(Topic ID: 271489)

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

By Tuxedomask23

3 years ago


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“Which model are you going to purchase”

  • Pro 285 votes
    50%
  • Premium 167 votes
    29%
  • LE 120 votes
    21%

(572 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!

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#8026 2 years ago

Joined the club this week. F'in lovin' this game. So fun.

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#8028 2 years ago
Quoted from JPloof:

It’s an underrated gem of a game!

I think once the code gets completed (1.5 is feeling pretty good, but hopefully we get a surprise like gotg or kiss), and it gets used in some big tournaments it'll get some serious love.
My only gripe right now is that I'm playing it so much I can't scrap the theme song out of my brain. Even with turning off the 'licenced theme's, thank jebas it has that at least.

Edit/add-on: Does anyone know how many pro units Stern turned out? My s/n is in the early 9000's and I'm the third owner so I'm assuming this wasn't at the end of production.

#8031 2 years ago
Quoted from bigguybbr:

Have they finished production?

Not that I know of, I might've phrased that wrong, I just meant they already sold over 9000 units at least a year ago.
More of just curious how many there are out there already. I couldn't find anything online with even an estimate.
Stern seems pretty secretive when production actually stops. Or it seems like it. I'm guessing when it slows down they probably have tons left in the warehouse and are worried the demand for the title will drop even more if people know the demand has lessened. Pure armchair guess though.

#8032 2 years ago
Quoted from System-J:

Not that I know of, I might've phrased that wrong, I just meant they already sold over 9000 units at least a year ago.
More of just curious how many there are out there already. I couldn't find anything online with even an estimate.
Stern seems pretty secretive when production actually stops. Or it seems like it. I'm guessing when it slows down they probably have tons left in the warehouse and are worried the demand for the title will drop even more if people know the demand has lessened. Pure armchair guess though.

#8052 2 years ago
Quoted from arcyallen:

Let me start out saying I know no facts about how many Stern produces of each pin, but I've always figured maybe 1k-5k. 9000 units of a single pin in the first year of production seems unfathomable. I'm also pretty sure the serial numbers aren't going to be helpful unless we know the starting number, and confirmation that they build in order. My s/n of 321991 was built this fall. I'm not sure how you might want to interpret it, but I'm confident they haven't made 21,991 units. 1991 would be more likely. If someone knows something about any of this, please chime in!

Interesting. Yeah, it makes sense what you're saying. There's over 12,000 difference between our serial number if that helps. From what I've read and observed about my pf art, it's likely an early(ish) production.

3 months later
#8532 2 years ago
Quoted from Xaqery:

WOW -
I just realized that I forgot to add a new feature to the READ ME files.
IMPOSSIBLE PLAY was added to Turtles too! Which is actually pretty fun.
Good Luck!

Many thanks Dwight, awesome game, keep it up!

#8585 2 years ago

Re: NPP and game balance
I should reserve my opinion until I try the new code for a bit (just updated with the April Animation mod (so awesome))-- but I'm going to chime in anyways in hopes that i come across as helping and not just ranting.
I think there should be a bonus like NPP after every level achieved. At least each level after 2 anyways. As it is, leveling up is riskier than the reward is worth (and esp if the lair save is off). And it's not like NPP just starts, you have to work for it too. Also it's more lucrative just to go for stacking of epps., mb's, multipliers, and hope for some hurry-ups along the way. I'd say right now it's safer to go for 2 of the same hurry-up shots than it is to get the training multiplier and hit it once. Another bonus is that the npp uses the ramp targets that are underutilized in the game (changing epps is not that important in tmnt, imo. Not enough to be worth the risky shots anyways).
So adding possible mb's to light after the levels would make leveling up another tenable path to climb, points strategy wise, imo. As it is, even with npp after lv2, I don't think I'd ever go for leveling up in a tournament strategy (well, not at my skill level anyways). I do sometimes go for training because it's just so damn fun at home though. I love that each level has its own music. And the animation if your successful is one of my favorites in all of pinball.
...
Speaking of tournamentstrategies, I can't wait to see this game in some big tournaments. Getting rid of the bugs is definitely going to make this a real option for important games. Keep it up Dwight! You're awesome!

#8586 2 years ago

Just played a game with the 1.51. It feels like there's some nice little tweaks like some new audio and some nice use of the gi. I was just expecting some bug fixes but it feels like more than that. Impressed so far.

As a side note I haven't had a TP reset in ages. The last time I had it, I remember it being very had to figure out the exact state it was in so I didn't bother reporting it. Hoping this gets resolved before the code gets 'completed'. Seems like a thing like BSD where it's such a major bug TD's will shy away from using the game in important matches (like when 10k prizes are involved).
I've also done a clean install with a new SD from an image (the April Ani mod)--so I don't think I could or should report if it happens again. But I'm curious if this problem has been officially resolved. And also if people who have had this issue has tried doing a clean install instead of just updates.
-j

#8587 2 years ago

I keep forgetting to post my future contribution to TMNT. I found I kept wanting a reference to the pizza toppings so I decided to make custom score cards. I'm pretty happy with them and have use the 'pizza menu' quite a few times. They still need a few tweaks but I'll post the images when they're done.
Making the 'Pizza menu ' made me jealous of you prem/le owners for the mushroom toppings. I wish Dwight could've added it to the pros somehow. I know the limitations of the pro lair but maybe a timed lock up at the pizza parlor? Meh, a guy can dream can't he?

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#8591 2 years ago
Quoted from BaxterStockman:

Nice! That looks like a lot of information on small card!

Sure is! It made me respect how much rules there are. I know Dwight is a big board game fan and it show when you break down the rules visually.
Believe it or not, I edited a lot out. But I knew I wanted the pizza toppings and the level bonuses for reference. After that everything else just seemed necessary to me. Especially things like how to re-light mb's.
Most of the font isn't any smaller than the original card too, so it's all quite readable. But yeah, this would be quite daunting to anyone coming up to the machine to play it for the first time.

#8592 2 years ago
Quoted from Rensh:

My friend got this week a TMNT pro Nib. Unboxed, installed a playfield protector, installed latest code 151 and it was playing time tonight.
Think we played like 3 times a 4 player game , twice a 2 player game and once a 1 player game.
During a four player game the pinball froze, it did nothing during like 30 seconds and than reseted. That time also the high scores were erased.
Later in the evening during a 1 player game same thing happened but this time high scores were kept.
Reseated now the sd card and checked connections (which all looked fine) but is this the reset bug people are talking about??
[quoted image]

Nah, that sounds like another issue. I would've done what you did. ...maybe a bad SD card? I've also know people who've had a bad power supply nib that was causing reseting randomly too. Worth looking into.

#8596 2 years ago

Jealous of the topper. Gotta take off that duplicate logo though.

...

Have you guys noticed with the 1.51 they also tweaked and added some call outs? April now calls out the extra ball. I don't remember a call out before for when an EB is available and I noticed one call out from spliter and another from April.
I also think I heard a new variation from Leo and maybe Raph when the training starts.
Besides that, audio wise, I've noticed ...or I think I have... that there is less cutting off of phrases. Especially when the episodes start.
All positive changes imo.

1 week later
#8633 2 years ago

I got the TP MB reset for the first time for months. I feel like I had a good idea what the state was, so I sent it to the bug department.

This is what I sent:
"Game: tmnt pro
Ver: 1.51
Bug: game reset on turtle power mb

Game state:
Playing Leo
No level up advancements
2 or 3 episodes completed

Started episode Beabop and Rocksteady
Started TP MB.
Lost a few balls that came back from ball save.
Hit a couple jackpots, hit a couple right orbit shots (episode shots).
-Lost 1 ball (but I'm not sure what shots I may have hit if any at the same time or just after)
-1 ball in pizza parlor (this may have happened before or after the next step.)
-feature lights turn off (but flippers still working).
-shortly after lose flipper power.
-gi lights and Backbox lights go out
- lcd displays "Turtle Power 400,000" (the only thing on at this point)
-full reset after a few seconds."
__________________________

Anyone who gets this bug keep reporting it to [email protected] , even if you don't remember the state perfectly. They got to fix this damn thing. As an owner it doesn't bother me but I'd hate to see this happen in a big tournament. It'll give the game a bad reputation.

#8644 2 years ago
Quoted from azur3:

I also made some notes about the crash at one point.
Here's what was the same for me:
- Several episodes completed
- Had an episode running (but it was Robots) => Crash is not depending on specific episode
- Had "Turtle Power" as the last screen sign before reboot.
- I was down to two balls (had lost some)
System-J : Have you tried again with the glass off already? I will do so in the coming days. Maybe we find it

Good info. No, I haven't tried yet with the glass off. I bought a few mods a while back, I'll try that when I get time to install them.
It would also be a good opportunity to figure out what the damn marshmallows do too.

Quoted from drinklime:

I haven't had the game lock up in months. There doesn't seem to be any pattern. Has anyone considered the idea that it might be a hardware or voltage problem from the power supply when all the lights start firing off when the mode starts ?

Hmm, interesting. You'd need some pretty professional tools to rule that out. You would hope that stern would've done that but who knows.

#8658 2 years ago
Quoted from RhettDR:

Hey! I have been "Finishing" TUMB lately. So, when you go into TUMB, If I have the krang mode perks, It seems like I only have to rescue one turtle to get to "Pizza Party." It also seems like when I do this, it gives me "April Hurryups" and "Krang Combo" for Cowabunga progress.
Do you guys see the same? I thought you had to rescue all three turtles to get to pizza party... but even last night. I hit my shots / lit the rescue... hit Michelangelo - BOOM.... Pizza party... Is this right?

I wish I had this much experience with team up. There's some great progression in the MB's. I just got to Final battle for the first time; Ive only got to the second level but I was really impressed with it.
There's so many wierd little rules in the game. I wish the booklet they released had a bit more information so we could make sense of things like this. Maybe they want some surprises, but when things like what you're experiencing happen, it's just confusing.

#8705 2 years ago
Quoted from mpdpvdpin:

So…the Turtle Power multiball reset bug still exists in this new code iteration? Was having a hot game, got TP…game freezes and goes dead. They ever gonna find this bug or what?

Quoted from marioparty34:

It has happened to me 2x now. I am hoping they have a fix soon.

Hope you guys are reporting it. Only takes a few minutes and I think only constant nagging will get rid of this problem.

#8706 2 years ago
Quoted from mpdpvdpin:

Games that are infuriating and impossible to master are the best games…. Unless you suck in an absolutely hopeless way. When people say that they hate TMNT I know what they are really saying. They are admitting they suck haha.

Agreed! The tough ones don't seem to get much love when they are first released ...like bsd and shadow. This might just take time.

Quoted from shaub:

The layout of the game really isn't the reason the game isn't highly rated though, I'd argue that it is really due to the code. The Modes and Multiballs are well done, the placement of Team Up and the way it re-enables MBs is nice (though TUMB needs some serious polish to make it more rewarding imo) and Final Battle as a tough but attainable Wizard Mode are all good. But that really only constitutes one way to play the game and in comparison to some of the higher rated modern sterns, the game lacks nuance and depth.

Good points. I think there's a couple of other factors why players are getting poor first impressions. One, this game is pretty finicky about setup. If an operator just sets it steep wanting to make it harder this game suffers more than others.
Secondly I think the game looks like it should be straight forward but is sneakily cleaver. Especially the right ramp to orbit is so quick that it takes get some getting use to. I think that it looks like other games but plays very different can frustrate some.
I wasn't a big fan the first few games I played myself before I owned one; even though I really wanted to like it too due to the theme. Luckily one fell in my lap and after a few dozen games I've learned to love it. Definitely an acquired taste for the veteran pinhead.

#8730 2 years ago
Quoted from PanzerFreak:

I think TMNT is really starting to gain some traction as a great pin. It's now in the top 40 on here and considering how many great pins are in the top 50 that's pretty darn good, will only go up from here as more people play it on the most recent code.
The thing I love about Dwight coded games is that he codes moments and TMNT is filled with those. So many modern pins today are filled with rather dull points based modes with little mode choreography. Why? Personally I think it's because those types of modes take longer to code as well as some of today's newest coders being more focused on tournament play versus telling a story through code. The modes in TMNT are coded well in that they work the playfield in interesting ways, feature unique animations, lights shows, and tell a story.
Besides the main modes there's 16 training levels to go through across the 4 turtles, that's a fun hook that adds a good amount of depth. The progress overview screen with all of your goals towards the main wizard mode is also something we don't see very often. I once owned a JJP Pirates, that game has 125 main chapter modes yet I would take the 8 main modes in TMNT over those any day. The main modes in Pirates IMO are all generic and pretty much play the same whereas the 8 main modes in TMNT are unique with their own light shows, animations, sounds, etc. I tend to gravitate towards pins that tell a story through code, and give players a feeling of being on a quest. TMNT does both of those fairly well.

Interesting view on the story telling vs tournament focus of code.
People don't seem to take everything into account when posting ratings. Although it may be the format of the review too. For instance if theme integration had it's own category, titles like Maiden would take quite a hit imo. Overall I'm fine with tmnt being in the top 50. I haven't checked reviews recently but haters seemed to be just 'tried to like it, couldn't get into it'--which is fair enough. There's so many titles and so many great games that developers can cater games for different tastes.
Also, I think I'd rather own a game I thought was underrated than owning a game everyone thought was overrated.

#8747 2 years ago
Quoted from JayLar:

Do you mean the pizza disc? It never sends the ball STDM on my Pro. Instead it actually saves the ball from doing just that.

I'll second that. The pizza saves the ball more often than it throws it down the middle. But it still keeps me on my toes which I like.
I recently watched a release party video where Sullivan or one of the engineers was saying a lot of thought and time went into the programming of it. It really shows imo. It actually works so well that I think many people look past it as a huge plus on this game. And I don't think it's a stretch to say it's the best implementation of a spinning disk in any pinball game. It takes the best of effects of games like twister and lost in space and takes all the drawbacks aways from games like whirlwind (which really isn't much, but i had to name a game) and fireball.
The software and engineers really should get a big pat of the back for this one. I mean, how many toys in a game or so well implemented into the gameplay like this one.
My only want is to see the magnet used somewhere else in the code. Not sure how though, maybe just at the beginning of tumb or something: just have one ball come around to the magnetized pizza hold it for a second and release it (without spinning). ...I'm obviously hoping for a big update from Dwight at sometime in the future. The code is great but has the potential for so much more.

#8749 2 years ago

I'll see your '3rd that!' and add a 'here here!'.

3 weeks later
#8831 1 year ago

Agreed on the backglass. I'm even having a hard time thinking of a runner up. ...maybe godzilla, gotg?.

So I'm late to the party but it looks like a new tmnt movie is slated for Aug 2023. I'm really hoping this could mean stern wants the code clean (and maybe a bit more sexy) by then for another run. Considering that releases have slowed down because of so many existing stern games in demand hopefully it gives time to some programmers to clean up this code.

My wish list:
1. Make the scoring more exciting: I love that this game isn't all 'point salad' like so many others, but when I do have a good ball I want to look up at the score and go 'Holy $#×!', which doesn't happen now . I'm convinced Dwight could find a way but I know it can be tricky to stay ballenced. Ideas: A: training is tough but even though only lit shots progress, they themselves are worth next to nothing on their own. Increase points at least a little bit. Or make the perks a bit higher. As of now you'd be a bit nuts to go for this for a tournament strategy. Too far on the risky side over reward for even an above average player on a tough shooting game. B: increase episode shot points: make extra shots (before you cash out) extra valuable. Maybe even a partial multiplier, or just extra time, then make the extra time a bonus on the episode. C: just double all the points? I know it's not quite this simple due to math (easy for it go out of ballance) but right now 40-60mil is a great game. It just seems like even if it was around 100mil, it's a more satisfying benchmark.
2. Make the pro's action button used more than once a game: even when playing mikey I only get to the pizza eating contest once on even a great game. I'm resigned to having the button almost useless on the pro but at least have the option more than once a game. And on default you can seemingly only get an eb like every 30 times IF i even get to PEC. Ideas for fixing/sexy-ing up: A: add pizza slices to pop bumper mysteries. B: each time you hit a pizza target you have a (very) short time hit the button to eat a secret second one. C: ballance the target pizza slices to new rules. Maybe eb on second target amount reached(?) Reduce points off of PEC: 4mil is a lot already. Maybe just by like 25% if there is possibility of getting 2 a game.
3. Add a settings option to reduce the Nuetrito MB back down to 2 trainings completed. For the love of pinball Dwight, I'm begging you please have mercy on us who aren't sold on buying the qr code readers. (I know, I know, your getting presure from head office, ...maybe you could hide it then in the setting and just 'leak' the Konami code) .
4. Make the animation a bit more exciting. I'm not a hater here. Overall I like it, but only if there was someone who did all the work already to say, one major character that would make the animation that much better. (I know, I know, licensing issues, ... egos of existing staff...) Fact is, someone made a homebrew better version.
5. Fix the bugs. ...please, please, please. Especially the tpmb, that thing is embarrassing.
...just a thought.

#8833 1 year ago
Quoted from drinklime:

I haven’t seen this mentioned anywhere… is Irma actually in the game? She’s on the playfield….

Oh, Irma, haha, no, I was scandell's April mod.

#8850 1 year ago
Quoted from Merendino:

I know this may sound silly but my GF and I were looking at the layout for Twister and there sure are some striking similarities. Also, I sure do miss Bill Paxton.
[quoted image]

The disc, the right ramp and orbit for sure. The disc might be higher on tmnt and ramp lower. Definite similarities though. I'm not a fan of twister but the mb start is fun. Having the balls drop from the trail/guide (sky?) is a bit cooler than tmnts flipper ski too disc.

...

No thoughts on my rule tweaks anyone? Is everyone else happy with the code so far?

After a day of tmnt borg-ing me I've been trying to figure out another way to make the game a bit more friendly. ...out of the box that is, so no homebrew mods or tweeks because most operators won't do that. ... anyways, the only thing I can think, software wise to cut down on the frustrating left outlane drains is to have the April ball saves accumulative. So each extra ball save you get from April targets or mystery pops would be kept in memory. This could accumulate so that both lanes could be lit at the same time (especially if the slings change lanes) or if Dwight makes the flipper lane change default and just keep one side lit but kept lit if one is on que.
...just (another) thought.

#8862 1 year ago
Quoted from Deepblue89:

Sheesh. That’s disappointing. That means that I would have to complete the hardest level of training three times just to light it. It definitely doesn’t seem worth doing except to chase that Insider Connect achievement. Even then it seems ridiculous. I wonder if I can start logged out and then log in after completing two of the three training stages.

Man, I thought at least they would give you neutrino at the beginning of every game if you're leveled up past 3. Brutal. Yet another reason for the neutrino mb to go back down to 2. ...and another reason for me not to buy an ic for this pin.

Quoted from delt31:

For those that swapped servos - do I really flip the red and green on this or green and yellow? I bought the hd-645mg
And do I even need to swap these or swapping the orange and brown enough?
[quoted image]

It sounds like a bomb defusing movie scene. ..."what ever you do, don't cut the red wire!!"...

#8896 1 year ago
Quoted from shaub:

they could make the topping enable the 2x but not hold the ball the entire time as an adequate substitute on the pro.

Or have it lock in the parlor. The mushroom is really the thing in the prem that I'm most jealous of. Would love to see in impemented some how on the pro.. ...but I've given up hope.

#8905 1 year ago
Quoted from Riefepeters:

Just got back in the club recently, and I will admit this game is a bit better than I remember. When I traded my last one my 6 year old daughter was mad at me because she loved choosing her turtle, and I promised her I’d get another someday and I’ve been waiting for a decent deal to pop up. My biggest issue before was massive scoring imbalance. But it seems like code updates maybe fixed that a little…any input? And yeah, that artwork is gorgeous on this one. Great game. And my 6 year old knew it.

I don't find an imbalance. It can be a bit of a slog ...similar to LOTR in my opinion. Similar score amounts too. I wrote a few pages back about how I think Dwight could make the scoring a bit more sexy. But I know it's quite a balancing act. And considering the co-op mode works so well with the same ruleset I'm sure it's more so than most games. One of the gripes players have (especially new players) is that the multiballs aren't worth much on their own. The more I play this game I'm learning that there can be a lot of points actually, but you have to really work for them. Those super jackpots can be quite lucrative. I'd still like more of a wow factor though when you have a great ball and look at your score.
Curious, what imbalances did you find the first time around with tmnt? I've only had this title since 1.41 code so I didn't get to experience some of the growing pains. There were some specific scoring fixes in one of the last 2 updates. Something about missing scoring when completing certain objectives. I didn't really notice it though.

#8908 1 year ago
Quoted from Rob_G:

That's coming in another update (Sexy Mode).... Just kidding of course!
Rob

Sex sells, brother.

Quoted from Rob_G:

The scoring has had a lot of tweaks done to it from initial release. Although it does feel like there's a certain element of risk vs reward missing.
Rob

Really? I think there's tons of risk reward. The training itself is a huge risk where even if you don't drain making specific shots there's no points unless you also have a good game on top of it. Even just lighting the ball save is a bit riskier then many games. And the outlane ball save is SO important on borg layouts.
I guess on the other side of things there's often often only one shot to make in this game. It would be cool if there was an option for a harder shot to be worth more. ....for instance in cashing out you episode the center ramp was worth double, and the lair shot was worth 1.5x or something. Or like I said earlier that the extra shots (shots that don't finish the episode) add bigger points such as adding time then the episode timer is worth more when you do cash out.
But yeah, I guess there's often only one shot in this game to make at a time. But I think that's what makes it also such a tough game. Even BSD has more shots that work towards something simultaneously than tmnt does. Tmnt is unforgiving in layout AND rules.
As we all know here though is that the payoff when you have your shots dialed in there no more fun of a game.
Definitely some tweaks that could happen on this game to make it more fun though.

#8941 1 year ago
Quoted from wisefwumyogwave:

1-2-3 foot is hard as F so it should be worth more for sure

It can be worth a lot. It takes time to build though. I'm realizing why Dwight Sullivan is called the creator of moments: I think foot123 is thematically really well done. It (the foot soldiers attacking) usually gets in the way; you have to either survive them to continue many things or defeat them to get them out of the way. It's pretty clever.
Points wise, if you kill the spinner and get a couple multipliers going it can be worth millions. I often don't even think of finishing then until ball 3.
I think the tricky thing is, if he increased the value then you may have to on other things. ...which I'd be fine with; I think the scoring could be tweaked. But I think if you compare it to lotr scoring it already might be more balanced.

#8952 1 year ago
Quoted from shaub:

That's the thing though. The balance is off. If you focus on building it all game and then are able to collect on your final ball, it might be worth some points. But really, that time and effort could be better spent on things like MB and Episodes where you have an easier time finding points.
Out of curiosity, do you know what your biggest 123 Foot collect has been?

Well yeah, totally, if you only aimed to get a max foot123 your not going to have a great score. A good game would probably be between 5-10mil I'd guess. But I think it's more designed to work in combination with other modes and hurry ups. For instance your likely get a krang or 2 and some value from when the right orbit goes to the pops trying to get food123. Although that's not a lot of points either.
But also, like I said, I think foot123 is meant to be a (thematic) annoyance as much as an opportunity for points.
I'm curious too about a max points. I vaguely remember a good completion worth around 2 mil., which is around what you get for a good completed epp.
For any strategy that goes for any of the hurryups as main points though you'd have to pick the right turtle and level up. I think it's Don for foot123. So, Don L3 and a 2x pf could get you the best chance of a huge foot payout. I'd guess 3 to 6 mil. just for the foot123.

Quoted from delt31:

Wait so you guys qualify the foot mode but don’t try to win it until ball 3? Since it times out I’m assuming you then just qualify it again on call 3? I forget how to qualify as it just seems to happen all the time

No, I just mean you I dont purposely go to complete it on ball 1 or 2 because the value will be higher on ball 3. The value increases with the spinner. I find IF I complete it early (often by accident) I only score a few hundred thousand. Plus, like many hurry ups in pinball it's there as a diversion. If you can stay focused on your strategy instead, especially if it's safe shots, you'll get further into the game and have a better score.
J

#8954 1 year ago
Quoted from Rob_G:

I wish Foot123 was a mode you had to qualify rather than just being lit at the start of every ball. Maybe it's lit after every 2 episodes (adjustable) and each successive one is worth more points, especially if you beat the previous one. Even have another option so it's lit at game start if you want (default yes).
Rob

That would be cool. I could see that.

#8958 1 year ago

I've been getting back into pinball podcasts again and I just listened to a couple on Dwight Sullivan:
This one is more of a history of his career and games. It really emphasizes his love of 'moments' in pinball (I think there's a ton in tmnt; my favorites are completing weapon and training, anyways...). But also talks about his games known for having bugs which they seem to connect to his complicated codes (hmh, :/ )

https://thepinballnetwork555350716.wordpress.com/2021/01/30/silverball-chronicles-ep-11-dwight-sullivan-the-creation-of-complexity/
...oh, they also talk about how a lot of his games have hidden things and flipper codes. Sounds like he was one of the first to start doing this. I haven't come across any in tmnt, has anyone else? Seems like a perfect game for some clever Easter eggs.

This one is an interview with him right after TMNT came out (I'm sure it's been posted here before on one of the 180 pages). But it's a good one and has lots of into on how the code came together and potential for future fixes:

Listen to Ep 37: Talkin' Turtles with Dwight Sullivan by LoserKid Pinball Podcast on #SoundCloud
https://soundcloud.app.goo.gl/1rcQJ
...some really good stuff on what tough choices he had to make including relegating Casey Jones to a team up member. Earlier it sounds like they wanted to have him as a secondary character like splinter and April. Including having his own target.

Anyways, just wanted to share because appreciating Dwight's coding has increased my love for this game. The code is really underrated and I think a lot of players get hung up on criticizing the gameplay and completely miss that the code is so well thematically integrated into the game.

#8962 1 year ago
Quoted from NoSkills:

4l 1r 5l 1r 1l 2r

That's great. Thanks man.

#8965 1 year ago
Quoted from KingVidiot:

I agree. The code is really overlooked because people get hung up on how fast/difficult this game is, from a design / mechanics standpoint.
When it finally clicks, it REALLY clicks. But it takes more of a personal time investment from the player than other machines, in terms of patience and curbing your own frustrating. If you tend to play mad pinball, you'll get real mad. One of the things I've done to save my sanity is to stick a "De-BORGer" on the left outlane. Just a little cabinet door stopper that prevents so many un-preventable left outlane drains.
The only real complaint I have right now, is that the Neutrino Pizza Party mode is locked behind THREE level 4 training modes.... that's just way too much for it to be realistically attainable by anyone. It's also a really short mode that you can flub in 10-15 seconds, so to do ALL that work for so little payoff is very frustrating. Like, ONE level 4 training mode is a lot as-is, and would be my suggestion. If you already have a level 4 turtle, redo that 4th level training mode to unlock Neutrino Pizza Party. I really loved how NPP was available right out the gate for level 3+ players, but I understand wanting to keep that mode behind a bit of a wall. It's just that 3X level 4 training is kind of ridiculously unattainable.
I've been enjoying the latest code for its fixes and extra callouts, but I'm probably going to revert back to the previous version, because I miss Neutrino Pizza Party
I'm still also hoping / dreaming for some kind of "prestige" for resetting your turtles back to level 1. It gives you an incentive to reset your levels, instead of camping out at level 4 all the time. A simple, cosmetic icon next to the turtles' level status, like "prestige 3" or something, for going through all the training modes 3 times, for example, would be enough of a vanity incentive to make me reset my turtles constantly, haha. Like, you could strut up to a machine and be level 1, but have prestige 38 or something, and impress all your pinhead pals. Tie it to your profiles, etc.

I've fought myself from 'de-borging' mine. Like the rest of the game I'm (still) trying to take it as a challenge. Once the ball is close though there's no saving it; I've never been able to shimmy it out. The only thing is to be proactive on the dangerous bounces. Mine seems to be the top of the right sling and the top left corner of the left inlane rubber. When I recognize it I'll give it a good nudge forward, bump or good shake. Often getting a warning and Ive got it set pretty loose. But I've been really close some days in putting a rubber bumper in. Can be so frustrating when you get a ball save then the ball screams down the left outlane again.
I hear you on nuetrino. I'd like to see it come back and have another incentive added after L3. Or make the training a bit easier like have a ball saver for L2 and 3 (it is supposed to be 'training' after all). I think training is under powered as it it. But I love it so much I'm a sucker for it. ...and when you do have a good game it does pay off. I've been playing mikey lately, get l2, then work the April hurry ups through mb's. I've gotten about 5mil on some April cash outs.
I don't have an IC and I don't see the benefit at the moment, imo. My main barcade I frequent has a godzilla, rush and LZ with it and I hardly ever log in. I do like the idea of keeping track of your progress over time (in general, not the leveling up in tmnt) but I still have never logged in to check it. Anyways, just me. I get the frustration around the leveling up holds. The whole idea seems a bit half baked. But it sound like it might've been an afterthought as Dwight said in an interview just after release that there was no plans for IC on turtles. Hopefully him or one of the team is working on tweaking it.

#8974 1 year ago
Quoted from RhettDR:

Hey ya'll - The topic is so full of this stuff and it's hard to search through it all... But I am getting lock-ups on TPMB. Usually happens when I have a mode running / completed and Starting the TPMB. Seems odd... No clue Assume code related. Only happened after the newest update.

Please report it like every time. The only way this is going to get fixed is by constant nagging.
...but, I found that it happens less the more you play it and more likely to happen after you update. It's worth trying a new SD card though. It's not logical why it would help when it keeps happening at a specific time in the code, but it does seem to help a lot of people for some reason.
New SD card + time is what I'd suggest. (And reporting, ABR ...always be reporting.

Quoted from cabal:

try these:
All start with a both flippers pressed then a sequence of x lefts, 1 right, x lefts, 1 right, x lefts, 2 rights please have a look at 1 2 3
B= Both, L= Left, R=Right
7 1 4
1 9 7
4 5 1 = Deadflip
4 4 6
3 3 3
1 2 3 = B 1L 1R 2L 1R 3L 2R = B L R LL R LLL RR
20 20 1
18 1 25
12 11 16

Oh man, thanks. So many! Can't wait to try them, I'm currently moding and cleaning mine, but when I'm done I'll try them out.

....

Speaking of having my game pulled apart, as I started to install the mezel mods technodrone I think I may have stumbled on what might be one of the problems of the pizza parlor rattle out/bricks:
20220607_121512 (resized).jpg20220607_121512 (resized).jpg
I think one of these two rail guides (if that's the correct term) is the culprit. The rail going up leads to a lip of the 2nd curved rail; if it was the reverse it'd be fine (i think). I was able to move the plastic off to the side with only having to take the center ramp off. Took some time, but this always bugs me so I decided to just go at it. Not sure what I'll do. I'm going to either move the rails a few mil or try increasing the curve with some vice grips. I'll report back to let you guys know if it was worth it.
J

#8975 1 year ago
Quoted from drinklime:

my theory is a voltage spike/dip that locks up some chip

That's a good theory. If that's the case maybe they can reduce some of the load (somewhere) when you hit the lit ramp (...?) It's got to be tricky though since it's so inconsistent. It's funny how stern replaced a cpu board for someone here earlier on. I don't think it is the board itself though since the same board is used for so many other games.

#8980 1 year ago
Quoted from drinklime:

could be a coincidence but i turned down GI brightness and havent had any lockups in months. not sure how much voltage difference that might make if any

Interesting. You would think stern would have some diagnostic ability to catch this. ...but let's not get back into sterns QC. ...actually let's, because I've got a got a few more picks from the parlor rails:
20220607_140243 (resized).jpg20220607_140243 (resized).jpg
20220607_140512 (resized).jpg20220607_140512 (resized).jpg
This screams of crappy QC. I bet this drives guys like Borg nuts. You spend tons of time play testing and crap like this shows up on ...well it sounds like the majority of machines. It's so obvious too once the plastics are off. Can't wait to try a game after I fix this. It's going to make more of a difference on the enjoyment of this game than any mod.

