(Topic ID: 271489)

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

By Tuxedomask23

3 years ago


Topic Heartbeat

Topic Stats

  • 12,044 posts
  • 828 Pinsiders participating
  • Latest reply 43 hours ago by Afty86
  • Topic is favorited by 335 Pinsiders

You

Topic poll

“Which model are you going to purchase”

  • Pro 285 votes
    50%
  • Premium 166 votes
    29%
  • LE 120 votes
    21%

(571 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 (3 years ago)

Post #1580 Lights rebooting on the back of the machine - FIX Posted by HookedonPinonics (3 years ago)

Post #2172 playfirlo colour differences Posted by Phatchit (3 years ago)

Post #2390 Left Outlane Fix Posted by NoQuarters (3 years ago)

Post #2457 DIY Krang Mod Instructions Posted by ABE_FLIPS (3 years ago)

Post #4037 Glider Servo DIY replacement Posted by PinHead50 (3 years ago)

Post #4120 Link to Amazon product page for replacement servo for glider Posted by PinHead50 (3 years ago)

Post #4327 Sloppy soldering at factory causing overvoltage error - fix Posted by Blackzarak (3 years ago)

Post #4374 Replacing bad glider servo with amazon better one Posted by arcadenerd925 (3 years ago)

Post #4698 Center Ramp non-registering opto fix Posted by spidey (3 years 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!

You're currently viewing posts by Pinsider flynnibus.
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#816 3 years ago
Quoted from TKDalumni:

What kind of scores are you guys seeing? Is 70 million decent? Anyone break 100?

I had over 110mil on my very first game... until the owner accidentally aborted the game with the new end game feature :/ We were more like 30-50mil after that. Gonna go play some now

#882 3 years ago
Quoted from JodyG:

And it would probably be good to not set up a booth selling pinbrowser mods next to the Stern booth at a major show.

Oh I totally forgot that guy... pretty sure that didn't help the cause AT ALL. Guy couldn't see it though... dumbass..

#888 3 years ago
Quoted from Mando:

How do you get more pizza toppings ?

If I understand it.. it's not about getting more.. but about what your slider is on when you start multiball. The display shows a line of toppings and as you hit stuff, the series moves to the right. I think the 5 highlighted when you start Ninja MB are the ones you get.

1 week later
#1189 3 years ago
Quoted from gumnut01:

Ok, so few comparisons have been made between this and Tron. Anybody own both? Thoughts on which you prefer?

No idea why people would make that comparison... except because they don't play them?

Yes there are common elements (cross PF shot, MB heavy, etc) - but they play nothing alike and you don't approach them anywhere near the same. I have both in the same room... don't feel anything TRON about TMNT.

TMNT is more casual friendly... you can spot things from the turtle choice and easily get to a MB or modes. Modes have good feedback on what to do... multiball is good and chaotic for new players.

TRON is brutal and hard to get going. TRON doesn't have the media feedback to guide you through like TMNT does. TRON doesn't have all the dynamic lighting TMNT does. So for casual players I'd put TMNT over TRON all day long. TRON is a players game... it is about the challenge to go far and capitalize on things.. and to play with a great soundtrack pumping. I have a fully decked out TRON and love it... but its for me as an advanced player. Wife and kids won't touch it.

TMNT is a bit more traditional with modes... easy multiballs... and more approachable.

Probably the only TRON thing I've thought about in TMNT so far is that foot combo is like EoL jackpot... people who can't do it right think it's pointless... advanced players will milk it for a ton.

#1190 3 years ago
Quoted from jdoz2:

Can’t you hit the center shot under the van and it stages it in a similar way to tron? I had a friend tell me that’s how that shot acts when it’s not lit for lock or mode stuff.

TMNT pro feeds the flipper shot in three ways... the Van lock, the orbit and the ramp drop off.

Problem is the orbit is blocked by the post more often than not.. so much so that often when it does let it go by during a plunge for instance.. you aren't expecting it and aren't ready.

The ramp drop makes the feed inconsistent... I really wish that drop was in the orbit at the back, not down into the feed.

The van lock is the only one that feeds like the quora shot in TRON. It will either release balls if the lock is full, or can pass the back through pretty quick when the van isn't lit.

The way the game feeds the upper flipper is one of my gripes with the game. Honestly the most reliable way is to shoot the left orbit and let the post stop the ball and it feeds back down to the flipper.

#1293 3 years ago

Nerfed the bonus? Boo... thats where the payoff was for a good ninja mb. Ninja plus lots of pizza from ball play... ive had up to 26mil bonus.

#1312 3 years ago
Quoted from ABE_FLIPS:

I never installed mirror blades, can they easily removed when selling the machine?
are they prone to scratches like my art blades on JP?

If installed properly, you use small wood screws. So you have small #4 sized holes in their wake.

How suitable they are for a game really depends on the example... some cabinets are just tighter than others. You can use inserts to cover them when lifting and moving the PF.

1 week later
#1691 3 years ago
Quoted from Pinball-NJA:

Has anyone noticed the Launch from the ramp to the guide rail in the orbit is too strong, and not being guided down to the upper flipper properly?

It's because the ball is literally being dropped off the ramp... and has no space/path to settle it along the guide rail. It's an artifact of the design not to drop the ball before the orbit turn - which would have served to guide the ball to the rail. Even if the ball dropped off limp.. you'd still get randomness.

It really makes the upper flipper shot a lot harder...

2 weeks later
#2656 3 years ago
Quoted from Happy81724:

Question for the pro owners. How does the turtle van multiball start? I have a friend who is considering a pro or premium and all I know is the what my LE has for features. I know my glider I can divert either way which is awesome for play to get to the proper side and crane is integrated but I thought the van was different for the pro vs prem

balls are released into the left orbit.. roll down to the flipper which is held out.. and feed to the magnet. They spin and then are released. Can get a ball fed from the plunger that comes around and you can get a shot at smacking the balls locked on the spinning magnet too

#2897 3 years ago
Quoted from gumnut01:

Yep, did this as well. As it is though, you cannot do the skill shot on the pro if you want to select your turtle. It needs fixing.
Overall it’s a silly mechanic to launch a ball with the action button. Why when you have a perfectly good plunger? Makes no sense. Action button should be for selection and well... actions!

1) the action button for launching is a huge benefit for non-pinball people. Stern and the pros know this
2) you can select your turtle just fine on the pro and do the skill shot... it's called holding the button.

#2898 3 years ago
Quoted from gumnut01:

My only issue is rejects from left orbit.

Rejects? Are you talking about when it stops the ball so it feeds back to the upper flipper when you have center ramp objectives lit?

#2968 3 years ago
Quoted from ABE_FLIPS:

from my view, there have been enough pins with an alternative ball launch enabled by pressing the left flipperbutton during ball launch. thats not possible here with ball one (just with a workaround), but it works on ball 2 and 3 as known from other pins.

I'm still trying to figure out what you guys are even talking about in terms of struggling with...

Switch turtles with flippers... plunge or hit the button
Want the orbit bypass... hold flipper button before plunging

What combination are you trying to do and failing?

1 week later
#3355 3 years ago
Quoted from HookedonPinonics:

agree with your assessment on the 123 Combo. Even if its not worth a lot of points at first though it still is an important deal to get for you need it to get to Cowabunga. Def needs to have an increase in point value because it is not an easy thing to achieve and once you do its kind of depressing what the point outcome is

Points can be great. Hit the spinner to build foot base value.

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