Teenage Mutant Ninja Turtles

Stern Pinball, 2020 — shot-by-shot rules and strategy guide.

Open Teenage Mutant Ninja Turtles in the Pinball Genie app →

Designer: John Borg (code: Dwight Sullivan lineage; art: Zombie Yeti). Three editions — Pro / Premium / LE. Premium & LE share a playfield (LE adds cosmetics only) and add the player-steered Glider diverter, sculpted TMNT Van lock, bidirectional magnetic Pizza Disc, animated Krang, and the Mushrooms topping. Scoring is deliberately low — ~10M is a good beginner game, strong players hit 100M+.

Turtle Select (most important early choice)

Pick a turtle at start; each has a unique skill-shot target and a 4-level perk tree (levels earned via Training):

Core scoring loops

Multipliers

Wizard progression

Multiballs don't re-light until Team-Up is completed, forcing the ladder. Final Battle (all 8 episodes) pays accumulated episode scores × 2x/3x Playfield — can exceed 60M. Cowabunga Multiball (final wizard) needs all 7: reach Final Battle, max Krang Kombo, 5 April Hurry-Ups, a Weapon Hurry-Up, complete 1-2-3 Foot, a Jackpoto Grande, and a Triple Mondo.

How Teenage Mutant Ninja Turtles plays

Pick a Turtle and fight the Foot Clan through eight animated episodes. Run the two main multiballs, build your Training and playfield multiplier, and finish every episode to reach Final Battle.

The loop

  1. Pick a Turtle at the plunge for your perks and a personal skill-shot lane, then take the skill shot to light a Weapon at an inlane.
  2. Shoot both ramps to light Start Episode at the Pizza Parlor and play through the eight episodes.
  3. Lock three balls at the Pizza Parlor for Ninja Pizza Multiball, or hammer the right ramp for Turtle Power -- both climb to a Mondo at the upper loop and a Super at the Lair.
  4. Spell LAIR to unlock Training, then spell it again and strike the center target to switch on 2x Playfield, and bank it before your biggest multiball.
  5. Finish all eight episodes to reach Final Battle, ticking off the Cowabunga objectives along the way.

Reading the lights

  • Episode Ramps & Parlor (mode) — lit: Shooting both ramps lights Start Episode, and the Pizza Parlor then flashes to begin the episode you have queued up. · flashing: A flashing Pizza Parlor means an episode is lit and ready to start. · then: Each episode lights a set of shots to complete on a timer, and finishing one banks a score you keep. Play four episodes to open Team-Up Multiball and all eight to reach Final Battle.
  • Ninja Pizza Multiball (mode) — lit: Locking three balls at the Pizza Parlor starts Ninja Pizza Multiball, and the topping standups you choose while locking decide which scoring boost the multiball carries. · flashing: Once six Foot Soldiers are down the upper loop flashes for a Mondo Jackpot. · then: Knock down six Foot Soldiers across the ramps and loops, collect a Mondo at the upper loop, and finish at the Lair for the Super Jackpot, the Jackpoto Grande. The shot set relights, so this is the easiest place to chain three Mondos in a row.
  • Turtle Power Multiball (mode) — lit: Three right-ramp shots in single-ball play arm Turtle Power Multiball and the fourth shot starts it. · flashing: The upper loop flashes for Mondo once you have banked four of the green jackpots. · then: Bank four green jackpots and Mondo lights at the upper loop; grab it, then take the Super Jackpot down at the Lair. Playing Donatello lights this multiball from the very first ramp shot.
  • LAIR, Training & 2x Playfield (multiplier) — lit: Spelling L-A-I-R lights Training, a timed round of lit shots that adds a permanent slice to all your scoring; spell it again and the center target lights 2x Playfield. · then: Run Training rounds to push your global scoring boost up level by level, and light 2x Playfield right before a multiball or Final Battle so the whole thing doubles. Do not spend the 2x early -- bank it.
  • Weapon Hurry-Up (shot arrows) — lit: Taking your Turtle's skill shot lights a Weapon at an inlane; roll the lit inlane and a Weapon Hurry-Up arms at a lit orbit. · flashing: Only one orbit is lit at a time, so glance at which arrow is on before you take the shot. · then: Cash the hurry-up at the lit orbit before it counts down, then take the second hurry-up at the center ramp for its base value plus whatever the orbit just paid. Collecting one is a Cowabunga objective.
  • APRIL Target (letters) — lit: Hitting the APRIL target spells A-P-R-I-L, and an even completion lights the April Hurry-Up. · then: Cash the hurry-up at the right ramp, and hit APRIL again while it is lit to pump the value up. Collecting five of these is a Cowabunga objective.
  • 1-2-3 Foot Combo (shot arrows) — lit: Rolling the inner inlane lights the 1-2-3 Foot Combo once per ball; backhand the right ramp, then the center ramp or upper loop, then the left ramp to complete it. · flashing: Each shot of the combo flashes in turn as the next one to hit. · then: Complete the chain for a multiplied Foot Value fed by the Foot Clan spinner, and it ticks off a Cowabunga objective. Miss the timing and the live left-flipper shot can hop back for a drain, so shoot it in rhythm.
  • Krang Kombo (ladder) — lit: Shooting the upper loop from the upper flipper builds Krang Kombo value, which maxes after a few loops. · then: Cash the built value at the center ramp before its timer resets, then start the loop again. Maxing and collecting it once is a Cowabunga objective.
  • Top Lanes & Pict-o-Pops (lanes) — lit: Rolling the top lanes steps up your bonus multiplier, and the Pict-o-Pop bumpers hand out matched-picture awards. · then: Work the bumpers for bonus multiplier, held bonus, and the picture match that lights an extra ball at the Pizza Parlor. Your bonus multiplier climbs high here and rides on the whole end-of-ball bonus.

Lane change: not verified for this machine yet.

Start scoring

The Action Button on Teenage Mutant Ninja Turtles

Center of the lockdown bar.

Mostly a mash button. It is how you eat during the Pizza Eating Contest, which is one of the better quick scores in the game, and on a Premium or LE it also steers the glider diverter feeding off the left ramp.

Goals in Teenage Mutant Ninja Turtles

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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