#8983 1 year ago
Quoted from plasticbugs:

Just a heads up to Premium owners: accessing this area of the playfield is an ENORMOUS pain in the ass.

Yeah, I bet. I guess I should've mentioned I have a pro.
Fixed:
20220607_144532 (resized).jpg20220607_144532 (resized).jpg
20220607_144459 (resized).jpg20220607_144459 (resized).jpg
I'd say about 50 steps to get to this. And this is without actually taking most of the plastics off, just shifting the 2 around it.
Still have some other things to do, I'll get back with a review of how if the parlor shoots better. I'm also cleaning and waxing so I'll give a review after I can actually see the ball fly around instead of just a blur.

#8989 1 year ago
Quoted from KidRichard:

I design mechanical systems and parts like this for a living and also teach younger designers and engineers how to deal with real world material issues. Although you are correct, this is absolutely something that SHOULD have been caught as a problem during QC, I'd be willing to believe this inner rail guide is produced within the tolerances given (though a quick check of the detail drawing would confirm or deny this belief). I'd personally be very particular about calling out the maximum allowable angle at the tip of this bend on a detail drawing as, from experience, I know that short bends like this at the end of a piece of sheet steel can be problematic during fabrication.

Oh yeah, I totally get that in manufacturing the rail itself might not have been the problem. Although IF the bolt holes (technical term ) were set up to be drilled in the right place, the minimum bend tolerance should've been aligned strait with the lower guide. If it was bent in, it would be less of an issue for the shot ...I'd have to guess.
But then, separately, someone should've been looking at this on the line. It could've been fixed on the line in less than a minute if the tools and knowhow is there. No hyperbole, now that I've done it once it would take me less than a minute to fix. ...not counting the half hour removing everything to get to it of course.
I get though that it's not as simple as it sounds. Who knows how many other issues they may have had and fixed on the production floor as they went. I believe they were having staffing issues as early as when tmnt was on the line too. But it just really sucks as it's such a good game and making an important shot unreliable.

....

I've since played a couple games. There's still a bit of rattling but I feel like there were less harsh rejects. But I also installed a bunch of mods and a shaker motor so I was a bit distracted. Man, that shaker motor at NPMB!! And Holy crap this game is FAST after a clean and wax. I had a ball fly off the right habit trail right over the inlane to the area the outlane leads to (whatever that's called). I was watching it even and I have no idea where it jumped off, it was a total blur.

1 week later
#9020 1 year ago
Quoted from Wallofnoise:

Thought I'd share this mod for my TMNT pin Hooked up a tiny TV mod provided by CraZyMuffin along with miniature console, games and VHS tapes to my TMNT pin. Randomly plays various videos added to the USB of the entire first season of the cartoon, old toy commercials, footage of the TMNT games and more. It sits comfortably in the back left of the playfield near the van and catches everyone's eye when they come to play.
Youtube video here
or here:
https://twitter.com/NeilDavidCarter/status/1537161157957472256?s=20&t=sSoQ51PlQOVqVqYndZ2fgQ

Nice job, looks great!

...

Just put up a mean score on mine (sans IC). Raph, L3, attempted L4 but couldn't hit center ramp :/ , had another chance but went for final battle instead. Got past first challenge on it. What a rush! Love this game. I play it like as if it was a strategy game I use to be addicted to and keep playing 'one more turn' until the light comes up. I guess it's fortunate that pinball machines are loud enough that I couldn't get away with that.

20220616_114843 (resized).jpg20220616_114843 (resized).jpg
20220616_115221 (resized).jpg20220616_115221 (resized).jpg

Edit:
I forgot to mention I found another option for "de-borg-ing" the left outlane (yes, I caved):
20220616_205225 (resized).jpg20220616_205225 (resized).jpg
I added a 1/2" white rubber under the standard black one on the star post. I didn't know the effect it would have on the lair release, but it actually helps it too. It comes out slower and more controlled but still has a bit of randomness. The left outline is still a B but much more fair. I've even had a couple successful shimmy outs.

#9026 1 year ago
Quoted from Tommy_Pins:

That's a good score! I'm happy if I can break 30 mil.

Thanks. If it makes you feel any better I just put up a couple of sub-2mils.

Quoted from gmanrulz46:

what is a sd card?

It's a programmable memory card that holds the games program. It's at the top right of the cpu board. It clicks in and out. I'm sure there's a step by step out there. It's worth a try. I haven't had it happen in ages, though I have had the video go blank a few times. I did get the tpmb bug a couple times right after I updated to 1.51. Report it if you want them to fix it. Or at want them to try, it seems to be a tricky and inconsistent one. I've noticed that they don't have any shaker effects for it yet either which makes me wonder if they know it's a power drain issue.

#9029 1 year ago
Quoted from Rob_G:

TMNT is still such an underrated game I think. I wish 1 or 2 things could be tweaked still, but that ship has sailed long ago.
Rob

Sullivan updated Ghostbusters years after it was even out of production, so I wouldn't give up hope. I think he realizes how good of a game this is too and would push to polish it a bit.
Guardians is rumored to get one last run this year and with a new tmnt movie coming out next year I could see stern trying to capitalize. I'm hoping a clean up of the code before then too, though really, I think having animators work on what looks like unfinished product might have a bigger impact on sales.* Also I bet we see tmnt in some big tournaments this next year too. This game in a tournament setting would get people interested in it again. It's so amazing watching people get big shots in this game like completing training. On my big game I got a 15mil foot123 shot. Felt amazing.

* is it just me or does some of the animation look as good as anything stern has done (and just really beautiful animation and art) but then plenty of it looks half-baked. I have a feeling the animators didn't manage their time well. I bet they got all excited do some episodes and graphics then were told to hurry up and get it out the door. Just that some episodes have the characters lips moving and some don't is telling to me.

Quoted from Tommy_Pins:

Sub mil scores are my norm

I feel ya, my pinball brother. All I can say is listen to splinter. ...except when he says you're not fast enough, then he's just being a troll.

#9034 1 year ago
Quoted from Jerickso77:

Whoa! What was your foot amount built up too? I've been trying to focus on ripping the spinner more but still haven't pulled off something like that.

I wish I took notice. I'm pretty sure I had the 3x pf multiplier going so I'd have to guess around 5mil. Which is crazy. I did have some epic mb's, I'm guessing that's were a lot of the orbit shots came from.
...
Separately, I finally got a pizza party going in Team Up today. I've been so close so many times but that lair shot kills me when it's the only shot to make. I feel the "rescue any" perk (from I think it's called 'I need a body' episode) is a must. It feels the perks are a bit lopsided. For instance the Slash episode is so tough (or maybe it's just got into my head) but the perks is something that is useless 90% of the time. The 2 krang epps seem to be the most useful. So are the epps that spots a bad guy from other shots.
...but Dwight does seem to have some 'wammies' in the game. Things that you try to avoid, so maybe Slash is one of them. Other wammies I've noticed is the anchovies ((very low value) humour maybe?) and the marshmallows ('unlimited jackpots'?) in NPMB.
Anyways, I've never been good at watching and strategizing modes, but I'm starting to get there on tmnt.
...
Question for you guys, is there anyway to selectively delete a high score? I've been trying to get my wife into the game and I think she's warming up to Don. Unfortunately a friend put up a 50mil score on it (I think via co-op mode). I'd like to clear it so she could possibly get on the board but I don't want to erase my big one. :/ I had a look through the settings and didn't see any obvious option to do this.

#9035 1 year ago
Quoted from RipleYYY:

well, i'm not with you on this... almost until that TP multiball random bug/reset is not corrected !
once its done, than yes TMNT should be considered, as of course its a very nice pin

I know what you mean. If it crashes during a big game it would not be good for it's rep.
I haven't had the crash in ages now. I feel like if you had a game that's been played a lot (and hasn't been freshly updated) it *might* be OK.
But you would hope this would put presure on stern to invest some time into fixing the bug. Fix the crash bug, put in tournaments, watch money come in. ...but they have so many other games in demand maybe it's low priority. :/

#9037 1 year ago
Quoted from Merendino:

For any of you out there that has done this:
Can anyone please explain the best process for removing the Turtle Van? I have a pro and I see Lance Armstrong and nothing else.

I don't get the Armstrong reference but I do get why you might want to get rid of a sketchy association.

The van is attached with 2 screws from under the large plastic. You have to remove one other smaller plastic on the right to remove it though. Fortunately you don't have to take off any ramps. Mine's a pro but I'm not the first owner and the van was turned to face the player. The back plastic over the ramp was removed already so I'm not sure but you might have to remove it first.
GL

#9041 1 year ago
Quoted from Merendino:

Thank you!
Sorry, "Lance Armstrong" is what my friends say when a situation involves one nut.

Ahh, lol, well there's 2 screws instead so I'd say there's a different dad joke in there.

#9059 1 year ago
Quoted from Drussksu:

I am having a problem with the lair. I’m every time I get to training it releases the ball and bounces to the outlane and drains. Anyone have any tips to fix this?

I have the ball save on too but I don't get any outlane drains after I did this:
20220616_205223 (resized).jpg20220616_205223 (resized).jpg
I added a 1/2" white rubber on the star post under the black rubber. I did it to de-borg the outlane, which I find it does help just enough (it's still the dangerous side but also I can save it once in a while now), but it also ended up slowing the lair exit down a bit too which I ended up liking. It still is a bit random where it goes, but it's never gone down the outlane or middle for me since I did it.
I did it out of curiosity but I'm leaving it on.
Really, I could turn off the ball save now but I like being able to get one fail shot off too.

#9073 1 year ago
Quoted from Hop721:

It was during Turtle Power multi-ball! Is there a fix?

No fix yet. Report it if you want to help get it fixed though:
[email protected]

I personally haven't had it crash for ages now. Most suggest trying a new (brand name) sd card and image. It still might happen a few times after a fresh update but many of us find it happens very infrequently the more it's played.

Edit: I guess I jinxed myself. Had it happen today. :/ often it's when you hit a specific shot like the right ramp, but this time not. <shrug>

#9077 1 year ago
Quoted from JakePG:

Has anybody ever turned the game on and it doesn't boot? Had to turn power off and then back on for it to start up.

I had this happen once, though it wouldn't boot back up at all. It ended up that the sd card had half 'un-clicked' (technical term ) itself out.

#9081 1 year ago
Quoted from JakePG:

what was the result?

Haven't had a boot up problem since.

#9089 1 year ago
Quoted from mbwalker:

The backbox LED's on the CPU board dumps a ton of heat back into the board (I measured it with a FLIR) at a 100% setting. I turned both game play and attract levels down to 30% on all my Spike 2 pins. That might be the culprit.

Hmm, interesting. Have you had similar lockups on other spike2's? I wonder if anyone has used a separate (off board) led replacement and if they've had any resets.
Though as much as I want to blame a power surge or over heating, that the full reset only happens during tpmb makes me keep going back to the code. If it was a power issue you think a 6 ball npmb would crash once in a while. But, to counter point my own opinion, I find it interesting that there's no shaker motor use at the beginning of the tpmb either, which makes me think that they are avoiding add any more power to it. ...but then, also, they still have rumbles for jackpots, so who knows. <shrug> . Whatever it is, I really hate its an issue still. It's such a great game yet it's such a sticking point and focus for so many people still.

#9106 1 year ago

I've come around on the scoring, not that it can always use some tweaks, but I think tmnt will be a great tournament game. If anything it's less 'point salad-y' than most game. You make your shots, you get the points. The only exception is octopus on npmb but even then you can have a bad mb and even with a stacked pizza I'd say I can have more lucrative tpmb. I definitely wouldn't call it 'broken'. I've also had big npmb with lots of pepperoni. The anchovies and marshmallows seem to be 'wammies', but the risk/reward to moving them is hardly ever worth it. Even to an octopus.
I do have gripes though, like the leveling up is a little too risk/reward, at least for most skill levels. But the only time I've really blown up this game (200mil) I've had L3 raph. In tournament I'd probably only go for leveling up with mikey for the April hurry up multiplier. ...if I picked mikey. Even Leo I probably wouldn't bother leveling up and use his l1 perk just to get closer to the 2x. I'd also like to see some more points in teamup. I think that could easily be fixed with some bigger perks from completed episodes though. And also, just playing though team up gets you to more mb's, so maybe it's ok already.
The hurry ups can be huge, but I avoid them all for a while. Even weapon I'll only set up for a mb and never go for it on its own. But I find most hurryups in pinball in general are a sucker shot. ...it's the game trying to trick you out of you dollar.
But overall I'd say this game is well balenced where all shots and modes *can* be lucrative and many of the things that arent immediately can lead to something that is. Even if you want to just go mb and multipliers all day you have to play through the eppisodes to get the chance for more. Just my opinion though, I'd really like to see this in big tournaments to see what the great players go for. If it's all the same strategy, yeah, this game might be one dimentional for scoring strategy. But I bet you would see some different strategies. The good players would definitely try to get to raph L3 I bet.
And ever since I've realized the scoring amount is similar to lotr the low scoring doesn't bother me either.

#9112 1 year ago
Quoted from shaub:

The way I see it, this is probably the biggest issue with the scoring, NPMB can be lucrative in a couple different ways. 2X SJPs worth 7 or 8M points is pretty huge compared to scoring those points elsewhere, like in Episodes. How many completed Episodes would that take to score? How many 1-2-3 Foot Combos? Oh yeah, you can only score one, even if you spend the whole entire game building it before collecting it, it might be worth like half of a NPMB SJP. How many Krang Kombos? How many Weapon Hurry-Ups?
When it comes to tournaments, I imagine the biggest difference between winning and losing a match is how well NPMB goes and whether you get through Team Up to re-light NPMB. That's probably not a bad thing for a tournament though, simpler objectives often make for better competition.

Well you peaked my interest in these npmb sjps. I've been playing some games where I've been focusing on it and hardly ever get the sjp myself. It's a tough progression in my opinion. Especially on one of the fastest games out there. So you first need 6 blue shots, then the krang loop, than the infamously tough lair shot. (I love the krang loop in mb. Controlled staging and a left handed shot. Reminds me of whirlwind and high speed jackpots but left handed.) The way I see it is that's 6 shots then 2 really tough shots. I'd say you better have something lucrative there. A sjp should be big. Oh, and the 2x is another 5 to 9 shots too on top of that and maybe a few more to keep it going. That's a lot of shots and a lot of skill to get. I'm fine with it being big. If you can get multiples of those a game you deserve to win. Plus 8 mil is only a 3rd or quarter way to a replay. I don't think this is an all or nothing, imo.
That said though, I agree with you on the krang combo and weapon being low. I only go for them if I'm getting close to cowabunga, which I've been close to (yet so far away). I would worry about raising the krang one though since it's always on. I wouldn't want it to turn into a strategy like loops on Maiden or shadow (though not too bad of company to be in). Weapon though could use some re-thinking. I'm still hoping Dwight puts in a super skill shot. It would be interesting if the super skill shot was to hit you turtle skill shot before the top lanes or pops (on pro). Then have some kind of super weapon score if you can complete it. Though this might change the balance of the turtle shots, especially since mikey and raph are already a bit stronger than leo and don, and there shots are easer. But yeah, right now I avoid both unless those shots are lit for something else as well, then it's just gravy.
Foot 123 can be lit again after completing it as a mystery pops award. ...which brings me to something I think is unbalanced in the game: the pop bumpers. It's not as unbalanced as the last Ghostbusters code, imo, but sometimes you can get crazy awards in the pops. I once had a lite extra ball, lite battle again, and lite tpmb from my ball staying in the pops. That's worth like 10 shots and an extra ball! Crazy! I think this along with the top lane multiplier makes it pretty powerful--although, I personally don't drain on purpose to get more, I find the ball save to be more important to find my shots or get some shots on April or lair mono-targets.
Anyways, I have to thank you for voicing you opinion on the npmb. I'm starting to enjoy it again. I also think I may have found another bug. :/ The fudge might not be working. Since the sjp is so lucrative you'd think the fudge would be really powerful. So I played a mb with 2 fudge. If it is indeed +1 foot kill that means I should've got to mondo in 2 shots, no? Well, I swear I hit like 4 or 5 blue shots without seeing mondo lit. ...then I drained to one ball of course. I'm going to try this as a strategy some more. If the sjp is really that lucrative, the fudge and pineapple might be worth more than gummies, octopus, or pepperoni.

#9116 1 year ago
Quoted from shaub:

I agree that it's difficult to achieve and that it should be worth good points. Though I do think you make it sound more difficult than it actually can be. Yes, you need 6 blue shots to light Mondo JP but you're in MB and that can happen pretty quickly and safely especially while ball save is active. Krang loop is also a tough shot but I feel like you can fluke into it a decent amount as long as you get it lit but also just as long as you keep trying for it. The 2X PF MB kind of just happens with the chaos of a MB, especially during ball save, I don't think it's fair to consider each hit to the LAIR Target as a single shot with the way balls just end up hitting that giant target. Though it is helpful to help that process along by aiming in that general direction. But ultimately, I don't feel like NPMB SJP is inherently unfair, I just think its unbalanced. In other words, I think that other things of similar or greater difficulty should be worth appropriate points as well. Turtle Power SJP is worth less than the NPMB SJP yet it takes the same amount of shots (more if you count the NPMB toppings taking away the number of shots needed or starting with the Mondo or SJP lit). But really the question for me ends up being, how many episodes does it take to get the same value, how many episodes SHOULD it take? I feel like it's probably somewhere around 3 completed episodes if you are able to utilize the 2X PF for all 3 of them and that also depends on whether you complete them in single ball play or stacked with MB. But even so, I don't think Episodes scoring is the real issue with balance either.

Yeah, the Krang Kombo being worth too much could create an issue, but it is difficult to get the 3 loops and finish with the center ramp. I've said it before in this thread but I think the pop bumpers building the value (pop bumper build disabled during MB) and then completing Krang Kombo could be a fun change, value resets after collecting or after draining the ball. This would provide some risk reward.
123 Foot, spinner builds value, collecting or draining resets value. 123 Foot lights at the inlane after certain Spinner Thresholds, same as Krang, it would give a risk/reward chance to build the value and collect, especially on a longer ball. Maybe disable the spinner build during MB as well.
Weapon Hurry-Up, Skill shot still lights WHU, but also Finishing a mode at your Turtle's shot lights WHU at the inlane, each WHU you complete adds an additional Orbit shot to the WHU sequence making each subsequent WHU harder to complete but also worth additional points.
Training, should at least be worth some points on its own, light your next episode, light a WHU or something other than just awarding additional perks, especially considering Insider Connected functionality messes with its functionality.
Team Up needs to be worth more points in general I think. This could be done in a handful of way that I can think of. Making the mode easier to complete: less shots to light rescue phase, more time/no timer for the rescue phase, allowing for a timed single ball period to resurrect the MB when you drain to one ball, or even something as simple as awarding points for each completed Episode at the start of it similar to what happens for Final Battle. Though I think 2X PF should not multiply these point awards and then Final Battle's completed Episodes points awards should be increased. If you have 8 complete Episodes when you start Final Battle you should be awarded a small fortune in points, I think. For Final Battle, something like 50M total sounds appropriate in the current scoring, 50>40>30>20>10>7.5>5>2.5M or something structured like that. For Team Up, maybe something like 20M>10M>5M>2.5M.
While I think Episodes are mostly fine with their current scoring, something like playing and completing an Episode exclusively in single ball play should be more valuable than stacking with a MB. So give a 2X completion bonus for single ball or half the completion bonus in MB.
Final thoughts, I fully understand the difficulty with Balancing scoring and that it probably needs to be done in small increments or with extensive testing, if you increase the value of one mode/feature, it will likely throw other things out of balance that then need to be corrected. I also understand that my thoughts and ideas on the subject are obviously just fantasy but I've played this machine as much or more than any other machine I've ever played and I really can't help but let my imagination run wild with ways to "make it better," at least from the perspective of my skills and play-style.

Ahhh, damn, I get it now. Yeah, the npmb is totally over powered, like twice the amount it should be. Especially since some toppings get you closer to it. It needs to be turfed or like everything else needs to go up. Some more than others.
Again, I have to thank you for the discussion and thoughts on this. It's helping me see the depth of this game in other ways.
Another thing that Dwight & team could do is add another 6 foot shots between mondo and grande. Or make the grande a hurry up once lit. But even then it still might be imbalanced. You'd still have to turf the pepper too (jeez, I had no idea). Lowering the score to what the tpmb is makes sence.
Tpmb sjp are a bit easier to get too so I don't mind them being lower.

It's a good idea about the pops being turned off during mb's. They are during some things like when tumb is lit I think. But I'd really miss the add a ball mystery if it did. Maybe just in competition mode they should be turned off. Or maybe reduce some of the more powerful awards like lite eb.

Totally (in mikey voice) agree with you on the training. Sometimes it feels so easy but other times the one shot feels like an impossible mountain. I'd like it to be worth a bit more points but also to have something big lit after each one. I think l3 and 4 should both lite nuetrino mb and the l2 training be have a super long ball save, or maybe just until you get the right ramp maybe.

Agreed about the tumb. That hurry up shot is a bitch. It makes the 'rescue any' overpowered. Even if the timer was x1.5 longer I bet I could miss it. But although the shot immediately isn't worth much it does unlock victory laps and gives you a cowabunga prereq. That's pretty powerful. Definitely worth going for since you're safe(r) in the mb.

Quoted from J-Freeze:

I have started Final battle with less points than a single NPMB.
I think it was under 30 million, and I completed quite a few of the episodes.
The episode scoring is super low, if I do well on both MBs I can get 50 or 60 million pretty easily.
I'd say for me anything under 20-25 million for NPMB was a poor MB.

Yeah, me too :/ . But the eppisodes unlock things too, so that's worth something as well. Especially when they unlock more mb's. I'm glad you can't just wait out the eppisodes but some modes don't feel worth going for. Like when I'm in Slash I keep telling myself to just stay to safe shots (which there are few) but always seem to get suckered into trying to complete it.

Quoted from Tommy_Pins:

I have a lot of poor multiballs

Me too brother. Even with knowing about the overpowered sjp I can end up with an under 1 mil mb.
But like a lot of the rest of this game, it's inspiring me to play better and learn new skills. Learning how to control mb can be really fun and satisfying.

#9117 1 year ago
Quoted from shaub:

I agree that it's difficult to achieve and that it should be worth good points. Though I do think you make it sound more difficult than it actually can be. Yes, you need 6 blue shots to light Mondo JP but you're in MB and that can happen pretty quickly and safely especially while ball save is active. Krang loop is also a tough shot but I feel like you can fluke into it a decent amount as long as you get it lit but also just as long as you keep trying for it. The 2X PF MB kind of just happens with the chaos of a MB, especially during ball save, I don't think it's fair to consider each hit to the LAIR Target as a single shot with the way balls just end up hitting that giant target. Though it is helpful to help that process along by aiming in that general direction. But ultimately, I don't feel like NPMB SJP is inherently unfair, I just think its unbalanced. In other words, I think that other things of similar or greater difficulty should be worth appropriate points as well. Turtle Power SJP is worth less than the NPMB SJP yet it takes the same amount of shots (more if you count the NPMB toppings taking away the number of shots needed or starting with the Mondo or SJP lit). But really the question for me ends up being, how many episodes does it take to get the same value, how many episodes SHOULD it take? I feel like it's probably somewhere around 3 completed episodes if you are able to utilize the 2X PF for all 3 of them and that also depends on whether you complete them in single ball play or stacked with MB. But even so, I don't think Episodes scoring is the real issue with balance either.

Yeah, the Krang Kombo being worth too much could create an issue, but it is difficult to get the 3 loops and finish with the center ramp. I've said it before in this thread but I think the pop bumpers building the value (pop bumper build disabled during MB) and then completing Krang Kombo could be a fun change, value resets after collecting or after draining the ball. This would provide some risk reward.
123 Foot, spinner builds value, collecting or draining resets value. 123 Foot lights at the inlane after certain Spinner Thresholds, same as Krang, it would give a risk/reward chance to build the value and collect, especially on a longer ball. Maybe disable the spinner build during MB as well.
Weapon Hurry-Up, Skill shot still lights WHU, but also Finishing a mode at your Turtle's shot lights WHU at the inlane, each WHU you complete adds an additional Orbit shot to the WHU sequence making each subsequent WHU harder to complete but also worth additional points.
Training, should at least be worth some points on its own, light your next episode, light a WHU or something other than just awarding additional perks, especially considering Insider Connected functionality messes with its functionality.
Team Up needs to be worth more points in general I think. This could be done in a handful of way that I can think of. Making the mode easier to complete: less shots to light rescue phase, more time/no timer for the rescue phase, allowing for a timed single ball period to resurrect the MB when you drain to one ball, or even something as simple as awarding points for each completed Episode at the start of it similar to what happens for Final Battle. Though I think 2X PF should not multiply these point awards and then Final Battle's completed Episodes points awards should be increased. If you have 8 complete Episodes when you start Final Battle you should be awarded a small fortune in points, I think. For Final Battle, something like 50M total sounds appropriate in the current scoring, 50>40>30>20>10>7.5>5>2.5M or something structured like that. For Team Up, maybe something like 20M>10M>5M>2.5M.
While I think Episodes are mostly fine with their current scoring, something like playing and completing an Episode exclusively in single ball play should be more valuable than stacking with a MB. So give a 2X completion bonus for single ball or half the completion bonus in MB.
Final thoughts, I fully understand the difficulty with Balancing scoring and that it probably needs to be done in small increments or with extensive testing, if you increase the value of one mode/feature, it will likely throw other things out of balance that then need to be corrected. I also understand that my thoughts and ideas on the subject are obviously just fantasy but I've played this machine as much or more than any other machine I've ever played and I really can't help but let my imagination run wild with ways to "make it better," at least from the perspective of my skills and play-style.

"I've played this machine as much or more than any other machine"
Sorry dude, was just creeping on you profile (don't worry, just the one here )--I noticed you don't even have tmnt in your top 10. How is it that you play this game more than anything else but rate it harshly? I don't mean to be too critical, I was just surprised to see this.

#9155 1 year ago
Quoted from shaub:

It was actually tied to Level 3, but if he does make the decision to go back to how it was, the scoring needs to be seriously nerfed. I personally don't think it should be available at game start with Insider Connected, but I wouldn't mind seeing it go back to Level 3 or something to make it slightly more attainable. Hell, make it available after completing 4 of the Cowabunga criteria or something and breathe some life into those features.

The IC level memory is just half baked and kind of dumb. Essentially buying a higher score and I won't get one becauseof that. There's lots of potential with it though. It's a clever idea to save progress like in a video game. But just not this way.

As for L4, I've had some huge games (a couple over 100mil) and average around 25 mil per game overall but I still haven't got to nuetrino since the last code. ... I'm fine with it being there, I just think a neutrino lite mb should come after L3.

Re: epp selection
I'm fine with the eppisode selection as it is. It's a challenge, but if you take that away, what are those 2 targets for then? I doubt they'll completely revamp the rules for that.

Re:topping selection
This too. I like this way. It's a great risk reward. It's definitely swear worthy when you have the perfect topping and you hit the pizza target on the way to the parlor. Love it!
Lately I've been finding the small target easy to change. On my game it's a quick(ish) flip from the left flipper when rolling. It's a bit risky but not too bad. I've been going for it since I've realized how over powered some toppings are.

Added 21 months ago:

I just thought of another change to neutrino mb that could work: make it L3 unlocked for just Donatello. Poor Don might get some love if change happened.

1 week later
#9175 1 year ago
Quoted from Audioenslaved:

Got to final battle for the second time yesterday. And for the third time this morning wow it’s such a great wizard mode. I drained out on bebop and rock steady with rock steady left to complete. I also drained out with ONLY the weapon hurry up left to get to cowabunga!! Fml damn it was close. Thanks Xaqery for such an amazingly coded Borg game. Tmnt is definitely a VERY VERY close second to twd!

Agreed! The wizard mode is so good. The animations are really well done too. So satisfying. Can't wait to try out cowabunga one day. I've been 2 qualifiers away. So close yet so far.

1 week later
#9205 1 year ago
Quoted from plasticbugs:

Scandell 's April mod is my favorite and imho one of best pinball mods ever created. There's a separate thread for requesting the download link.

I agree. So good. If I have to pick between this an ic I'll pick the April mod every day. (Making this comparison because of the possibility of the IC blocking mods. I'd put about 3 or 6 other mods for pro over the ic imo).

Quoted from nerdkiller:

I'm thinking they will have an update ready for the next build, coming up in December...

Is this for sure? Like they announced that they are going back on the line? If so let's hope a big update is coming. It's already a top 10 game for me with the bugs.

Quoted from hiker2099:

This could have fixed it. "I hope".
Updated to nodeboard firmware/protocol v1.00.0
Also, maybe the cleland or alternative code is causing it?

I doubt it's fixed in this build. If the node boards were the problem I'm sure the reset would be more random. Plus if it actually fixed it, they would have it in flame font . They must be so sick of us emailing about it. Keep it up guys, don't let them forget until it's fixed. No way should a $6-10k piece of electronics just randomly reset.

#9220 1 year ago
Quoted from tkur85:

Looks like Stern is discontinuing TMNT. Seems a little early and i can’t imagine it was a difficult license to manage like Led Zeppelin.
[quoted image]

Yikes, that's early. I hope this doesn't mean the death of code updates for this guy.
...
I'm really surprised their not waiting for the movie to come out. Just seems like a ton of free advertising. This is really bumming me out though. Who knows about an update on score balancing, but this doesn't bode well for the bugs being fixed. I feel like they would've been fixed already at this point and why would stern pay coders to fix it if they're already done getting money from it. :/ hope I'm wrong.

#9231 1 year ago

Knapp is reporting conficting info on if stern is retiring tmnt:
https://www.knapparcade.org/post/last-call-for-stern-pinball-s-teenage-mutant-ninja-turtles

Common Stern, roll up those sleeves, just re-code tpmb and fix the smaller bugs. Wait for the movie ads to do the heavy, make a last call and make some more money of what could be one of your best games ever.

#9235 1 year ago
Quoted from Yoko2una:

What's "conflicting" about that? Seems pretty clear to me that the Dec. production run (which was widely known to be the last run) is getting bumped up to September. After this run they won't be running TMNT ever again and it will be archived on their site.

Yeah, I misread, they were talking about that star wars *might* be retired too. Looks like tmnt is getting retired for sure this fall.

1 week later
#9251 1 year ago

My number 1,2, and 3 problem with this game is the reset bug. It hardly ever happens, and for me playing at home it doesn't bother me much but just that it is unlikely to be used in an important
tournaments unless it's fixed, really bugs me; it really bums me out because people won't get a real chance to appreciate how deceptively clever the code is. Especially since the layout and speed is perfect for a tough tournament game.
I don't think the scoring is too unbalanced either. I have 50mil games with good MB's and separately, 50mil games through eppisode grinding and poor np and tp mb's. I find I'm just as likely to have a poor game by spending extra time getting better toppings combinations. (Speaking of, I've started picking my turtle based on what toppings I start with now, which has increased the playability of this game for me). The things that score low like hurry ups can often be on top of existing shots, so to me it's not JUST the score it gives you. Things like the grande jackpots are a dead end (and not too easy to get) so I'm fine with having a score peak with them.
That said, it could use a few of the smaller bugs ironed out still and some score balancing (and add npp to l3 and l4) would be nice, but the reset bug, ...yikes! At a 1.5+ code and still have a bug that resets the whole game? That's just irresponsible as a business imo. If the whole tpmb code has to be rewritten, so be it, such up the cost stern, you owe it to the people you sold your expensive toys to. This game has more serious bugs than BSD, and that game, for how much it's loved and seems like the perfect tournament game in many ways, is often avoided for big tournament games. And it doesn't have anything as bad as a full reset bug.

