(Topic ID: 271489)

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

By Tuxedomask23

7 months ago

Topic Stats

  • 5,694 posts
  • 459 Pinsiders participating
  • Latest reply 25 minutes ago by TinyBlackDog
  • Topic is favorited by 197 Pinsiders


Topic poll

“Which model are you going to purchase”

  • Pro 165 votes
  • Premium 89 votes
  • LE 103 votes

(357 votes)

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Topic index (key posts)

14 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 (6 months ago)

Post #1580 Lights rebooting on the back of the machine - FIX Posted by HookedonPinonics (5 months ago)

Post #2172 playfirlo colour differences Posted by Phatchit (5 months ago)

Post #2390 Left Outlane Fix Posted by NoQuarters (5 months ago)

Post #2457 DIY Krang Mod Instructions Posted by ABE_FLIPS (5 months ago)

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

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

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

Post #4374 Replacing bad glider servo with amazon better one Posted by arcadenerd925 (87 days ago)

Post #4698 Center Ramp non-registering opto fix Posted by spidey (75 days 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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#187 6 months ago
Quoted from delt31:

the code is not the clearest on what's going on.

The same can be said for EHOH and JP which I both own. But, it's part of pinball to figure things out.


#189 6 months ago
Quoted from Chalkey:

The lock shot cannot be back handed as far as I can tell. The under-flipper shot is deceivingly tricky and ends up bouncing out a lot.

Actually it can be. Jack Danger did it once on his friday night stream. Although it's basically threading a needle.


#190 6 months ago
Quoted from shaub:

Thanks for the clarification Dwight (and Chuck). Ive gotta say, that dual spinning disc has grown on me a lot since the initial reveal. It might be my favourite feature addition on the premium, even more than the diverter.

The 2 direction wheel is one bigger reasons I went with the LE. It has a higher element of randomness to it I think. Are you getting one Shaun?


#255 6 months ago
Quoted from delt31:

That front coin box art is awful

It looks fine to me.


#429 6 months ago
Quoted from jeffgoldstein2:

If you play as Donatello you start the big multiball on your first shot up the right ramp. I feel in general the game is to multiball heavy. Especially with Donatello. In general with the rules as they are it is just to easy to get into multiball.

I think it's good for new players to have easy access to a multiball. Lil DeadPool multiball is similar where it's very easy to accomplish. My non-pinhead friend, she loved getting that multiball on DP. Of course it's different in a home environment where you may not want a multiball that easy, so the alternative is to play a different turtle then.


#532 6 months ago
Quoted from Rydhia:

Anyone else’s left insert on the apron not lighting up? My + and - were mixed up and I had to re solder the two on the LED board. Not sure how you don’t notice that part is out during QC, then again, it took me over 24 hours to notice.

I had the same thing with an apron LED board wired backward on my JP. It shouldn't get past QC, but it does. The pro models don't have the lit aprons so maybe the testers aren't used to checking those lights all the time.


#533 6 months ago
Quoted from ABE_FLIPS:

LEDs can flicker from factory due to cheap led sockets, had this on 2 machines. especially the lights under the inlane guids.

It's usually not the sockets, but the bulbs themselves. They just don't hold up against the vibration of the flippers and the resistor inside of them probably breaks. These sockets are mounted right under the flipper plates and not simple to get to. I wish Stern would fix this long standing issue, if it can be fixed. I hate flickering LED lights under the inlane plastics. Replacing the bulb fixes the flickering - for a while anyhow.


#737 6 months ago

I have not heard a peep about my LE yet. I see that Ed Roberston got his already.. I guess I'm just not famous enough and I obviously can't sing worth a crap either. I'm good at complaining though!


#792 6 months ago
Quoted from vireland:

How do you test switches with the game turned off?

While it still 'works', I wish Stern would phase out of that legacy settings design into something better and easier to use. No more abbreviated settings text and split all the coil power settings into their own menu tree. There's a lack of consistency for system settings between games where some might have flipper power adjustments and others don't. Testing switches in Spike 2 has always been a PITA because there was no option to turn just the coils off for testing kickers, pops etc.


#819 6 months ago

What's the consensus on the LE diverter? Is it one of those things you're never really going to use or does it actually have value in the game rules and shot map? Is there a specific mode that uses it?


#836 6 months ago
Quoted from Potatoloco:

I promise last video. The easiest way for me to give a heads up to current or future LE / Prem owners that are unaware of this isue. I've talked to over a dozen owners now that have had the same issue with the turtle van diverter. Some of them have one that doesn't close all the way. Hopefully they can head this off at the Stern factory before sending anymore out.
2:10 into the video if you want to see an example of what is happening.

That is a fairly easy fix if it does become a problem. When you buy an LE, you are also an early adopter and sometimes adjustments will be made for later premium runs.

- The Elvira LE I bought came with the updated skill shot ball guides attatched to the top of the shipping box.
- I just received an update for the TRex ramp on my JP Premium. I never even requested this, but my distributor got them and provided me one.


#911 6 months ago
Quoted from Jared:

If you have an issue with your machine please let your dealer know, or call tech support at 1-800-KICKERS.

I phoned 1800 KNOCKERS one time... It wasn't Stern Support.

No peep on my LE yet.


#927 6 months ago
Quoted from Jared:

Picked up LE #84 from public location 1 tonight. 130 plays in 3 days.
The playfield is is super shape, the game still looks basically flawless with the exception of some super minor playfield indentions you can only see under a fluorescent reflection.
My diverter HAS been making contact with the rear ramp wall, though I would have never looked for this or known if not for this thread. I documented in photos, and sent to engineering directly as well as a few other photo and video examples I’ve seen.
If the fix really is as simple as a nut adjustment i’m sure a service bulletin will be issued. I’ll be making that adjustment myself tomorrow.
The damage taken to the rear ramp in 130 plays is superficial (scuffs) and in a non visible place on the game. All the same, I’m sure it’s something they never designed to happen.
As for the game, I’ve left it in a new location at a brand new arcade in Rowlett Texas that just opened on 6/12. They were trying to open on 1/1/20 and had been delayed until March. And then, well. You know. Now they are struggling to have consistent business, and bills are coming in big.
My hope is that my TMNT LE can help them pay the bills, so I’ve loaned it to them instead of bringing it home to join my collection.
Hope it helps.[quoted image][quoted image]

The way my brain works, as soon as I read 'super minor playfield indentions' I was singing it to the TMNT theme song in my brain.


#954 6 months ago

I got word my LE is being built this week. Evidently it was waiting for pizza crust mods from Dwight.


#995 6 months ago

Probably 2 weeks away from getting my LE still. It was just getting built this week. Dwight, don't retire before I get mine!!


#1019 6 months ago
Quoted from kh39540:

When I was a slot tech at a local casino, it wasn't uncommon for the wires to get knocked off of those interlock switches (we called them cherry switches). The machine would think the door is open... I have no experience with this on the these new Sterns, just a thought.

Since the game is launching balls, I don't think it will be the interlock because then no coils woould be working.

