but seriously...i should get way more points for the effort put in!

#7905 5 days ago
Quoted from rockrand:

I don’t get why a game would not be as popular because of low scoring,I am not a very good player or a competitor so let me know! if the a game is fun like turtles I don’t get it,I for sure could care less!

it matters with regard to tournaments. Typically it's a combination of scores over multiple machines. Hence, TMNT will never be in any tournaments because the scoring is too low.

#7942 22 hours ago
Quoted from Bwheels:

I really hope so. There are just a few things that could make this really great
More points for modes.
Mode totals multiply for consecutive modes in 1 ball.
Not locked out when starting 123 foot or weapon.
Comboing into shots increases value.
Krang multiball for “x” inner loop shots.
Pizza frenzy happens outside of multiball.
April hurry up and training option to stack.
Able to relight multiballs a different way instead of playing 4 modes

Great ideas! Personally i just want the option to circumnavigate Turtle power multiball so i can choose to start a mode and stack instead of getting stuck having a solo multiball half the time. i guess they could make it so that if you have the option to hit the ramp to start a mode, turtle power doesn't start until that light is off...that'd be dope.

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