....
Separately, talking about the depth of the game, I think a lot of people don't take the extra work of having 4 players and the increadibe co-op mode into the equation. Dwight has really outdone himself in that respect. It's a really great game. Definitely a party favorite too. Love this game.

#9253 1 year ago

Yeah, I love the modes. Some are great/easy for mb, some are just fun. Slash is great presentation,
and krang is super fun. My only gripe is I think the bonuses on tumb is low. ...except the I want a body bug which is crazy powerful (although still not that valuable overall).

#9255 1 year ago
Quoted from J-Freeze:

When I can get to final battle with 30 mil or less but get 100 mil+ on a single multiball its definitely unbalanced.
Grandes really don't seem that difficult and can be worth a ton of points.

You can potentially get unlimited points in mb but it doesn't mean the average player will. I'm above average and can't get grandes every game. Plus eppisodes lead to more mb's. I'm not saying it's perfectly balanced, and it definitely could use some tweeking, but it's not as unbalanced as many seem to think it is. It's no spinners, ramps or loops all day. Even if you get Chilli peppers it's only good for one and you have to go though the sequence again, preferably with the 2x lit and continue to hit it.

#9261 1 year ago
Quoted from shaub:

Whats this bug?

I believe instead of 'rescue any' it always just rescues all (when you hit a turtle shot after (I want to say 2) weapons) and goes strait into pizza party. I believe it's meant to just rescue the turtle you hit then go through the foot soldiers again to rescue one of the next 3 turtles.

#9267 1 year ago
Quoted from shaub:

Ahh yes, that bug. I thought you were talking about some crazy mode scoring strategy.
That bug is such a bummer. It kind of ruins Team Up MB and it's normally a must-have perk for Team Up.
You know what I think happened to cause that "bug"? Well there IS a problem with the Wrath of Krang perk where it is supposed to defeat all Foot in Team Up with 1 shot, but it seems to defeat most but then you still need to shoot like one more, well I think they went to fix that one, but "fixed" the wrong mode. Just a theory but the I Want A Body perk was never broken before and the Wrath perk still is.

Nah, no scoring bonus other than pizza party which doesn't seem that lucrative. ...but safe-ish due to mb. I mean body could be just fixed by saying 'save ALL turtles'. ...I mostly go for it for the cowabumga award ...which I still haven't gotten to and want to get it on playing only 1 player.
Wrath of krang seems fine to me. One blue shot hits all, then you have to hit the weapon. Wrath + body = cowabunga achievement. A bit lopsided. I think other perks should be worth more. Like if Slash was worth double it would be worth hit perk (without Wrath of krang) and hit each of the foot soldiers. Same with the shredder 2x for whatever epp that is from. ...but as I know you know, this game could use a ton of little tweaks to polish it. Non of it kills the game, it just would be interesting to see what Dwight could do with it if he is allowed more time.
Training is killing me right now. I just avoid it. To be 4 shots closer to 2x is more lucrative than what the training gives you imo. Could be an easy fix like add 15% of score and add npp to level 3 and 4.
I think he may be doing training mode like in a story way like foot 123 (foot soldiers get in your way, either kill them or wait it out); so when you hit training by accident you are like 'ah, damn, training, ok, I guess I'll do it'.

I can see it being a real balancing act between theme integration within the code and scoring. I mean, a lot of new stern seem to just avoid theme integration in code or just use it superficially. Dwight has really outdone himself in this respect in tmnt imo. With tweaks and bug cleanup (especially the RESET bug!), this game really could be a modern gem. In a complete different way than godzilla already is, but a gem none the less.

Quoted from Thunderbird:

Interesting that some find this game hard. At first I thought that too, but over 1k games into it, after learning the shots, I no longer find it difficult, only exhilarating. But I’m a trap up player and heavily use the TMNT glider as designed. Sending ball left and right as needed, instead of slapping or taking dangerous shots that lead to drains. Can hit the LAIR 90% of the time from backhanding and only 10% of the time from the right flipper which can easily drain. No longer use right flipper for LAIR shot. Such a satisfying shot from the left flipper.

I use to be able to backhand my shots to the lair (almost) that easy until I switched them to perfect play, now I'm even having trouble backhanding with 2 balls traped on the left which used to be easy.
What flipper rubbers are you using?

#9268 1 year ago
Quoted from gmanrulz46:

have trouble with upper ball lock.. sometimes it goes crazy up and down. sometimes it stays up . and creates a ball jam...

I'm having some intermittent problems with a coil firing too on my Pro. One of the 2 back posts. It's always held on too long periodically (from the right ramp) but I thought that was a software issue. But now I've had some random firing. It even fired off once with the game in attract. I did a switch test and didn't find anything. Need to wait for it to happen again to see if I can diagnose. Feels like it's a switch issue. Maybe just something adjusted too tight ...but I'm a newbie with new sterns.

#9272 1 year ago
Quoted from cabal:

is it the post or the bumpers?
on mine the bumpers did go off in attract mode and sometimes while playing.
i had to refit the leafe switches of them to fix it. First time i got so scared, when it fired off in attract mode

Post. Not 100% if it's the bottom vertical one or the horizontal ramp post.

Quoted from plasticbugs:

This is happening to me as well. One time it fired in attract mode and sometimes very infrequently during gameplay - maybe it happens once an hour. It's the post at the back is popping up that's used to prevent the ball from going all the way around the orbit from the left when the center ramp is lit.

Strange huh, especially it happening in attract mode. I have no idea what would cause that.

I'm on the last code still, not the latest, not sure I'd that matters but there was a node boards update. I just love the April mod so much I can't bare to think of going back to stiff barbie April.

#9279 1 year ago
Quoted from Thunderbird:

I went back to the Stern standard rubber, after anguishing with Titians for way too long, not being able to hit the shots well and frustrated with most everything. Going back to stock rubber changed my TMNT experience from night to day and made it a remarkably fun shooter. It now seems on the medium to easier side of pinball.

Thanks for replying. I love how the green bands look on tmnt but I'll have to change them back to see how they feel.

Quoted from Tommy_Pins:

Out of curiosity what is the standard for flipper rubbers is for tournament play?

There isn't a tournament standard from what I know. There might be a rule about keeping the same type on if one breaks during the tournament. I can't remember if Pinburgh was consistent with their flipper band type.

Quoted from mpdpvdpin:

I put Titan comp bands on long players, low bounce Titan on straight fan layouts and keep stock bands on Borg games.

Holy cow! There's different types of titan bands now?

#9291 1 year ago
Quoted from Thunderbird:

I did love all the Titan colors on TMNT (even though it didn’t take long for them to become black anyway, lol), but Stern stock rubbers play so much better on TMNT and have made the game a delight for me to play now.

Are 'stern stock rubbers' different than just any standard black flipper rubbers from say marcos or pinball life?

Quoted from Merendino:

I must admit, having TMNT in my small 3 pin home lineup (in between Ghostbusters Pro and Alice Cooper's Nightmare Castle) makes for some good eye candy at least, and my son loves playing co-op with me. I cannot imagine parting with it any time soon. Extended play sessions on my other two pins really makes me a better TMNT player.

It's a fantastic game with a mediocre reputation. I'd say a deal for anyone out there wanting a new stern. Sort of like bksor was a couple years ago. (And probably LZ right now too).
Tmnt and GB will definitely make you a better player (..if you work on your ball control and shot making). I've got a tmnt and bsd , they are definitely making me a better player. The guy I got tmnt from couldn't Crack 25mil. My HS plateau 'd for a while around 50mil but now is 190mil plus a few 100+'s (with lair ball save, outlane save switching, and a little de-borging, to be transparent) . I'm not getting much better hs's in bsd but can stack mb's much more often than I could before.

I was just at a multi-tournament weekend and I feel I have to defend tmnt everytime I talk about it. So annoying. . There's not to many of them on location in the whole province of Ontario (here in 'canukastan'). So it's hard to show anyone the merits of it. I think the simplicity of the ruleset in the multiplier department is a drawback for a lot of the hard-core tournament players. They love talking about obscure multipliers on the heavy ruleset games. It's hard to sell someone of the 'feel' of the game (both flow and ruleset theme integration and subtle originality) (...I also fell like I have to sell people of LZ similarly. Especially the code theme integration).
...
Oh, so at the tournament I found out that some other stern pins are having reset problems too. I know Beatles was reseting at the tournament (not sure if it's always at the same time; it was left in the tournament but the TD said one more reset and it would've been taken out for the rest of it; for me it reset at the end of ball 3 right after it counted bonus), and I've heard Mando does too (and Mando's rep seems to be falling a bit now too, not sure if it's related). ...anyways, seems like it might be a larger stern problem which gives me a glimmer of hope that it's being looked into still.

#9298 1 year ago
Quoted from mpdpvdpin:

Haha I defend my TMNT on league nights too. Mediocre players just say it sucks…but…it ain’t the game that sucks haha. I have been able to convince a few by hanging back afterwards and just ripping Freeplay games with them until they agree with me haha. It fun and challenging…THATS pinball and TMNT is a perfect example of that simple dynamic.
As far as resets I’ve had DP STH and TMNT all reset on me at one time or another.
“I was just at a multi-tournament weekend and I feel I have to defend tmnt everytime I talk about it. So annoying. . There's not to many of them on location in the whole province of Ontario (here in 'canukastan'). So it's hard to show anyone the merits of it.
Oh, so at the tournament I found out that some other stern pins are having reset problems too”

I know good players who have a low opinion of tmnt. One who even was defending Rush when he bought one by saying "play better" as a response to having harse drains (like sdtm from the scoop and off the auto-plunge). I replied to him ' I was going to say that to you about turtles"

As for the resets, on your other games, was it ever repeated on the same mode/mb like tmnt? Or more random? ...I mean on tmnt it's random within the tpmb, but I've never had it happen outside of it.
J

#9304 1 year ago
Quoted from shaub:

From a competitive perspective, TMNT is basically just go straight for NPMB and go for 2X Super Jackpots and then do that in Turtle Power as well. Then, if you're still playing, grind through enough episodes to play Team Up and re-light your MBs. It's a serviceable tournament game but not the most dynamic or interesting when it comes to competitive play/strategy. I wouldn't be surprised to see it featured in more high-level tourneys in the future though, simple strategy with a tough layout is the bread and butter of big tourneys it seems.

Well, yeah, that's the simplified strategy but this ain't no system 11 game. What would they do in-between attempting the super jackpots? How would they spend there ball save (if not turned off) time? What turtle would they go for? Would they risk focusing on battle again? Would they bother playing eppisodes or try to time them out? Would they try for some eppisodes and not others and why; because they are easier than others or for tumb perks? If they saw ice cream, chillies or octopus would they change it? And which and how many ahead? One, three spots? If they didn't have a gummy bear locked it would they try to lock one it at the last or just take anchovies? At what point, if ever would they go for cowabunga? In tpmb would they focus on add a ball shots for emergencies or just jackpots, and which JP's? Just crazy loops for mondos? Maybe play the hell out of tpmb to try to crash it if others had crazy scores? Or avoid it if you're way ahead? ...hmm
My God, I could keep going. The fact is I'm not close to the Elwins, Davidson's or Stone's of the world. Or even Becker, Gagnon or Birnbaum's. Imagine if Esher had a tmnt at home and played it in a big tournament. I bet it would change everyone's strategy on it, whatever he would find to exploit the game. Of course they are going to go for the super jackpots, that's a no brainer, but how?
...
Makes me wonder too about the settings. I was just at a tournament where everything was on hard setting and no ball saves. I wonder if there's a hard setting for npmb and how much it would change someone's strategy. I had Rush in a semi-finals and the setting were so had barely anyone got a MB. So players focused on modes. ...of course you can't quite do that on tmnt. ...but anyways, my point is that strategies evolve in big tournaments and change how people see the games.

#9311 1 year ago
Quoted from HookedonPinonics:

I have a love/hate relationship with TMNT. Had mine since day 1 and prob wont get rid of it since the LE is such a beautiful piece of artwork. I grew up with the theme as well. When I first got the game I loved it. I then went thru a few months period where I hated its guts. I then got back on the train of loving it. Lately though I am indifferent to it. I think TMNT is one of Dwights most unique interesting codes. There is really no other code like it. It's got the fun unique modes but then has all of the hurry up objectives to collect as well as the Super Jackpots to get to Cowabunga. It's a go go go type of game. You have no time to relax. Those hurry ups make you change everything and youre constantly on high stress alert because of it. Although it is a brutal layout it is a very well done playfield. Especially the up post in the left orbit area that kicks the ball back to the upper flipper when those side shots are activated. I love that there are 4 ways to get your ball to that upper flipper.
The issue to me though is even though it is an amazing layout and amazing code, combining both of them just doesnt work for me. The objectives in the code and the brutal fast layout create way more frustrating games then enjoyable ones. I love walking up to a machine and thinking to myself that I have a chance to get to the final wizard mode. Although that is extremely rare, there are a lot of pins out there where it is possible and I am motivated when I hit that start button. That doesnt exist for me on this one. Cowabunga has to be the hardest wizard mode to get to. Its just way too difficult to achieve. I do love the Coop mode and understand that the game is meant to be played coop to get to Cowabunga. This is the least played machine in my collection because of this. I love explaining the rules to friends and what not that do not get this pin. It is a great one but its really the combination of the code and layout that grinds my gears.

Yeah, I hear ya on the love/hate. I've gone through that phase and once in a while I'll just give the game the finger and shut it off.
As for the gogogo, I'd say try to trap up and take a breath. Especially on the right flipper, the right ramp is safer to backhand than forehand. The left ramp it backhandable too, harder but maybe the most satisfying backhand in pinball, imo.
Forget about the hurry ups. They are a trick. Listen to your inner master splinter : 'Patience and focus my student'. I'd only go for a hurry up if it's also lit for another shot. Like eppisode light and April HU. It is fun to get the hurry ups, but hardly worth it on their own.

I hear you about Cowabunga too but I don't really think it's intended for a single player game (unless your top 500 maybe). I think it's more there for co-op mode. I've played with 3 friend, 2 who are quite good and we haven't gotten to the wizard mode yet. It can be a challenge to have more than one person have a really good game even. Once they get the feel for the game I'm sure we can do WM easy(ish) but cowabunga would be the big challenge. I absolutely LOVE that about the co-op. You can coach and strategizing with each other. ...even strategize based on your strength and weaknesses. Every time I contemplate trading tmnt (there's so many great games out there right now), I think about the co-op mode and how great it is when I have friends who know pinball over. ...even if it's rare.

Quoted from shaub:

I think you are over-estimating the number of relevant decisions that really need to be made. Toppings-wise, having Octopus, Chili Peppers, and Fudge are probably your best options but not worth draining over. The key question is probably whether you stack Episodes with your MBs or just go straight for MB. The points in MB, NPMB specifically, are just so much safer and valuable than other point scoring opportunities.
I can't think of any viable alternate strategy. If someone collects a couple of 2X SJPs in NPMB, they are gonna be sitting at like 16M+. If you don't do the same, you're climbing a pretty big hill to catch up. April Hurry-Ups can provide good value but not in a repeatable, efficient way.

I change toppings from the left flipper to the middle sometimes. But your right, in tournament I might not even try. ...but maybe for a chilli.
I'm going to take your challenge on the 16m. I'm going to try a mb jp strategy and try to how many shots it is--then try a eppisode/hurry ups strategy (use the mbs only for eppisode completion (then just flail or go for multipliers and hurry up if I didn't drain after the epp is over). I bet it'll be closer than you think for a similar amount of shots (non-mb shots (I don't think I could keep track of that)). You opened my eyes to how lucrative the np grande jps are, and I could definitely be wrong, but I bet there's some pretty big points in the bonuses from eppisodes and bonus multipliers. I'm not trying to be facetious, I'm genuinely interested in the ballance of this game. I'll get back to you after I get a chance to play a bit more and try separate strategies.

#9312 1 year ago
Quoted from Merendino:

Man, I must be lucky because in the hundreds of games I've put on my TMNT I have not run into this "reset bug" one time. I did have my screen turn solid black once, is this what people are talking about?

Yeah, lucky you! Do you by any chance keep your tmnt in a very cool room? Just curious because I haven't had mine reset in quite a while and I have a window AC unit right beside it. I'm wondering if overheating plays a part. I'm probably just making random stabs in the dark here through.

#9316 1 year ago
Quoted from shaub:

Just remember to disable the persistent Levels before testing. I was playing yesterday and was scoring 13M point NPMB SJPs as either Raph or Mikey. And in Episodes I scored a 13M completion bonus as Raph after completing a few episodes. Im not quite sure how Mikeys 3X NPMB scoring works, like if you can ALSO get the 2X going and have 6X scoring for the MB or not. A long time ago, I tested Raphs 3X episode scoring perk and believe that it maxed at 3X, essentially disregarding the PF X, which for Raph would have been an additional 3X.
That actually makes me wonder about how ALL of the multiplier-type perks work.
Leonardo: 2X Weapon Hurry-Up Scores, 2X Team Up Multiball Scores
Raphael: 2X Krang Kombo Scores, Increase Playfield Multiplier, 3X Episode Scores
Michelangelo: 2X April Hurry-Up Scores, 2X Pizza Eating Contest, 3X Ninja Pizza Multiball Scores
Donatello:2X Foot Combo Scores, 3X Turtle Power Scores

I don't have an IC for my turtles. I like raw dogin' it. (Plus in a tournament there's no way you could use your IC account.)

#9331 1 year ago
Quoted from Xaqery:

I do not consider it done, but I dont have any plans for an update. That said, I would love to fix any bugs I can.

Both the best news I've heard all day and the most illusive. I hope this mean you'll be given some time to work on it. I know you probably either can't say or don't know when or if they'll give you time. If you can eventually get rid of the bugs and do some polishing on it I could see it eventually be considered one of your best. I'll say too, with the risk of sounding like a fanboy, it's quite the balancing act you did with this game. Especially considering the 4 characters, co-op mode and single player are all the same game. Well done (so far ).
Since Stern has allowed programmers to work on games years after the game was retired, I'll hold out hope.

#9334 1 year ago
Quoted from mstang01:

That should be the way, but honestly the scoring on this when I have a number of other recent sterns is demoralizing. Guests definitely focus on scoring and gravitate to this one initially then usually walk away because they score so low even though I explain the imbalance between this and the other stern machines (besides the Beatles). Just multiplying everything by ten would get it closer to scoring on other sterns I think…

Yeah, it would be an easy fix. Like on EM's when they started adding a fake real with a "0" sticker on it.
....but ever since I realized LOTR is actually similar scoring value it doesn't bother me anymore. I was out of the loop when lotr came out but I bet there was a similar frustration then. But look at it now, a top 15game, fanatic (although long) tournament game and a favorite of people who like to play for progress.

#9336 1 year ago
Quoted from Mram:

I replaced the balls with carbon. It still cycles and will congratulate me on having ball one locked then ball 2 locked. This occurs any time after I press start with out having any balls in the the locked position. Any Ideas?

Have you checked the switch diagnostics? Maybe something is physically holding the switch shut. I'm new to new sterns, but I know there's a diagnostics for the node boards too. Maybe worth a try.

#9341 1 year ago

I finally got a chance to try out my mb vs episodes experiment. I tried it first just playing and counting my shots but was pretty messy. For instance I played Don (for the MB strategy (using TPMB mostly to start 2x)) and had a horrible game where in 42 shots I got only a bit over 1mil. Then trying again in 100ish shots I got around 7mil. Not great, but also way too sloppy to think of it as anything close to scientific.
So, I took the glass off and tried again. Using Don again in 35 shots I was able to get a whopping 47.5mil! (Holy crap the mondo jackpots after getting a grande and getting I lit again are HUGE! (Like 3, 6for double, and 9 for triple! (With 2x)) ...and the Grande increased to 10mil the second time around. I did not complete one episode so after this I considered myself in MB jail.
Then using Raph I used 35 shots to cleanly go through the episodes. I only got 12.8mil but this lit TUMB. I also got the 2 multiballs but only used them to complete the episodes and then drain back to one ball. I think i also used 9 shots to lite 2x in tpmb.
So:
35 shots MB : 47.5mil (then stuck in MB jail)
35 shots Ep's: 12.8mil (then open to Tumb and re-lite MB's)
Even though these numbers are so different you also have to take the difficulty of the shots into account. The 47mil in 35 would mean you can hit the krang orbit and lair shot at will.
Also, I have recently had a crappy MB Game but a great episodes game. In this game I got a 35mil bonus for getting to Final Battle!! I had a horrible FB so my FB total wasn't much more than the 35mil. I believe my end score was around 80-90mil. So 70mil of those points were from the episodes.

All of these scores are with no leveling up (and I don't have an IC). I do have EBs liberal with a special counting as one.

So, I still don't know. The NPMB does seem a bit overpowered WHEN you hit the shots, but I'm not convinced it's the only Tournament strategy. If for instance you have crappy MB's, you could definitely still catch someone by playing the episodes. And of course you would get to more MB's this way where you'd get more chances at them. Someone getting 20-30mil in the first 2 MB's but not getting through episodes (and draining before tumb) is definitely catchable even if you crap out on the mbs and grind through. Obviously you can do both, and ideally you would, but I dont think it's MB or nothing in this game). But a good npmb is pretty ideal. If you can cradle and hit the orbits you're golden in this game. I'd agree it's overpowered but I don't think it's as unbalanced as it seems. Unfortunately for everyone who wants the scores to go higher it might be way easier just to lower the npmb jp's all by 20-40%.
...
Since I had the glass off I decided to mess around with the pizza toppings seeing how things work a bit better. So, I've had this idea that pepperoni and marshmallows could work together somehow and be an alternative strategy to mondo/grandes. First off, it seems that pepperoni doesn't add the advertised +250k to each jackpot. It's more like +25k. Very different! And I don't know if this was a Nerfing that the didn't update the info for. The marshmallows I have no idea what they do. I was hoping it had something to do with the pizza slice JPs. For instance, it doesn't always say 'jackpot' when you hit a slice. So I want sure every pizza slice counted as one. But it looks like it does give you a 'jackpot' (only 70k(+pepperoni)(I dont think i had the 2x going) each hit. So I still am stumped by the marshmallows. If there is a limit to any of the jackpots, I have no idea where it is.
I was also curious about the peanut butter since it could potentially be stacked with the pepperoni (if it had actually been lucrative). So it just gives you extra slices but you only get immediate score for 1 hit (but you then get extra bonus since pizza slices are part of your bonus). But this is a good way to get closer to an EB for sure. Especially with multiple PB's.
Anyways, this all could've been an interesting alternative way to stack ingredients, but alas it's just a disappointment. If the pepperoni was actually +250k, stack 3 of those and your making 750k+ (or 1.5mil per hit pizza slice hit with 2X!) Imagine this plus some kind of bonus the marshmallows could give you stacked. Then throw a PB in there to round off your order. Pizza targets all day (still pretty risky too). ...Anyways, I'm glad I tried it out. I know now that the Pepperoni isn't worth much more than the anchovies.

Edit: looking into pinwiki rules I realized that the Pepperoni is meant to add to the mondo jackpot value. "Pepperoni: Jackpots + 250K
(Mondo Jackpot is worth an additional 250K points)"
I have no idea why or how the pizza slice jackpots have different scores.

#9343 1 year ago
Quoted from shaub:

Nice work on your scoring analysis, it's always nice to have some practical info rather than just theory. However, I think the qualifier "WHEN you hit the shots" is unnecessarily applied only to MBs when really that is the case with any strategy and scoring opportunity. It obviously depends on which Episode you're playing but I don't think the shots required for SJPs are necessarily more difficult than the shots required for Episodes.
The way I see, the big downside to the SJP Strategy, getting locked out of later MBs, is easily rectified by stacking episodes with your MBs and, more or less, ignoring them in favour of focusing on your SJPs. It really only takes a couple additional shots to light them before starting an episode and your MB. If you play as Raph, you can get that first lock/first Episode started in 1 shot, potentially starting your 2nd Episode with your 3rd lock, 2 episodes down. Episode 3 with TPMB and Episode 4 by itself to light TUMB/re-light MBs and then do that all again.
Easier said than done for sure. But if you're doing that, your winning at TMNT.

Thanks! It was a slog, but I learned a lot with the glass off.
Oh yeah, you're right about me oversimplifing the shots (and I did that personally because the post was getting out of control, like this one probably will too ). But at the same time if you followed the only youtube tournament strategy you definitely would end up in MB jail. So if you don't blow it up on npmb you're screwed. Raph is a strategy for sure, but no one if more efficient at getting some practice on mb and hopefully getting 2x going before npmb. Leo is more efficient than raph too because you get 4 shots on lair and only 4 shots away from 2x(vs Raphs 2 ramp shots to start). But then all those shots to light tpmb if you want the practice. But it might also depend on what shots you feel most comfortable with.
...so many options, that's why I love this game. It's so close to being a gem.
And I definitely hear you about stacking. I'm starting to appreciate the ability not to just stack modes and mb (and decide on what you should be focusing on (and try not to get easily distracted by shiney keys jingling)(squirrel!)), but stacking of shots. For instance if you get April HU in a mb, avoid it unless it's stacked with a shot you want, instead, it'll wait until the mb is over, it's often still lit and you can get the April AND an episode qualifying shot that you needed anyways.
I think it's nuts to only go for NPMB, it doesn't mean you wouldn't beat someone doing it (and you'd probably beat someone who doesn't know the rules), but this game has TONS of points if you know how to stack shots and be efficient.
Separately with mode selection you're totally right about some being easier. There's also some that I focus on too (the Krang eps) because I value the perks in TUMB. But if I go into mb I find some are an easy lock. The mousers and the pizza dimentional one are both perfect for going jnto a mb. You can get them without thinking about it. On the other hand I find if you start Slash, body, or Ray ep., you're unlikely to complete them unless you do focus at least a bit. When I first realized this I tried to switch eppisodes but found it a fools game. I'm sometimes suckered into it though.
...
All that said, I'm with a lot of you guys, I'm more interested in progress at home. If I don't get anything about 40mil I hardly even look at the score. ...well, unless it's under a mil, then I take notice as well.

#9345 1 year ago
Quoted from Pinbolls:

Does anyone have a link they can send me for a replacement servo for the Glider?
Also is there a how to guide on how to do the replacement?

I have a pro so I'm not much help directly but if you go to page one of this forum there should be a shortcut to pages where people were talking about it. There's many posts too but you'd have to do a lot of digging to find them all.

#9349 1 year ago
Quoted from shaub:

Turtle Power Crash for the first time in a while, normally Im not signed in.
Raph Level 4 (persistent)
Signed into Insider Connected using Home Team
NPMB played
2 Episodes completed: Mousers and a Shredder one
I Want a Body Episode was active
Had 1 April Hurry up Collected, I think I had one ready to collect as well. (I feel like this might be a key to the crash.)

Just stacking 1 episode with a MB. Not 2 episodes.

I had a crash when I had the glass off too. First in ages. I'm still last code (1.51?). Did you have any balls in the parlor shot? I often find one ball kicks out of there on mine after it resets. Could just be a coincidence.

#9355 1 year ago
Quoted from drinklime:

ice cream is better than chili because you can build up the super jackpot value first by hitting 1 - 3 mondo jackpots first

Oh man, your right. I've just realized the benefit of hitting more mondos before grandes. ...so it doesn't automatically go up after the first grande?

Quoted from CypherPinball:

I asked my wife this weekend what's more important, logging in with Home Team or being able to play NPP with a level 3 turtle. And she said NPP. And I agree. I kept the SD card with 1.5, I think we'll be going back soon.
Anyone know the achievements that were fixed in 1.51/1.52?
With regards to NPP, with 1.5 it was a perk to have IC connected. Now it's a detriment. I can live without the new callouts etc ... By having an additional mode that I'm actually able to play. As it stands with current code we would literally never see NPP again.

Totally agree. I don't even go for training anymore on purpose. Having the 4 shots carry over for 2x is more powerful and WAY safer. Dwight should think about having npp after l3 and 4. Training on its own right now (without IC) is something to avoid. It's too bad because the animation and light show creates one of my favorite moments in the game.

#9357 1 year ago
Quoted from shaub:

I feel like Training could have been what made the game great from a code perspective. There is so much potential in the turtle perks and the scoring boosts, though the perks could use some balance/re-working. But it would be nice if the modes themselves had some value, not a ton or anything but something similar to episodes feels appropriate, carrying progress over between attempts would also be a nice option. Also, when persistent perks is enabled, the Training Modes should still start have the default progression rather than always playing the 3rd and most difficult one.
I think it would also be an improvement to remove NPP entirely from the Training modes and enable it elsewhere. One option would be to light it by completing some number (maybe 4 out of 7) of the Cowabunga criteria, like a "half-way" to Cowabunga mode. That would be doable, but not a gimme and then it would give more reason to actually focus on collecting 123 Foot, WHU or Max Krang Kombo, but then even if you were just playing and having a solid game, you're likely gonna find yourself close to lighting it.

Those are all great ideas but I doubt Mr. Sullivan will have the time or resources to do so many changes. Really, time would be better spent on debugging imo. Not as fun but more detrimental to the enjoyment of the game overall.
I'm worried about his wording on the "fix what I can". His response and acknowledgment of the bugs are promising but saying "what he can" makes me less enthused. Makes me he's had people looking into the tpmb and they're stumped. But hey, maybe he gets a ringer in there to have a look. Let's hope.
I just changed my flipper bands back to black and am feeling like the lair shot is back easier again from the cradle. (Thanks again @Thunderbird: loving going back to rubber, the perfect plays suck on tmnt, look great, but they suck). I'll probably start going back to having games where I focus on training. Just to see for the challenge. I still think it's a poor choice if you're going for score alone.

#9362 1 year ago
Quoted from Thunderbird:

Tried those and still they don’t play even close to original Stern rubber. There’s a reason tournaments use only stock rubber for play. In addition, the so called dirt: found that the Titan’s get really dirty fast and become black anyway. Silicon disintegrates quickly, fraying the posts rapidly, as it cannot take the pounding of the metal ball the way rubber does. If Stern thought silicon played better, they’d changed it years ago. I thought what you said was the case originally, but found PF is far cleaner, because the stock rubber doesn’t disintegrate so easily and far easier to keep PF clean.

Is there a difference between what stern uses and any black rubber flipper bands you get from distributors? I got my tmnt used with clear bands installed (guessing silicone), they felt a lot different from the perfect play and I could backhand the lair nice, especially with 2 balls cradled. But I'm liking going back to the black rubber so far. I think these were from pinball life.
I'd like to try the Titan low bounce. I'll get them one day but since I live in Canada some companies are hard and expensive to ship from. They're one of them. I've got bands from them before when I was at Allentown. I have them on my bsd and I'm liking them. No idea if they are considered low bounce.

#9364 1 year ago
Quoted from shaub:

Oh I totally agree that these ideas have no chance of happening, but I still like to think about gameplay and code ideas anyway. Fixing whats there is the best we can hope for. You'd think with the big delay between Rush and James Bond, there should be additional time for the upcoming games, hopefully that means there is additional time to revisit previous games as well.
The whole way this game has developed seems weird to me. If you look at Godzilla, that game has been getting consistent big code updates since it was released in like November 2021. Where as TMNT seems to be very much the same game as when it was released. I bought TMNT as soon as it was announced and feel like the biggest code update was the one that added Neutrino Pizza Party (about 4 months after release) or maybe the one that added Half Shell Challenge (6 months after release). It just makes me wonder if Stern has a habit of essentially pulling the plug on certain games when initial sales aren't as good as others. Or maybe they just allocate more resources to certain projects up front. Either way, its a real shame that Dwight doesn't seem to be afforded the time or resources required.