The first thing to check is all RJ45 connections on the node and cpu boards. Then check all other connections including the ones in the backbox.


#1208 6 months ago
Quoted from HookedonPinonics:

We are currently having an issue with our Turtles. Every 10 seconds the back half (prob 30%) of the playfield goes black and seems to cycle thru all the lights. Anyone else encounter this. Pulled the playfield up to see if any loose connections but don't see any. I can post a video of what it is doing if that will help.

When this happens, go into the service menu and node board diagnostics to see if there is an error message. It almost sounds like an overcurrent situation where maybe a lamp socket is shorting against something. Check all the lamp sockets in the upper half of the playfield and make sure the leads are not touching anything else metal.


#1231 6 months ago
Quoted from HookedonPinonics:

This is what we are dealing with at the moment. We have emails with Stern trying to fix the issue. Our back lights are going out every 10 sec and you can hear the glider diverter trying to move. Makes a clunk noise and the lights go out and do a flicker. In the test menu when you try and test the glider diverter the lights will go out and then flicker back on. I guess the game will be down until we get a replacement board.

I hope you get your game back up and running soon! My LE finally arrives at the end of this week.


#1330 6 months ago
Quoted from billrz:

My LE arrives on Saturday !! Yo here in Canada . First LE in Canada maybe ? Super excited !!

Mine finally arrives thursday or friday. It fills a spot vacated by Luci.


#1581 5 months ago

LE #349 reporting in with a build date of July 14th. The pizza spinner is very loud even with the glass on so something needs to be done with it. The goody bag seems sparse of content just like my EHOH.


#1647 5 months ago
Quoted from SpidermanDan:

Has anyone noticed the lights going out during team up mode? The lights will go black right after hitting a shot in team up and battle again won’t always light either. I couldn’t replicate in any other mode expect team up. Bug maybe?

I have not got that far - yet! Which character, or does it matter?


#1648 5 months ago

I disassembled the pizza spinner gearbox and liberally re-greased everything in there with white lithium grease. On my game it was so obnoxiously loud before, even with the glass on. Now it's much quieter and smoother sounding. The gearbox is easy to work on, but you need to make sure you do not misplace any tiny shim washers that are inside.


#1672 5 months ago
Quoted from BENETNATH:

Agree, bad things happens in all manufacturers.
For now, all i can say is that Turtle is a really good shot, but that's by far the most brutal pin in my collection.
I enjoy that, but it's not as family friendly as i was hoping.
The metal bar separating the two left inlanes keeps poping my ball to the outlane, I may end with a small tweak to solve that but not yet sure about the best way..

I wouldn't call TMNT 'brutal', that is a designation I save for JP because of the tight shots.

I have yet to have an outlane bounce from the lair release. What pitch do you have your game set at?


#1674 5 months ago
Quoted from konghusker:

How are owners feeling about this game long term as far as depth? Looking at tmnt and jp2 as my next game but want one that’s going to be challenging long term. Opinions on pro vs premium on tmnt also?

The upper flipper shots add an element of extra challenge with the game. I'm happy to see Dwight added individual difficulty settings for each mission. If you think one is too easy, make it harder. I have not tried that yet though


#1675 5 months ago
Quoted from BENETNATH:

I've increased my pitch, around 7.5. That helped a lot for the global flow and did not impact my outlanes drains.
It's getting better eaveryday, but the targets on the left ramps are really nasty. It reminds me a bit of the valinor shot on LOTR. a strong shot at it, and blam, directly in the outlane without any way to nudge..

I don't know how you measure the pitch, but I have mine around 6.9. I changed the flipper strength to 'soft' which really isn't that soft, but tones them down just a little bit which I find great!


#1704 5 months ago
Quoted from delt31:

Cmon now. I enjoy games from both companies but lift a Stern than a dialed in and tell me that's the same build quality..... And it's not the tv.

I'd certainly hate to play TMNT with DI flippers.


#1705 5 months ago

I had mixed feelings about the diverter, but I actually kind of like it. The jet woosh sound is great! I've barely scratched the rules in limited play time, but am really enjoying my LE so far. The layout is fun and the upper left flipper really adds another level of challenge to the game without being frustrating. Light show, sounds and LCD display are top notch! Dwight has also done a great job programming the game!


#1734 5 months ago
Quoted from billrz:

Has anyone successfully remedied the grinding pizza motor ? On the LE, it’s loud and sound pretty bad,can’t be good. Started after like 40 games or more.

I just posted several messages back about this. The dc motor that drives the pizza wheel has a small gearbox on the end of it. I disassembled it, cleaned the gears and re-lubed with a liberal amount of white lithium grease.

Sorry, I didn't take any pictures of it disassembled, but here is where the gearbox is located. For anyone that disassembles this, please note there are a few very tiny shim washers inside. It is not difficult to disassemble and reassemble. Make sure the pizza spinner is level with playfield when done.

I know what the grinding sounds like and it can be very loud. This will remedy that completely.

20200729_100316 (resized).jpg

#1766 5 months ago
Quoted from sirlonzelot:

Also I don’t know why sometimes pizza multiball is 3 ball and sometimes 4 ball multiball. It didn’t shoot always a ball from the shooter lane.

Each Gummy Bear topping adds an extra ball to the multiball.


#1774 5 months ago
Quoted from ABE_FLIPS:

Short feedback on the Sounds.
There is plenty of clipping (distortion) on FX sounds and Splinters call outs. Those seem to have too much bass frequencies, leading to clipping. Especially when played together with FX sounds. So better equalizing/mixing is really needed here!
Thank You

If you have an LE, make sure the speakers have not switched back to 4ohm after the last update.


#1784 5 months ago
Quoted from ABE_FLIPS:

Thank You, i have the Pro model, 1.10.0 code and factory settings (8 Ohm).

I thought the pro model had 4ohm speakers? I could be wrong.


#1874 5 months ago

I wonder if the pizza spinner should have had a thrust bearing instead of those 2 nylon washers.


#1901 5 months ago
Quoted from PiperPinball:

Anyone having any issues with their node boards after installing the new code update?

I don't think 1.11 had any system update so node boards would not have changed. But, there is possibly a bug if you leave the coin door open as the game powers up you will get a node boards missing error. So, don't have the coin door open when you turn on the game, or pull the interlock switch.

You could also be a bit more specific as to what you are alluding to? I have not had any problems with my LE.


#1976 5 months ago

The ball drop in the left orbit (LE/Pre) should probably have mylar there. I'm going to add some.


#2011 5 months ago
Quoted from Xaqery:

As you can see the number of wins goes from 800K to 5.5M. When I first thought about those numbers that seemed good. But now I think I agree. Its really hard for me to win more than 3 episodes on the really rare times I get to Final Battle.

I am thinking about these numbers:

xaqery Do you generally win and lose the same episodes?

