Teenage Mutant Ninja Turtles pinball rules and strategy
The Strategy
Teenage Mutant Ninja Turtles uses four color-coded Turtle banks to light Release at the Sewer. In each bank, shoot the target whose lamp is flashing before touching either other target, start three-ball Multiball at the Sewer, then revisit the Sewer and collect both ramp Jackpots.
The goal
Use the flashing targets in the Turtle banks to start Multiball at the Sewer, or shoot the ramps seven times to start Twin Millions▶. Either feature can be played first.
How to start Multiball
Watch each color-coded three-target Turtle bank; when one target lamp flashes, shoot that target before touching either other target to complete the whole bank. The first Multiball normally needs three completed banks; later starts need all four. When Release flashes, shoot the Sewer.
How to score Multiball
During Multiball, shoot the Sewer to light a Jackpot at each ramp and restore the third ball once. Shoot the left ramp and right ramp to collect both Jackpots. Complete all four Turtle banks and shoot the Sewer again to relight them.
How to start Twin Millions
Shoot either ramp seven times in total to spell T-U-R-T-L-E-S and start Twin Millions▶.
How to play Twin Millions
Shoot the left ramp for 1,000,000, then the right ramp for another 1,000,000. Each ramp resets the ten-second timer. After both ramps, shoot the Sewer within ten seconds for 10,000,000.
Need to know
Twin Millions
Seven ramp shots start a timed left-ramp, right-ramp, and Sewer sequence worth 12,000,000 total.
Turtle banks
A flashing target can complete its three-target bank immediately before another target in that bank scores.
Three-Ball Multiball
Complete the required banks and shoot lit Release at the Sewer to add two balls.
Completing the required flashing Turtle banks lights Release at the Sewer in Teenage Mutant Ninja Turtles. Shoot the Sewer to start Multiball, revisit it to light both ramp Jackpots, and complete all four Turtle banks before the next Sewer shot to relight them.
The goal
Complete the Turtle banks, then shoot the Sewer while Release flashes to start One ball enters the Sewer and two balls autoplunge. Normal rules remain active. Multiball ends when one ball remains.Three-Ball MultiballOne ball enters the Sewer and two balls autoplunge. Normal rules remain active. Multiball ends when one ball remains..During Multiball, shoot the Sewer again to light both ramp Jackpots and restore the third ball once.Collect both Jackpots, complete all four Turtle banks, then shoot the Sewer to relight them.
Watch each color-coded three-target Turtle bank; when one target lamp flashes, shoot that target before touching either other target.Watch each color-coded three-target Turtle bank; when one…
The flashing target completes its entire bank. Hitting another target first turns off the flash, so the remaining unlit targets must be hit separately.
The first multiball normally needs three completed banks. Later starts need all four. The first requirement is adjustable.
Shoot the Sewer while Release flashes.Three-Ball Multiball rule details
One ball enters the Sewer and two balls autoplunge. Normal rules remain active. Multiball ends when one ball remains.Three-Ball MultiballOne ball enters the Sewer and two balls autoplunge. Normal rules remain active. Multiball ends when one ball remains.: One ball enters the Sewer and two balls autoplunge. Normal rules remain active. Multiball ends when one ball remains.
During Multiball, shoot the Sewer again to light a Jackpot at each ramp.During Multiball, shoot the Sewer again to light a Jackpo…
Each ramp scores its displayed Jackpot. The two values can change independently.
The Sewer can restore the third ball once per multiball.
Shoot the left ramp and right ramp to collect both Jackpots.
After both Jackpots, complete all four Turtle target banks.
Shoot the Sewer again to relight both ramp Jackpots, then repeat the collect.
↪Fallback: Recovery: Twin Millions▶
Recovery pivot: Use this independent route when the ramps are more controlled than the Turtle target banks.
Shoot either ramp seven times in total to spell T-U-R-T-L-E-S and start Twin Millions▶.
Shoot the left ramp for 1,000,000, then use its feed to shoot the right ramp for another 1,000,000.
Each successful ramp resets the ten-second timer.
After both ramps, shoot the Sewer within ten seconds for 10,000,000.
↔Alternative: Position play: Awesome and Super Awesome Scoring▶
When trailing, use this higher-ceiling route: use this when both inlane combo feeds and the Sewer are controlled.