Yeah, I'm with you. I like pondering how I'd make the rules better too. And I hope you didn't think I was putting your ideas down, they're great ideas. I especially like the mini-wizard-mode-like cowabunga. But, the other thing is Dwight took ideas learned in Munsters and added it to TMNT. He said that he had the time outs on the mono targets because of criticism of Munsters. So who knows, maybe your ideas make it into a future game, which would be pretty cool. Maybe you'll get your own Easter egg. :O
I'm curious about tmnt vs gz too. Gz seems to get more resources but who know, maybe tmnt burned up their resources early and after the initial big sales it dropped off fast. GZ is a crowd pleaser (and imo, pretty awesome), but if you compare the dmd resources, tmnt has way more work involved. gz is a lot of pre-existing clips. But they've done a great job of integrating their own 3d art too (WAY better than stern JP). Its just that tmnt has SO much original animation. They get criticized for the weaknesses (of which there's many), but don't get enough credit for how ambitious it was.
I'm pretty sure tmnt too a reputation hit because of being the first pandemic game. It might've had the same trajectory of RUSH if people kept playing it.
The reputation will come around. Look at BKSOR, people love that now when a year ago you could get them below value. I predict LZ will be similar.
I wonder what Dwight is working on. If it's 007 an update could come sooner than later. If it's the next game, who knows.

#9374 1 year ago
Quoted from Pin_Fandango:

I want this game but all the complains about code really bother me.
I also heavily dislike low scoring games.
Layout and shots are amazing, but the low scoring and unfinished code kill it for me.

I complain about the code but I can never see getting rid of mine. Not for a long time and only for something else I would know I would love. I'm about to sell a game, a BK, I tweaked it and it's playing amazing--I usually play the hell out of a game I know is going but tmnt always calls to me more. I still get a few games of bk in every couple of days, but tmnt becons me every day. You get use to the low scoring just like lotr or any JJ. The reset bug happen so rarely that it's not an issue at home. And the smaller bugs just seem like part of the game right now: for instance marshmallows are a wammy card, and "I need a body" tumb perk is 'rescue all' instead of "rescue any".

#9378 1 year ago
Quoted from bazou:

Hello guys,
The sad time has come for me to swap my TMNT for another pin, being in a 1-pin-only home I knew it will come one day
I still have my custom topper that I am selling separetely.
It has been produced in a factory so looks super professional. Only 30 units were produced and most of them sold over here in France. No additional units will be produced. See details in the picture attached.
It comes with both EU & US power cable.
I am asking 600$ + shipping, and could ship worldwide.
PM me if interested!
Thanks
Bazou
[quoted image][quoted image]

I see your problem, so much furniture.
Very professional looking topper, I'm sure any tmnt fan would love it; not just someone with the pin.

#9392 1 year ago
Quoted from Pin_Fandango:

time for a younger generation to take over this job? He might be too stuck in the old Bally/Williams/DE ways of the pinball world where code never got finished and machines were delivered with a barely working machine, just good enough to make $.
Players today want to finish a game, people own these at home and work to complete the gam and to explore the code rather than a casual play in location that is only barely scratching the surface of the code - which is what happened in the 90s - . I think this old mentality might be hurting the games he works on?
Elwin, manages to deliver and complete all his games, so this is obviously NOT a Stern problem and could be perhaps a team lead problem and I presume the lead is usually the designer, who calls a game complete 'enough' when it is released. It almost feels like he abandons all his projects.
Sorry if this comes across a bit harsh, but, I believe to be somewhat accurate in my assessment.

Nah man, Dwight is a legend. Elwin can learn still from him and I bet if you ask him he'll admit that himself. Your critisism does come across harsh, mostly because we know he reads this forum, but it's also worth the conversation. Sometimes ya gotta be cruel to be kind.
The way I see it is that Elwin is the new hotness and everyone is gaga over him BUT people seem to give him the benefit of the doubt of any flaws (like harsh drains) and also give him more credit than he's due. For instance, Elwin isn't a programmer. It's like blaming Borg for the bugs in the tmnt code.
Also we have no idea about the politics at stern. Are they gaga over elwin too and give him whatever he wants? (Probably yes, because they know his reputation means people will buy sight unseen). Is Dwight asked to simplify his code to appeal to gamers who like the 90's games more? Maybe, there's definitely a good argument for that and Munsters seems to be proof.
But also, I don't know about you but I like a lot of variety. For instance I was stoked about GZ when the PF had some throwback lower pf elements. I like that about elwin more than the code. I like gz's code too, but I dont think it's that much better than the code concept for tmnt: it's just more polished. It still is a start the mode then stack the mb at the base of the game. I think LZ is a bigger leap in code creativity, especially with theme integration (although this partly goes against my argument because of the possible influence of Rayday .) I'd argue RUSH is a bit more creative with the code too. Not to put down GZ though, it's awesome. I'm using it as an example because it's elwins best game and a great achievement.
But also without big achievements from Richie, Dwight, Lyman, Eddy, etc., Elwin isn't doing what he's doing. And me personally think it would be a huge mistake not to let these legends continue to make games as long as they want to.
But I hope you don't take this as being harsh against your opinion. Like I said, it's a worthy conversation. I personally like the variety and think Dwight it doing some fascinating things like the npmb--i don't think there's another mb in pinball like it. April HU is another one. I can't think of another HU in pinball that is based on the events that's happening; which is incredible use of theme integration since April is reporting.

14
#9407 1 year ago
Quoted from Rob_G:

I wish I could read the ingredients menu at the start of PPMB. Small white font, light color menu background, getting old and needing new glasses.
Rob

Yeah, it's pretty fast too, that's why I made this:
20220911_112111 (resized).jpg20220911_112111 (resized).jpg
Really helps with strategizing the toppings when you're getting use to it as well. 11 toppings is a lot to memorize.

Quoted from hiker2099:

I joined the club recently and love TMNT. It is doing something weird though. Twice now it has performed a hard reset at the end of a game. Didn’t really bother me since it was at the end of the game but wondering why it happened. Any thoughts?

I've never had this problem but I think I've read about it way back in this forum somewhere. I'd re-seat all of the connectors including the ethernet cables, then also unlock and re-lock the sd card (I've had mine pop out part way before myself but it wouldn't boot properly). If not that, try a new (quality) SD card and burn the rom fresh.
Good luck, I bet it's just a connection.

#9408 1 year ago
Quoted from hiker2099:

So it reset on me again at the end of a game. I’m really not sure why. Also the Turtle Power light is on when it shouldn’t be. I could be mistaken but the light should only be on at the beginning of the game if Donatello is picked. Regardless of the turtle I pick the light starts on. The ramp Activates when it should but not sure why the light is on.
Any insight on either of my issues would be greatly appreciated.

Tp is lit when the ramp will quality for advancement toward tpmb. It's blinking when it's ready. Don will blink to start, everyone else will be solid for (4-6?) shots to lite. It's only off after tpmb, and before it's re-lit by 4, 8 eps. and when something gets in the way like the foot 123 attack or other mbs.

#9418 1 year ago
Quoted from wisefwumyogwave:

Yo care to sell those cards or share the file that's a great addition

Quoted from mikespins:

Really nice! Are you selling these? If not, care to share the file? Thanks!

Quoted from Thunderbird:

Awesome Pizza Menu Card! Would you post a high definition copy of it here, so we may make one too?

PM me your email addresses, the file is pretty big. If you like and keep them on your machine, you can always buy me a (PayPal) beer if you feel so obliged.

#9421 1 year ago
Quoted from Audioenslaved:

That card is awesome

20220912_101054 (resized).jpg20220912_101054 (resized).jpg
There's actually 2. I'm pretty proud of them, they took me ages. It looks like they have really small font but except for the training perks, the font is around the same size as the original cards.
I'll send them out to you guys later. I just would prefer to do it all at once.
-----
When I was making them a friend said I should ask Dwight what he thought. Especially about the section with how to change the pizza toppings. I was struggling to explain it in few words. My friend actually met him at a board game building workshop in Chicago when he wasn't employed in Pinball (like 15 years ago?). Apparently a really down to earth guy and approachable. My friend after asking if he'd get back into pinball said he got the impression that he thought it's days were over. Thankfully he was wrong. I really think Dwight has brought some euro-style board game knowledge to tmnt. When I was trying to describe how the toppings system works it gave me a real appreciation for it. I guess we're just lucky there isn't a major bug in it too.

#9427 1 year ago

Emails sent. LMK, if you didn't get one.

Quoted from Collin:

If anyone has access to a nice printer to print some of these out, could I sweet-talk them into sending me a set?

I just used my laser printer with laser printer photo paper. Turned out ok but I know they could be better. If anyone has recommendations for professional printers, in person or online, lmk.

#9433 1 year ago
Quoted from Stebel:

System J, your cards are excellent. [quoted image][quoted image][quoted image]

Thanks! Oh wow, what are those larger card holders? They look perfect for these cards.

#9444 1 year ago

Holy crap! I thought that said 61 million. ... I was going to post this to gloat, now I'm a bit embarrassed:
20220918_200342 (resized).jpg20220918_200342 (resized).jpg

15
#9445 1 year ago

Re: My custom TMNT score cards

Emailing everyone separately is more work than I expected. I'm also a bit disappointed at how many people said they'd endorse my alcohol habit and haven't. Or even send a 'thanks' reply for that matter. So change of plans, I'm going to insert a medium res version here. Feel free to print and use it for personal use. If you like it and want a high res. version, you can donate a beer to me via paypal and I'll send it to you (PM me). I'll also keep track of who sent me thanks via paypal (or other trades), and send you any updates to the cards (with say, rule changes) that I do in the future. I may also make a custom premium set if anyone shows interest.

Here's the medium res cards:

TMNT_custom-score-card1-low-res750_System-J (resized).jpgTMNT_custom-score-card1-low-res750_System-J (resized).jpg

TMNT_custom-score-card2-low-res750_System-J (resized).jpgTMNT_custom-score-card2-low-res750_System-J (resized).jpg

I've obviously appropriated Stern's and TMNT artwork for this and am not taking credit for the logos and images that I've used. But I did spend a ton of time thinking, organizing, and re-designing these cards. I'm pretty pleased the way I was able to organize a lot of information into something manageable to read; breaking it up so you can quickly scan to see what information you want at the time. Anyways, I hope you guys enjoy it.

Added 12 months ago:

There's a PDF printable version of these cards now up on my website:
https://systemjpinball.ca/index.php/2023/04/30/legacy-tmnt-score-cards-free/
They are a bit higher resolution than the ones above and are much easier to print.

#9452 1 year ago
Quoted from plasticbugs:

There's a PDF with this information on how to oil the pizza disc spinner with 3-in-1 oil, but all I can find is this post that has a screenshot of the PDF. In any event, that's where you put the oil. Good luck!
Edit: found images in another post with all the images from Stern with instructions for oiling the pizza spinner disc.. Maybe we should make this a key topic?
[quoted image][quoted image][quoted image]

Thanks plasticbugs if you're still around. I've been meaning to try this since I got the machine and it worked amazing. The pizza disk is almost silent now.
I highly recommend it if anyone has a noisy pizza motor. It wasn't that hard either.

7c7c09dbe2fc4a19797d279588ad845b9ebedb32 (resized).png7c7c09dbe2fc4a19797d279588ad845b9ebedb32 (resized).png

#9457 1 year ago
Quoted from plasticbugs:

I'm here! Yep, and since posting that I've had to oil my pizza spinner only once. That post came in quite handy when it was time for me to finally oil mine. Glad yours isn't grinding any more!
If you like quiet, you should also look into modding the fan in the backbox that sounds like a helicopter taking off. I created a 3D print for mounting a quiet Noctua fan to the top of your power supply. Mine is whisper quiet and the built-in internal fan never kicks on because air is constantly moving.
https://www.printables.com/model/155763-stern-pinball-machine-spike-2-fan-adapter-40mm-to-[quoted image]

That's clever. I haven't noticed my fan but the previous owner installed a 'quiet fan' (aka, not the cheepest fan stern could find). Now that my pizza motor is quiet I might hear it now. If it starts to bug me I'll definitely be interested in one.

#9475 1 year ago
Quoted from NoSkills:

yep new code, NPP my favourite change! Thanks Dwight!
PRO V1.53 - SEPTEMBER 12, 2022
==============================
**** FIXED ****
- Fixed the Achievement "A Team of Heroes". It will now give the achievement
after completing 4 episodes using all four shots.
- Fixed the Achievement "Team April". It will now award correctly if you
complete an April Hurry-Up during the Team-Up wizard mode.
- Fixed The Cooperative Achievement "Team Work Silver". In a three or four
player cooperative game, if a player completes the 3rd consecutive Weapon
Hurry-Up they will now collect this achievement correctly.
**** TWEAKED ****
- Changed how many times you need to train to enable Neutrino Pizza Party from
three to one.
- Doubled all the scores from Episodes.
- Reduced how fast Ninja Pizza Frenzy growes per switch and reduced the cap
from 10K to 8K per switch.
**** MOVED TO SYSTEM 3.22 ****
Corrected potential game reset issue.

Yes! 1.53 actually made some changes. ...seems like some quick fixes to the scoring to appease us belly ache-ers though. Maybe just as a temporary fix before Dwight gets some time to look at it closer. Obviously no bug fixes like i want a body or marshmellos yet too. I bet this was a quick delegation of tasks to one of the programmers. I also bet the eppisodes might seem a bit too high now, especially vs hurryups, but let's see.
And here's hoping the 3.22 actually does fix things, would be so nice.
.....
Funny about the nmb to L2 (which I like but I think l3 and 4 need more perks for sure now), I've been trying to get to it on 1.51 and just yesterday completed L4 (no IC) for the first time. ...of course this was ball 3 (I think I had 2 ebs) and drained before I even hit a ramp target, bit it was cool to get to see the training complete graphics. There should definitely be a new perk at L4 now though, maybe even a one time bonus of doubling your score. Would make it a true risk/reward with players even holding off doing L4 until later (something I know I avoid like the plague, even with nmb).
Another thing I've thought is if they can't fix 'I want a body' teamup 'rescue any' perk, maybe Dewight could change it to a 2x timer on rescue. The timer is so short, this would still make it an important epp. to aim for.
....
Anyways, off to update my turtles, so sad to see my April Mod go. I'll really miss that chick., she's pretty awesome. Still, I don't regret donating to Scandell even if I can't use it anymore. If no one has tried it I'd strongly recommend it, even if you have to revert to an older version just to experience it. It really brings the game to life in a different way. Let's hope him and his crew (Cabal?) can figure out a 'fix' in the future.

#9484 1 year ago
Quoted from Sorokyl:

last run in december. Think it gets yet another update before then? Do they usually update games after they stop making them? I would think it doesn't make sense vs working on games you can still make money on...

Oh yeah for sure, GoT, Ghostbusters (Dwight games), KISS and probably others were updated well after they were 'retired'. Plus these ones probably will never have a vault edition after going fully to spike 2. I don't think KISS was any more popular than TMNT too (in production numbers or opinion of) and maybe even TMNT has more production because of it's initial popularity even though operators stayed because of 'the circumstances'. Dwight also said he didn't think this code was finished like a few weeks ago and this seems like a quick fix more than a tweeking. I bet after he's done whatever he's working on now, which I would guess is 007 or sterns next release, they will give him some time to have a better look at it. This update is closer to a hammer than a comb.

Quoted from cabal:

is anybody able to download pro 1.53 version? i was able to get le but pro is not working?

I'm getting a zip error for the pro RAW file; I tried dl'ing it twice. The USB version dl is fine. Not sure if I can use this on on blank SD card, but I'll try later.

#9493 1 year ago
Quoted from cabal:

is anybody able to download pro 1.53 version? i was able to get le but pro is not working?

Quoted from cabal:

thanks for the feedback, will try tomorrow from different location, my files are corupted when i try to open the zip
2 different devices, 3 browsers no luck.

I'm sure you already know this but the USB ver update doesn't work with a blank SD--I just tried it. I'm currently updating my original SD (that I didn't de-partition and format) and the pro usb version seems to be updating fine so far. I emailed stern about the corrupt RAW file but I'm sure it'll take them a while to get around to replacing it.

Edit, update:
20220920_175142 (resized).jpg20220920_175142 (resized).jpg

Looks good, unfortunately I couldn't (wouldn't dare?) try it out yet since my (lovely) wife (Karen) was having a nap on the couch. ...and I want to keep my pinball machines...

Edit #2.
Plays great so far. It been so long since I've played npp, I forgot it was even a mode. Pretty happy it's back, it adds another layer to the game: the mode, the lighting effects, and even the callouts. My only gripe right now is that the timeout sound when it's locked out from something else anyways.

#9500 1 year ago
Quoted from Stebel:

Anyone have a link to a good YouTube tutorial on how to play TMNT properly? I seem to be just flailing around with no direction.

This is the only tutorial I've seen:

It's not bad for a Don Tournament strategy. I like that he uses the tpmb just as a utility mb to get 2x lit.
It still holds up but I think the new update really opens things up. I'm enjoying playing Leo to get my l2 going on 1st ball. The NPP with 2x seems potentially lucrative as NPMB--and you can still go for it before or after you go for npp.
...but I think this might be where the brilliance lies with this game if there can be multiple avenues to get a good score. I'd say it's getting closer.
Overall though, the video from South Carolina Pinball shows a good strategy for how to control the ball on TMNT. Post stops and back hands are your friend.

#9505 1 year ago
Quoted from TroyS:

yes yes yes !!!

Re: tpmb reset
Nothing here so far on 1.53 but I've only played tpmb about 5 times so far; I'll be still holding my breath for the next 45.

Quoted from shaub:

Agreed. This is what I've been saying for a long time. I just want options. Let me make some decisions on how to approach things, maybe add in some risk/reward type decisions and you've got yourself a great game.

Yeah, and you're definitely right. Not enough games do this imo too, would be great to see a game in the future be truly balanced in the future where there's like 5 or 10 different strategies that you can progress that are equally valuable. Some new board games like Blood Rage and Through the Ages do it well, I bet Dwight would love to do something this deep one day.
What do you think of the new scoring so far shaub? I was worried that it might throw the characters out of balance. I think it weekend Mikey, but not too much. The hurry ups, tumb and tpmb are still a little undervalued but I feel the game has opened up way more than I expected with the eppisode increases and npp after l2. Need those smaller bugs fixed still too, but I'm excited again about the direction of the code.

Quoted from qbass187:

I'm glad everyone is psyched about this update! I JUST bought one of these and it's being delivered on Sunday.
Now to find someone who's willing to part with their topper...

Congrats man and welcome to the club! You're in for a treat but get ready for a rollercoaster of 'why the hell did I buy this game, must sell it right away' followed by a peak of ' this is the best game ever made'.

#9522 1 year ago
Quoted from DNHansen:

System-J
I tried to find if someone replied, sorry if I missed it. You're missing a one-way gate. I had issues with the lock bouncing balls out on clean hits after one ball was locked. Unless you removed it for cleaning. <edit> I contacted stern to see if this was on purpose or not. I thought maybe it was supposed to be harder with more balls locked. </edit> I've attached the picture I was sent to assist with troubleshooting. My TMNT didn't ship with this gate and it was super dangerous and very difficult to lock ball three with this gate missing. Ball two would give trouble, but would stay without a clean shot, a clean shot would bounce out. Hope this helps.
[quoted image]

Oh man, thanks! You're right, it is missing the gate. I didn't think twice about those unused posts. I wonder if Stern will send one out. I'm the 3rd owner of this and it was bought around when it was released. If Stern flakes out I'll have to grab one myself.
Thanks a bunch, I don't seem to have as drastic of rejects as you did, but I bet it'll help.

Quoted from shaub:

I actually haven't played the new code yet, but I like the idea of making episodes more valuable in general so I think it will be good. I am a bit worried about how valuable Raph is, primarily with the persistent perks enabled from Insider Connected. He was already overpowered in that situation so this only makes it even more pronounced. I have my game set to Competition Mode just so persistent perks AREN'T enabled, which makes the game much better overall.
Would still like to see TUMB scoring boosted, primarily by making progression through it a bit easier rather than boosting any values. There IS points there, you've just got to advance through it. I would suggest things like less shots to light rescues (4 for 1st one, 6 for 2nd, 8 for 3rd, or something like that), allow a timed single ball portion to resurrect the mode by completing a rescue (like 10 seconds), change up some of the perks, a "disable timer for rescue" would be good (Wrath of Krang maybe, because it's harder to get to before TUMB than others), maybe a perk could enable the single ball resurrect phase even (maybe the Slash one or the 2nd Baxter mode).
Im fine with Turtle Power MB being lower scoring, as kind of a gimme type MB. Good for completing an episode, lighting 2x, getting an April hurry, etc. I've seen it suggested to remove Mondo JP and Jackpoto Grande from TPMB. And make it so each Turtle Shots are just jackpots, and the Super Jackpot/add-a-ball at the right ramp and repeat. Keep it simple.

I think tumb could be boosted with more powerfull eppisode perks too. Like double or triple the boost. For instance Slash gives you 500k extra per foot.
I agree with your IC review. I still say it's half baked. And I doubt Dwight has had much time to integrate it. I don't have one, but I'm tempted. I like that you can turn off the level memory with competition mode.
I don't have any experience with IC on tmnt but I think Dwight could do something like reset the training the game after you achieve L4. So it could be a bit of a risk/reward too. So you decide if it's worth staying at l3 or if you going to go for bigger perks on your current game. That still doesn't solve Raph's training being overpowered at his L3 x3 though, so i don't know if this is a great fix. Meh, just an idea.

#9525 1 year ago
Quoted from BaxterStockman:

Wait. Is that a Pro? I don't seem to see a gate on mine. But I'd have to take a closer look.

Yeah, it's a pro. I emailed stern so I'm hoping they can confirm if there was supposed to be one. That diagram is for the prem., but there are empty posts on mine.

#9527 1 year ago
Quoted from DNHansen:

System-J
I tried to find if someone replied, sorry if I missed it. You're missing a one-way gate. I had issues with the lock bouncing balls out on clean hits after one ball was locked. Unless you removed it for cleaning. <edit> I contacted stern to see if this was on purpose or not. I thought maybe it was supposed to be harder with more balls locked. </edit> I've attached the picture I was sent to assist with troubleshooting. My TMNT didn't ship with this gate and it was super dangerous and very difficult to lock ball three with this gate missing. Ball two would give trouble, but would stay without a clean shot, a clean shot would bounce out. Hope this helps.
[quoted image]

(And CC baxterstockman)

Thanks a ton BNH, Stern already got back to me (on the weekend!?!), confirmed there should be a gate on the pro, and is trying to get one for me under warranty:

"I'm looking at the technical drawing for the Pro, and it's there on the Pro as well.

535-5269-03 - One Way Gate Bracket
535-5307-03 - One Way Wire Gate
232-5201-00 - Screw, 6-32 x 3/8" PPH MS SEMS (one for each side of the bracket)"

....
For anyone having reject issues from the pizza parlor, have a look to see if you're missing the gate.
Here's mine with the gate missing from the factory:
20220607_140243 (resized).jpg20220607_140243 (resized).jpg

20220607_144001 (resized).jpg20220607_144001 (resized).jpg

And where the gate should be Thanks to DNHansen:
3ae85dd06e447af02d92c110266e4ec08d4cbbcf (resized).jpg3ae85dd06e447af02d92c110266e4ec08d4cbbcf (resized).jpg

Maybe even worth a 'Key Post' under Pizza Parlor rejects or something. ...for whoever is monitoring the thread.

#9561 1 year ago
Quoted from slghokie:

Thanks again to System-J, the hi res cards are now on the Project Pinball TMNT at UNC Children's Hospital! Looking forward to feedback from the kids to see if it helps improve their scores.
[quoted image]

They look great! Hopefully it helps with teaching the kids the rules.

#9595 1 year ago
Quoted from mikespins:

Looks like they fixed the crash today with the release of 1.54!!
**** FIXED ****
- Fixed a display issue that would sometimes cause a game crash during
TURTLE POWER MULTIBALL.
- The START FINAL BATTLE and COMPLETE FINAL BATTLE Achievements were being
awarded from the Challenge mode by mistake.
- Fixed an issue where PICT-O-POPS sometimes wouldn't award APRIL HURRY UP
when it could have.
- A few modes weren't having their difficulties adjusted when in IMPOSSIBLE or
MONSTER mode.
**** TWEAKED ****
- FINAL BATTLE CHALLENGE and HALF SHELL CHALLENGE are limited to single player
only.
- Removed system adjustment "GAME MODE ON START" as it conflicts with game
adjustment "DEFAULT GAME MODE".
**** MOVED TO SYSTEM 3.24 ****
Updated to nodeboard firmware/protocol v1.01.0
Updated "Target Game Time" to guarantee the entire time for a single ball
game.
[quoted image]

Yes!!

Quoted from Xaqery:

Thank you.
I just want to give credit where due. Corey Stup has been hot on the trail of the TPMB crash for some time and was the one that finally solved it. I would like to publicly thank him. Thanks Corey!
PS - I have No Man Sky coming for my SWITCH on Tuesday.

Thanks Dwight for posting updates here and a BIG thanks to Mr. Stub for finding that pesky starship trooper sized bug!
Now for this game to go into some tournaments to make people realize Borg and Xaqery 's brilliant work on this game. ...it'll happen.
Funny, before you posted, I though, this is just Dwight having a coder or 2 looking into the bugs, not Stern giving you time to work on it again. I can't wait for an update when you get a chance to fine tune it (and hopefully get rid of the existing smaller bugs (like the ones with 'I want a body', and marshmallows). But now that the big bug is fixed (hopefully), I'm happy for now and know that it often takes some time to polish the game off.
Thanks again for keeping us in the loop too, I know you're busy with your next game (I'm hoping Back to the Future, I think you'd be perfect for that theme).

Quoted from shaub:

Come on Xaqery you're just gonna tease me like that? Can we get some details on what exactly the issue was? I literally had a dream that I figured it out at one point!

Sounds like it was something to do with the display. With the last code I was getting the animations going black more often, I wonder if he (Corey Stub) has been tweaking that and eventually found it. ...one of the tpmb animation triggers maybe? (Can you tell I'm not a coder ). Even then though, to have a full reset; I'm with you now that you've got me thinking more about it, it would be interesting to hear what it was.

Added 18 months ago:

Sorry Corey Stup (not "Stub"), I realized after that I misspelled your name.

#9614 1 year ago
Quoted from Jediturtle:

Man...I am really wanting a TMNT back now seeing the code love. Regret getting rid of my pro. If anyone wants to trade a premium or a pro+cash for a like new Led Zepp premium, let's talk!

One last run this December and I bet you'll be able to unload you zep prem. (Maybe even more underrated than tmnt imo). Didn't they just finish up the last run of them?

Quoted from Collin:

Absolutely THRILLED with these last two code updates! I wasn't historically a big admirer of Dwight's code but this one has changed my opinion radically. Massive thanks to Xaqery, Corey and Dwight for pulling this together
I see others talking about "what's next" for TMNT, but I'm just pleased the game is where it is

I love the code right now but it's begging for a fine tuning. Especially a bit more score balancing (1.53 helped in one way but also created some other imbalances, I'd say). And I bet Dwight would like to get rid of the remaining bugs since he has a reputation for his games having them--which I think might be a little overstated (and probably not his fault directly often), but a reputation none the less.
All this said, it's a top 10 all time for me personally all ready. ...but the layout is still the star of the show here and a balanced code with more pathways to score would really make this game stand out.

#9617 1 year ago
Quoted from J-Freeze:

I think the code is what has saved this layout for me, I love Borg but this is far from my favorite of his.
Everything is set up and finished off the upper and right flippers and the layout is what dictates that, with no natural feed to the lower right (except for a shot from the right flipper) I spend a lot of time post passing.
There are really only 2 shots from the lower left flipper without getting fancy.
What code bugs does Dwight have a reputation for?
And what bugs remain? Lice?
Him having a rep for bugs is news to me.
It takes a while for his code to "mature" sure but I'm glad he is willing to keep at it and when it does mature its fantastic and so well implemented.
Not trying to be standoffish, I just disagree.
Then again this IS pinball and we seldom agree on anything haha.

It's all good. It's valuable to have discussions (even though the internet seem to make things seem way more divisive than it should be.)
I'm not quite sure what you mean by 'finished off' (I'll stay away from any dirty jokes) though. Both ramps, the lair and the center shot stops the ball for events. Both physically and in code. But maybe you're talking about something else. The Krang HU seems a bit under valued too, so I personally have to resist using the upper flipper, and when I do I often have a better game. If you miss with the upper flipper it leads to dangerous side to sides.
You're right about no easy safe feed to the right flipper. I can post pass right to left easy but left to right is tricky and you have to often still make a quick, on the fly, decision. I've been backhanding the left ramp and let the ball ski over. Which that too isn't super easy. But I also think it's by design. It's a tough, fast layout. It also compels you to get 'fancy' and it's really rewarding when it works imo. Sometime it feels like you're just doing tricks. But I think it's a great balance between strait shots and trick shots.
I don't remember any specific references for Sullivan's code reputation, but I don't think you need to look far for people complaining about his games--which is something you don't see with guys like Lyman or Elwin (although I'm guessing Elwin gets a little too much credit for the code on his games since he doesn't head the software). I know people point out things like exploiting in Getaway, and the (now fixed) short plunge exploit on GB. And people who aren't fans love to point out Munsters (which is far from a favorite of mine, but is still a fun game) and what they think is shallow code. I Love Dwight's code though and even feel bad about saying any of this, especially since he's on here. I think his code vs say someone like Lyman's, are opposed to each other but both have great merits. I personally love both styles and think variety is good. I'm using Lyman because, even though he sadly can't make more games, a lot of games like Elwins seem to emulate his style. I think people don't take into account that Lyman might not have had a chance to get so creative and deep without Dwight being successful getting deeper with games first. Playing some of his early games like T2 still surprises me how deep it is past the standard jackpots, especially with stacking. And it only makes sense that the more complicated a game is the more chance of having bugs (software, not organic ). When I think buggy games too, I first think of games like BSD. Which I love (I own one), but is not a Sullivan. Anyways, don't shoot the messenger, I've just read and heard people complaining about his code. I'm not one of them, even the Getaway exploit doesn't bother me.
Current bugs in TMNT that I know of: 'i want a body': when you hit a rescue it rescues all instead of just 'any' and goes strait to pizza party. Also the Marshmallows "unlimited jackpots" doesn't seem to do anything, but I'm not sure if it's a bug, missing code, or just mis-understood.
Just that they are finding other bugs like the picto-pops not being awarded and fixing them gives me a lot of hope though. These things go by so fast I don't think even shaub has caught them.
Other than the 'i want a body' I personally can't think of any huge exploits. But I remember others pointing some out but nothing that I noticed was too big. ...Score balancing aside that it.
Jeezz, this turned out longer than I expected...

#9620 1 year ago
Quoted from J-Freeze:

Ah I see you have the pro, can you finish a mode on the right ramp? You can not on the premium.
So thats what I meant. Really the pro seems like the better playing game without the drop from the launch/right ramp, the Prem diverter doesn't do much and isn't worth building the cash in but I LOVE the premium cab art. I'm gonna have to go out and put some games on a pro.

No, you can't finish a mode on the right ramp but I personally find it easier and safer to backhand the left ramp anyways. ...but with the prem you can just divert it to the right anyways, correct?
I searched out for a prem on location to try for ages. Finally found one and was kinda disappointed. The biggest issue for me was the extra stuff in the way. It's such a fast game that you need every inch of viewing area.
It is pretty though, the art, the Krang kinetic figure. I'm not crazy about the glider toy but it is better than the sticker that replaced in on the pro. And I think Borg liked the diverter so much he was able to integrate the idea (better, imo) into Rush.