I haven't kept track of what I win and lose, but I might start just to see if I have patterns here


#2031 5 months ago
Quoted from Bmwdrummer:

Ok... So I finally got the correct LE 1.11 code installed as a Full Install. Now I am getting the scores ending in non "0" numbers. This definitely does not seem correct and the matches now do not work. See pic. Anyone else notice something like this?
[quoted image]

I have not seen this on my LE, but I'm sure xaqery will know where the issue is. It's ironic because Lyman had the same kind of bug in Elvira recently and it was from the Trailer Trash mode.

Oh I know why I never saw it. I downloaded 1.11, but got so busy this week I didn't install it.


#2077 5 months ago
Quoted from cooked71:

So apart from the diverter, the only other gameplay difference between the pro and PreLe is the ball lock?


Bidirectional pizza spinner
Krang toy that is synced to his speech
4 ball instant release from the van
Ball lock in the Lair during pizza parlor multiball
Glider scoring
No top lane skill shot

The truth is, the glider is there to use as much or as little as you want. There's no need to fast switch it between shots because you are not building combos like in The Shadow. For glider scoring, it also does not need to be switched until you want to try to collect the points. It's really irrelevant to say how fast the game plays affects how useful the diverter is.


#2085 5 months ago
Quoted from nitroman28:

8 ball is to many as the 6 in the pro is already a handful. Anything over 3 and you're just slapping balls around until the ball save runs out and you get it to a controllable amount of balls.

The purpose of having 8 balls is staging 3 balls in the van for immediate release after the 4th is locked. It's not about having an 8 ball multiball.


#2239 5 months ago

I don't know about anyone else, but I wish the modes scored more points. 25,000 or 35,000 points per shot really just doesn't add up to much, especially when some modes don't really need many shots to complete. In contrast, the big points seem to be nestled in the April Hurry Ups as those can be very lucrative. Maybe multiply mission scoring by x4 or x5? Or is that too much then? I'm just thinking out loud to see what others think.


#2274 5 months ago
Quoted from MutterFudder:

On some modes/screens, my screen looks like it has a few dead/stuck green pixels. It's not all the time or on all the screens, so I don't think I actually have dead pixels, but I'm not sure if it's in the software or not.

I have seen this too on my game and it looks like green stuck pixels on the lair graphic. On other screens they may look like white dots. I was almost convinced it was my LCD, but now I am not so sure. Sometimes the dots are there, sometimes not. Always in the same place.

20200803_230009 (resized).jpg

#2276 5 months ago
Quoted from kell:

Unboxed an LE yesterday with a build date of June 26th.
Has some pooling on both sides of the apron and at the LAIR star post. Playfield looks okay, however, it does looks a bit grainy. Not as bad as others that have been posted, but I'm questioning whether it a bit.

I think you need to stop worrying about it on your LE. It will tarnish your enjoyment of your game.


#2287 5 months ago
Quoted from MutterFudder:

Thanks for taking the picture -- I was having issues seeing the dots in the photos I took. But mine are in the exact same spots. Hopefully something they can look in to.

If the dots are in the same exact spot, then it's obviously not bad pixels on the LCD. It's not related to 1.11 because I did not install that on my game. I started with 1.10.


#2288 5 months ago
Quoted from Navystan:

So, I took advice of others to use a shooter plate to protect diverter hitting ramp. Now, I just need the right type of double stick tape. It seems the best would be something similar in thickness and strength used for Clifffies. Anyone have any idea what type and where to get? Thanks.

Carpet tape would definitely work. That stuff is paper thin and sticks like no tomorrow.


#2289 5 months ago
Quoted from ABE_FLIPS:

I have the sound bug too, but its not just at the skill shot. stern is already investigating this issue.
I did not notice the pixels, but i dont look often on the screen

Are you sure your LE backbox speakers are set to 8ohm in the utilities?


#2296 5 months ago
Quoted from Napoleon:

Some of the ending animations need to be tweaked.
For instance, regardless of whether you finish the defeating Baxter's mousers or not, Baxter still gets zapped, even while Shredder is praising him for good work.
Another example, when failing to finish the "See You On The Other Side, Ray" episode, Splinter is still rescued.

Baxter deserved it either way


#2301 5 months ago
Quoted from Pinballnewb01:

When on Free Play and pushing the start button once, my TMNT sometimes starts a 2-player game. Is this a common issue?

This also happens randomly on my LE.


#2318 5 months ago

I get A LOT of airballs from the right dimension X target. Anyone see this on their game?


#2415 5 months ago

In an effort to eliminate (most) airballs from the Dimension X targets, I have angled the targets forward about 5 degrees using a simple method which requires no bending or modification.

I placed a shim washer under one edge of the target bracket as shown below. It's not a big change, but I hope it helps. If it doesn't, then I'll either need to add a bit more angle or come up with something else.
20200815_165139 (resized).jpg20200815_165304 (resized).jpg

#2418 5 months ago
Quoted from durgee7:

Anyone else having to wait over 1 minute before the tmnt logo appears upon powering on the machine? I unplug my machines as a habit. Not sure if that makes a difference. There's been a couple times where the game didn't power up (after waiting 1 minute) until I flipped the power switch a second time. As long as it's powering up, I'm good. Just thought it was odd.

I had this happen once, but the logo was showing on the screen for over a minute. Then the game seemed to reboot and was fine after that. You could try reloading the SD card with a new image downloaded from the Stern site. Or even try a new SD card.


#2451 5 months ago
Quoted from Hewitttech:

So the LE is my first pinball. I noticed when I got it the right ramp sign had been in contact with the glass during shipping and rubbed scratches into the glass coating. Not a huge deal but also thought the sign looked a little bent. I have played it a few hundred games now and it has been fine but just had the ball kick back from what seemed like the right ramp gate wire. I started looking at and noticed the ramp plastic is cracked where it mounts. I don't know if I just never noticed it or it happened while playing but I don't remember seeing it last week when I cleaned things of ball crud. Maybe it was overtightened and the ball hitting it made it crack? Is this something that would be covered under warranty? I have no problems working on and fixing pins but just curious what the best thing for me to do would be...

Send pictures to your distributor and see what they can do for you. Since it's cracked right where the sign mounts, it could be a problem later on.


#2454 5 months ago

Please check out this video and let me know if you have noticed anything similar. What happens is that I'm getting what sounds like audio feedback from the spinner motor and also the upper left up post when it' energized. It's a 'beeping' type sound which repeats very fast. Also, when trapping balls during pizza parlor multiball, the spinner stops when instant info shows and it shimmies as seen in the video. This only happens in PPMB so I have no idea why it does that.

For reference, I have an LE.

#2477 5 months ago
Quoted from NoQuarters:

Update to post #2390 regarding bumper rubber added to reduce number of left outlane drains -
Update Results : After adding the bumper it has evened out Left and Right drains.
The next 104 balls played - 16 left, 17 right, and 71 center drains.
Looks like this has worked. Has cut down on ricochet type drains on the left side ....
(Previous tally before bumper 64 left, 19 right, 151 center at 234 balls played)
[quoted image]

To be honest, I don't think anything was wrong with your previous numbers. The right outlane is just very forgiving which means the left outlane is always going to have higher numbers. If the left outlane was nearly the same, or higher than center drains, then I think that would need some adjustment. I never checked, but I wonder if the left post can be lowered?


