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(Topic ID: 208341)

Alice Cooper's Nightmare Castle Club: Enter at own risk!


By Sarge

2 years ago



Topic Stats

  • 5,511 posts
  • 310 Pinsiders participating
  • Latest reply 1 day ago by JustEverett
  • Topic is favorited by 120 Pinsiders

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Topic index (key posts)

11 key posts have been marked in this topic, showing the first 10 items. (Show topic index)

There are 5511 posts in this topic. You are on page 108 of 111.
#5351 35 days ago

After having owned it nearly a year: I still suck. But i've not tried changing anything on it other than code yet. I definitely get a LOT of sdtm shots and also need to tweak the magnet slightly. But I have really loved it. First pin, first NIB as well, and it has given practically zero issue - which I was very concerned about, as I usually see a lot of people comment on poor NIB quality - especially from Stern. Spooky seems to have it down a lot better due to their small production numbers.

#5352 34 days ago

In honor of our favorite ACNC holiday, Halloween...we have a few ACNC speaker decals remaining that we are selling for $30! If you are interested, please PayPal Mark directly at...

mjarman1968@gmail.com

Please use the Friends and Family option so that he is not charged the extra fees. Also please include your shipping address in the Message field.

Thanks and Happy Halloween!

Mike & Mark

IMG_4945.JPGIMG_4946.JPGIMG_4947.JPGM&M_AC_SpeakerSurround_TortureChamber.jpg
#5353 34 days ago

EDIT: Got the coil cooling kit testing spot locked down for AC/NC. Thanks to all who responded.

#5354 34 days ago

Can someone please remind what pitch this game is to be pitched?

#5355 34 days ago
Quoted from Gnrwarkfc:

Can someone please remind what pitch this game is to be pitched?

Just checked mine yesterday after moving it to a new spot on the wall. It is currently at 6.8 and plays great.

#5356 33 days ago
Quoted from Gnrwarkfc:

Can someone please remind what pitch this game is to be pitched?

I recall Spooky saying they test the games at 6.5. I could also be misremembering.

#5357 33 days ago
Quoted from thirdedition:

I recall Spooky saying they test the games at 6.5. I could also be misremembering.

You're right.
But I talked to Spooky Luke and he said 6.8 was great too. I have mine at 6.9 in the hopes of reducing the side to side action somewhat. I still suck!

#5358 33 days ago
Quoted from Mr_Outlane:

You're right.
But I talked to Spooky Luke and he said 6.8 was great too. I have mine at 6.9 in the hopes of reducing the side to side action somewhat. I still suck!

Exactly why I upped my slope. I played an Alice on location that has less slope and it was super floaty. I also thought swapping to titan rubbers really helped cut down the side to side action.

#5359 33 days ago

Is there a high voltage disconnect on this machine? Helping a friend and had trouble firing the coils in test mode.

#5360 33 days ago
Quoted from pineal:

Is there a high voltage disconnect on this machine? Helping a friend and had trouble firing the coils in test mode.

No, but the test mode is also flaky. Depending on the version he's running, the coils may not fire at all, or require one, two, or three "start button" presses to actually fire.

#5361 29 days ago

Charlie Emery is a guest on the latest episode (#18) of the Super Awesome Pinball Show podcast and in addition to mainly talking about Rick and Morty made a quick mention (25+ mins in) to "a few other surprises coming out ... it's Halloween. We can't not do something spooky and cool and have a little fun with some past games ...".

Perhaps a code update for ACNC? Here's hoping anyway!

#5362 29 days ago

I do look forward to Halloween, hope not getting disappointed

#5363 29 days ago
Quoted from Tuna_Delight:

Charlie Emery is a guest on the latest episode (#18) of the Super Awesome Pinball Show podcast and in addition to mainly talking about Rick and Morty made a quick mention (25+ mins in) to "a few other surprises coming out ... it's Halloween. We can't not do something spooky and cool and have a little fun with some past games ...".
Perhaps a code update for ACNC? Here's hoping anyway!

Ooh! This is welcome news! Thanks for posting.

#5364 28 days ago

Here’s a goal for you all to beat ...

rd

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#5365 28 days ago

Well no one can beat it, but I’ve tied it. Haha

#5366 28 days ago

Let's see speed runs with no weapons .