#9625 1 year ago
Quoted from Thunderbird:

Well after owning a Pre/LE since it was released, can tell you the extras are worth it. Pre/LE has an 8 ball multiball experience like none other… (was just shooting into my 8th mode with a TPMB and this happened…. Lol)
[quoted image]

Haha, nice pic. I totally forgot about the 8 ball mb; I'll have to try that next time I see one. I didn't mean to wade into the pro vs prem debate. I know it's contention. It reminds me of the old sega-nintendo schoolyard battle. And really, as long as you like it it doesn't matter.

#9640 1 year ago

I just updated the Tilt Forums TMNT rulesheet ( http://tiltforums.com/t/stern-tmnt-rulesheet/6599/85 )after a correspondence with Corey Stup (the hero of the day! He slayed the dreaded TPMB crash!).
The Marshmallow mystery is solved!! Turns out it always worked and no one ever figured it out (or kept it to themselves) :
- Marshmallows: “Unlimited Jackpots”: Unlimited Mondo Jackpots before timer expires. (can be re-lit for unlimited after foot soldiers are defeated again. Insert turns white to blue(?-double) to red (triple) then to gold until it times out.)
Any it's ridiculously powerful and really satisfying. The insert turns gold after the triple mondo!
- He confirmed a current bug with “I want a body” TUMB perk and is looking into it. (apparently it was working in early code (as per Shaub) but was broken somehow along the way. I wrote a temporary note in the file to describe what is currently happening.
- Wrath of Krang TUMB perk is actually working correctly. “Defeat all” is reference to the foot soldier and not to Bebob and Rocksteady. (sorry Shaub, I was going to msg you about this first but I ran out of my 15 msg quota (didn't even know that existed here)).

#9652 1 year ago
Quoted from acons017:

My shaker motor goes absolutely crazy at the start of NPMB when the balls start spinning on the pizza. I like using a shaker motor, but this is ridiculous.
Is there a setting to turn off the shaker motor at the start of NPMB?

I wish! I hardly have mine on because of it. I think all they would have to do is borrow one of the lesser vibration trigger (like jackpot) and have it in the MINIMUM option for npmb start. There also isn't any ruble at the beginning of tpmb which is a bit wierd. Now that the crash has been fixed maybe they'll add one.
I'll say though, the existing npmb rumble is probably the most epic in pinball and is amazing in an arcade or bar. The only one I like more is the DE JP feed trex mode. But that is because it fits the theme so well.

#9654 1 year ago
Quoted from Thunderbird:

NPMB rumble is the most epic of any pinball machine I can think of. People get all excited when it happens. There is a way to tone it down if a person wishes to, by simply changing one of the weight postilions on the vibrator to be either 90 or 180 degree opposite of the other on the shaker motor.

Oh right, I forgot about that. I did 90 degree when I installed mine because of your guys recommendations. ...it's still loud. Like rattles my windows loud. . But I do live in a 130 year old home.

#9679 1 year ago
Quoted from Thunderbird:

Try the next adjustment to 180 and think that will be the ticket to calming your shaker motor, if 90 degree is still too much.

Quoted from TroyS:

I modified mine to like 160 and it’s perfect!

Many thanks guys, I'll try this.

Quoted from shaub:

Thats what was thinking too, but after someone mentioned completing a Training Mode to re-light it, Ive changed my mind. Anything that makes Training Levels/modes a bigger part of the game, I'm for.

It's a good idea but people complain about foot123 getting in the way so much it might make training less appealing. Maybe if at the end of training you could have an option to choose to re-lite it. ...though that doesn't really fit with the theme of the foot ambushing our hero's in a half shell (what is a 'half shell' anyways, they seem to have a full shell, no?)

#9684 1 year ago
Quoted from delt31:this is helpful. So the only way to get 8 mb is through NPMB. I need to check what toppings I'm picking before that starts. I believe you change toppings by hitting pizza slices although I need to remember where those icons are on the pf. haha

My score cards describes how the pizza toppings work. The logic is a bit complicated ...in a good way I think.
https://pinside.com/pinball/forum/topic/teenage-mutant-ninja-turtles-club2020-cowabunga-its-pizza-time/page/189#post-7144677

Quoted from shaub:

Or just let 1-2-3 Foot run alongside other stuff, WHU and April Hurry Up already do.

Yeah, that would be one option. It might cause issues with the code though, conficts. I personally like that things 'get in the way'. I find things preventing me from starting npp all the time now too. Especially modes and pizza eating contest. But it's part of the game. ...I guess we gotta have that pizza eating contest before we travel to dimension x for a pizza party.

#9703 1 year ago
Quoted from konghusker:

Thinking about selling my acdc premium and going with a tmnt premium or Jurassic park premium. Any thoughts on either, and also thoughts on tmnt pro vs prem?

Tough choice. I think it depends on how you play the game. JP had a deeper ruleset in that the the farther you get into the game the more things there are to do. Tmnt starts off with more things like the choice of characters and co-op mode. If someone offered me my tmnt pro plus cash for a jp prem I'd have a tough time letting tmnt go. ...but it wouldn't be an easy decision. The co-op mode is a party favorite and it's one of the main reasons I'd have a hard decision even though I only use it a few times a year.
The jp movie clip mod is epic and removes a lot of the issues I had with the lackluster animations and theme integration (I still think the original de jp has better theme integration). But I'm not sure if you can get it with IC and the new updates. Still though, the animations (if you care about them much) is less cringe worthy than the vanilla (non Scandell) April.
Both are challenging in different ways. Both are great shooters. Both are clever layouts in completely different ways. Tough to choose, again depends what you like.
Tmnt prem for looks, but tmnt pro for shooting (especially the better sightlines and top roleovers). Again, depends what you value more.
As far as 'what's the better game' if someone is to ask, I don't know. Tmnt got incredible reviews at the beginning from online v-bloggers (and is still rated higher than jp from some of these guys) but it was really early with the game. Stern's Jp is way ahead of it on pinside 100, but it depends on how much you value people who are more likely to right a review on pinside.

#9731 1 year ago
Quoted from Pin_Fandango:

I am considering picking up a Pro after seeing the latest code updates.
The 2nd market price on this game is terrible though, just seems a good idea to buy used on this one it seems.

Go for it man, it's a deal right now (as if there's really any out there anymore). It's a blast even with some score imbalance which I'm sure will be addressed in the future. There's some shots like the mondo/krang shot that is repeatable in MB that is SO satisfying (if ypu can do it, its not easy), and feels like a throwback to some great classics like whirlwind. There's a few moderate bugs left, but it sounds like Corey Stup (I think the lead programmer, but I might be mistaken) is working on them and I bet there's pressure for more fixes and an update before the 'last' production run this December.
Plus, after the production run, when people rediscover this game it'll jump in price I bet. So it should at least retain it's value (with inflation). If there's a big code update like GB had, I could see more demand and love for it later too.

Quoted from TroyS:

Huge shout to SYSTEM-J for making amazing apron cards for TMNT. The high res card, after throwing a few bucks for a beer, is awesome and looks great in the game. Best mod for the price, check it out.
[quoted image]

Thanks for the shout out. Glad you like them. With my memory these days, I still use them all the time.

#9746 1 year ago
Quoted from hiker2099:

TMNT is the only Pro I own. That’s because the TMNT Pro is best dollar spent in pinball right now.[quoted image]

Wow! Did you build that room to fit exactly 5 pins side to side?
Jokes aside Deadpool and Rush pro's are pretty great too. Stern in general is having a really good run of games. They seem to have a good formula while still allowing their talent to explore new things.
Not saying others aren't. Actually, we can probably thank the new Pinball companies making good games for this last good run for Sterns. Competition is good.

#9748 1 year ago
Quoted from Pin_Fandango:

Let’s say that while everyone wlse is playing catch up, Stern-Data East-Sega-Stern is putting 50+ years of experience to work, and with talented young designers plus seasoned 90s programmers still on board.
Printing money!

Agreed! I'm a big classic stern fan. And a few DE are still under rated. The early post-sega ownership was pretty bumpy though, product wise. Their history is quite interesting and impressive.

#9785 1 year ago
Quoted from ticktockman:

Any suggestions for settings that woild allow my kids progress farther (while still keeping the game at three balls)?

Quoted from plasticbugs:

Each episode has easy, medium, hard as options in the game settings. Set those all on easy.
Also, make extra balls and replays (which you’ll turn into extra balls) very generous. I think there’s like five or six extra ball/replay settings - off the top of my head there’s:
- Number of pizza slices for EB can be set lower
- Qualify EB after starting “two” episodes
-Extra game/replay award at I think 10 or 15 mil points is the lowest point value you can set
- Then, set “replay awards extra ball”
- Special awards: “Extra ball” instead of points or replay
- there’s a setting for maximum extra balls allowed. Turn that off
- I think there’s a setting to make the pops award a Special more often. Not sure.
- there’s probably more that I’m not remembering
In a VERY good game, I can usually earn about four or five extra balls.
This does mean you won’t see the “Replay” technodrome animation anymore (accompanied by your knocker if you have one). Not a huge loss, but something to consider.
As others suggested, definitely crank up multiball, lair, episode and mode ball save timers to max.

Yeah, all these, plus I'd add:

- set the game under 6.5 degrees. (Can make some shots different though; maybe some shots might be harder. My lair shot was easier to backhand just over 6.5 degrees for some reason.)
-Add lair ball save
-De-borg the left outlane (with another, thicker, rubber ring under the existing one, or, more popular way is to add a siamese post).
-lower the slings and flipper power (although both can be a tricky balance, you'll have to play with it).

Quoted from BaxterStockman:

How are you adjusting the shaker? All the allen wrenches that I have that fit in the hole aren't strong enough to turn it at all. Or am I doing it wrong? Already looks like they're a little offset. But it sure makes a rattle when it goes off. Looking to tone it down a bit.
[quoted image][quoted image]
Found a torch screw that fit. It broke. [quoted image]

Quoted from qbass187:

Is that a torx bit?

Yeah, that's a torx bit. You need an allen key (or hex) bit.
...
I remember mine was really tough to and thought my allen key was going to break, but it gave way eventually. Make sure it's imperial and not metric and as tight as possible.

Quoted from rockrand:

You need to put some heat on that set screw,it has lock on it.

Yeah, I thought mine has some of the blue (temporary) threadlocker on it. I did it without heating it up, but this is a good idea.

You might be able to clamp some vice grips down on the top of the set screw to help assist the turning if the above doesn’t work Baxter. It'll wreck the top of the set screw but shouldn't matter for putting it back in. I'd put the allen key in first in case it crushes it. Worse case you have to go get a new set screw .

#9787 1 year ago
Quoted from tkur85:

Stern virtual tour at expo showed the final run of TMNT on the line. Maybe I'll finally get my replacement PF I've been waiting on for nearly 2 years...

They also mentioned they are moving pf printing in house. Not immediately though. Something about moving to a larger facility or expanding thier existing first.

#9804 1 year ago
Quoted from gumnut01:

Didn’t Dwight do a massive release for GB way after its last run?

Yup. And got. And other stern games as well such as Kiss. All big updates that changed the balance and the way you play the game.
....
My good friend Joe Ciaravino (of Pinball Degenerates FB page) brought some cool stuff back from pin expo.
Dwight signed his copy of Noblemen (of which I haven't played this yet):
Screenshot_20221027-002143_Facebook (resized).jpgScreenshot_20221027-002143_Facebook (resized).jpg

And he brought me back a signed ZY plastic!!:
20221026_211524 (resized).jpg20221026_211524 (resized).jpg
Still not sure if or were I could add it to the game.

#9864 1 year ago
Quoted from PinSpinner:

I think I’ll unhijack this thread and post a ratings thread in the forum. Back to turtle mania!

I wouldn't say hijacked, this forum would otherwise be quiet until the next code update.

Quoted from mbrave77:

Isnt an 8.4 a pretty good rating? I dont do ratings much even on games Ive owned. I think ive only really rated a handful. Ive played it on location just a few times since and I think that rating is probably about right or maybe a bit high. If I do re-aquire the game I guess I can re-review it. I never said I had new love for the game, but if I re acquire it I could see myself falling in love I guess. Time/market will tell!

It seems fair to me. Especially since so many people hate it because it's too hard (or whatever). But that's their opinion and it's an open review system. My gripe with the reviews are that it seems so many people put little thought into objectively rating the games. People will give a near perfect score without taking other games into account--probably because they think a game should be higher than others and not because of what they really think of it. Like, how do you give Iron Maiden perfect toys and gimmicks and other theme integration categories. So what is pinbot, taf, or afm. Or even GZ?!? IM has better theme integration than GZ? Really? Common Elwin fan boys, even you can't argue that. (Uh oh, what did I do ).
Everyone is going to score a game higher or lower based on how they think the game is currently ranked it seems. It's flawed. But it's rotten tomatoes, it shouldn't be taken too seriously I guess.

Quoted from shaub:

Ive owned my TMNT since August 2020 so I think I can say I know the game quite well. And I feel that 45th overall is more than fair for this game. After a quick glance of the games listed ahead of it I feel there a definitely games worse than it: Alien, Mando, GNR, Ghostbusters, Hobbit, to name a few. But the thing is, favourite machines are entirely subjective and the ratings are ultimately meaningless. Thats why I appreciate it when people provide proper reviews with descriptions of how they feel about the game and why, rather than arbitrary numbers by which to rate a games "quality." I dont think there is some broad conspiracy to under-rate TMNT and I certainly don't feel that other people "just don't understand it" or anything like that. The game simply doesn't have a lot of depth to it and I feel it could be vastly better than it is with some balancing of objectives and scoring. To say people are looking to "put down new games" or are used to "scarcely coded games" doesn't really capture why TMNT has the reputation it has.

I agree with you that it's in good company around top 50. I don't agree with the rankings, but I've never heard anyone say they agre with it...ever. And I agree that people *should* put a bit more objective thought into their review.
I disagree that tmnt has shallow rules though. But maybe people should talk about 'width' of rules as much as depth (although I'm heading into dick joke area, I'll try to avoid that). I mean, look at the npmb, is there any more complicated mb out there taking the different choices into account? I mean, even how to choose the ingredients is complicated.
And what about the tumb perks? It's pretty involved set of rules that changes how you play the game every time. It's amazing! So many games out, including many in the top 20 are very linear compared to tmnt. Many are very 'stack the mode with the mb'. Just because there might be another couple shots to get to the jackpot, or a secret multiplier, doesn't mean it's that much better of a game. They're fun still, don't get me wrong, I just would like more theme integration of the rules and many games don't have close to the level that tmnt does. ...in that respect.
Plus all of tmnt's other play options are all part of the code and all add more playability. Not many other sterns come close in that respect either.

Quoted from mbrave77:

I think many like myself played this game, found it frustratingly hard(that damn left outlane) and rated it meh. I can say I was an LE owner at launch. It was my 3rd pin and I was not “good” at pinball yet. The game is beautiful, the layout is awesome, and I got super frustrated playing the game. Plus the middle ramp was not registering my shots many times(im guessing the shot is too fast for the opto?).
Anyways I got super frustrated and sold the game quick. Took a decent loss.
Now its years later. I own a bunch of games and Id like to own tmnt le again. I want to see how I fare now that I am “decent” at pinball. Just waiting for a well priced premium/le in my area at some point.

I hear ya, I reluctantly de-borged the left outlane and I'm not sure if I'll ever go back. For home use it's a must. With the new code updates I think Dwight has made it easier to get EB's to counter it. Which I think is a bit of a cop out but I get that it's tough, you can't change the physical game after it's produced. I agree with shaub and others that they definitely should've had an adjustable post. The only thing I can think of is that it would've affected the ball coming out of the lair. (...maybe they could've just has a hole and supplied an optional post).
If you weren't crazy about how it played before, I'd suggest trying out a pro. You can just see the ball coming way easier. (Sorry guys, I'm 'team pro'. ...for gameplay reasons). Ball times are just higher too because of the launch feed. And I personally love that you can control if the ball goes to the pops or to the left orbit (mostly for ingredients choices). Also there's just less stuff in the way and you can see the ball easier when it's in the mid playfield and coming around the orbits. And you can fill out the pro with some great mods with the money you saved. Obviously my opinion, the prem's have lots of different benefits.

#9869 1 year ago
Quoted from shaub:

You make some good points, I definitely don't give enough weight to the Team Up perks and how good that aspect of the rules is (but only when I Want a body is fixed, I hate that bug so much! Its one of my favourite episodes/perks and I actively avoid it right now), NPMB toppings are cool too but I still kinda feel they just have too much randomness to them. So they do make the MB itself a bit different every time but mostly it doesnt feel like an active choice or strategy. That could just be due to my play style and prioritizing other things.
Overall I feel like Im alot tougher on TMNT than many other games, but I think it comes down to feeling like the game is so close to reaching a whole other level and I really want this machine to be as great as it can be. For one, I really love the layout (and while getting Borged pisses me off, so does "traditional" draining, plus Im always happy to find myself using my anti-"getting Borged" training on TMNT to save a ball on any of his other machines.

The lair shots are driving me nuts lately. I changed back to standard black (pinball life) and originally thought it made it easier than silicone but now I'm second guessing my opinion. I might try something else later. I want to try some titans low bounce but they weren't at expo and (as I'm sure you know) it's expensive to get them sent to Canada.
It's not even hitting it that bugs me that much, it's the rejects when you do. Both popping back out or getting stuck under the flipper. Which is great fun to knock in if you have a 2nd ball, but just disappointing in one ball play. But I keep telling myself that it'll make me a better player...which it probably will.
And yes! Let's hope that 'rescue any' big gets fixed. I'm pretty convinced that Corey can do it though as he said he originally programmed it and I wouldn't be surprised if it's already fixed but they're just waiting for a larger package of fixes and tweaks. I think they were just excited to get that tpmb fix out to us since otherwise Stern likes to do bulk updates it seems.

#9872 1 year ago
Quoted from NoSkills:

I can only consistently backhand the lair shot. From the right flipper I can get the accuracy but it always bounces out. I heard once of someone removing something to stop that bouncing out but I can’t remember what part near the lair it was, does anyone else know?
In terms of rules for TMNT, I recently got a DP and AIQ, the ability to easily select your quest/mode on those games gives you so many more ways to play the game and I think it’s more fun being more in control of your game path.
Id love if the select mode on TMNT was changed to being able to select it with flippers while the ball is locked.

Do you mean a strait backhand? Or a rolling backhand? I use to have more luck with a rolling backhand but it's been harder lately too. It's easier with a slow roll, but that's hard to create from a cradle.
I've thought about a felt piece or something but I hate physically changing the game. It took me ages to de-borg.
I'm fine with tmnt having to select from the ramp targets. Not that dp and aiq aren't fun, (I even think dp is a better game than tmnt :0 ), it's just on tmnt there's already a different way and already has more play stoppage elsewhere.
It's fun to dream about different code--I'm guess there's not any rule changes left though, and definitely nothing that would complicate the code and possibly create other bugs. Maybe some more score balancing left. And if anything is actually 'broken' it's the training perks thanks to the IC.
...and also, reguarding the epp choosing, tmnt has to leave some fun for other games.
Thanks for the reply on the lair shot. You've inspired me to attempt other ways to hit it. I usually do a rolling backhand but now I'm wondering if I can do a sharp backhand and bounce it off the back of the upper flipper.

Edit:
Nope, no luck on the quick strait forward backhand. Not even with dropping the upper flipper when it hits it. I'm sure I've tried this before, it's just been so long that I forgot.

#9898 1 year ago
Quoted from NoSkills:

I don’t know what the correct term is but I mean from a trap on the left, quick, micro flip and continue to hold the flipper up to get the ball to roll up a bit and then backhand it

I believe it's called a 'rolling backhand'. It seems like the safest shot but I'm just having troubles with it with my current setup. Lots of rejects. It's easier if it's a slow roll off the micro flip,--it's just tricky to do consistently. Like 1 in 20 right now it seems. I'll get it eventually.

#9913 1 year ago
Quoted from KingVidiot:

Did Dwight change the cowabunga qualifier to be 3 April hurry ups instead of 5? I couldn’t find it in the code read me, but then I was playing today, saw I had 2 of 5 completed, then did another hurry up and April’s face was colored in and it said something like 2 of 0 complete… could be a display bug or something.

Did you get to pizza party in TUMB or the 3rd stage of Final Battle? Either of those will spot an achievement starting with April.

Quoted from WesleyB:

Another agreement…the Donatello skill shot is the only reason to hold the left flipper. I don’t play with him so I never use it and just go for the pop lanes.

I think tictokman is talking about on the Prem/le. On the pro I often avoid the pops if there's a topping in queue I really want. I've been obsessed with getting ice cream, marshmallows and at least one gummy bear so I've been using the left (super skill like) flipper orbit shot. The premiums (of which I got another chance to play and enjoyed it much more than the first time I tried it), only have the option of sending it to the left orbit or down the right ramp. Which when playing the prem made me wonder why there isn't some bonus for it too.

#9916 1 year ago
Quoted from shaub:

Wait, Final Battle will also spot one? Why did I not know that?

I'm pretty sure it does. Not 100% though. But you have to get to the 3rd level which I've only got to once.

#9925 1 year ago
Quoted from Rob_G:

Yesterday I had Michelangelo get Donatello's TPMB perk. At the start of the game the TPMB insert was flashing and one shot to the ramp started TPMB multiball. My friend and I had previously played final battle and then started a 2 player game where I went first.
Has anyone else had this happen?
Rob

I haven't seen that one but I don't play mikey that often. Have you been able to reproduce the effect again? If you can I'd post it again here and report it to stern. I know Corey Stup has watched this forum for potential bugs, but probably better to directly report it as well.
...but I wish Mikey (and Don) had better perks. I've been thinking lately instead of nurfing (nerfing?) Raphs training because of the IC, the tmnt team should look at upping everyone else's. A 4x to 6x multiplier on April HU might tempt me to use mikey more often. I mean, you're lucky to get a few a game, I doubt even 6x would put the balance out.

#9947 1 year ago
Quoted from shaub:

That 3X NPMB should be pretty valuable as is, especially with 2X pf going as well. The biggest issue with Raph is how the 3X PF and 3X episodes combine to make Episodes worth 9x. But a 6x NPMB as Mikey certainly isn't something I'm gonna say no to.
I think the other thing that really complicates matters is that persistent perks and having to earn perks have completely different impacts on what might be considered balanced. I don't think there is a good way to really find a balance between both settings. Personally Id rather have balance when it comes to having to earn your levels and perks than to balance based on persistent perks.

When I was talking about up to 6x it was specifically to the April hu. I'm not sure raising npmb would be a good idea. Maybe by 1. Even then you could get like 33 mil grande's . I was thinking more like they should up the up the hu's. All except for raphs krang. Especially Donnie's foot123. Hell, you could raise that to 10x and raph still might be stronger. I'd probably nerf raph too by lowering the episode multiplier by 1.
But since the IC wasn't likely taken into account (or probably not too seriously at the time), when they chose what perks went to who it probably made sense at the time. I wonder if Dwight would be tempted to re-arange some of the perks to level it all out now. Even then I bet he would have to tweek the multiplier values to level them all out a bit.
I was armchair designing/coding the other day too about other character perks that could level it all out. For instance what if Mikey had 1 less target to hit on April (first hit would count as 2 for instance) or Leo the same with Lair, and Don had less ramps to qualify TPMB after the first one. But that sounds like a lot of coding I know they wouldn't do at this point. Changing the multiplier values seems like the easiest fix to me.

#9957 1 year ago
Quoted from TroyS:

Looking for others feedback. In the last patch to prevent the crashes in software seems like I get delays at times now when in multiball or when a lot is going on. While I’m glad the crashes are gone, seems like an odd coding choice. Could be to the Spike 2 system could use an upgrade.

I notice small delays once in a while but I haven't noticed an increase in them since the last update. If you haven't already, you might want to try a new, good quality sd card and image it with the raw file instead of a usb update. But who knows if it'll be better--you could be just getting more observant of any existing lagging.

1 week later
#10050 1 year ago
Quoted from mannymasy:

Hello friends, I have a purchase planned for the month of December but I have doubts between tmnt and gotg... I have had gotg in the past and we enjoyed it a lot at home, now I have the opportunity to buy a new one of the latest production. I have doubts between these two machines, turtles I have never played it nor do I have the possibility of trying it but from the videos I have seen it seems very fun. I would like to have a comparison of the two machines on playability, durability, fun...etc... greetings and thanks!!!! It should also be said that at home I only have one machine that is AIQ premium now... it is a hard machine and difficult to advance... at least for me...

I'm curious if you asked this question in the Gotg club too. ...I'll head over there to see out of curiosity. I'd guess most would say gotg there.
My friend has a gotg and I'm a fan of it. Fun game. Can be frustrating if your can't find the ramps though (sounds familiar?). I think the ramps are a bit tighter than tmnt, but the orbits (at least the right ) is easier. 6 of one..., imo. Both great games. The multipliers are fun to try and get as high as you can. It got some depth when they added it to the code and definitely made it feel like an updated (but not necessarily better) Metallica.
I don't think I'd trade my tmnt for my friends gotg if he proposed it and likely vice versa. I think if you had a gotg already and aren't already convinced to get it again, I'd probably lean towards another title.
Edit:
I checked the gotg club, I didn't see anything posted there. I guess since you already had one you might know their opinion.

#10064 1 year ago

It looks great! Does it cover more of the sightline on the right orbit? I see it replaces a couple boring plastics and a flasher, is it much higher and/or wider than than the flasher original was?

3 weeks later
#10125 1 year ago
Quoted from dboeren:

Doing research for my next pin and realized I don't have a Borg yet. Which game do you think is less brutal, Turtles or Walking Dead? Which has tighter shots?

I've played both a lot and they barely feel like they're designed by the same designer. Both are tough in completely different ways. The magnets can be frustrating in twd , and the outlanes are more brutal on tmnt. Tmnt has the harder shots of the 2 when you take the upper flipper shots into account.
The code is so different and I'd look into it more than any other aspect of the games to make your choice. I'd say tmnt is more intuitive, and twd is deeper and has more options for stacking. Tmnt is a great party game with the co-op and vs modes. And, imo, better thematically integrated (if you care about that). Twd was maybe Lyman sheats best code but it takes a long time to understand the code and even longer to find your strategy. If you want something in between the two, Metallica and Gotg are a great choices too.
You can't go wrong with either though. Tmnt is easier to find right now, and NIB if you care about that.
GL and HF.

#10133 1 year ago

Ray Day put up a video of him smashing tmnt:


221 mil which isn't surprising even considering he's not using IC training perks. I was surprised though that he goes for the training but was somewhat relieved when he drains hard trying to hit the right ramp with a live ball. I often go for this too, but I've got the lair ball save on.
Ray Day finds out that the NPMB is overpowered pretty quickly as well. I believe he says something like "did they not expect people to play multiball this long". . Anyways something to think about @Xaquery . I believe he points out that he didn't have the octopus too (which I personally didn't think was overpowered anyways, but who's listening to me. ).
Speaking of score balancing, I've come around with being in the hurry-ups are underpowered camp. I'm fine with it as a player who knows already, but I've come to appreciate games that anyone can walk up to a pin and do well by "hitting the lit shots". Which isn't really the case in tmnt. If anything, listening to splinter puts you into dangerous situations which seems counter to the theme.
And the mondo jackpot during MBs are not too obvious either since the insert is mostly blocked by the center ramp. A callout saying something like 'hit the mondo jackpot at the upper loop' would've been nice instead of 'your super jackpot is ready', or whatever it says now.
Anyways, nice to have an example of a great player having a go at tmnt.

Quoted from mannymasy:

Hi friends. In January, if there is no problem, I will be able to join the club with a pro version... I would like to know how to add the April image mod or the 80's image mod... Greetings and thanks.

!Felicidades! (That's good translate, but I hope you appreciate the effort).
Unfortunately the April mod is dead or at least in hiatus. Not sure about the 80's. Someone at stern thinks its customers shouldn't be trusted with thier own items that they spent a lot of money on. Even if they are not 'connected'. Still a great game with the weird ass April doll thing though. Enjoy!
______________________________

Edit:
I just watched the end of the RayDay vid, he also figures out that the training is a bit of a fools game. It definitely re-enforces my opinion that training is undervalued. Both the point from playing it and many of the perks. The risk/reward is very weighted towards the risk side.

#10134 1 year ago

RayDay just posted another one from his stream. (Did anyone know this was happening? I don't follow him that closely, does he post what he's going to play?)

Lots more in this about the rules and score balancing. I hope Dwight takes note of these before a potential future big update. Davidson is saying a lot of similar things that people have been saying on this thread for ages.
___________________
Edit/add-on/more scrutinizing of the scoring:
I was holding out my opinion on tumb scoring, which always seemed low, until I had some success in it. I finally beat it (without the 'I want a body' bug/exploit) and I was pretty disappointed with the scoring. I believe I even had either the 2x rescue or 2x shredder. Maybe 10 or 15 mil which is nothing compared to the difficulty level. I thought that maybe Dwight has it low scoring because it's safe since you're in a mb, but then npmb is even safer and it's the points cow on this game, so that doesn't make sense.
I believe I heard RayDay say something like 'it would be nice if there was a couple more seconds', I believe referring to the tumb rescue hurry up. Even with higher scoring this wouldn't be too powerful to add.

Love this game, I just hope a big score balancing happens before I get the itch to switch it out for something else.

#10139 1 year ago
Quoted from Mahoyvan:

Am me? I’m more of a 250k-5m on every game, but topped out at 35m

Stop beating yourself up and deborg that outlane, crank up the ball save(s), add the lair ball save, and lower the game a bit. No shame in making your own game friendlier. You can always revert it after you get the feel for the game a bit more. It also can feel like a different game when you make some changes. Even just moving it to a different spot.

Quoted from Theguyoverthere:

I’m glad y’all enjoyed the videos
To comment briefly about things I was saying - I mostly was talking about scoring things in competition setting, I actually love how a lot of the things in the game build towards later parts in the game from a home game environment perspective. Starting team up with that one perk that lets your inlane spots shots, but only if you beat a certain mode is awesome. The Nuetrino mode you get for training is amazing! ( and featured in my new video that just dropped ten minutes ago ).
I also like that Cowabunga makes you do EVERYTHING down to the 123 foot and the gosh darn skill shot + weapon hurry up. So even though it’s not worth many points for the risk, (again, more of an issue in tournaments) it is very important to do at least once if you want to see the wizard mode.

Love them. I've been waiting for one of you top players to take a stab at in online. I thought it wouldn't be until it was in the finals of a big (prize) tournament; I'm still waiting for that as it'll be a completely different stress test on the game. Quite frankly I'm surprised it hasn't been already, in a lot of ways it feels like it was meant for tournaments. The npmb is heavily valued, but I like how it has a bit of a system 11 feel to it, such as whirlwind, as you work towards one main goal and try to exploit it. If you get in mb jail, you're forced to grind to get back to it, which if you keep to safe shots (imo, back handing the ramps), you can get back to somewhat safely if you don't value completing the episode.
That being said, as many of us on this thread think, there is definitely another level that this game could get to with some clever score balancing. Many of us see a game that can be one of the best ever made with some tweaks. Hopefully your employer gives Dwight the time and resources to do it one day.
How do you see a tournament strategy happening on this game, @Theguyoverthere? Do you think it npmb and just wait out the rest? Or do you see another strategy that could rival it?
I personally would love a worthy strategy coming from the Training instead of cranking up the eppisode scoring. Mainly since you need the eppisodes to get re-lite the mb's anyways. Maybe if anything, cranking up the points for extending the eppisodes (more of a risk/reward thing).
All this being said Dwight is still the best coder/rules guy/proect manager for his theme integration. Games like this and LOTR are SO well thought out when taking the theme into account. It's definitely his strong suit and I would guess is his priority with designing and scoring is more of a thing to fix after.
Not that others don't have good theme integration. Elwin and Naegale have come a LONG way in theme integration with godzilla. And one of my favourite code theme integrations of late is the underrated LZ with the shots that move based on the tempo/instruments of the song (seriously, this code makes some older music pins like Kiss and Aerosmith seem lame (the mode music integration anyways) compared to it. Whoevers idea that was, yours, Sexton, Ritchie, it was brilliant.).