#2517 5 months ago
Quoted from SpidermanDan:

Really disappointed to see how far Turtles fell in the rankings.
I expected a fall from #1 given history of new machines on pinside, but I think it is still a few spots higher than where it fell.

I never look at the rankings. I only care about what I like...


#2525 5 months ago
Quoted from ABE_FLIPS:

The game is so hard, its just frustrating every time. I made i to the wizard mode two times.
Brick shots everywhere, just tell me one save shot... not even talking about the left outlane.
The code makes it not rewarding and with all those hurry ups interupting episodes (sound) i do not feel connected to story.
What i also really miss is the kinetic satisfaction, not even close to JP2 or DP. I want do FEEL the game.
I am sure the game will drop down the top 100... I really wanted to love this game. I will wait for the next code update but you cant fix physics, just code.
just some info how you get the Extraball (super boring)...
Take Michelangelo plunge around the orbit hold up the upper flipper and the ball will hit the pizza target, let it drain.
Ballsave, repeat. On the 3rd ball shoot the ball lock, plunge around the orbit again and get your pizza slice, repeat until multiball.
Everytime you lose a ball make the orbit plunge and collect a pizza slice. you can only collect in between modes.
with 14 slices you light your EB... boring but the extra ball will help you for mode progression.

I don't think TMNT shoots that hard. Shots are not as easy as EHOH, but not as hard as JP. A friend and I played on the weekend and the game crushed us both. But, I know I can and will do better.

You're not supposed to reach wizard modes every other game. If you did, then you might be unhappy about it being too easy?


#2564 5 months ago
Quoted from BallPin:

Not only it is grainy, but Slash's face has lines going down the left eye and left side of his nose as well as the corner of his left chest plate. Unacceptable. I was drawn into TMNT pin because of the art and the theme. I'm not a big fan of the pin itself, but would buy one because of the amazing art and I don't have a three flipper machine. But because of these quality issues, I'm staying away from this machine as far as possible. There really isn't anything special about this machine. No interactive toys on the Pro, no mechs, just ramps and orbits. Pretty simple and plain. It's the art that makes this machine attractive and they can't even nail it.

It sucks to see some people getting games where the playfield art is not printed as well as it could be. The real question is whether Stern will replace the playfields or not. I suppose very soon we will hear how that goes.

As for saying TMNT has no interactive toys, did you forget about the pizza spinner WITH magnet? Or the pizza parlor physical ball lock? Lair shot? Ball stoppers on ramps and orbit?


#2761 5 months ago
Quoted from chuckwurt:

Go to the feature diagnostics. It’s probably there. Should have a turtles symbol on it be be right next to the standard diagnostics.
Also, you don’t have to have the coin door shut. Just make sure and pull out the white interlock switch so it clicks. That will act like the door is shut.

Unfortunately there isn't anything in there for the pizza spinner. The best way to test it is start a multiball.


#2768 5 months ago

I'm still getting a lot of airballs off the standup targets. I am going to try using a thicker closed cell weather stripping foam on the targets. I've already angled them forward slightly with no improvement. The airballs are bad enough to hit the glass or fly out of the cabinet if the glass is off. The pizza spinner is level with the playfield.


#2790 5 months ago
Quoted from Yoko2una:

I just learned that you can't qualify Cowabunga and not have played Final Battle on Ball 3 for the same reason. I just played a 4-player Co-op and got Aprils early. On Ball 2, I got through all members' Team Up, except I drained on P4, so it still had to be played on Ball 3. On P1-P3 Ball 3, I then collected everything else for Cowabunga. However, now all the players have to play Final Battle first... which is freggin TOUGH. So you'll most likely drain in Final Battle and not get to Cowabunga. P4 still had to go through Team Up first... and then after that I went straight into Final Battle. Of course I then lost, and though I saw the screen after a few players that said "Cowabunga is ready", unless you can beat Final Battle on Ball 3, or get to it on Ball 2, you ain't seeing Cowabunga.

What if you get an extra ball on ball 3?

And are we sure it's not 'Are you a Cowabunga?'


#2791 5 months ago
Quoted from shaub:

It would be nice if after you play Team Up MB, LAIR and APRIL could keep giving awards without needing to start an episode.

April gives crazy points so it's probably good thing it's the way it is.


#2796 5 months ago

The pro and LE/Pre are not the same. Yes, you can test the pro wheel in the coil diagnostics, but not the Premium/LE. Unless Dwight added something in the last code update - I haven't looked again.


#2818 5 months ago

I believe I have solved my air ball issues. The solution was to re-level the pizza spinner wheel. While it was seemingly level already, I believe even the slightest edge can cause the ball to gain even a little air (off the playfield) and then ricochet upwards when hitting a standup target.

I've played quite a few test balls, shooting the left ramp X targets and no more airballs now. The airballs were also causing issues shooting the pizza parlor.


#2862 5 months ago
Quoted from gumnut01:

I've just noticed that the mylar does not extend far enough down. I have massive dimples because the ball flies off that ramp drop, it does not simply drop. I've extended some mylar past rocksteady.

I agree completely. The factory mylar is positioned where the ball doesn't even land on it when coming off the ramp. I replaced that piece a few weeks ago. Stern should update that at the factory too.


#2866 5 months ago
Quoted from LowScores:

Did you guys remove the mylar, or just and a 2nd piece. I found it but didn't think to peek where stuff was hitting but I've only played maybe 20 games.

I removed the original piece and it comes off very easy. You can see where the ball is landing because there will be a slight mark.


#2946 5 months ago
Quoted from SpidermanDan:

Does anyone just have all the lights go out during modes or team up? Happens on my game all the time and I thought I remember someone saying that was on issue on first run LEs. I’ll hit a shot and all the lights will go out then come back on. Thanks

That sounds like a node overcurrent reset. Do you have any mods on your game?


#2953 5 months ago
Quoted from gumnut01:

Hitting the dimension, 2x playfield and add time starts the pizza up. Which causes a pulse.

Only the mezel mods glider which is powered by a GI bulb.
Does anybody else have shaker pulse for pizza spinning up and down??

Disconnect the mod from the GI and see if the problem persists.


#2954 5 months ago
Quoted from JonCBrand:

anyone else find it interesting that the trough eject power can now be set lower. I think 176 was base now 150, just set mine to 150 ball comes out nice and gentle.
Edit wouldn't load trough when 3 balls were on playfield, 160 seems good

On my LE, I still can't set it below 176. Has anyone else with an LE/Pre tried to change this?

From my experience with EHOH, 160 is about right.


#2962 5 months ago
Quoted from JonCBrand:

Are you on 1.21 code?

Of course!


#2963 5 months ago
Quoted from ABE_FLIPS:

Dwight is aware of it and he said he like it that way. No need to discuss further... however he eventually will revisit the shaker motor effects.

To be honest, the only shaker effect I am not sure I like is the start of Pizza Parlor MB. I get so used to shakers that I don't notice they are there, but I do notice if they are not.