Nice work though, that is fun stuff.

#5367 28 days ago
Quoted from thirdedition:

Let's see speed runs with no weapons .
Nice work though, that is fun stuff.

It'd be cool if there was two scores for each one with, one without weapon. Plenty of screen space!

#5368 28 days ago

Kind of silly to have that count for weapons. A lot of them can be done in 1-2 seconds.

#5369 28 days ago
Quoted from chuckwurt:

Kind of silly to have that count for weapons. A lot of them can be done in 1-2 seconds.

I think if it isn't there already they are adding the ability to turn weapon speed runs off in the settings.

#5370 28 days ago
Quoted from thirdedition:

I think if it isn't there already they are adding the ability to turn weapon speed runs off in the settings.

It's in the latest release.

#5371 27 days ago
Quoted from rotordave:

Here’s a goal for you all to beat ...
rd[quoted image]

Quoted from chuckwurt:

Well no one can beat it, but I’ve tied it. Haha

There needs to be an option to display the time in milliseconds for you guys.

BTW rotordave, you need to sell me that ‘76 rethemed Led Zeppelin pin of yours before the Stern version comes out and completely devalues it.

#5372 27 days ago
Quoted from BudManPinFan:

BTW rotordave, you need to sell me that ‘76 rethemed Led Zeppelin pin of yours before the Stern version comes out and completely devalues it.

“One of ones” never lose their value.

It’ll probably still be cooler than the new one anyway!

Finally put some apron stickers on it last week. Only took me 6 months to get around to it. Haha.

rd
68ECED37-3FE7-493D-8F32-8B5AFBAA1DF7 (resized).jpeg

#5373 27 days ago

Fingers crossed for a code drop today!!

#5374 27 days ago
Quoted from rotordave:

“One of ones” never lose their value.
It’ll probably still be cooler than the new one anyway!
Finally put some apron stickers on it last week. Only took me 6 months to get around to it. Haha.
rd
[quoted image]

What game is that rethemed from? Looks awesome.

#5375 26 days ago

If I could ask the group a question regarding the magnet.
I was having a hard time getting a reliable toss of the ball when the magnet save was activated. Always the magnet will grab the ball nicely, but just not routinely toss it up. Per the spooky videos, I disconnected the resistors at both magnets, and for several games, it really tossed the ball around, it was awesome and I guess I got spoiled.
Since then, it either drops the ball, violently gets thrown downward, shakes and quivers at the magnet and then falls, and only gets tossed upward 10% of the time, at best. Of that 10%, sometimes it's just a small bump, sometimes it's a really good toss.
It's such a great feature of the game, I would love to see this thing get more reliable.
Does anyone have any suggestions?
I have tried original, pattern 1 and pattern 2. Patterns 1 and 2 do not do much on my game except deliver the ball downward an overwhelming degree, while the "original" setting is where I at least get 10-15% of upwards toss action.
Thanks!!

#5376 26 days ago
Quoted from chuckwurt:

What game is that rethemed from? Looks awesome.

Someone wrote an awesome thread about it.

rd

https://pinside.com/pinball/forum/topic/1976-bally-led-zeppelin-retheme

#5377 26 days ago
Quoted from rotordave:

“One of ones” never lose their value.
It’ll probably still be cooler than the new one anyway!
Finally put some apron stickers on it last week. Only took me 6 months to get around to it. Haha.
rd
[quoted image]

Hey Dave have I mentioned today how badass that game is? Haha cheers man.

#5378 26 days ago

Was hoping for the new code to drop today .. would have been a perfect day for new code!

#5379 26 days ago
Quoted from Dallas_Pin:

Was hoping for the new code to drop today .. would have been a perfect day for new code!

Spookys Facebook says next few weeks for ACNC.

RZ code dropped today.

rd

#5380 26 days ago
Quoted from ChipScott:

If I could ask the group a question regarding the magnet.
I was having a hard time getting a reliable toss of the ball when the magnet save was activated. Always the magnet will grab the ball nicely, but just not routinely toss it up. Per the spooky videos, I disconnected the resistors at both magnets, and for several games, it really tossed the ball around, it was awesome and I guess I got spoiled.
Since then, it either drops the ball, violently gets thrown downward, shakes and quivers at the magnet and then falls, and only gets tossed upward 10% of the time, at best. Of that 10%, sometimes it's just a small bump, sometimes it's a really good toss.
It's such a great feature of the game, I would love to see this thing get more reliable.
Does anyone have any suggestions?
I have tried original, pattern 1 and pattern 2. Patterns 1 and 2 do not do much on my game except deliver the ball downward an overwhelming degree, while the "original" setting is where I at least get 10-15% of upwards toss action.
Thanks!!