Make an Awesome Shot after either inlane.Awesome Shot scoring details
Awesome Shot: After the left inlane, shoot through the spinner to Save April. After the right inlane, hit the captive ball fully.
The ladder awards 75,000, 100,000, 125,000, 150,000, then lights All mode points wait for the end-of-ball collection and do not use Bonus X.Awesome ScoringAll mode points wait for the end-of-ball collection and do not use Bonus X. and Super Awesome Scoring▶.
Shoot the Sewer when the intended scoring mode is lit.
During All mode points wait for the end-of-ball collection and do not use Bonus X.Awesome ScoringAll mode points wait for the end-of-ball collection and do not use Bonus X., hit safe switches for 50,000 each. Super Awesome Scoring▶ awards 100,000 each.Awesome Scoring details
All mode points wait for the end-of-ball collection and do not use Bonus X.Awesome ScoringAll mode points wait for the end-of-ball collection and do not use Bonus X.: All mode points wait for the end-of-ball collection and do not use Bonus X.
The mode time is 20 seconds.
Avoid the regular start when Super Awesome Scoring▶ is the goal. Make one more Awesome Shot first.
↔Alternative: Splinter and Sewer utility awards
Use this only when the captive-ball and Sewer returns are controlled.
Hit the captive ball fully for five switches and the lit A full captive-ball hit gives the lit award. The game selects another award after collection.Splinter AwardA full captive-ball hit gives the lit award. The game selects another award after collection..Splinter Award scoring and timing
A full captive-ball hit gives the lit award. The game selects another award after collection.Splinter AwardA full captive-ball hit gives the lit award. The game selects another award after collection.: A full captive-ball hit gives the lit award. The game selects another award after collection.
Mystery X raises Bonus X by a random amount, to 8x. Instant 3 Ball starts multiball. Twin Millions▶ starts its timed sequence.
Mystery Value awards points. Looping qualifies its left-ramp combo. Extra Ball lights for another captive-ball hit.
For Looping, shoot the left ramp for 500,000. Repeat within eight seconds for values that rise by 250,000.
When Extra Ball is lit, hit the captive ball fully again to collect it.
Shoot an otherwise unlit Sewer for a mystery utility.Sewer mystery and Bonus Hold rules
It can award points, Bonus X, one completed Turtle bank, lit Special at the spinner, or Bonus Hold.Sewer mysteryIt can award points, Bonus X, one completed Turtle bank, lit Special at the spinner, or Bonus Hold.: It can award points, Bonus X, one completed Turtle bank, lit Special at the spinner, or This stores base bonus for the next ball. It does not store Bonus X or Awesome Scoring points.Bonus HoldThis stores base bonus for the next ball. It does not store Bonus X or Awesome Scoring points..
This stores base bonus for the next ball. It does not store Bonus X or Awesome Scoring points.Bonus HoldThis stores base bonus for the next ball. It does not store Bonus X or Awesome Scoring points.: This stores base bonus for the next ball. It does not store Bonus X or All mode points wait for the end-of-ball collection and do not use Bonus X.Awesome ScoringAll mode points wait for the end-of-ball collection and do not use Bonus X. points.
When the Sewer lights Special, shoot the right spinner to collect it.
Do not depend on one random award.
↔Alternative: Last Chance and Turbo Ginsu▶
Use these only when their lamps and multiplayer setting are enabled.
On the final ball, read the lit outlane before the ball reaches the split.Last Chance rule details
If the feature lights on the final ball, the lit outlane gives one ball save.Last ChanceIf the feature lights on the final ball, the lit outlane gives one ball save.: If the feature lights on the final ball, the lit outlane gives one ball save.
Use an early legal Move the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.NudgingMove the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.Read the full Nudging technique only when the split can reach the lit outlane.
In multiplayer play, the highest-scoring player can receive a thirty-second final timed ball.Turbo Ginsu timing details
The game supplies replacement balls as they drain until the thirty-second timer ends.Turbo GinsuThe game supplies replacement balls as they drain until the thirty-second timer ends.: The game supplies replacement balls as they drain until the thirty-second timer ends.
Sources and references5 references5 source links and outbound references.