#2967 4 months ago
Quoted from SpidermanDan:

The only mod I have is the speaker kit mod; could that be causing it? How would I fix a node over current reset? Thanks so much

When it happens, check for technician alerts which would tell you if there was an overcurrent condition.


#2975 4 months ago
Quoted from Pinballnewb01:

What are the overall thoughts of the scoring?
I find it not as rewarding as I want it to be.

You're probably too used to higher scoring games. I think it scores fine, better now with a bit more points from playing the missions. But, maybe there's still room for a bit more tweaking? I need to play more of the new code.


#3013 4 months ago
Quoted from Napoleon:

That's solved by not being able to play the Fly episode until you complete this one.
As it stands, it doesn't make sense to have Shredder praise him for a good job, and then zap him.

Shredder is a bad guy, it's in his nature.


#3014 4 months ago

I wish there was a 'making of' video for this game. I've really liked all the other ones that were done.


#3055 4 months ago
Quoted from ABE_FLIPS:

It increases the value of the 123 combo shots.
1st shot = 1x the value
2nd shot = 2x
3rd shot = 3x
if you want to max it out you should collect 123 during your last ball because every spinner shot adds up. if you once complete 123, it won't light up again. if you dont collect it, 123 will always light up at your next ball.

I really like spinners in games. By far, my most favorite spinner is the one in GoT. That spinner has spoiled me for wanting cool spinner sounds/rules/points in other games. I blame Dwight.


#3058 4 months ago
Quoted from gumnut01:

Dazzler spinner in DP is sweet too.

Yes, that one is good too!


#3159 4 months ago
Quoted from billrz:

Does everybody’s pizza have this much movement ? While it’s not spinning. How am I suppose to level the pizza with the playfield when it has this much movement ?
I can’t add video to this thread, had to upload to YouTube. Is that normal ?

Until you look under the playfield, it's just a guessing game.


#3160 4 months ago
Quoted from Chalkey:

Does the cowabunga being partially lit all the time mean it's a bad LED board?

You are not the first person to have that issue. But, I don't know what the solution was. Maybe someone else knows?! Or you can try emailing Stern technical support.


1 week later
#3426 4 months ago
Quoted from Jon_pinz:

Does anyone have any airball issues on the left ramp?

I did and I fixed it be re-leveling the pizza spinner with the playfield. Any minor hop the ball gets from rolling over that wheel (at speed) is then re-directed upwards when the ball hits one of the dimension X targets at the entrance of the left ramp.


#3427 4 months ago
Quoted from arcadenerd925:

This. I dont get alot of airballs but occasionally from the ramp and from the 2x target under the glider. I am going to go ahead and replace all three with the angled brackets. They worked fantastic on GB

I temporarily angled the brackets forward on my game by adding shims. It did not really help. It's only when I re-leveled the pizza spinner that it was fixed. It seemed level, but I adjusted it anyhow and it's much better now.


#3431 4 months ago
Quoted from Jon_pinz:

I think you’re right as I noticed my pizza disc isn’t level and that would make sense since I seem to only get air balls at the right target which is just past the spinning disc. Can you tell me how you leveled it?

Airballs from the right target does mean your pizza wheel is not level.

There's 2 bolts on the bracket assembly that can be loosened to adjust the height. Loosen them a bit, but keep them a little snug so when you adjust the wheel position, it stays in place. I used a ruler on edge to make sure it's level. If you lay the ruler flat and it even slightly catches the edge of the disk, it's too high. Level it as best you can, then just test by shooting the right dimension X target. It's quite obvious when you get it level because you will be able to shoot the target many times without a single airball. Re-tighten the bolts.

You will find the pizza parlor lock a lot smoother to shoot as well.


#3442 4 months ago
Quoted from RikeIsland:

Is it just me or did TMNT get more exciting after the reveal stream and Avengers got a lot less exciting?

Regardless of Avengers, there is no denying the excellent game that John, Dwight and the rest of their team provided us with. I am very happy with my TMNT LE.


#3443 4 months ago
Quoted from arcadenerd925:

How "un-level" was it. as in, if you ran your fingers over it, was it obvious?
Next time i have the glass off I will check mine.

You can't tell with your finger.


#3490 4 months ago

I like your thoughts, it's good discussion.

Quoted from Crater:

Leonardo is great through Level 2. I like training lit, and add 10 seconds to all modes. The level 3 award of 2x Weapon scoring is... ok... but if you're on level 3, then you are probably running out of opportunities to use it, as in... you can only light weapon with the skill shot, and by the time I get to level 3, I'm on my last ball or have one more left. Level 4 2x team-up would be great if I didn't already go through the team-up by the time I get to level 4. That seems to be an issue with a lot of them in my opinion.

You're right about the 4th perk. Other than the 10% score gain, the perk can be moot if you have already played through Team Up. But, I imagine the perk can be quite lucrative on points if you do get it. If 2x weapon scoring only affects the hurry ups, then it does seem a bit meh.

Quoted from Crater:

Raphael is really good on his level awards. I don't know if it's even worth going through, but all of those scoring opportunities Level 2 - 4 are great and can be easily gotten no matter what part of the game you're on.

Raphael does seem the strongest, even for the final Battle Challenge.

Quoted from Crater:

Donatello is a weird one to talk about because his Level 1 award of 1 shot to Turtle Power can be used in a number of ways. I personally like to light 1-2-3 foot and hit the right ramp to activate the first episode without getting my multiball. Level 2 (2x Foot Scoring) is also great because the foot scoring is fun and easily gotten. Level 3 (additional ball save time) is also a great asset, but you're getting to a point again where you probably are already done with most of your multiballs (especially since Turtle Power was almost assuredly done in ball 1), and so it will only be effective for probably your last ball on your ball start save. Which leads to my last point of Level 4 being 3x Turtle Power scoring. Yeah... that'd be great... but I definitely finished my multiballs by this point.

Level 1 is a great way for new players to have easy access to a multiball. But, you have an interesting work-a-round to light the first episode without starting the multiball. What about competition play where there is no ball save? Doesn't this make the +Ball Save perk moot? Default ball save times seem fairly generous so I'm not seeing the appeal of this one. Can't you qualify TPMB again after it's been played? That's something I have not looked into.

Quoted from Crater:

Michelangelo just seems a bit stunted right now with the pizza eating contest scoring being low. I'm not a huge fan of his Level 1 Battle Again being lit, mainly because I always seem to hit the opposite drain, and it doesn't seem to go into effect. As it stands, I only really like his Level 2: 2x April Hurry-up scoring. It's definitely an asset you can use to your advantage. For Level 3 having 2x Pizza Eating Contest... maybe if it were like 3x instead of 2x, then it would feel more worth it. His Level 4 ability of 3x Ninja Pizza Multiball is amazing, but the one time I got it, I already used up my ninja pizza multiballs.

2x April hurry up scoring is great! I think you're right about level 3. Pizza Eating doesn't score a lot of points and isn't it just a one time thing? If you're already played the pizza eating contest, then the power up is moot? What do you mean you have used up your multiballs? Can't you qualify them again?