Edit:
Oh, and those right ramp rejects can be fixed with a plastic. Someone here sells a solid looking one.

The mousers perk is not as OP as it might seem. It old will spot foot soldiers. You still have to go through bebop and rocksteady (the orbits) to get to rescue. You just seemed to hit them easy... which is usually 2 tough shots. ...for us mere mortals that is.

Quoted from NoSkills:

I love my TMNT, one change I'd like is making teamup easier. Maybe the rescue shot doesn't time out at all. The amount of times I've got to Leo rescue shot and it's just timed out because it's the hardest shot is frustrating and not in a fun way! The only time I complete Teamup is when I have the rescue any perk

Easier yeah, but the scoring has to go up. Hmm though, you got me thinking, what if there was a ball save that pops on when the rescue happens. Then you could just fail away for a couple seconds trying to get to it. But there is already a nice grace period that is so satisfying if you hit it just after the music changes and then pops back into teamup with an add-a-ball. One of my favourite shots in pinball. I just wish the scoring fit the feeling and skill level.

Added 16 months ago:

Oops, I was wrong about the mousers perk, it does spot bebop and rocksteady too! Holy crap, it might be OP'd. Just cradle up and hit the left ramp, repeat until rescue.

#10143 1 year ago
Quoted from Theguyoverthere:

I’m glad y’all enjoyed the videos
To comment briefly about things I was saying - I mostly was talking about scoring things in competition setting, I actually love how a lot of the things in the game build towards later parts in the game from a home game environment perspective. Starting team up with that one perk that lets your inlane spots shots, but only if you beat a certain mode is awesome. The Nuetrino mode you get for training is amazing! ( and featured in my new video that just dropped ten minutes ago ).
I also like that Cowabunga makes you do EVERYTHING down to the 123 foot and the gosh darn skill shot + weapon hurry up. So even though it’s not worth many points for the risk, (again, more of an issue in tournaments) it is very important to do at least once if you want to see the wizard mode.

I just watched this third video. It's pretty great and it was fun to watch you realize there's tons of fun to TMNT. I didn't realize the NPP value was held and I wonder if this is intended or bug (there's still a few bugs in the code-The Big One is out of the way now thankfully).
I think most of your questions were answered in the chat, but the 'inlane spots foot' perk is from the 'night of the mousers' (bottom right insert with the mousers beside it). You can change the lit episodes with left ramp targets (good luck). If you still have any questions, ask here because there's a few of us here that know the rules inside and out.
One thing I'd love you to try is to exploit the Marshmallow topping. It was a mystery for a year or two but we finally figured it out thanks to Corey Stup:
"When MONDO JACKPOT is lit (on the center loop shot), and one is collected, you can collect up to 2 more MONDO jackpots on the same shot before a timer runs out, each collect it restarts the timer. The color of the shot changes from white, then blue, then red.

If you have the MARSHMALLOW topping, then you are not limited to 3 total MONDO JACKPOTs. You can keep collecting them as long as their timer does not expire."
After 3 mondos the light (which is half hidden unfortunately) lights gold (Yellow-orange?). If you want to see some real puking point on this game try for this. If you can get ice cream and marshmallows you have a generous ball save to really go for it and a gummy bear will give you a ball to try while the others are on the pizza.
As you noticed though the orbit shot is quite tricky. But if you can do it, especially trapped up, man, it's crazy fun.

Quoted from shaub:

oh man, if Rayday was involved in a decently indepth TMNT rules re-working, I would be the happiest man alive.

Right!

#10153 1 year ago

Pretty excited about this news:
"The first game was designed by Brian Eddy with Dwight Sullivan on code and Zombie Yeti on art."
https://www.knapparcade.org/post/details-on-stern-pinball-s-two-2023-cornerstone-games
I've got my fingers crossed for a classic movie theme. Something for Dwight's unique skills to shine.
Unfortunately means he'll be likely busy on it for a while. And since Mando is still in production I bet any extra time will be used to clean that code up. I bet we don't see any major tmnt updates for ages. Maybe a few IC fixes, but no score balancing. Just amateur speculation though.

Quoted from RipleYYY:

talking about the rules/code, finally not to hard, 2 days on it, and main lines are acquired (let's admit its quite usual), reaching FINAL BATTLE with 188M
but than the pin itself is hard to play, didnt remember it was like that for the few (may be 10) games i've played on it when it was just new/available, may be this is a TWD contender !?
its really fast & furious, with outlanes (mainly left one) eating the ball
day 1 was first fun encounter (lol), without control & play on the fly, 9 games out of 10 were really bad...
day 2, playing with control, and starting to learn trajectories, was way better (but still really punishing in some cases)
now, need to go deeper in Dwight rules, and learn the toppings & read a lot here about all your strategies, including hero choice (i'm mainly playing with Donna)

This is my experience still too after having the game for over a year: killer game followed by frustrating games. The outlanes are vacuums. It forcing me to get better outlane save skills though. Since I've owned tmnt I've learned to shimmy balls out (only really works on the right side on tmnt without any de-borging), and I've become much more aware of the geometry of outlane areas when I'm playing other games now too. I also have some bad habits where I'll smack the wrong side of the game when it's near an outlane that tmnt is good to try and de-programme myself on.
Tmnt can definitely make you a better player. But I think it will never seem easy. Especially when you start going for other objectives like going for the perfect pizza. I don't know how many games I've tried for at least one marshmallow, ice cream and gummy bear just to drain before I even get to multiball. . ...and score under 1mil. ;(

#10159 1 year ago
Quoted from KingVidiot:

I think I found a bug today.
Got to team-up with at least 3 (maybe even 4) episodes completed. I know for sure I got Window Shopping, the first phase of Baxter, but I can’t remember the other 1 or 2 episodes I beat… ugh, and this is where having a more granular breakdown of game stats would b super useful to all of us.
Like, at the end of the game, all of our completed modes and time spent in each would be so awesome. Both for us as players and for anyone trying to track down bugs.
But anyhow, back to the team-up bug:
Now I remember why I don’t remember how many episodes I had completed - the glider didn’t catch the ball, so I was making shots during the intro animation. By the time team-up officially began, I had the lair shot ready to rescue Leonardo.
everything was going great, and I shot the right ramp to defeat shredder, then it prompted me to shoot the pizza parlor shot under the van, and I shot it twice but it just spat the ball out the left side. Like, it was clearly registering the shot, but just dumping it
First time ever getting that far into team-up, it was a huge bummer to not be able to complete it.
Anyone else experience that bug?

So did you rescue 2-3 turtles first? Like, go through all the 'bad guys' then rescue two or three times? You can't defeat shredder until after you rescue everyone. If Mikey was lit for rescue and you hit the parlor, I could see there being a bug. The other thing is it mightve timed out. Was there blue shots lit again when you hit the parlour?

I've only beaten the mode once (without the 'I want a body' bug/exploit) but it did work for me . Which now I'm rembering that I think I only needed to rescue 2 turtles instead of 3 which you would think you would have to. But it's been a while. I'd like to beat it a couple more times before I take the glass off and test to see if there's other bugs on the mode. But that is the best way to diagnose a bug; If you want to try and recreate it, this is the best way.
I have a pro too, so there's always a chance the prem code has a bug different than the pros.

1 week later
#10194 1 year ago

The lack of a 2x timer doesn't bug me that much since it does give you the fast flashing for the last few seconds and also a generous grace time to refresh.
But the gui for the other timers drives me nuts though. If 2 is running you'll only see the shortest (Probably something useless like 123 or weapon) and the timer info and ingredients disappear for a cut scenes when the ball stops and you have a 1/2 second to look at the screen. Arg!

1 week later
#10222 1 year ago
Quoted from brzezicki:

TMNT lockup when you start game?
anyone have issues when you turn TMNT on were it immediately locks up when you go to start a game and reboots?
I've checked the Node boards tests all pass (though node board 0 is 0.5 where the others are 1.x something not sure that matters)
updated the game code with full update, and put on Fast boot: NO to verify the images and nothing.
it doesn't always happen but once it happens it happens for a while before it "works" again.
this is a TMNT pro.

I bet it's something with the sd card. I had it once where the sd card half popped out. You could just pop it out and back in and see. If that doesn't do it, if you haven't already, get a high quality sd replacement and burn the raw file onto it. My next step after that would've been to check the connections like you just did.

#10249 1 year ago
Quoted from bicyclenut:

I have weird issue. I have the Stern headphones/volume controls on the coin door of my TMNT Prem. Latently, when I turn the game on, it will play the theme song once it finishes booting up. When I go to start a game, it won’t start and locks up. If I unplug the sound wires from the back of the headphones/ volume jack and reboot, the game plays fine. I am running the most current code. Anyone else see this issue?

I have a pinball life one on my Pro. I had to turn off the setting that allows you to change the main (non-headphone) volume. It wasn't a freezing issue, but it solved my issue. But anyways it might be worth a try to go through settings. You might want to double check the settings they tell you to change when you install it.

#10286 1 year ago

Turtles be trollin':
20230113_200514 (resized).png20230113_200514 (resized).png

2 weeks later
#10361 1 year ago
Quoted from Thunderbird:

July 2022
My comment to Dwight; If scoring were to be somewhat revamped like other Stern games, giving score balance for completing most games in the 100mil plus category, TMNT would get proper recognition as a top ten game.
Dwight’s reply, “Turtles will never get that large of an update. Thats much bigger than I am guessing you know.”
My reply to Dwight: Thanks for the reply and anything you can do would be appreciated. (He gave us episode scoring boosts after this comment) We love your work on the game. At least could we get the option to play NPP like before in the menu? (Which he gave us)
Have since come to realize TMNT’s scoring is unique and different in a good way. Dwight has said after that communication, he does not consider TMNT done, so think we will see more update, squashing bugs, etc.

I prefer games that have a nice round number to aim for but I think just raising the score would be the wrong way to go about it. Some score balancing would be nice but I'm also worried that he might create other problems like whatever happens to GB in the pops sometime (crazy high scores) from the last update. I'd just like a bit of boosting in non-NPMb, especially in training so there's an alternate point strategy path to mb and episodes. Just direct points from completing, tweaked perks (mostly to balance out raphs 3x), and maybe re-liting npp after l4.
Also, I think TUMB needs to go WAY up. Like double at least. It seems to epic when you rescue but the value is way less than a NPMB grande. And it's not even timed.
But the score amount doesn't bother me. People got use to it in LOTR and when people realize how good TMNT is they'll get use to it too.

Quoted from KneeKickLou:

I just feel like the scoring compared to other games is irrelevant, what I would like to see it’s better scoring between mode and multiballs. I see people streaming and getting like 13 million super jackpots during MB but a mode completion is like a million points if you don’t have Ralph at level 4 just more balance there would be a good thing.

I think the episodes scoring is ok now. It increases as you go and can get 6 or more mil with 2x going. The episodes have other perks like in tumb and the value doubling in final battle (doubles all ep. scores which can also be multiplied on FB start). And of course you can stack with MB's making them easier and scoring for both simultaneously. And even more importantly episode completion leads to re-liting MB's.

#10421 1 year ago
Quoted from brzezicki:

TMNT pro shaker motor?
Does anyone have a TMNT pro with a shaker? does it do anything? I just put one in my TMNT and I don't think it works
I though I felt a "bump" on certain shots and during pizza multiball it felt like the shaker was trying to spin then decided not to.
besides that I don't feel anything at all
I'm thinking I"ve got a bad shaker but just wanted to see if anyone else has a pro with shaker installed.

Yup, like these guys said, wait for the NPMB, you'll know if it's working or not (and how tight your windows in your house are).

#10436 1 year ago
Quoted from bicyclenut:

I have this problem too. I posted about it in this thread. Here is what I found out. I have a premium. NO Insider Connect. I have the Stern headphone/volume controls on the coin door. I know its going to lock up when I turn the game on and I hear the theme music startup. I found that if I unplug the headphone/volume controls then boot up there is no issue. I then go into the settings and change the settings of the door volume to controls from headphone+game volume to headphone only. I never have an issue again.
Ive also tried different SD cards with different versions of code and it all ends up being the same issue. Only solution for me was to change the settings. Kinda a bummer because i like having the volume control on the coin door. It's gotta be something with the code. I have the same setup on a B66 and never had an issue. Also had the same setup on Aerosmith pro with no issue.
Hope this helps.

Late to this too, but I'll chime in since I have a similar setup.
Pro, pinlife headphone jack, no ic.
I didn't have any lock ups but when I played the volume would sometimes go up and down randomly. Pretty anoying, so I turned it to headphones only too.
Strangely, I've never noticed it randomly change the volume when I have the headphones on.
I've since noticed if I want to change the volume (with the headphones on), that I have to push the volume in a bit while turning to do it. If I pull it back it won't adjust if you turn. I don't know if this was on purpose or just a cheep potentiometer. Anyways, I hope this of help for somebody.

1 week later
12
#10484 1 year ago
Quoted from Ninja2bceen:

Modified instruction cards! It’s everything that I wanted modified in a previously made set. Added things, removed things and pimped it out a bit. If interested in a set, please pm me
The picts are low res below of course
[quoted image]

Not cool Justin. Donating the min., stealling my hard work, doing some superficial art changes, not saying anything back to me , then selling it. This is why I was reluctant to share them in the first place.
This guy (Ninja2bseen) begged me for my original files too and said repeatedly that it was just for him. Please lmk anywhere else this guy is trying to sell these.
...and it's not even done yet, so if anyone buys from Justin, they'll be getting a draft copy. Anyone (except Justin) who donated to me will get a high res copy of the new cards when I update them.

And to remind people there's a free med. Res copy here in the message board:
https://pinside.com/pinball/forum/topic/teenage-mutant-ninja-turtles-club2020-cowabunga-its-pizza-time/page/189#post-7144677

Free versions:
Pinside_forum_7144677_0 (resized).jpgPinside_forum_7144677_0 (resized).jpg
Pinside_forum_7144677_1 (resized).jpgPinside_forum_7144677_1 (resized).jpg

Free to print and use. ...I just ask you don't sell them. ...I can't believe I have to say that.

Anyways, if you like and want the high res ver. please msg me and buy me a beer (that i frequent often since they have an awesome lineup ( Cabin Fever). (Please mention if you're Canadian, because etransfer is cheaper than paypal).
I put a lot of work into these cards, and I'm still working on them. Next I'm planning on an updated ver (the rules have changed since this one) an advanced version and a prem/le ver.
I'm not printing them out yet and selling them outright because they have copywrited material. Especially zombie yettis awesome work. The "beer" is for my weeks ...months with the new updates... of work and thought into the instructions, layout, and tutorial info. I love this game and wanted this for myself. People asked to share and this is the best I came up with in this gray area. I might do a version with my own custom art replacing ZY's to print and sell. Until then the high res file I send out has instructions how to print it out.

The free versions are meant to have the green border cut off. They are just green so it hides if you don't cut straight. ...but do whatever you like of course.

#10487 1 year ago
Quoted from Thunderbird:

We appreciate what you’ve created for such an awesome game. It is not cool ninja2bceen “shop lifted” your efforts. Just wish we had another way to donate to you rather than paypal. Does one have to be Canadian to use the etransfer system or can anyone use it?

Yeah, I'm not crazy about paypal either. Don't look into the history and beliefs of the guy who started it. ...yikes.
Interec e-transfers are great in Canada. You guys don't have the equivalent unfortunately. I've done trades of things too. One guy even just gave me a 3d mold instructions (for 3d printing) and I put him on my updates list.
I don't do anything else for international transfers, so if you have any suggestions, I'm all ears. Or anyone else for that matter, maybe some Ausiie's out there have a though on this. I'm sure you guys have similar issues.
I've been too busy and/or exhausted/distracted/lazy this winter to work on updates but I have had ideas for other games too. Stuff like dealing with this guy is definitely discouraging, especially how much time it takes to absorb the entire code on new games AND THEN try to format it in the most direct way on 2 post cards. It was way more work than I expected or, I'm sure, shows, but it was a labour of love.

#10491 1 year ago
Quoted from Ninja2bceen:

Whoa this came out of left field. Sorry for posting. I felt like I heavily modified the high res that I paid for. I can provide a change log if that would help. The right side was virtually redone. No I’m not selling these anywhere. I was proud of the modifications that I made, yes the system j card were used as inspiration. This is a limited run for this week only, no plans otherwise to do anything with them. It’s not like I donated, then did nothing with them and asked for a donation for the same cards? I was clear in my post that I used another card for inspiration. Spent 10 hrs of work modding them. I’m sorry If this made anyone upset. If anyone donated to the cards I heavily modified I have no problem giving it back but if you still want the ones I heavily modified I still plan to cut them and deliver this week. There are no long term plans otherwise. Hope you can forgive — no one is striving riches here over instruction cards just to be clear. I have no problem returning donations, just ask.

"Heavily modified", "inspiration "?:
20230221_001247 (resized).jpg20230221_001247 (resized).jpg
What 10 hours to add a border and cut and paste my menu card over other artwork you stole too? And 10 hours ?!? As proof, I had twice that much time into (actual original) content that didn't make it into these cards.
You asked me multiple times in our message to send me the original files. You asked what program i made it in and when i did you asked if Id send the photoshop files. You said it was for your own personal use. Cutting and pasting original content then selling it IS NOT personal use.
Also, you only said 'inspiration ' without giving anyone reference to the free versions or the person who created the said 'inspiration '. You also tire kicked about even giving me a donation for the high res copy and then gave me $5 canadian. I'm fine with whatever given me, I've even had less before. I believe you even had the gall to ask me to make some modifications for you personally after that. And I should point out to others how cheap you are, Ninja here is American-- So he had to figure out how much the minimum he thought he could get away with in a foreign currency.
I was a practicing artist and am now a freelance graphic designer. So I know plagiarism when I see it. If you have any conscience you'll tell everyone personally about the original version and tell them you cut and pasted a lot of it and that the content was not changed, only superficial art choices. And send them links to my original posting. Not just saying this "inspired by" line.
You and your (last?) friend on the Facebook page seem to think that it's ok because you're 'not getting rich', or 'not striving for riches' with this. As if I'm making much off of mine, like I'm some big corporation. I've made very little on this, and nothing close to what I'd do a contract for.
And dude, don't you understand, those cards only exist because of my WEEKS of work. ...and the hard work of the other artist that you stole from. If people like you steal my content and sell it, I have no interest in sharing anymore. No cards.
If you want to sell those cards make your own original content. Don't just lie and steal someone else's.
And I hope everytime you read anything on those cards of yours you remember all of this. What do you think, is your half assed apology accepted?

#10495 1 year ago
Quoted from Ninja2bceen:

ok we need to calm down. This is the last time I’m going to post about this drama. Hopefully this clears the air.
Facts, pinball is a niche group. We might as well be family. No one is going to make a fortune off any of this stuff, well maybe if you 3d print Godzilla pinball mods lol. But instruction cards, especially what after printing these on gloss photo paper, cutting and shipping for a donation? If anyone thinks anyone is going to be making nearly anything on instruction cards, you are mistaken. Yes I used inspiration from system j. The low res cards are posted on pinside and this group freely. If you donate 5 or more he (you) will supply them with a word doc that is high res. If you print those they will not fit your pinball at least my le they didn’t. I noticed misspellings (use of their), wanted to rearrange things, add extra flare and streamline things as a whole since it’s going in nearly a 10 k machine after all. After receiving the file I spent a weekend making edits which are below and by memory. The game instructions do not change here as one may guess. There are definitely inspirations here but again the instructions do not change. System j did a fantastic job laying out the instructions of the game and the font is in basic font. The green and red and yellow text as well as the turtle heads you can find in official instruction pdfs. The only thing you can’t find on the net are the toppings which he took screenshots of the backglass I feel like. This was the primary reason for my donation. Anyway here is the change log, though some may be settle differences overall it streamlined things awesome to me. Appreciate the work system j, I truly mean that. It’s got me to where I needed these cards needed to be for my machine. I don’t have plans on selling them in bulk, I have a day job, I just thought they were awesome and it was 10 hrs of work to make adjustments. I have zero expectations for donations, there are interests but at the end of the day won’t get more then a drink or food out of it. Consider the time and shipping these out it’s not exactly glorious work for 5 bucks. Please set the expectation low that both you and I must keep our day jobs here, no reason to get this upset about things especially if you tout it’s just for beer money. If you copy any of my ideas that I added to this, I consider it flattery. Copy away I don’t care! Im only sharing what I consider awesome and you were a big part of that step fwd. this is a niche thing, figured I’d share as well, we all have a passion for turtles. Let’s leave the toxicity out of this please. Hopefully you can see the differences! I still plan to cut and ship these to whomever that wants them. If there aren’t enough differences here, just pick up the system j ones! I don’t care lol I’m sharing what I’ve landed on after edits. If you like em, pm if you want system j, pm him. If you think all this is drama , laugh a little. We aren’t changing the world here. Feel free to donate to system j as well as he was the source of inspiration. Let’s be real, entirely real, few bucks for the art time, let’s have a good week everyone
Change log
Pizza menu side
******************
Rescaled the card so it would fit the machine
Removed redundant chart visual
Shrunk the X icons and replaced and repurposed them
Reordered the toppings so they are grouped by type
Streamlined text wherever possible, shortened
Virtually half of the card got repurposed, chopped, edited so a pimped out background could be added
Added pimped out background and cut it so that there is a 3d effect
Removed border and replaced it with a new one
Removed all logos
Turtles card
************
Replaced all the turtle heads, they were overlapping text, names were cut off, the cuts were not clean
Added wm lvl to each turtle and icon
Centered turtles and text
Rebordered the turtles
Removed all misc logos
Streamlined text wherever possible
Added gameplay text and bordered it
[quoted image][quoted image][quoted image]

Ahh, I see cutting and pasting is a favorite thing of yours, ...well, here's the same reply to the one if put on FB to the same response:
Yup, more back-handed apologies. ...family. And Jpg isn't a Word file, fyi, and that's probably explains why you couldn’t print it properly.

#10496 1 year ago
Quoted from LDP84:

During last pinball game on my TMNT Prem I heared some noise from what appeared to be a falling screw.
So without any doubt I opened my game for some inspection and it turned out 1 of the screws holding one if the translucent Turtles in place near the outlanes came loose. Nothing serious and it was fixed in no time.
However, I used the opportunity to inspect the rest of the game as well and checked other bolts and nuts.
Noted the following two aspects:
- top right plastic on the right orbit was only a screw no nut
- the plastic near the Turtle van was a bit weird and didnt seem right from a visual perspective
Didn’t find any loose nut or else in the cabinet. Can somebody check how their game looks especially for the plastic at the van section.[quoted image][quoted image]

Nuts and bolts fall out all the time. I wouldn't worry about it too much. That said, the QC at stern isn't perfect. They missed an entire gate on mine. But they did send me a new one well after warranty, so credit where credit is due. Those nuts I believe are a 6-32 pozi-lock. Can get them at any hardware store cheep.
Oh wait, there's a hex spacer on mine. It looks like it just a way to prevent balls from getting stuck there, so if you haven't had a that problem , anything would be fine. I believe again it would be a 6-32 hex spacer x (1/2"?) length. A little harder to find.

Crude pics, but I hope this helps:
20230221_112146 (resized).jpg20230221_112146 (resized).jpg
20230221_112300 (resized).jpg20230221_112300 (resized).jpg

#10502 1 year ago

Ok, I was holding off on this but this guy, but after I found out that a mod at the TMNT FB page band him (apparently the only person they've ever banned), then he came back in posting under what the mod thought was a second account, I thought I should put a warning out. So I want to give a record of my dealings with him so anyone who's thinking of dealing with him is informed on what you are getting into. Especially after people reaching out and sharing similar issues with people stealing their designs.

Here is my full dialog on pinside msg with Ninja2bceen (which I don't like posting, but I feel in necessary now):

cnt-pinsideMSG1 (resized).jpgcnt-pinsideMSG1 (resized).jpg
cnt-pinsideMSG2 (resized).jpgcnt-pinsideMSG2 (resized).jpg
cnt-pinsideMSG3b (resized).jpgcnt-pinsideMSG3b (resized).jpg
cnt-pinsideMSG4 (resized).jpgcnt-pinsideMSG4 (resized).jpg
cnt-pinsideMSG5 (resized).jpgcnt-pinsideMSG5 (resized).jpg

As you see he clearly was asking me for the original files, saying he just wanted it for himself, and had no intent on selling it. And maybe you can see why I was so pissed to see he posted them for sale.

People have alerted me to previous posts of his on FB where he started working on a custom card. The first 2 pics here are what he started working on. Run of the mill kind of stuff. Then he seen my cards and he drastically changed his design to copy mine.
cntface-facebook (resized).jpgcntface-facebook (resized).jpg
Cnt-facebook (resized).jpgCnt-facebook (resized).jpg
Examples of cnt-facery2 (resized).jpgExamples of cnt-facery2 (resized).jpg

And this is the side he seems to think is the most original. Which I guess since the other side is even more obviously my design, I guess in a way it is.

If you are thinking of buying an of these cards from him, and obviously I have no right to ask that, but I'd like you to keep this is mind, this is what he sent me as a donation:

cntface-paypal (resized).jpgcntface-paypal (resized).jpg

I'm not trying to shame anyone who game me similar amounts, that's fine, you didn't copy my design and content and sell it. I mostly want to point this out so that you can be a generous to him, as he was to me. And yes, that's in canadian dollars.

This is a version he sent me in email earlier:
cntface-tracing (resized).jpgcntface-tracing (resized).jpg

...as you can see it's almost the same as mine. He's essentially traced mine which he seems to think is ok because it took him 10 hours. Which is ridiculous since it took me countless hours to put mine together. This blurriness is a whole new kind of ridiculous, The guy thinks I'm going to steal his version. I find it infuriating that I offer a free version and he won't even trust the guy who he stole the design from with his. He's so worried about anyone else getting his cards for free. But after all this, I don't think people would care if someone just scans and uploads his cards to the internet anyways. Like who cares if he's just copying someone else's ideas anyways, right?

Anyways, I'm done with this now. I just wanted to send a warning out and have a full record of my dealings with him. I don't know if he's actually trying to steal and profit off of my ideas, he's not going to make much on it of course--and he might honestly think because he traced it and made a few adjustments that he did it now--in his head anyways. And I REALLY didn't want to share a private conversation, but I also didn't want people just think I was overreacting (of which the length of this post probably won't convince you of ). But really, if the guy was strait forward with me, or offered extra donation for his copying my cards, I wouldn't be so pissed and it wouldn't have come to this. And of course I didn't want to spend my time doing a drama post like this. But I just wanted to get a solid record of what happened so that I can refer anyone to instead of repeating myself. Anyways, you probably aren't reading at this point unless you've had a similar experience with him.

.....

So, my future plans on this project is changing. I love this game so much I'm not going to let this jackassery stop me. But I doubt I'll be sharing any more digital copies. And the high res version sharing is on hold until I get my next versions out. Soon, I swear. I've got lots of ideas but I was hoping for another code update—I didn't want to sell instructions that might change. Anyways, anyone who has donated already, all 20 of you, I'll be giving you options. Don't worry, I have a list of people who have been thankful for my work. Otherwise, I don't want to go into too much, but I have big plans and I'm planning on selling physical copies of the next versions. Including Prem/LE, that is going to be pretty great.

Again, here is a link to the free version again to tide you guys over:
https://pinside.com/pinball/forum/topic/teenage-mutant-ninja-turtles-club2020-cowabunga-its-pizza-time/page/189#post-7144677

Please be patient and, like the April Mod, I will be back. (Speaking of, I just installed a beta of the new April mod and have it working flawlessly so far. Scandel, Cabal, et al. are working hard on getting it working. Watch the April Mod page for updates.).

#10503 1 year ago
Quoted from LDP84:

Thanks for your answers and the pictures. I have a bunch of spare parts so that would not be the issue. It was merely checking what Stern put there from the factory so I could take a look whether I could find anything in the cabinet and to keep everything in good condition and like stock.

Yeah, sorry if I was overexplaining. My old hardware store days creeping in. Glad to help.

1 week later
#10550 1 year ago

Has anyone had issues with the pizza parlor opto? It would trigger one in a while randomly, which has turned into constantly now. I'm planning to pull it all apart to check. I'll clean the lens, make sure they're aligned and tightened, and re-seat the connectors. But is there anything else I should be looking for while I have it pulled apart?
I even have a couple opto leds I had for bsd around. Not sure if they're the right specs, but hopefully it doesn't get that far anyways.
Has anyone else had this problem, and if so, what fixed it?

#10556 1 year ago
Quoted from Habermania:

- my 2020 playfield sadness.
So I bought a initial run Pro where the artwork was not pulled back from the metal posts/rails and I had a number of spots where there where bad clearcoat issues. I opened a support case in 2020. They agreed there was an issue and marked that I would receive a unpopulated playfield.
I messaged them every 3 to 6 months about a status update. Unfortunately, my ticket got lost in the mix with the loss of one of their support staff, and then, after reactivating the case,
I have continued the status checks.
It’s 2023 and TMNT is off the line. I guess I’m SOL ? What day you?

I believe it's common practice to make extra pf's. But I'm mostly basing this on the NOS that are still floating around from the 90's. I'd keep pestering them either way, you deserve it.

1 week later
#10596 1 year ago
Quoted from aaron6920:

I am probably not going to be popular in this thread but I would NOT trade my GOTG for tmnt. The code in GOTG is so much better in terms of balance compared to tmnt where the multiballs still are where all the points are at in TMNT. If Dwight comes back and balances some things it might change but Lonnie really did a nice job with guardians in the end with a really balanced code game. Enough challenge there to keep you coming back and you can always raise up the angle and move outland posts to make it tougher. I just really like guardians it is an outstanding game in my opinion. I like the layout on turtles I play it at our monthly tournament just wish the code was better.

Quoted from PoMC:

Played several games of Turtles and already enjoy shooting way more than Guardians. Ramps are so smooth and I don't find the game brutal at all. Ramps feel very much like Rush.

Quoted from Eskaybee:

I’d make that trade in a heartbeat. Guardians is such a cookie cutter samey stern pin. TMNT is way more unique, creative, has a lot more character, and moments…oh the moments! The prince of breadth (Dwight) wins by a landslide IMO.

Quoted from Thunderbird:

TMNT by a country mile, although GOTG is good too. But TMNT is the better of these 2 Borg games.

Is it OK to like both?
Ropp eventually did a great job on the gotg code (here's hoping 007 gets that treatment), but I really like the focus on the ramps on tmnt. In gotg you can avoid them I find, which if you're playing safe is smarts as they can be frustratingly tight--in tmnt you are forced to hit both. I agree that gotg has more balance score wise, but rules wise I'd say tmnt is more balanced as for shots. You are almost forced to hit every shot in the game to progress. I'm still fine with the mb's being the kingmaker in tmnt, especially since you have to play through the modes to work towards more. But team up's score needs to be doubled and the training value needs to go up too. And there's lots of small things to tweak the scores, but I doubt stern will give the team time to do it.
All this said though, yeah, gotg feels more finished code wise than tmnt. I'm still holding out hope that a big score balancing update comes. There's still a few bugs, so let's hope they get fixed together.
A code update is a ways away, imo. I'd guess at least a 1/2 year after Dwights next game is released (venom this summer? (I was hoping for back to the Future, but rumors seem to be set on venom :/ ). ...anyways, I feel tmnt *could* be one of the best sterns of this Era. I just love that the npmb and team up are different every game. My strategy changes based on what perks I get. Keeps the game fresh. Love it.

1 month later
#10757 1 year ago
Quoted from dapperdan24:

New code drop for lots of machines including this one. Anybody comb through to see if there is acting more than insider connected updates?

