Joining the club w/ a NIB pro - not sure if anyone is tracking anymore but:
No grainy playfield, no pooling, build date Oct 31.
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I made it to Final Battle for the first time yesterday (~ 220 plays)...I drained last ball rather quickly during it thought just to find out I had apparently also qualified Cowabunga ...so close...yet so far.
A question for everyone - after completing Foot 123 combo, does it keep relighting with every new ball?
Didn't get an answer so reposting - after completing Foot 123 combo, does it keep relighting with every new ball? Thanks
shaub Ok thanks for clarifying - I think this is an issue and makes Donatello weaker since his level 2 reward becomes useless as soon as you complete 123 foot...so you end up trying to only complete two shots of the combo and not all 3.
I feel 123 combo should be available after completing.
Xaqery maybe this is something that could be tweaked or was this the intention?
Quoted from DaddyManD:I am obsessed with 1, 2, 3 foot given it qualifies for Cowabunga. Apologies as I really thought you could re-light it after you beat it. Maybe I was playing in co-op...or older code...or am just remembering incorrectly!
Agree - it's the coolest/most satisfying combo in the game to shoot. I want to be able to complete it multiple times, especially w/ Donatello.
Quoted from J-Freeze:My premium showed up on Friday!
Love it so far and starting to get the hang of it.
High score for the first night was 72 million but I feel like anything over 30 is a solid effort.
Build date was November 23rd and my playfield is perfect.
This game is gorgeous.
Does anyone besides PU make an airball plastic for the right ramp?
Try turning the flipper power down a little bit. It's set too high IMO...any orbit combo will send the ball flying on default settings
Quoted from Doctor6:So I'm debating on my next machine. I either want a TMNT pro or a deadpool pro. I know I'm looking for yes men by coming here and asking, but I'd like your thoughts on this? I hear the game is "hard?" Keep in my I love The Walking Dead and my favorite thing is getting killed in that stupid game.
Are the shots too tight? What makes it difficult?
I love both games and I own a TMNT Pro. No one has mentioned theme/atmosphere so I will. Deadpool is a darker theme, w/ call outs criticizing you and whatnot. TMNT callouts are gentle and geared more toward a family atmosphere.
TMNT definitely has more difficult shots and punishes you for missing the easier shots.
It's an odd combination, family friendly theme mixed with brutal & punishing game. This is the reason I think there are so many TMNTs for sale lately.
Quoted from durgee7:Who else has had this happen after a game? Two balls unloaded from the pizza parlor. I'm in disbelief. The odds!!!
[quoted image]
are the balls magnetized?
Quoted from Jediturtle:Got cold feet and decided to wait it out a bit longer and hope Dwight comes through eventually like he's done with many of his games.
Quoted from Indusguys:Dwight is most likely working hard completing Mando code so I wouldn’t hold your breath.
"Working Hard"....cough...cough. Turtles Wizard mode sound has been broken since December. I don't think Dwight even knows Turtles has a spinner in it.
It's used for a mini-mode (123 foot) that can be completed once and that's it...bravo. Munsters is still very shallow. Star Wars in horribly unbalanced. Ghost busters got "fixed" but is still very unbalanced. Only reason GoT is decent is because Lyman fixed the code (and half the houses are still not worth picking). Don't hold your breath indeed.
Quoted from ScreaminSauce:I absolutely enjoy playing TMNT. It gives me the 'one more game' feels, and when I get into team-up, or nail a couple combo shots (right ramp, screamin' center ramp, left ramp combo comes to mind), it reminds me of why I am in the hobby.
When that becomes tiring, the Half-Shell Challenge is there to practice shots and try to shave off a few seconds time.
Not saying it is perfect, but dang I really do like spending time playin it!
Agree that the combo shots feel awesome....
This layout was designed for combos...everything can feed the upper flipper (except left ramp, which feeds 1 or both lower flippers)...but the game shoots itself in the foot by having combo hurry ups that you can't relight....and no basic combo system outside of those hurry ups (other than krang which isn't saying much)
Quoted from Thunderbird:Sure hoping Xaqery Dwight will read some of the great ideas you guys have for fixing the code in our fab TMNT machines. Love playing this game, but the scoring needs balancing and fixes to various areas you all have already pointed out. I wonder if we should put a list together of desired changes and send them to Stern and Dwight?
Yep - this game has the theme & layout to be an amazing (although brutal) game. I hope it happens...
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