It seems that every machine is a little different when it comes to the magnet fix. But with mine, I was at maybe 30% success on setting 1. I added the small disc that Pinball Life sells for over the ACNC magnet and my magnet now throws the ball well about 99% of the time on setting 1.

Others have said the disc doesn't work well for them, but its been just about perfect for me, so give it a shot as your machine might like it.

#5381 26 days ago

I add the disk as well im on pattern 3 and it’s works 98% of the Time.

#5382 26 days ago
Quoted from Calfdemon:

It seems that every machine is a little different when it comes to the magnet fix. But with mine, I was at maybe 30% success on setting 1. I added the small disc that Pinball Life sells for over the ACNC magnet and my magnet now throws the ball well about 99% of the time on setting 1.
Others have said the disc doesn't work well for them, but its been just about perfect for me, so give it a shot as your machine might like it.

Thanks much for your reply.
I did have that small PETG plastic on mine a little while ago, this was at a time when I still had the resistors connected, and at that time the plastic did not work well. However, since disconnecting the resistors, I did have a spare PETG plastic from pinball life that I saved (thank goodness) and I put that in last night just to see if it helped, and low and behold the magnet seems to be working well the majority of the time now on the original setting...Whew!
It's also nice to know that with this piece of plastic, if it acts up again, that adjusting those magnet settings offer the chance to stay alive, again!

#5383 24 days ago

Question. Is the upper magnet supposed to grab the ball when going through the lit secret passage? Mine will reliably grab and hold the ball if it’s on the ball 3 pity monster start. It seems like it’s not stopping the ball whenever the secret passage is lit and while the animation is still playing here comes the ball around the orbit with all the lights out. Seems wrong to me. I am running the current code so I don’t think that’s it.

#5384 24 days ago
Quoted from Jmckune:

Question. Is the upper magnet supposed to grab the ball when going through the lit secret passage? Mine will reliably grab and hold the ball if it’s on the ball 3 pity monster start. It seems like it’s not stopping the ball whenever the secret passage is lit and while the animation is still playing here comes the ball around the orbit with all the lights out. Seems wrong to me. I am running the current code so I don’t think that’s it.

Does it always miss on the ball 3 monster start? It should definitely grab the ball in the scenario you describe.

#5385 24 days ago
Quoted from JustEverett:

Does it always miss on the ball 3 monster start? It should definitely grab the ball in the scenario you describe.

It never misses on the ball 3 monster start. It seems like it’s supposed to grab whenever the secret passage is lit to start but the ball seems like it always comes right around from the right orbit.

#5386 24 days ago
Quoted from Jmckune:

Question. Is the upper magnet supposed to grab the ball when going through the lit secret passage? Mine will reliably grab and hold the ball if it’s on the ball 3 pity monster start. It seems like it’s not stopping the ball whenever the secret passage is lit and while the animation is still playing here comes the ball around the orbit with all the lights out. Seems wrong to me. I am running the current code so I don’t think that’s it.

Yes, BUT:
If you have the Upper Magnet setting to "Spooky" (or something like that, not in front of the game to double-check), it will randomly let go during the intro sequence. If it's set to "Normal", it should hold onto the ball until the intro's finished.

#5387 24 days ago
Quoted from Coyote:

Yes, BUT:
If you have the Upper Magnet setting to "Spooky" (or something like that, not in front of the game to double-check), it will randomly let go during the intro sequence. If it's set to "Normal", it should hold onto the ball until the intro's finished.

I think that’s it. I definitely set to spooky to see what the heck was up with that the other day.
Edit: yup

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#5388 24 days ago
Quoted from Twilight1:

I add the disk as well im on pattern 3 and it’s works 98% of the Time.