Quoted from big-c66:

Really nothing just insider crap. I was hoping for something good like scoring Dwight but nope.

Yeah, looks like a boring update unfortunately; there's still lots of bugs to fix in the game. A score tweaking would be icing on the cake, but yeah doesn't look like they looked at any bugs. :/ ...but it doesn't mean the end of real updates. I'm sure there's still one big one that comes out within a couple years.

#10764 1 year ago

New Edition of my score cards. I hope you guys like them. After taking everyone requests into account it ballooned into 16 different cards!! I've combined and narrowed these down so that you'll really only have 2 options. Standard Size and XL. I've got my website up now: https://systemjpinball.ca/ , with lots of info on each version and size. They are also now up on the Pinside Marketplace (Pinside takes a cut, so you'll also be supporting this great forum this way too)! You can search for them in the marketplace or I have links on my website.
Standard sized Pro, "Advanced" side shown below (I have a Prem/LE in the standard size too--make sure you choose the right option):
TMNT2_System-J-Pinball_A0-Std-size-Adv_Pro2 - Copy (resized).jpgTMNT2_System-J-Pinball_A0-Std-size-Adv_Pro2 - Copy (resized).jpg
These are 2-sided, they'll have Intermediate (nicknamed "Mean") side and an Advanced side on both cards.
Lots of changes, see here for them all: https://systemjpinball.ca/index.php/2023/04/22/tmnt-cards-mean-intermediate-vs-advanced/

XL Prem/LE version:
TMNT2_System-J-Pinball_0A_XL-size-Train_PremLE - Copy (resized).jpgTMNT2_System-J-Pinball_0A_XL-size-Train_PremLE - Copy (resized).jpg

Added 12 months ago:

Edit: I've already updated these to V1.1. Anyone who has ordered will be getting the the updated version(s). See my pinside shop for changes: https://pinside.com/pinball/market/shops/1501-system-j-
or my website:
https://systemjpinball.ca/

#10770 1 year ago
Quoted from System-J:

New Edition of my score cards. I hope you guys like them. After taking everyone requests into account it ballooned into 16 different cards!! I've combined and narrowed these down so that you'll really only have 2 options. Standard Size and XL. I've got my website up now: https://systemjpinball.ca/ , with lots of info on each version and size. They are also now up on the Pinside Marketplace (Pinside takes a cut, so you'll also be supporting this great forum this way too)! You can search for them in the marketplace or I have links on my website.
Standard sized Pro, "Advanced" side shown below (I have a Prem/LE in the standard size too--make sure you choose the right option):
[quoted image]
These are 2-sided, they'll have Intermediate (nicknamed "Mean") side and an Advanced side on both cards.
Lots of changes, see here for them all: https://systemjpinball.ca/index.php/2023/04/22/tmnt-cards-mean-intermediate-vs-advanced/
XL Prem/LE version:
[quoted image]

Oh, I forgot to mention, if there is a Mr. Scott A and a Mr. Philip H. reading this and you're thinking of buying the new cards, please contact me first. I'm offering anyone who donated for the old high res cards a coupon for the amount they donated. I emailed everyone else, but for you guys I had only your names but couldn't link them to an email.

Quoted from sidetrackedbrew:

I’ll give you TEN (10) United States doll hairs for the source files!

Yup, just open that wound again, just twist that knife a little. (At least guys like you might understand the watermarks on my images, I'm trying to learn my lessons, but also knowing it probably makes me look paranoid, oh well).

TMNT2-systemJpinball-preview720_menu-card_Prem_mean (resized).jpgTMNT2-systemJpinball-preview720_menu-card_Prem_mean (resized).jpg

#10778 12 months ago
Quoted from aflamesfan:

We got our first Pin about 2 weeks ago and it is TMNT. The kids have been having a blast on it, and my wife loves the game.
Purchased it used, only had about 600-700 plays on it. Condition was immaculate, and I give props to the previous owner. They kept it well maintained and added a bunch of extras to it including an IC.
I added a shaker, knocker, new rubbers, and swapped in the Halos. Still trying to find the right power setting for the flippers. Currently at 233 for the bottom flippers, and 193 for the top. I did initially drop it to 180, and have been incrementally raising it. Currently have the pitch at 6.7, may lower it to 6.5 here shortly.
I'll be honest, and say I wasn't in love with the game when I first played it at a barcade. My wife was pushing us to get it.
But now that I got to spend time on it, I'm fascinated by the rule sets, combos, and the variety in shots. Super difficult still, and we are not good players. Our top score is only 19 Million right now. But my primary focus has just been to practice consistently hitting ramps / orbits and that lair shot.....
I wanted to thank everyone here as well. Read up on a lot of good advice, and videos about techniques. It's been a super fun journey. [quoted image]

Congrats! Nothing like your first.
I had a similar experience where I wasn't convinced by the game until I got it and played it for a while. I got mine for a bit of a deal (and I was the 3rd owner before the game was 2 years old); I thought, 'I'll play it for a year and trade it for another lcd.' It's been a couple years now and I like it more than ever. The ruleset isn't as deep as other new stern but it's so clever that each game feels different and keeps you coming back. 2 years on and I still haven't gotten to cowabunga. I can now get to Final battle on the regular though, but I still haven't beaten it.
I really think theme integration in rules is really underrated. Tmnt is one of the best. The April Hurryup is genius. That the theme is April reporting and the value is based on what's currently going on in the game?!? I can't think of a better theme integration. A lot are close or equal (especially 90s bally/Williams) but not better.
Anyways, glad you're enjoying it. I'm jealous your while family likes it. My wife likes classics more. I rarely get to play co-op. Whenever my friends are over I'll be strategizing how to get a co-op game in the whole night.

#10789 12 months ago
Quoted from seenev:

If I can say this without causing offense, does it have to say system-J on it? I feel like the first question I would get when people look at the menu is "what is system-J?" couldn't it just say ninja pizza menu?

Fair point. It was actually a friends idea and after the menu being copied and sold I thought it was a good idea. ...but noted, and thanks for the input. It was literally the first thing I put on the cards and when you're working with something this complicated it's easy for your eyes to just take it for granted. I was just doing a last clean up before my first run, and I've just drastically reduced the font on it. Something like this:
Compress_20230426_163733_3905 (resized).jpgCompress_20230426_163733_3905 (resized).jpg
But if you still got that question you could just say, ' just some egomaniac' . ;D

Quoted from Mravic:

That stood out as obnoxious to me as well. "System-J's Pizzeria"? Get over yourself dude. I'm good with the credit/website being there in small print... that's just ridiculous though.

I think it can be easy to take ideas for granted after you see them. For instance the guy who copied my menu card, in earlier versions before he seen it, he had no information more than what was on the original cards that came with the machine. It looked like the thought of putting any information about the pizza ingredients didn't even cross his mind. And I'm pretty sure he would have gotten much interest without him coping them. So yeah, maybe I am proud of my invention, <shrug>. If it's so offensive I'm sure you could just take a sharpie to it.

#10793 12 months ago
Quoted from seenev:

I think it just clashes in my mind thematically as well, because it's called ninja pizza in the game, so having it say something else on the menu makes it feel out of sync. I really like the designs but I'm so ocd I feel like i would be thinking about this every time I looked at it.

True, but when someone sees the icons they shouldnt confuse it with anything else other than NPMB. I'll try to update the online images soon (I'm focusing on getting a print run done and mailed out first as I'm already a few days later than i want to be), but I hope you'll agree that it's be less of an issue than before.
But I have to actually thank you for the critique, it reminded me of that part of the cards. At first it was more of a placeholder as I love to make logos and was planning on going back to it. Then totally forgot about it after so much problem solving over juggling all the info and different versions. But the menu title looks better now and makes the card less 'clashy' (although pizza restaurant colours usually do anyways which is what I was slightlygoign for). I'm still not crazy about the menu title font (for just 'menu'), but it would be to getting into customizing fonts which is always time consuming; I'm focus on getting the print pages right now just trying to avoid any problems with the printers. But maybe the logo gets revisited in the future if asks for a change or improvement.

#10796 12 months ago
Quoted from Greenli2:

Did the update remove the pizza slice extra ball?

There was nothing in the Readme about any changes like that. There is a setting to make it adaptive based on how often you get it. Like a operators code so it adapts to good players. You can manually set it to always be at 55 ...or any number I think.

#10807 11 months ago

Ahhh, guys..., I've got big news! v1.55 is actually a bigger update than the readme says. I just tested it out and one of the biggest bugs has been fixed! The "I Want A Body" TUMB perk is actually working correctly now! This is huge for me, completely changes how I play the opening game now. I'm going to go though my list of bugs to see if anything else has been fixed.
https://sternpinball.com/support/game-code/

Quoted from Greenli2:

Did the update remove the pizza slice extra ball?

Quoted from sidetrackedbrew:

I noticed this too. I think it just increased it by a few slices (5?) so if you get the pizza eating contest early you may not get quite enough. Obviously this game was far too easy, so it makes sense to make it a little tougher. /sarc

Quoted from Greenli2:

Hahah yea! I was so confused! Thanks for making sure I’m not crazy

I have to apologies and have thank you guys for noticing this. I think your right that there has been a change. It won't tell you in the settings though since it just say "AUTO" but I noticed it takes longer to get an EB after updating too. I don't have IC and I prefer the April Mod, so I bugged Cabal about it, he did if promptly (Cabal is the best, isn't he?), and I'm currently testing the 1.55 April (on the Pro, no IC) with no issues. Anyways, thanks guys because I might not have even updated without you noticing a change.

I haven't noticed any scoring changes yet but I'm going to pester a contact I have on the TMNT software team to see if I can get a list of the changes.

#10816 11 months ago
Quoted from KidRichard:

The funniest thing I find about the whole anger thing is that April has possibly been one of the most flexible characters with regards to her portrayal in the different runs of TMNT media. In a lot of cases if you were to put images of April from the different iterations side-by-side without context or prior knowledge, you'd be hard pressed to say whether it's the same character or not.
Regardless, I am going to watch this movie eventually. Just like every previous incarnation of the Turtles, the style has drastically changed but the premise is basically the same - goofy/radical mutants fight sinister baddies. It might be good or bad, but I will watch it in its entirety before personally making that call.

Yeah this is true. I was trying to remember if April was actually black in the original comics so I went through some of mine and found this from no6:
20230505_120559 (resized).jpg20230505_120559 (resized).jpg
20230505_120552 (resized).jpg20230505_120552 (resized).jpg
She wasn't black, but she is quite different from perky one from the cartoons.
I remember being annoyed that the cartoon had much less of an edge than the comics but it did add a ton of great characters like beebop and rocksteady.
It also introduced the colored headbands (which didn't matter much in the comic as it was b&w.) But the headbands are pretty iconic now.
Cover of the origins issue:
20230505_121359 (resized).jpg20230505_121359 (resized).jpg

1 week later
#10825 11 months ago
Quoted from seenev:

I had an issue with one of the flashers being on a little bit all the time. It turned out to be a leaky transistor on the led board. Stern was no help at all, so I bought replacement transistors and soldered one on. Fixed it.

Was it surface mount? And if so, was it hard to replace?
I'm currently having some issues with my parlor optos. Stern seemed reluctant to help saying something like, 'you have to replace the opto board, contact your distributor '. A bit confusing seeing as there is 2 boards. After a bit of back and forth they said to replace both. It's not too bad right now, but when it gets worse I'm going to have a stab at diagnosing which one it is and see if I can replace the individual opto myself. I don't really blame Stern for defaulting to 'call your distributor' as I'm sure many people won't touch boards, but it's encouraging to hear others thar have had success.

Added 11 months ago:

Edit: After a friends good advice I took the optos back out and cleaned them and the area they sit in. Seems to have worked again and hopefully it holds up this time.

#10831 11 months ago
Quoted from Joey_Bada_Bing:

Cowabunga dudes. Just joined the club w a Pro and it’s fun as hell. It’s All stock other than the Krang mod. Thinking maybe a shaker motor next?

Congrats Man!
The Krang with the led mod is my favorite on the Pro. The Technodrome and rgb ramp lighting from Mezel are great and add a lot of depth to the top left side of the game. I have a shaker, it's great when I have people over but I have it off most of the time. It's worth getting just to experience the NPMB shake though. I also have a real knocker that I don't like as much as I thought I would too. I've been eyeing Pinball Monk's Turtle Select replacement, but it's been out of stock for like a year.

2 weeks later
#10897 10 months ago

I'm in the Pro camp, but I'm super jealous of the mushroom topping.

Screenshot_20230531_111145_Messenger (resized).jpgScreenshot_20230531_111145_Messenger (resized).jpg
Screencap from the new movie trailer. ...now only if the whole movie looked like this. They must've snuck this in for the old school hardcore fans.

3 weeks later
#10968 10 months ago
Quoted from brzezicki:

I wonder what is Sterns internal policy on game code updates etc. Now that it's retired I imagine there will not be any more code updates.
I imagine they won't want the programmer working on it on company time. Id be half tempted to ask himn to add a settings that could be enabled/disabled
"Lair ball save" where
IF:
* if the game is in a state where there is only one ball in play
AND
* if the ball is released from the lair
AND
* if it hits no switches of any kind and goes down the left drain
Then:
ball save
Being someone who deals with code for a living I imagine this is a pretty easy add (I imagine they probably have a framework to program their game logic in something like that rather than straight C or whatever, but I could be wrong) I'd be willing to pay the programmer a couple hundred bucks to do it in their own time (and I imagine others might be willing to chip in) since I imagine Stern would not allow further work on it on company time. but EVEN if that was a possibility (that he'd be willing to do it) I wonder if Sterns software dev/release process would even allow for it.
(even if the programmer did it, I imagine other company resources would have to be used to "check it" like QA etc?)

I bet there'll be another code update or 2 left. Plenty of other games have had big updates well after the title was 'retired'. There's still a few bugs left and although the scoring isn't bad, it could definitely use some tweaking. It drives me nuts that Team Up is low scoring while being harder than the NPMB and being just as satisfying of shots. Anyways, I bet there will be an update in the future. I think the team is super busy on whatever the next title is (rumored to be Venom with Eddy/Sullivan). It was also rumored to be released before before Foo fighters, so I'm guessing they might be having a tough time with the code. Anyways, here's hoping for a future update or three for tmnt. They've gotten rid of a few really big bugs and should be commended on that. ...but good luck trying to get new features like you're proposing done. It's a great idea too, probably should've been in the code to begin with and be standard. But I bet the would focus on fixing bugs and polish up the scoring a bit, and not much more.
It's a shame though, I think the original code was more ambitious. There's references to other toppings on the pf. Also I remember reading some of the early rules explanation where it spoke about the pizza slices having 'other perks and/or rewards'. As we know now, it's only the pizza eating contest for a few mil and 1 eb. Also the action button is very underutilized on the pro because of this. I'm guessing a lot of ideas got cut out due to focusing on cleaning up the code.
Still a hell of a game though. Marshmello infinite mondos is probably my favorite jackpot in all of pinball. So satisfying. So is rescuing a turtle last second just after you drain to 1 ball in team up(even though the scoring is a pittance).

#10983 10 months ago
Quoted from brzezicki:

oh really? I have to check that out thanks for the info. basically as long as a ball save can be started after the ball leaves the lair that's what I'm looking for.
as so many times the ball drops out of the lair, takes a small bounce to the tiny round rubber at the tip of the left slingshot and then bounces left into the drain without me interacting at all. TO be fair it might be a good "advanced" feature to teach people to nudge. I"ve been playing pinball for 20 years and still don't know (or at least forget to ) try to nudge.
agreed 100% its a great game. I don't know why it's not more widely loved (maybe cause it's hard and people don't actually like a challenge?) but I love it, hard fast and feels good when you do well.. anything one of my most played games for sure.

Oh, I assumed that you were aware of this feature. Especially since it's not exactly what you are proposing. It's just timed and an inlane switch won't turn it off.
That's why I liked your idea. I actually turned mine off recently because it feels a little like cheating. ...although I do have an extra rubber ring on the lair exit post which keeps it now from bouncing into the left outlane. So I'm still cheating a little.

#10985 9 months ago
Quoted from brzezicki:

yeah I just proposed the thing I did because I figured with multiballs they wouldn't want to turn on lair drain ball save so I figured "single ball drain and no switches" would concisely solve that problem because honestly with multiballs I don't care if it drains from a lair, there's so much going on anyway.
I think my "rules" would be ideal, but I'm happy to take a generic lair drop ball save.

I think it might turn off for mb's, so it would be half way there to your idea, but I could be wrong. The reason why I turned it off is because it was leading to some bad habits. It would be a safety net to take a pot shot at something dangerous. Which is fun, but I'm currently trying to upgrade my tournament skills, so I'm keeping it off for now.
I think your idea would at least partly fix any exploitation with the ball save. If you have it on you can just let it drain. The biggest issue is on the pro where you could just keep doing that, pump up your multiplier and get some mystery awards to boot. But if it turned off on an inlane it would at least reduce that exploitation.
But yeah, it's best to be happy with what it is now, I'd say there's little chance it gets fixed. We know that Dwight Sulivan reads these forums though and sometimes takes ideas from them for future products, so you could be helping pinball get better in a way. Dwight said in an interview that the way the mono-targets time out was in response to critism of Munsters code. So who knows, maybe you might see your idea used in Venom.

1 week later
#11009 9 months ago
Quoted from Magadovski:

I think this is a pin people is going to regret they dident grab while they could, in the future

Considering that people who hate it, hate it venomously, it's holding its ground on the top 100. I don't put too much stock in the top 100 overall but it's a sign that it's well loved. BKSOR is another game that people were down on for being tough, the value was low around the last run, but now seems to be very sought after.
I love both games for different reasons and wish I could've got a BKSOR when the value was lower.

2 weeks later
#11041 9 months ago
Quoted from acons017:

It was lit. I messed up. I don't want to talk about it.

Oh man, I feel you. I was 2 or 3 shots away once. It still haunts me. It's so tough to get to though, that you can't force it; You just have to play to the final battle and hope you get close enough TO try for it.

....
Separately, I finally got to play a tmnt in a tournament. Match play. It was set steep and had lightning flippers install. Surprisingly it wasn't on tournament play mode (personally I think they should've lowered it a bit and turned on the tournament mode). It was early in the tournament that I played it but I won my match with like 3.5mil.
There was another tmnt in the free play area that played more friendly (although I still couldn't backhand the ramps). It was definitely one of the more popular games with people always playing it. It had the 1986 code too which was fun to play on again.

1 week later
#11087 8 months ago
Quoted from WombatPinball:

So I decided to take a shot in the dark and message Dwight Sullivan last night. I was pleasantly surprised when he responded this morning! I questioned about if there was going to be another update for TMNT or further score balancing. He said unfortunately there are no major updates planned for TMNT for the future. I was really hoping for one more score balancing update but it is what it is! I still enjoy the hell outta this game and the challenge it represents!!!

Thanks for sharing--That's really disappointing news though. Especially since there's bugs left, they fixed a lot but some still linger, won't help his reputation for having buggy games. They sneakily fixed one problem with the team up perk for "I want a body" in the last update, but it now can lock you out when you hit a turtle, Leo at least. So it doesn't add a ball, just leaves Leo lit, and the only thing to do is to wait until it times out. Kills one of the best modes in the game. I mean, it's also a strange decision to have it low scoring even though it's a mini-wizard mode AND much harder than a grande on npmb since it's timed. Especially if your shot starts at Leo or Don. There's other smaller bugs like the lair shot doesn't register in dimensionX.
...ugg, anyways, I feel like I'm losing my patience with this game now. Little things bug like this bug me so much. Team-Up is such a great mode. ...in theory.

#11092 8 months ago
Quoted from WombatPinball:

I hear what you’re saying for sure man. He didn’t say there wasn’t any form of an update coming, just specifically said there were currently no plans for a major update. Hopefully they will at least squash the bugs. And I can’t imagine it would be too hard to just double the scoring on the modes again to kinda give them more of a sense of purpose, but I’m not a pinball coder so I don’t know what that exactly entails. I love playing the game as it presents such a unique challenge in terms of the shots and speed. Maybe we’ll get lucky and Dwight will revisit it again at some point, in some way shape or form. Just hoping that it’s not strictly IC updates from here on out.

I think I'm in the minority that think the episodes scoring is fine. It's low for the first 4, but you get team up perks with each, then after tumb the scoring really jumps.

Quoted from Thunderbird:

Price for TMNT is in an upward trajectory because it has legs. Many people are now discovering how great of a layout it really is for the first time. Score balancing is in the code, just different from other games so it’s not well understood. But if played in a vacuum no one would think it’s somehow unbalanced. Discussed this with Dwight and they were going for the look and feel of an old B/W era game scoring wise, not a Batman that scores in the billions.

I'm not sure that the value will keep going up, but I think more players are more likely to accept and give it a try; therefore more likely to trade another lcd game for it. ...that's all I want anyways. It seems to be holding its top 100 place, even jumping ahead of great games like twd and being close to spiderman and Tron. Not bad company. But yeah, I think your right, the value has gone up a bit.
My scoring gripe with tmnt isn't the scoring amounts. It's similar to great games like lotr (also Dwight's code) and even is more exponential than it. I don't hear people complaining about lotr scoring and I really don't get the focus on it in tmnt (not from you, but many others (although I personally like the more rounded numbers you get from games like GZ and DP myself, its not a make or break issue for me)). What I don't like it that some things are worth so much more than other shots that are harder to make. When trying to play it as a tournament game, I often would time out episodes. This is mostly since team up isn't worth much and therefore the perks for it aren't either. But also that in tournament you don't really expect to get to team up. Really, so much is focused on the 2 multiballs, esp. NPMB, it's ingredients, and trying to take the 2x into it, or at least starting it quick when it starts. The code is so clever with the leveling up and the perk system, I just wish there was more initial incentive to go for them. As it is, if I'm in tournament, I avoid leveling up because it means getting further away from the pf multiplier. Even with dimentionX moving to L2, the risk/reward is just too high to attempt to level up. It doesn't pay off unless you have a good game anyways. And taking 2 extra ramp shots going for advancing to episodes just makes more sence since getting to tumb (a safe mode compared to training) means you get back to a chance at 2 more mb's.
Just my take though. There's tons of small things about the game that could use tweaking too. But I'd just like the scoring to reflect the challenge. ...and the feeling you get. For instance the rescuing feels so great in tumb, one of my favourite shots in all of pinball. But you get a great feeling of accomplishment--then look up at the score and it's lower than even a mediocre npmb. It just doesn't make sence.
All this saying, I still love the game and play it more than anything else. ...but I just feel like it's a lost opportunity. The layout is great (minus some of the geometry that leads to harsh drains at the bottom half), the rules are super clever (npmb ingredients and tumb perks make the game fresh since they can change your strategy within the respective multiballs each time), the art is great, the theme is classic--it's just so close to being a gem. I don't know if what I'm suggesting would be enough, but it would be a start.

#11095 8 months ago
Quoted from hiker2099:

At the end of the day... I love TMNT because of the random factor.... Pop Bumpers, Episodes, and Pizza Disc makes good and not so good players humble. lol.
That's why it's not as popular during tournaments...too much random to plan out strategy.

Yup, agreed. I didn't think it was such an issue until I tried it a month on tournament mode. I was surprised how much fun it took out of the game. And in tournament, if it's not used, the ingredients are just too much of a wild card since they're different from each turtle. Like if your opponent gets ice cream or chillies, and you get all pb and anchovies, your likely screwed.

#11098 8 months ago
Quoted from cabal:

so what are you going to eat when playing TMNT? just found these.
Even when you are not a fan of the mayhem graphics, they did old style covers too.
Just love the game but have not enough time to play it more
[quoted image][quoted image][quoted image][quoted image]

Yeah, like every market is going to be flooded with tmnt branded stuff for a while. This is why I thought it was crazy for Stern to 'retire' the title half a year before the movie was released. The movie is getting great reviews too. Of course stern could always vault it (and let Dwight clean up the code/score imbalances (fingers crossed)).

2 weeks later
#11139 8 months ago
Quoted from Thor_Odinson:

Any modders that you guys know of that could take this mini TMNT arcade that runs on battery and mod it so that it runs off of the pinball machine? I think it would look cool in the game if it was always running.
[quoted image]

That's a cool idea. You'd have to find something to tap off of and set up a voltage regulator board (there's some pretty cheap options out there--I think I got like a pack of 5 for $10 on ali. ) check the voltage on the batteries, for instance if it's 2xAA it would be 3v you'd need. Then you'd have to dial the potentiometer to 3v dc using a multimeter. This is where I can't help though, on a pre led game it would be easier to find that (esp. if you've since led'd). On the newer sterns, I wouldn't tap off of anything that's currently getting used myself. It might be too much of a draw on the power supply. I'm sure there's somewhere you can tap 3v safely though. Maybe search out other people have tapped similar things in other games. Something like one of those mini tv's.

Edit:
Just say the next post :/

Quoted from Lermods:

We’ve done it for stranger things with the dig dug. If you want to send it to me, I can take a look at it.

Yeah, these guys are good. Would save you a lot of time and frustration.

1 month later
#11277 6 months ago
Quoted from Doctor6:

I'm going to ask you fine gentlemen a question:
Why the effing hell do people not like this game?!?!?
I am blown away by it. It is amazing. What in the hell is wrong with people for not liking it? I'm mystified. I honestly feel like there are multiple universes, and this universe is the one where people don't like Turtles. That's how we would categorize thr universe we are currently in.
I played it at expo with some buddies last, and we all agreed it is terrific. It was one of my big take-aways of the show. Maybe I should come here and bash it in hopes of the prices going down even lower to buy one lol. But yeah, I don't get why people don't like it.

I'm with you, I'm constantly trying to figure this out too.
I've heard people say it's too light on the rulesets, yet say they like titles BKSOR like Foo fighters which imo is lighter and more straightforward.
I've heard it's too hard, then hear them talking taking risky shots that aren't worth much.
I've heard it's too hard for kids because people seem to connect the theme to just the 1980's cartoon and think it should be easy for some reason. But you know if it was an easy game they'd just say, 'oh, it's just for little kids'. Also, the theme was geared to kids, it's not like other themes dictate how hard the game should be.
I've heard the scoring is too low, which I don't hear people complaining that say, LOTR is to low. And personally I can blow up TMNT to scores you'd rarely see on LOTRs.
I've heard that the scoring is too lopsided, which is probably the only issue I kind of agree with. The thing is is that the code is so focused on NPMB that it feels like it should be worth more. It does bug me a bit that so much of the game is low scoring such as the hurry-ups, especially earlier on, I do appreciate games that are more intuitive that you can just 'hit the blinky lights' and get a good score. Turtles is nasty that way, you go for the risky hurry ups and you'll get punished. And even if you make them, you won't get a lot of points.
What's driving me nuts right now is that TeamUp is so low scoring. Again, there's lots of code work put into the mode like Ninja Pizza, but instead I can rescue a couple turtles and have less points than a couple grande JPs in NPMB. I mean, the shredder shot isn't even worth a million. It's a joke. It's such an amazing mode too. One of my favourites in all of pinball. It's so satisfying rescuing a turtle, I just wish the score would be fitting to the feeling and skill level needed.
All this said though, I didn't like the game before I got it. In hindsight I think the layout looks standard but doesn't play standard and has lots of surprises. Anyways, I thought I'd have it for a year then trade it. That was a couple years ago and I'm planning on selling/trading some other games before I let my turtles go.

#11284 5 months ago
Quoted from RadDad247:

Have played on location many times and agree it has tough shots. Are there ways to make it easier as a home pin for new players?

Like Thor said, lots of people install a double sized post in the left outlane. I believe it's called a twin post. I personally just use a second, slightly larger, rubber ring under the existing ring on the single post. Works for me. It also controls the ball coming out of the lair, so less chance of an outlane or center drain. Others just throw a sticky rubber bumper in the outlane.
Other things to do are make sure it's not too steep, and change some software settings options like ball save out of the lair, control of the outlane ball save, and longer ball save times.
For me, keeping it at 6.5 steepness and being able to backhand both ramps is very important. Tmnt forces you learn new skills, imo. It's a tough game that will make you a better player, even with making it easier.

#11301 5 months ago
Quoted from bwalter:

Yep. I'm 350+ games into my TMNT Premium and the shots are still really hard to make; the outlanes are absolute bastards. Like when the ball comes out of the LAIR and bounces into the outlane... aka the "Borg Bounce."
I want to love this machine. The theming is so awesome. It's just... murder. I'm waiting for it to "click" for me and it doesn't.

The outlanes can be so brutal on tmnt. The sling to outlane is what can really frustrate me. I've heard if it's steeper you can avoid it a bit, but I really like being able to backhand both ramps. The game has to be at or under 6.5 degrees. I usually like a tough game, and most of my games are set steep. But not turtles.
....
Separate (but on topic still). I've put a lot of work into my tmnt guide. It started as quick links from my score cards, but has since ballooned. It's also meant as a compliment to the tilt forums rulesheet. Lmk what you guys think so far. Much of this is medium to advanced. I'm considering doing more for a beginners guide. Maybe something separately.

https://systemjpinball.ca/index.php/2023/04/19/tmnt-full-rules-strategy-and-tips/

#11329 5 months ago
Quoted from Mram:

Apologies up front. Where are the pizza targets on the pro?

Polish_20231105_123329802 (resized).jpgPolish_20231105_123329802 (resized).jpg
It's the same on the Premium too.

#11367 5 months ago
Quoted from Yoko2una:

As a former Pro owner, but one who still plays a Pro frequently, I'll add my thoughts.
1) 1-2-3 Foot is still a bit obtrusive.
2) Similar to Lightsaber Dual in SW, Team Up halts the game and forces you to play that mode.
3) Though I had games where I could sometimes flirt with playing most of the modes and getting some of the minor objectives, Triple Krang and Triple Mondo are crazy hard to get alone, and borderline impossible to get in the same game.
4) Some scoring issues (April offering like 10k or 3M comes to mind).
In tournies I used to play as Raph and start modes and get into NPPMB. But I found myself focusing too much on the modes which weren't giving enough points. Meanwhile everyone else chooses Donnie and just starts TPMB and is getting jackpots 8sec after plunge. Throw in some Mondos and some JP Grandes and you're fighting an uphill battle... for playing the game the way it was intended. Donnie sort of reduces it to a MB minigame battle. If the game was less brutal, obviously starting modes and bringing in a MB is the way to go, but when most I play against are getting between 1M-15M points, why not just start off with a quick 2M-8M as a base and then work towards modes and NPPMB? It just feels like you have to just play the quick way, instead of playing the right way, which sucks some of the fun out IMHO.

Re: turtle choices
I like the risk reward choices of the characters. The big drawback to Donnie is its pretty hard to get 2X going during turtle power multiball.
I'll agree that the game is heavily weighted to the multiballs. More so to NPMB, but still, yeah, a good MB can make or break a game for you. The code is so weighted to NPMB though that I've come to terms with it. Plus it's an awesome and classic jackpot sequence.
Something that a lot of people don't consider with choosing a Turtle is what the ingredients are when you start. It's not a game changer, but it's a fun way to see the game:
https://systemjpinball.ca/index.php/2023/04/19/tmnt-full-rules-strategy-and-tips/#ingredients-strategy

1 week later
#11449 5 months ago
Quoted from BaxterStockman:

PRO V1.56 - NOVEMBER 14, 2023
=================================
*** MOVED TO SYSTEM 3.52 ***
Updated to nodeboard firmware/protocol v1.14.0
Conagent v1.0.14
Updated Pricing Table:
Norway 1 - 1/10 NKr.
Norway 2 - 1/10 NKr, 3/20NKr.
Norway 3 - 1/20 NKr.
Norway 4 - 1/20 NKr, 3/40 NKr.
Norway 5 - 1/5 NKr.
Factory Default for Norway is Norway 1 - 1/10 NKr.
Sweden 1 - 1/10 SKr, 2/15 SKr, 3/20 SKr.
Sweden 2 - 1/5 SKr.
Sweden 3 - 1/10 SKr.
Sweden 4 - 1/20 SKr.
Sweden 5 - 1/10 SKr, 3/20 SKr.
Factory Default for Sweden is Sweden 3 - 1/10 SKr.
Denmark 1 - 1/3 DKr, 2/5 DKr.
Denmark 2 - 1/2 DKr, 2/4 DKr, 3/5 DKr, 4/7 DKr, 5/9 DKr, 7/10 DKr.
Denmark 3 - 1/5 DKr.
Denmark 4 - 1/10 DKr.
Denmark 5 - 1/20 DKr.
Denmark 6 - 1/10 DKr., 3/20 DKr.
Factory Default for Denmark is is Denmark 4 - 1/10 DKr.
Moved FREE PLAY and GAME PRICING adjustments to the beginning of the Standard Adjustments list.
Update AD_ALLOW_FORCE_ENDGAME default to ALWAYS (from FREEPLAY ONLY)
If Home Team menu is present, a popup window will make you confirm a
game start when no user was selected.
Added Verified Location with checkmark when appropriate to attract mode Coin and Login screens.
Various behind the scenes improvements for correctness and performance.