I've been on vacation so I haven't played any pinball in a while.

Quoted from shaub:

More options for how Battle Again works, like carrying over between balls, an "easy setting" to light both outlanes, maybe an option to use the apron button to change which outlane is lit (it's gotta be used for more than pizza frenzy on the pro, right?)

The button manages the glider on the premium. You shouldn't have a button rule on the pro and it cannot be used on the premium. Personally, I think the Battle Again behavior is ok. But, that's just me

Quoted from shaub:

I just hate cool features/modes feel like filler. Maybe it's just me but 1-2-3 Foot Kombo is fun to hit, but I never feel the need to GO for it.

Foot 123 and Weapon Hurry Ups are both fun mini modes, but I can see where you are coming from. I don't know if there are other perks to beating this other than Cowabunga qualification.

I've been on vacation so I have not played any pinball lately. I'll try to remedy that this weekend.


#3502 4 months ago
Quoted from gumnut01:

But isn’t that part of the greatness of turtles? Play a different turtle, play the game differently to take advantage of that turtles abilities. I can see it adding years on to this games replayability. Finished it as Raphael? Great, now finish it as Michelangelo.

It sure is!


#3509 4 months ago
Quoted from zeldarioid:

Is anybody else insanely frustrated by this game? I have tried multiple pitches, slingshot strengths, etc, and it doesn’t make a difference. Drain drain drain drain drain. Rocket shots straight out, or bouncing in the outlanes, doesn’t matter. Drain drain drain drain drain. No problem controlling the ball on my Star Wars or Jurassic Park, but this one feels like a joke with how impossible ball control seems. I have put tons of games up, with plenty of time on any given new setting to see if it makes a difference, and can’t seem to find anything fair feeling or consistent. I can’t be the only one...I hope. Are others experiencing this? How are you coping? Is anyone able to actually consistently make improvements on their gameplay when the game’s geometry seems so insanely and aggressively stacked against them?

I'd say set your game back to default settings for everything and start with about a 6.6 or 6.7 pitch on the playfield. I think I have mine around 6.8. I used to have it a bit steeper, but then the ability to backhand the left ramp just wasn't there. You can adjust the right outlane post position, but there doesn't seem to be any adjustment for the left side. The right side is definitely more forgiving than the left.


#3590 4 months ago
Quoted from gumnut01:

Fixed my disc. I’m a dumbass.
So I’ve been trying to level using the 2 bolts on the side.
But what my slow brain failed to realise is when you tighten the top bolt, the harness is getting sideways movement like a rocking boat. I thought the tabs on the side near the bolt kept it level. They don’t. There is slight movement.
So when you tighten the bolts, with the other hand forcibly push or hold the top harness level.
Attached is before shot. Then me pushing against or twisting the harness and The final shot is is fixed.
This is to help any fellow stupid people out there. Rest of you probably found this obvious, like putting your pants on. [quoted image][quoted image][quoted image]

Did you put extra ferrite chokes on the pizza motor wiring? I see one on each wire, then another on both wires. I only have 1 choke and it was on both wires (not looped). I changed mine and looped both wires through the block (like the first two are on yours). There's just enough room to do that for 1 loop.


#3622 4 months ago
Quoted from Rbviessman:

Hi all. New to this thread. Without going through all 70+ pages, has there been discussion about the game trying to load 6 balls in the van on premium/LE models? Resulting in having to take off the glass to clear all the balls?

When does it do this and how often on your game?


#3632 4 months ago
Quoted from Rbviessman:

It’s out on lease now, but reported about 1 out of 10 games. It did it while When I had it to test it. Stern put the wrong CPU board in it. I thought that would fix it it but no luck. I had assumed it was a software issue but I suppose it could be mechanical.
Seems related to after Turtle Power Multiball.

Checking the ball trough optos would be the first place to start. One could be intermittent, causing another ball to be launched for locking.


#3662 4 months ago
Quoted from Thunderbird:

This should be a “game of the year” contender, but is a tough year going against AIQ as well.

TMNT is game of the year as far as I am concerned.


#3707 4 months ago
Quoted from Pinball-NJA:

Man, Stern must of gave up on this title?
Did they even announce new code?
Or we gotta find out on our own?

Well, you still found out And it's just a test to make sure we're still paying attention.


#3748 4 months ago
Quoted from gumnut01:

I have pinball life in TWD (Spike 1) and TMNT (Spike 2). I have a stern one in Deadpool. The noisiest one that rattles the most is definitely the Stern one. I am now going for Pinball life from now on. Cheaper too.
Somebody correct me, but I did not think warranty was affected by Shaker motors?

Of course it is. Anything electrical you connect to the game that's not an official Stern product is not going to be warranty friendly. Some shaker motors have been known to take out the cabinet node board, but that was from a few years ago. Stern shakers come with capacitor kits, where I don't think the PBL ones do.


#3752 4 months ago
Quoted from vireland:

You have that backwards. The capacitor on the 3rd party shaker motors in the beginning was the problem. Sterns don't have the cap according to their 2015 service bulletin:
(which was essentially irrelevant a few weeks after they issued it since all the 3rd party shakers fixed the problem)

I am not talking about snubbing capacitor(s) directly connected to the DC motor. I'm referring to the inline capacitor cable that Stern includes with their shakers. Every recent LE will have it too (mine do).


#3804 4 months ago
Quoted from Thunderbird:

Here is Dwight’s 1st reply:
“I really do not believe that the latest code update could have caused those issues. It really only changed a small handful of stuff that is laid out in the readme. I will look into how the game could load 4 balls into the van. I appreciate the feedback.”
So he’s looking into a fix and will let us know ASAP I’m sure.
Did any of you guys successfully downgrade to 1.21? Where do we download that code, if so?

I have 1.22 on my LE and I just tried about a dozen TPMB on my game and it always re-loaded 3 balls into the van after the ball save times out. I even shot the right ramp as balls loaded and it worked ok.

I'm not doubting your problem, but in the meantime you could check a few things:

- The top switch on the right ramp is working correctly (probably not related to locking)
- The van door is not getting stuck open (for whatever reason)
- The van enter opto is working correctly


#3805 4 months ago
Quoted from ctl723:

How does the van actually sense how many balls are loaded up? Is there a single opto that is supposed to only see one at the third position? I don't recall enough wires coming out of there to sense each one individually.

The van doesn't have anything to count balls inside of it. There is an opto on the van entrance that probably does the counting. I just looked at the manual and it's switch 57.


#3872 3 months ago
Quoted from J85M:

I actually prefer the stopper on the ramps a lot more than the diverter, the pro gives you a moment to catch your breathe while with the Prem/LE you don’t get a second to think.

This is incorrect. The Pre/LE diverter stops the ball just like the pro does.


#3876 3 months ago
Quoted from John1210:

Unless you love the theme ie it's your dream theme the upgrade to prem simply is not worth the money for this game. They needed to strip the pro a bit more. Id actually be annoyed if I was a premium buyer at how good value the pro is.