Where is this disk? When I brought it home
The other day the magnet was impressing me. The next day I’m getting half hearted “flings” that don’t make it above the flipper. Tried moving from original to pattern 1 and turned resistors off. No better. Is it generally better to leave the resistors off or on? I don’t know how this isn’t a 99% thing or even has settings. The Shadow pulled this trick off in the 90s and I don’t think I’ve seen a sanctum lock ever fail when the wall is working.

#5389 24 days ago
Quoted from Jmckune:

Where is this disk? When I brought it home
The other day the magnet was impressing me. The next day I’m getting half hearted “flings” that don’t make it above the flipper. Tried moving from original to pattern 1 and turned resistors off. No better. Is it generally better to leave the resistors off or on? I don’t know how this isn’t a 99% thing or even has settings. The Shadow pulled this trick off in the 90s and I don’t think I’ve seen a sanctum lock ever fail when the wall is working.

https://www.pinballlife.com/acnc-magnet-core-plastic?Category_Code=

#5390 24 days ago
Quoted from Jmckune:

Where is this disk? When I brought it home
The other day the magnet was impressing me. The next day I’m getting half hearted “flings” that don’t make it above the flipper. Tried moving from original to pattern 1 and turned resistors off. No better. Is it generally better to leave the resistors off or on? I don’t know how this isn’t a 99% thing or even has settings. The Shadow pulled this trick off in the 90s and I don’t think I’ve seen a sanctum lock ever fail when the wall is working.

There is also a small instructional video with the spooky team showing how to disconnect the resistors from the magnets. It seems as though these resistors have a high tendency to fail and tend to accentuate this problem. When questioning them directly, they now recommend to disconnect the resistors from the magnets as the first move when one is noticing that the ball save toss function is not working well. In addition to disconnecting the resistors, that small PETG plastic from pinball life is also helpful.

#5391 24 days ago
Quoted from ChipScott:

There is also a small instructional video with the spooky team showing how to disconnect the resistors from the magnets. It seems as though these resistors have a high tendency to fail and tend to accentuate this problem. When questioning them directly, they now recommend to disconnect the resistors from the magnets as the first move when one is noticing that the ball save toss function is not working well. In addition to disconnecting the resistors, that small PETG plastic from pinball life is also helpful.

This is all true but latter built games like mine don’t have the resistors. I know I look forever could not find them.

#5392 24 days ago
Quoted from Twilight1:

This is all true but latter built games like mine don’t have the resistors. I know I look forever could not find them.

Mine is #44 or 45 so I’m sure it has them. I’m gonna start the process ASAP when this thing goes back I want it to be a reliable stunner!

#5393 24 days ago
Quoted from Jmckune:

Mine is #44 or 45 so I’m sure it has them. I’m gonna start the process ASAP when this thing goes back I want it to be a reliable stunner!

Once you fix that and have your frank and guillotine Dialled in this game rocks. It gets the most plays at my place by far.

#5394 24 days ago
Quoted from Twilight1:

Once you fix that and have your frank and guillotine Dialled in this game rocks. It gets the most plays at my place by far.

When does the guillotine do anything? I assume only during Alice mode? I haven’t completed it yet so I don’t believe I’ve gotten enough “chops” to activate it. It does move up and down in the test menu though

#5395 24 days ago

Also every so many chops in single ball play it goes.

#5396 24 days ago
Quoted from chuckwurt:

Also every so many chops in single ball play it goes.

It 'chops' on chop 2 and chop 10.

#5397 24 days ago
Quoted from GuiitarMan:

It 'chops' on chop 2 and chop 10.

Don't think I've made it to 10chops.

#5398 24 days ago
Quoted from gliebig:

Don't think I've made it to 10chops.

I rarely even try. I think 7 is the most I've done.

#5399 24 days ago
Quoted from gliebig:

Don't think I've made it to 10chops.

You’ll never beat the game if you don’t imo. If you’re ever on the upper playfield, always hit the chop shot. If you have a perfect trap and frank MB is ready, shoot that, but otherwise, always go for chop. That EB is huge.

#5400 24 days ago
Quoted from chuckwurt:

You’ll never beat the game if you don’t imo. If you’re ever on the upper playfield, always hit the chop shot. If you have a perfect trap and frank MB is ready, shoot that, but otherwise, always go for chop. That EB is huge.

Good info I never go for the chop unless I’m in the mode. How many chops for EB

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