Yeah, looks like a boring update. Just some housekeeping. There were some fixes in the last one that wasn't posted in the Readme though, so who knows.
I updated a bugs list and sent it to stern but they said there wasn't any plans to work on the code.
If anyone notices any other differences in the 1.56 code, please post here.

1 week later
#11481 5 months ago
Quoted from rcb5588:

So after the new update it looks like they got rid of the option to “reset training level” when starting a game with insider connected. It used to be an option in the “game mode select” menu.
I would select this every single game I played, so I could always start at training level 1, without having to play in competition mode. Looks like competition mode is the only way to play at level 1 now. Or just not using insider connected.
What was the point of removing this? I can’t imagine I was the only one who used this feature. I didn’t see anything in the read me file talking about this, and I didn’t see this setting anywhere else in the game unless if I missed something.

Agreed, that's dumb. I wonder why too ...maybe a mistake?
It's one of the reasons I'll never get an IC for tmnt. I hardly ever go for training, but I like that it's a part of the game.

2 weeks later
#11512 4 months ago
Quoted from Mcgringoloco:

you already can change your episodes ...
? EPISODES - There are 8 episodes. Shoot the left and right ramp to light Start Episode.
The playfield 2X target will randomly change the episode while between episodes.
? Two of the episodes, which are a bit harder and score a bit more, need to be
unlocked.
? Each episode has two endings: a success and a fail.

Hate to be the actually guy...
tenor (1) (resized).pngtenor (1) (resized).png
...but it's the dimentionX targets that change the selected episode. The left and right one to move them forward or back. I think it's clockwise and count-clockwise on the inserts, but I can never remember which way. I sometimes play that way, but they are such dangerous shots.
...but your right, you can control them. I personally think a 'select your episode' feature (like say aiq style) would slow the game down too much; there's already lots of pauses in the game.

Quoted from NoSkills:

I think they are saying they would like to be able to choose the mode, which is different to being able to randomly change it

It's not 100% random. You can change them, ....very risky... but you do actually have control over which one is chosen. ...if you have nerves of steel.
Very risk/reward though, which I appreciate. It also makes it so your not playing the same episode over and over, which would get monotonous.

....
Speaking of code changes (which apparently there's none in the pipeline unfortunately (coming from one of the dev. team)), I was thinking about the foot123. I don't hate it as much as many people here, I think it's great thematically getting attacked with the foot soldiers getting in the way of your progress. ... but I was thinking the callouts should've worked with that a bit better. ...just a few like, 'dude, the foot soldiers are blocking our way'. And when you re-start it from the right ramp after it times out (there's a grace period) something like 'oh no, the foot are back'.
...not that I think the code will get this kind of treatment, unless say it gets vaulted in the future maybe--but after the sale to get rid of stock, it's hard to see right now.
Fingers crossed on a code update for some score balancing still though in the next couple years. Team Up and training values need desperately to go up in value.
....
Great to see the new owners in here though. I still love this game, even with all its warts.

#11554 4 months ago

Question for TMNT owners with IC installed:
I don't really bother going for training so much at home (and I don't have an IC installed), but I decided to go to my local and try to max out the turtles on my IC account for shits and giggles. So I sign in, and level up Raph, then I jumped to another game (this matters for my later explanation) and came back to tmnt but it didn't save my training progress. But I kept just plugging away at training, couldn't get past L2, but then I noticed it was actually saved the progress between the few games I played. I jumped on different game for a bit (signing in too), go back to turtles and my progress was gone again.
Is this a setting? Or did the last code change the rules on the persistent level save? Or was it always like this? Thanks in advance.

#11570 4 months ago
Quoted from Tarheel4985:

I’m having the same issue with a game that was verified to be on Standard mode (not Competition). Has anyone else had issues with their Turtle levels no longer carrying over with Insider?

Interesting. If that's the case, then there might be some more changes in the code than they stated in the readme. This happened last update too. I still haven't updated yet, but am now more eager to, to see if there's any other hidden changes.
When I was watching someone else play the other day I though they may have gotten some score from completing training as well. I'm far from sure though, but I'm going to start watching more now.
Thanks for replying btw.

#11588 4 months ago
Quoted from Npbassman:

I put the pinball life shaker resistor mod thing in mine and it tamed it enough for me. It slightly neutered the rest of the shaker effects outside of NPMB, but it's OK for me overall.

Do tell...

Quoted from ashmath82:

I can definitely hear my pizza spinner as well, but doesn’t sound like grinding.

You can oil it. Makes a world of difference. There's an official Stern notice showing how and where to oil it. When I first oiled it, you couldn't tell it was on without looking at it.

‐--------------
I see (via Cabal) that a new code just dropped:

"PRO V1.57 - DECEMBER 12, 2023
=============================
**** NEW ****
**** FIXED ****
- (PRO) Training levels were not being saved to the server correctly.
- The Reset option was not appearing the GAME PLAY MENU when it should have
been.

**** MOVED TO SYSTEM 3.55 ****
Updated to nodeboard firmware/protocol v1.15.0

Various behind the scenes improvements for correctness and performance.
"
Looks like I was correct about the training levels. ...I actually wish it was intentional and permanent. But I know I'm probably in the minority on the topic.

https://sternpinball.com/support/game-code/

I'm pretty curious about the "Various behind the scenes improvements for correctness and performance." part.

#11600 4 months ago
Quoted from Jblock22:

Just some wd-40? will work? Is there a difference in the color of the arrows on that chart on what to/how to oil?

Stern just recommends basic 3 in 1 oil. I'd avoid wd40 (as I usually do anyways, except for cleaning). I used the 3in1 and it worked perfect. I probably have 1k plays on it since and it's a bit louder again, but nothing close to as bad as it was before.
Other oils that would probably work fine is Mineral oil (sewing machine oil). I am always tempted to use Teflon oil, as it's the best, but I don't have a liquid version. You want it to drip down into it, so a spray won't be as effective (Probably, I haven't tried it though).

#11606 4 months ago
Quoted from JorgesArcade:

Can someone elaborate on how the turtles leveling should be saving. I have played over 20 games….12.9 mil my highest, and log into insider every time. Been playing as Ralph and every time he starts at level one. I do the training missions here and there so it has to be leveling up.
Any ideas. ? Between this, Krang really not saying a word unless I hit loop, and sound cutting out due to what I believe is too much processing ,…. I feel my machine is not 100%

There was a bug in 1.56 that prevented the persistent levels. Update to 1.57 (if you haven't already), and try it again.
The loop is the krang shot, so that probably makes sence. He has lines in 2 of the episodes too.
The speech cuts out in mine too. No IC. Only when multiple events are starting almost simultaneously. I'm not sure what they decided is meant to supersede something else, but it happens often. Usually doesn't bother me and sometimes it makes for a funny (but unintentional) segue. No stuttering though, that really sucks if people are having that problem with IC. Since Stern has been putting so many resources into IC integration you thing they would've made this a priority. I'd do a bug report to them.

Quoted from Hanneslan83:

Hi Pinsiders,
I‘m an absolute newbie to my Turtles Premium pin. So any help is much appreciated. How can I make the left known „Borg“ outlane a litte bit more comfortable for draining the balls instantly?
Are thicker rubbers or bumber pads a good solution? Can i have maybe some pictures and a link where I can buy these?
I just found an old link not working...
Changing the posts does only work for me with the right outlane...
Please give me some advices.
Kind regards Hannes

Hey Hannes!
Lots of players here use the twin/doube post thing method. But I didn't do that. I just put a slightly larger white rubber ring under the current one on the existing outlane past. I'm not sure of the size, I want to say 5/16. The next time I'm near my machine I'll grab a pic. It doesn't make the outlane too much smaller, but it makes the Lair ejects much more controlled, and I did notice a change in my ability to get the ball out of the outlane. But i really like the contolled eject from the lair to the point where I was able to take the Lair ball save off, so I didn't bother buying a double post. Good luck whatever you decide though, the outlane is MEAN on this game.

#11608 4 months ago
Quoted from JorgesArcade:

Thank you. Yea it’s updated and did pre and post 1.57. Still not saving so who knows. I just hope I don’t have a lemon

Hmm, that sucks, could be they didn't quite fix it the first time. Hopefully someone with an IC will chime in.

#11611 4 months ago
Quoted from Hanneslan83:

Hi,
Thanks for all your posts for my outlane problem.
Npbassman
Sounds interesting that double post solution.
Where can I buy that yellow stuff and black rubber ring?
Do i just have to put it over the original post held togehter by the black rubber ring? Sorry for the dumb question but I just getting started.
System-J
Would be great if you can send me a picture and a link where I can buy that larger rubber ring. I‘ll give this solution a try in the next days.
Hannes

I was wrong, not 5/16, thats the size for the standard plastic post, it's 1/2 that I must've used.
I got these ones from Marcos but I don't see a listing for them anymore. Doing a Google search I found these guys:
https://www.pinball.center/en/shop/pinball-parts/pinball-rubber/rings-white/11459/rubber-ring-1/2-premium-white?c=2145
But they are out of stock as well I see. Too bad since they are in Europe for you. You might be able to use silicone or black rubber, I just used white because I had one (from fixing classics).
20231217_122915 (resized).jpg20231217_122915 (resized).jpg
20231217_123036 (resized).jpg20231217_123036 (resized).jpg
20231217_123053 (resized).jpg20231217_123053 (resized).jpg
20231217_123338 (resized).jpg20231217_123338 (resized).jpg

#11630 4 months ago
Quoted from NoSkills:

Just my experience. Krang loop is easier at lower pitch. Outlane drains are much less at higher pitch. I can backhand the ramps both at 7.0 and 6.5.
For anyone that doesn't know, you can make the outlane save to be changeable by flippers in the menu, that's a big help.
Whether higher or lower pitch is easier just depends on what you prefer. Lower pitch won't play as fast, so some think that makes it easier. Flipper control is easier at a higher pitch and outlane drains are less.

At 7 degrees you can still backhand? Do you have your flipper power turned up? If so, do you know what they're set to?
I've kept mine at 6.5 because if I can't backhand both ramps it makes me want to tip this game over and set it on fire.
I am currently trying to convince my friend who's an operator to lower a tmnt on location to 6.5. I got him to go from like 7+ down to 6.8ish but the flippers get weak and you can't backhand consistently.

I'm interested in other changes that the pitch makes on the game too. I suspect that people who have thier games at 6.8+ also have more sdtm from the pizza spinner. I know from a video that Sullivan tried to program the game so that the pizza spinner is more likely to save a sdtm than send it down. I also suspect that the testing was done on a game at 6.5 degrees. (...which, if that's the case, curse them for knowing how brutal the borg-ing and sling to outlanes are). But I've got mine at 6.5 and don't find the pizza spinner gives me sdtm's-- but I've noticed my friends on location at 6.8+ has more of them, and even he complains about it.
How's everyone else's? Has anyone else played with the pitch and found any other benefits or drawbacks?

1 week later
#11668 3 months ago
Quoted from CypherPinball:

I have noticed on recent code that the audio skips when manually cycling through high scores in attract mode.

For you guys who are having audio skips, you might want to send a bug report:
[email protected]
Who knows when it'll be looked at, but as far as I can tell, if Stern doesn't hear anything, they think it's fine. They definitely use us as code testers after a release.

Quoted from seenev:

I took apart the topper to measure the eye so I could 3d print it in higher resolution. To my surprise, the eye is actually a resin cast from a shoddy mold made from a 3d printed part. Somehow that seems worse than just 3d printing it. They went to the trouble of making a mold but didn't put in the work to finish the surface or pay to have it printed in decent quality. What a piece of junk.

That's pretty interesting. Looking forward to seeing how your replacement turns out.
I'm tempted by the topper but I still can't justify the price. I'm hoping the made too many like the Premiums and put them on clearance.

#11678 3 months ago
Quoted from JorgesArcade:

I was in constant email with tech support until Friday before Xmas. I figured they are off next two weeks.
Really not helpful. Send videos, I did. Reflash sd card, I did. Ultimately they don’t think it’s an issue with hardware.

Oh man, that sucks.
They can be inconsistent in my experience. One time they'll be super helpful, another tims they'll misdiagnose the problem then say you have to replace a (not cheep) part.
If you haven't yet, I'd get a high quality SD card. Maybe even use some air duster in the sd slot too. I suspect they cheaped out on the card holders, I've had issues where the card was half ejected and the game would start but then reset all the time. I wonder what thier decision to design them facing to the top was too. I could see it being a recommended fix for people restoring these games in 20 years. Something like replacing them with something better, and in a better position.

#11681 3 months ago
Quoted from JorgesArcade:

Thank you. I will ask them for a new card first. It’s not even 2 months old. They should make it be like new in my opinion.

I wouldn't bother getting a new card from them, even if they offer it. Just go out and get a SanDisk or another quality one. Probably some deals right now too. Stern will just send you more crap unfortunately. Not worth wasting your time and breath.

3 weeks later
#11742 89 days ago
Quoted from data_eastside:

Strategy question- I only play in completion mode so the turtle levels start at 1- what’s the best combo of pizza toppings to aim for? I’ve never really used those as part of my strategy. I’ve heard that the pizza frenzy can pay off huge if you go hard at the spinners- is that still a thing?

Sorry, super late to this but I love pizza topping strategies on tmnt so I wanted to chime in. Competition mode sucks the fun out of it since it cuts all the best toppings for the sake of reducing randomness. I played in comp mode for a while to prepare for a tournament (of which then ended up not even having Competition mode on anyways), and found that fudge is the most valuable, then octopus.
Fudge, because it gets you closer to mondos. I'd even go for a second fudge over an octopus, but octopus is still better over any of the other toppings.
So, octopus was nerfed a while ago. Even in a good MB you're lucky to get a few million from it now. Just one mondo is worth around a million and stays lit for 2 more shots and the grande for another 2mil+ . ...without multipliers.
Me personally, I think the octopus/spinner strategy is risky. The right orbit is just so tight. For instance, if I get a MB with Beebop and Rocksteady started, I often lose the mb before the episode is finished. Still though, since it's a frenzy, it's worth extra points and WAY more points than bs topping like anchovies.
If eb's are replaced with points, PB is more valuable, but if the tournament rules are just to plunge the eb, PB is probably the least important, imo.
If you want more of my opinions on the toppings in general, check out my section on my tactics page:
https://systemjpinball.ca/index.php/2023/04/19/tmnt-full-rules-strategy-and-tips/#RankingTheToppings

#11753 87 days ago
Quoted from Jblock22:

And as a plug for System-J he makes cool apron rule card replacements that have the best toppings laid out right there for quick reference!

Much appreciation for the shout out! I'm glad you're still enjoying them.
Here's links for anyone not familiar:

2023 Prem/LE version:
https://systemjpinball.ca/index.php/tmnt-prem-le-custom-score-cards/

2023 Pro:
https://systemjpinball.ca/index.php/tmnt-pro-custom-score-cards/

And the legacy printable free version:
https://systemjpinball.ca/index.php/2023/04/30/legacy-tmnt-score-cards-free/

#11757 87 days ago
Quoted from brzezicki:

I will politely disagree here. I used to buy pinball life's shakers but I found them to be significantly underpowered compared to Sterns
now that the Stern is only $10 more I buy those (from pinball life of course
to each his own and it's 100% possible maybe I just had a bad one or two from the same batch as I got them around the same time but that's my personal experience
-brian

Man! Underpowered?!? I have a PL shaker and it rattles my window. I actually barely use it because it's too much.
The reason I went for the PL one was because it's still manually adjustable and I heard the Stern is fixed now.
As for the strength, I've lowered it 50% (1/4 turn) and it's still crazy (I live in a 130 year old house though). I've been meaning to try reducing to thr 1/2 turn and then maybe try the resistor hack. But it's far from a priority. I really only turn the shaker on when I have friends over anyways. Then I don't mind the window rattling. It's kind of fun. Like that IT Crowd episode with the phone vibration setting.

1 week later
#11818 76 days ago
Quoted from Jblock22:

Hey so slight issue... unscrewed that bracket and those aren't the optos. attaching some pics but definitely no cameras on there as far as I can see. Am I missing something? Feel like I'm going mad
[quoted image][quoted image][quoted image][quoted image]

I've had a hell of a time with these optos but I've finally gotten them stable. It was the opposite of your problem though, I would get ghost triggers which would see a ball in there when there wasn't.
I took them out, cleaned, adjusted, and tested them. They'd be fine when not installed and wouldn't have problems for a bit but the issue kept coming back. I emailed stern and they said I had a bad opto, but I still wasn't convinced (mostly because I'm cheep and stubborn).
I finally bent the bracket in a bit and it worked better for a while but the problems came back. Then I tried bending the bracket in even more before giving up and replacing them and bam! It worked! I ended up bending the bracket in more than 90 degrees. I find when I installed the bracket back under the pf that it would bend the bracket a bit--so as far as I know, it bends back to 90 perfect. But it's too hard to see or test when installed. But for whatever reason, it works perfectly now.
Anyways, I know this wasn't your issue, but I hope this is helpful. It took me a ages to get it right but I haven't had an issue in months. It's very finicky. I must've messed with it 6 to 10 times over almost 2 years.

Quoted from konghusker:

I know this question has been asked many times, but I’m really debating between the premium and pro. Are the issues with the premium really problematic? I’m a huge tmnt fan, it’ll be a keeper, but I’m having trouble deciding on if it’s worth another $2k+ for the premium. Thoughts.

I prefer the pro because you can see the playfield a bit better. But now that the premiums have dropped in price I'd be tempted by one. I do like the mushroom ball lock. ...sorry, not much help.

#11833 75 days ago
Quoted from cabal:

thanks all for posting the images and your discussions about the optos
@ralphwiggum, System-J I hope this will help me too, i also got ghost triggers, but was too lazy to attend it. But more sooner than later i need to do something about it.
But this will help me hopefully to sort it out.
i think you can also check the optos with some old photo cameras or old mobiles if they are working, modern mobiles will filter out the spectrum of light they are using.

Anytime Cabal. You've help me on so many things that I'd be tempted to fly to Europe to help you.

1 week later
#11871 68 days ago
Quoted from dboeren:

So maybe I don't suck so much after all. My old high score was around 47m, but today I went downstairs over lunch and racked up 96.8m using Raphael!
I had a pretty poor Team-Up multiball, I need to re-read the rules for that, then I remembered that this means I can play the other two main multi balls AGAIN and get another big batch of points and I'm pretty sure that must have shorted out my brain because I drained twice in a row soon after.
Anyway, perhaps this is some sort of good sign that I'm improving and I'll try again maybe later tonight if I have time. And probably die with a few million...

It's not you, it's the team-up scoring. It sucks and makes no sense why it's so low. Even if you argue that it re-lights the multiballs, you still have to work your way back to those too. It's just so frustrating because it's such a great mode, like possibly my favorite in all of pinball but even if you have episode multipliers, it's still low scoring. Team Up is such a favorite of mine that I can get 60mil on level 1 training and still feel like I failed if I didn't get to team up. The perks for it are so much fun to mix and match too.
...anyways, yeah not you, Team-Up is ridiculously under scoring.

Quoted from big-c66:

HEY DWIGHT GIVE US A SUPER SCORE CODE UPDATE FOR TMNT BROTHER I KNOW YOUR LISTING DO IT FOR YOUR PEOPLE. LOL THATS ALL FOR NOW. LOL

I have never agreed with all caps more. THIS! Please, for the love of all pinball, please Dwight pester your boss for some time to tweak this game. Maybe get some outside help like Raymond for recommendations on making this game more balanced scoring for tournaments (the reduction of features in 'tournament play' isn't enough). You've done such an amazing job on so many things on this game, especially the theme integration of the code, like the April Hurry-up. It's so close to being your best game--at minimum though, it need some scoring tweaks to be great.
(Separately, it would be nice to have a bit more depth too, like add more pizza slice modes like what was hinted in literature when the game was released, but yeah, some score balancing is what is really needed. Team Up needs to go way up, foot 123 could go up (spinner doubled maybe?), some more immediate points for leveling up so that I don't curse every time I hit the Lair (although, thematically I guess that works, a raising of the percentage might work to, 5 or 10 percent to the existing 10). ...I'm shouting at clouds here, aren't I? ...

Quoted from badfish981:

What’s up all! I’ll be joining the club soon, wondering about flipper coil settings….leave them stock or adjust?

Yeah, coil setting is fine on stock for most. My gauge is if you can backhand both ramps. I had mine at 6.5 for a while for that sole reason, although the outlane drains decrease if it's a bit steeper it seems. I currently have mine around 6.8 and I can backhand both still.
Some people like to mess with the top flipper power. I think every game is a bit different. Just set it up and play if for a few weeks and see how it feels.
I think that is most recommended out of the box is to reduce the trough eject power (feature adjust #11 in game settings). Factory is like 240. I have mine at 160 and it's fine. Apparently the trough can take a beating and wear out sooner with the overpowered factory setting.

#11877 66 days ago
Quoted from CurtisC:

you can also adjust the offset of the counter weights on the shaker itself. both pointing in same direction is maximum, pointing opposite is almost no shaking (because then the shaft is almost balanced)

Only on the pinball life ones now apparently. That's why I chose there's over the Stern.

#11894 63 days ago
Quoted from konghusker:

I only had two options on the shaker per side. The weights have a hole on different sides/angles and so I moved one to a different position, and it is a little better, but still more chaotic than most. I may look into the pinball life shaker board, but I’ll try this for a while.

Huh, they must've changed back then or I got bad info. When I got mine multiple people (somewhere hidden in this forum) said that the sterns were welded. Good to know.

Quoted from big-c66:

Yes now we’re talking I agree with everything you said. Can you hear us DWIGHT JACK THE SCOREING WAY UP ACROSS THE BOARD PLEASE U ARE THE MAN OK IM DONE BEGGING FOR NOW. LOL

Quoted from Stebel:

Leave the scoring right where it is. The score level is proportional for the entire game.
What is the rationale behind across the board increasing scoring?
Would you like this game to be scoring in the trillions?

Quoted from big-c66:

The scoreing is awful not proportional. Nobody is saying trillions but it needs to be brought up to were u feel like u have really accomplished something and that is just not me saying this there are many people who have said the same thing. The scoreing has been the biggest complaint and turn off for tmnt.

Quoted from big-c66:

Yes totally agree. This is what alot of us have been saying you play 20-30 minutes having a great game. Multiball going a few times hitting this doing that and you’re thinking I’m tearing this game up and bam look at the score board and have 15 million points like really that’s it. But I can play Deadpool or my Ghostbusters in just a few minutes I’m up 80-90 million quick.
This game has so much going for it and if Dwight would update the scoreing to match it would be a fantastic game guaranteed.

I don't think the scoring should be increased just for the sake of higher numbers. It actually bugs me that people use this against a game. I don't hear people griping about LOTRs for the same reason. Always confused me.
That said, I personally like round numbers as a target. Gz is amazing at this. 100mil, 200mil, 500mil, 1 billion, etc. It's amazing that Elwin and Nagel were able to do this.
I'm not sure where the psychology is there, because you'd think that you could just have 10 mil, 25 mil, 50mil, 100mil and people would be happy with it, but it's not the same for some reason. Also higher doesn't mean necessarily better either. Like AFM you just add billions instead of millions, but you still just round it to the first comma in your head. Imagine the crying if afm was millions instead. You could easily have games with a score of under a million. ...and it would still be one of the best games ever made, if not THE.

Quoted from briyau15:

...
I’m more of a progression guy myself for home use play but agree TMNT can be depressing when I look up after what I think is a successful Multiball to only get 2m points

I'm a progression player at home too. And I both agree and disagree with you. Often a bad multiball in tmnt is because players aren't paying attention to the ingredients (not saying you don't specifically, my league bar just got a tmnt and it's been lots of work trying to get players more interested in the rules) -- the difference between a lucrative ball can be one ingredient. For instance, if you have all crap ingredients, if you don't know the most efficient way to get to mondo, you'll never have a good score. <insert plug for my score cards >
But... and it's a big BUTT. I had a game the other day, 2 crappy mb's, but also got great perks for team up (I think it was night of the mousers and I want a body perks). Killing it on team up, which is more fun than ninja pizza mb, imo, saver a turtle ...then triple drain right after add-a-ball ballsaver goes off. Look up at the score. 13mil. ...I call bs.

And speaking of BS, how the he'll doesn't this game have a triple ramp combo score? Like you can infinitely hit ramps on the fly and score next to nothing. Infinitely! Dwight definitely did Borg dirty on that one. It's SO much fun to hit ramps in succession in this game. Like, can anyone else think of a game you can do this on? And it's worth nothing?!? Wth.
Tmnt is still a top 25 all time game for me. But with a great update, it could definitely go to top 5. I mean, still pretty good, even at top 50 all time imo. So many great games coming out.

EDIT:
I was playing Jaws last night and realized you can infinitely hit 3 different ramps on it too. I want to clarify that I mean hitting 3 different ramps with 3 different flippers. ...infinitely. I'm truly curious though to hear if there is another layout that you can do this on. Even rush, which looks roughly like a mirror version of tmnt doesn't. ....anyways, still very confusing why there wouldn't be some kind of points or combo award (showoff award?) for doing this. Seems like a huge oversight.

#11896 63 days ago
Quoted from marineman:

I have my game linked to Insider Connected, thus my turtled are all maxed out. However, obviously tier 4 training still lights sometimes, and I HATE it. You can't just hold the ball and let time expire - you have to shoot around at nothingness basically - which is high rick on a butt-kicker of a machine. Does anyone know a good way to get out of it if you accidentally clank a ball into the lair when it is lit?

Nope, just have to take safe shots. For me it's the pizza lair if on the right flipper or the left ramp (if you can backhand) from the left flipper.
It's so much fun to accidentally add time too.

...if you are successful, it lights neutrino though, right? (I genuinely don't know, I don't have an IC on my turtles).

1 week later
#11912 51 days ago
Quoted from badfish981:

Hey all, just joined the club! Any preventative maintenance needed (ala Deadpool with washers added for the ball guides). Thanks!

Reduce the trough eject to 160ish. If your pizza spinner is loud there's a stern diagram how to oil it.
Not much else that has to be done on a pro. ...did you get a pro or premium? ...and congrats, BTW. Great game.

#11917 47 days ago
Quoted from badfish981:

Picked up a pro. Really happy I finally picked one up.

One nice thing about the pro is less things to go wrong. There's not a lot to worry about to start with other than getting it set up the way you like it.
....
Separately I put 100mil up on tmnt in league last night. I was pretty proud of that. No sign in, started with Donnie (I usually go with Raph, but I hated my starting ingredients). Got through teamup (with very little points coming from it as usual) and was able to start a 2nd NPMB. Pretty satisfying.

2 weeks later
#11966 29 days ago
Quoted from konghusker:

Is it a bug that the theme music doesn’t always play at the start of Turtle power mb or sometimes it starts but suddenly stops for no reason? Wish it would play through the whole multi ball

Does another music take over? If foot123 or Weapon Hurry-up starts, I believe they take priority. Sort of like how the Multiball music takes priority over episode music.
It can be a bit clumsy. There's lots of call outs that get cut off too. Thematically I don't quite get it either, I mean Foot123 and Weapon aren't as important as the multiball in any way. But yeah, I guess they wanted a way to let you know something else started.

1 week later
#12003 19 days ago
Quoted from AlexRogan84:

Is there a document or video which explains how the standup targets work? I mean how they score or what they contribute to. These are the ones at the ramp entrances. I get the one to the right of the pop bumper exit area that lights for 2X scoring. But what about the one just above that and also below? Are these the pizza toppings targets? Is there a sequence or pattern to what you get when you hit them? It doesn't seem to be mentioned or explained in either the manual or the rules sheet from Stern.

Yeah, tiltforums has everything. The left ramp targets are for cycling the episodes, lighting the left ramp for nuetrio pizza party (after a successful training), and during some modes like Slash. As for the pizza targets, I think my menu card does a pretty good quick explanation of how the pizza ingredients work:
SystemJPinball.ca_1_TMNT-MenuCard-PremLE-Mean1.1_example-3 (resized).jpgSystemJPinball.ca_1_TMNT-MenuCard-PremLE-Mean1.1_example-3 (resized).jpg

https://systemjpinball.ca/index.php/tmnt-prem-le-custom-score-cards/

#12007 19 days ago

Thanks for the kind words guys. I've done like 5 games now and about to release a set for Maiden. Tmnt is where I started though and this group was really supportive.
I forgot to mention there's a free legacy version too. The new ones are way higher quality and have been updated a few times since. But here's the old version if anyone what's to print them themselves:
https://systemjpinball.ca/index.php/2023/04/30/legacy-tmnt-score-cards-free/

#12017 17 days ago
Quoted from tilted81:

I have the XL version on mine and LOVE THEM! I feel like turtles needs this because there is SO MUCH! Looks super nice and clean too!

I use the XLs on my pro too. The premium aprons seem to buckle the corners more. Even with the semi-coated the glare can be seen on the corners.
I just wish there was some xl card holders that fit the pro apron.

20240406_124621 (resized).jpg20240406_124621 (resized).jpg

#12020 16 days ago
Quoted from Sorokyl:

Started thinking down this rabbit hole...then I asked myself "what would it take to run Prem code on a pro".
1. You need the node board 9a5 which controls the pizza motor (same motor, connected different place. I guess the board somehow allows the polarity to reverse. ). Edit: I'm sure you can make a circuit which does this for less than $100(cost of the stern board)
2. You have to sort out the ramp servo. The pro ramp lock coil connects to node 9 cn8-5, which on a prem connects to glider diverter servo. figuring out how to control the mini coil with a servo signal is not trivial. the prem also has an opto there to detect when it has locked a ball. worst case you just don't have a lock.
3. the Van i assume you can just turn off the physical ball lock and it might work.
4. i assume its the same physical trough. the prem manual only lists 6 optos for the trough. seems like they use all the same parts.
5. pro has coil for layer lock already it seems like.
I have read through most of this thread and hadn't seen this discussed, sorry if I missed it.
Anyone have a fundamental reason why this would not work. Also anyone have clever idea for #2? I was thinking some ESP32 or other microcontroller that reads the PWM signal sent for the servo and controls the coil accordingly.

The program looking for the 7th and 8th ball would be a biggest problem. I'm not sure how you'd get around that one without hacking the code. I'm guessing they hold them in the van on the prem.; I wonder if you could trick it into holding them in the pizza parlor instead. I think you'd have to be a programming genius to do it though, especially since I don't think anyone has hacked the new stern code other than to change the music and videos.
There's the second rollover in the lair too--probably wouldn't be a huge issue, but it would always just hold however many balls you have in there when mushrooms are on your pizza.
But I do share your enthusiasm for 'if it could be done'.

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