I'm an LE buyer and I'm not annoyed. In fact I'm very happy!


#3964 3 months ago
Quoted from PinHead50:

Has anyone done the glider servo replacement from amazon? I am looking at trying to replace it myself. I dont know what sterns deal is but still dont have an ETA for a new glider after a month. Looks like its a straight forward motor swap.
amazon.com link »

I would not say it is straight forward. For example, is the stock servo digital or analog (I didn't look).


#3976 3 months ago
Quoted from cooked71:

Is this the first game Stern has used these types of servos? As soon as I saw they were using these back at launch I knew they’d be trouble. I used to own an AMH which used one for the ghost - mine literally burnt out (Like smoke from under the pf) after 50 plays.
Usually they would use a coil or a proper motor for a diverter like this. Never seen them use these cheap Rc car servos. And with the amount of issues let’s hope they don’t use them again.

The diverter is multi positional, so it can't just be a coil. It doesn't just divert, but it also stops the ball.


#3978 3 months ago
Quoted from vireland:

Up-down for stopping like on the pro. The L/R coil for the diverting. It would have been more reliable. Ask The Shadow.

Right now John Borg is facepalming after reading this. You just can't spew stuff and claim it's more reliable without a shred of evidence. The Shadow diverters were not without their own problems, like breaking the ramps for example. I know all about Shadow because I have owned one in the past. You're using up 3 drivers, 3 coils and their brackets to run your design instead of a single auxiliary board controlling a simple servo. Yes, it would appear a few people have had issues, but it's not everyone. I've had bad servos in Horizon Hobby products like cars and airplanes. Brand name JR stuff. It happens there can be defects, but generally they are reliable.


#3981 3 months ago
Quoted from vireland:

You might be able to get away with 3 drivers and 2 coils for a more reliable mech design if you used a EOS switch and a dual-wound coil. But it doesn't matter because the servo is what we have and time travel is observational so we can't change it anyway, we can just watch the mistake genesis over and over, and that's no fun.

Yes, the design is the way it is and it is working fine on my game. If you don't own one, then I don't know why you are so concerned?

Nothing is ever perfect in the world of pinball.


#3995 3 months ago

Hmm, I wonder if the right ramp on TMNT is the same between pro and premium? I have not had an issue with that opto not registering, but sometimes I think the ball hits the sign on the right ramp.


#4050 3 months ago

I've neglected my TMNT a bit lately, but hope to get back to playing it this weekend. I had some fixing to do on Elvira, but that's all done now.

I've never had any freeze on older code. And I don't have enough time on the latest code....


#4135 3 months ago
Quoted from RetroGamerJP:

FYI - Looks like this ebay seller has some TMNT Premium Translites available if anyone wanted to change up.
ebay.com link » Teenage Mutant Ninja Turtles Pro Stern Pinball Game Translite Sign New 26x16

How does anyone know if these are genuine or counterfeit?


#4167 3 months ago
Quoted from Jakers:

I'm not sure this has been captured on video before, but last night while streaming my TMNT Premium I had the issue of 4 balls being loaded into the turtle van. It happened multiple times throughout the night. Here's one instance where I reset the game and it immediately loaded 4 balls once it booted up. Reset it again and then it wouldn't empty the 4 out of the van so I had to take the glass off and manually release them. My theory is while in turtle power multiball, once the ball saver runs out it reloads the van, but sometimes while loading if you shoot the right ramp at the same time a ball is being loaded, your shot to the ramp and the loading ball both enter the van...confusing the game.
And here's another instance of the game loading 4 balls during Turtle Power Multiball.
Oh, and I've now been waiting 2 months for a replacement glider mech from Stern....

I watched your video and am going to say I think the problem is the van enter opto switch. I noticed after the second ball locks, there is a long delay like the software did not count the ball entering the van. Generally as a ball enters the van, another is quickly launched into play as the van enter opto switch is triggered. That extra long delay is a sign.


#4202 3 months ago
Quoted from mbrave77:

totally agree. Dwight needs to lighten up on 123 foot.. And one mode should never make another mode unhittable. Like weapon should not make training be unhittable(i think thats the case)

If you are one away from pizza eating contest, you also get locked out of some things. I feel like a few things could be tweaked here and there still.


#4207 3 months ago
Quoted from GoldenOreos:

would be cool if you could cycle battle again with the lock bar button along with slings etc. frustrating draining when its lit on opposing lane

You can't have the lock bar button do this because it's used for something else on the premium/LE models. I don't have a problem with battle again and how it's configured.


#4232 3 months ago
Quoted from Thunderbird:

(BTW, I’ve decided to not do any modding on the left outlane and leave it like the designer intended and since I’ve changed my strategy to what I’ve explained above, the PF has opened up to me and the left outlane is no longer as much of an issue. As a result, when I get deeper into the game, I really feel a sense of satisfying accomplishment. TMNT, what a game!)

I honestly don't know why there's such a fuss about the left outlane. Yes, it's going to drain more than the right outlane, but that right outlane is also very forgiving. I do agree that maybe any adjustable post should have been there just so owners can fine tune how they like.


#4252 3 months ago
Quoted from shaub:

I think the game shoots good, personally. It's just a tough shooter with some tight shots. And code could still save the game from a lot of the difficulty that leads to frustration.
I also think the LAIR shot is awesome, it's one of my favourite aspects of the game! The current question is whether its WORTH hitting. If the code adequately rewarded you for shooting it, the shot's difficulty could be justified.
But, unfortunately, if we're waiting for code revisions, I suspect we're gonna have a bad time.

One of the things you are missing with the pro is the lair lock. The mushroom(?) pizza topping enables that and it's definitely worth hitting during PPMB.

I think there's still room for improvement. For example, Mike's pizza eating perk. It's a perk that applies to only a very small part of the game as opposed to something that generally helps you along as you play the game (like increasing April Hurry Up points).


1 week later
#4408 86 days ago
Quoted from Jakers:

Does anyone have a download link for the previous PREMIUM game code? I want to go back to the version before 1.22 to see if my game still loads 4 balls into the turtle van. This problem is beyond annoying at this point. Almost every time playing my game, the turtle power multiball ends up loading 4 balls into the van. Then I have to wait for the ball search (on the 4th or 5th time) to release the van balls to continue play.

Have you tested the van enter opto switch?


#4514 81 days ago
Quoted from DaddyManD:

Yes I have a Pinball Life shaker and it doesn't have a 90 degree divot to move the weights. Any other ideas? Grinding a new divot seems ridiculous. Might it be the code is running the motor too fast? Everything else is perfect except Pizza Multiball and it is just far too much.

Just tighten the set screw and it will probably hold. I've done that before with a red tremor.


#4517 81 days ago
Quoted from HookedonPinonics:

I will agree that the shaker motor is way too intense at the start of Pizza Multiball.

To be honest I thought so at first too, but then I got used to it. I don't think twice about it now.


#4559 80 days ago
Quoted from PinHead50:

Doesn’t look like it. Not sure why they send the whole thing when it’s a servo swap but it’s cool

There should be a return label in the box or maybe with the packing slip. Generally, they do want the parts back. I'm waiting for a new crypt for my EHOH and I have to send the old one back.


#4702 75 days ago
Quoted from spidey:

Center ramp problem solved!
I was having lots of center ramp shots not registering. I tried tape over half the holes, didn't help. Finally appear to have it fixed by adjusting the position of the optos. Each opto is mounted with 2 screws. I just loosened them and rotated the optos as much as I could so they would better face each other.
[quoted image]

I'm going to have to do something with my LE because it has the same problem. However, it only happens on FAST shots up the center ramp. Maybe a ramp cover would help also.


#4766 72 days ago
Quoted from gumnut01:

Noticed something weird today. Not sure if it’s intended. I was having a really great turtle power multiball when pizza eating comp was made ready. Suddenly the music changes and all MB music and call outs are replaced by the pizza eating challenge music. Wondering if this challenge should wait and not interrupt the MB or is this intended so that the button mashing can happen whilst multiball is happening?

Are you sure it was pizza eating? You can't earn pizza slices from target hits during TPMB and I'm not sure picto pops awards any either? However you can start weapon or april hurry ups and that will change the music.


#4767 72 days ago
Quoted from mandelbloom:

123 foot is super satisfying when you mail it , but super annoying when you start it and it just takes over

The left inlane can extend the timer indefinitely too.


#4779 71 days ago
Quoted from Yoko2una:

I wish there was an abort where you could hit the action button within 1 second of starting 1-2-3 Foot to cancel the mode and save it for later. This way it wouldn't let 1-2-3 get in the way of your current strategy.

Maybe it's just better to get Foot123 out of the way early in the game. I think Picto Pops can relight it though...


#4827 69 days ago
Quoted from ShortCorky:

Played my friends’ AIQ last night - very fun game. Got me thinking though - why didn’t Stern make TMNT allow you to select which episode you play like they did with AIQ’s gem quests? Seems like a far better format and a no brainer to me - it really makes you think and come up with a strategy.
Curious to hear others’ thoughts.
*I realize episodes aren’t entirely random and you can hit the target to rotate through...

I don't really care which mission I get when playing TMNT and I'm not sure there's really anything to be gained if you could pick which one you want.


#4919 64 days ago
Quoted from shaub:

I was just playing TMNT and realised that Slash's episode name is a Guns N Roses reference: "Welcome to the Concrete Jungle." Not sure if that was obvious to everyone else, but there it is, haha.

His belt buckle is backwards too


3 weeks later
#5141 42 days ago
Quoted from BaxterStockman:

Here is the official stern release of the pizza spinner fix. Though I've heard others use lithium grease and took it apart further.

I took mine apart and greased the gears. If oiling the nylon washers does the trick, then just stick with that.

It's also important to ensure the pizza wheel is level with the playfield. Use a straight edge like a rule to check.

The only thing I need to do still is make a ramp cover for the center ramp. Sometimes if shot too fast it does not trigger the opto.


#5148 41 days ago
Quoted from BaxterStockman:

I noticed my pizza spinner when I apply a little pressure to one side it slides and isn't quite level. Are we measuring the resting position of the spinner? Or do I need to make an adjustment to fix the wobbliness of it?

There's probably going to always be a bit of play in it. Just do your best to make sure it's level, otherwise it can cause airballs when balls hit the targets above it.

#5153 40 days ago
Quoted from Coolpinballdino:

Played some TMNT, found it kind of odd. You can keep getting unlimited add a balls in turtle power. Was really easy to manipulate. Anyone think they may fix this in a future code update.

Were you getting add-a-balls from the picto pops?


#5157 40 days ago
Quoted from Thomas3184:

You hit the 4 turtle shots in during turtle power multiball the right ramp and it gives you add a ball.

This is one rule I where I don't like how it is implemented. Add-a-ball is already in the picto pops so why does there need to be a second rule for it? I would rather see making the 4 turtle shots reward points or moderately increase jackpot values (within a ceiling).

Maybe add a setting for add-a-ball frequency and how many add-a-balls can be awarded.


#5164 39 days ago
Quoted from Vermont:

Has anyone had an issue with some of the small stickers coming loose after a very small number of plays? I've had my pin for a week now, and noticed today that both one of the small Dimension X stickers by the left raft, and the same small sized pizza sticker from near the van, have both come off. One landed on the playfield and one managed to get launched up onto the van.
It seems strange that two stickers would both have come lose already.
That being said, should I just use regular glue to reattach, or is there a better method?

Sometimes extra stickers are included in the goodie bag stapled inside the game.

Stern support might also send you some if you ask.


#5168 38 days ago
Quoted from Vermont:

Great advice, thanks. My goodie bag did not include any of the mini stickers, but I have an email into stern support to see if they'll send them. I will try gluing them like that for now.

Get some carpet tape. That stuff is double sided, sticky like crazy and super thin. It would be better than any glue.


#5211 33 days ago
Quoted from Phantasize:

Just happened again. The machine had convolux and playfield protector fitted from the destibutor before delivery. Could they have missed something that needs to sit there to prevent it?
Anyone have some pictures of the same spot on their machine?

Are you seeing a lot of airballs when hitting the targets?

#5220 32 days ago
Quoted from Phantasize:

Yup, pretty sure that is where most of the problem originates from. And perhaps the PF protector adds a little more bounce. The game is blistering fast!

The pizza disc probably needs to be levelled if you add a p/f protector. That's why you are getting airballs.


#5221 32 days ago

I am a bit disappointed that Stern hasn't addressed 2 possible problems with the right and center ramps. Both ramps really need plastic guards, but in different places and different reasons:

- The ball can absolutely NAIL the right ramp sign on a hard shot. Sooner or later the ramp will probably break where the sign is mounted.
- The center ramp misses counting fast shots.

Maybe Stern doesn't know about the issues, but I see both happening on my LE all the time. Surely others must as well?


#5258 31 days ago
Quoted from Buckethandletear:

I have emailed stern and have not heard back yet. Anyone have any ideas?

It's possible that it's a bad servo. Have you tested it in the diagnostics?


#5259 31 days ago
Quoted from CypherPinball:

I'm seeing the same thing. On a pro. Seems as though after playing half shell challenge, the gi has this behavior. As mentioned in the previous post, Power cycling seems to resolve.

It's a rather festive 'winter has come' lighting mode isn't it?


1 week later
#5414 21 days ago
Quoted from Phbooms:

Thats a ball crusher shooter rod! or kids head depending on how old they are. I use to hate Indiana Jones gun, it hurt me many times. Make sure to put it against a wall. Go buy it!!!

I've had shooter rods catch on a pants or jacket pocket many times. I think I've torn a few jackets that way.


2 weeks later
#5638 4 days ago
Quoted from Soulstoner:

I’ve started getting crazy air balls off the Dimension X stand up targets near the left ramp. Had one launch on to the turtle van today.
Any way to reduce this?
[quoted image]

Check the level of the pizza spinner to the playfield using a straight edge (a ruler works well). Adjust if necessary.


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