Quoted from Twilight1:How many chops for EB
10
Quoted from Twilight1:Good info I never go for the chop unless I’m in the mode. How many chops for EB
10 and it always keeps track of it so once you hit that shot 10 times, EB lights.
Quoted from chuckwurt:10 and it always keeps track of it so once you hit that shot 10 times, EB lights.
Thanks. If I ever want to finish this game I will need every EB out there!
You know how on the LCD screen there is a comic book that flips its pages when you're about to start a monster mode and it stops on the page that has the monster that you qualified. Last couple days I've noticed that as the pages are flipping, there's some character page in there that gets flipped by and looks like some kind of reddish, creepy looking monster, maybe some sort of bloody fire creature or something like that...I don't know, but has anyone else seen this?
Is there some kind of hidden monster mode that I don't know about... That certainly would be cool!
Quoted from ChipScott:You know how on the LCD screen there is a comic book that flips its pages when you're about to start a monster mode and it stops on the page that has the monster that you qualified. Last couple days I've noticed that as the pages are flipping, there's some character page in there that gets flipped by and looks like some kind of reddish, creepy looking monster, maybe some sort of bloody fire creature or something like that...I don't know, but has anyone else seen this?
Is there some kind of hidden monster mode that I don't know about... That certainly would be cool!
Is it the pit creature? That’s the only one that is red that I can remember
Turned resistors off in setting and changed back to original magnet pattern. It’s made 3 successful flings in a row so here’s to hoping.
So the newest issue. Can anyone confirm if the ramp optos are supposed to stay triggered? It doesn’t seem like they are. Rolling a ball past either does nothing and I’m wondering what could cause this. The right one triggers on and off sporadically but the left one appears all the way stuck on.
Cleaned ramp and the right one is working properly now but left one still showing triggered. Weird
image (resized).jpg
Quoted from Jmckune:Is it the pit creature? That’s the only one that is red that I can remember
No, not the pit creature...this most definitely looks like something /someone different..some completely different caracter...it goes by so fast, I probably won't be able to take a pic of it, but this weekend I will try to catch a shot of it
Hey guys,
Just purchased this pin last night and have loved playing it so far. Only issue I’ve had is the ball not making it up the left ramp and then draining SDTM. I’m not a great player so when I do hit the ramp shot it feels great - only to see it not make it to the top and roll down and drain on me.
I’ve checked and it seems like right flipper is turned all the way up (at 50). Is this common, or if you hit that opening clean should it make it to upper playfield most times? Maybe a bad coil??
Thanks
Brian
Quoted from Brog319:Hey guys,
Just purchased this pin last night and have loved playing it so far. Only issue I’ve had is the ball not making it up the left ramp and then draining SDTM. I’m not a great player so when I do hit the ramp shot it feels great - only to see it not make it to the top and roll down and drain on me.
I’ve checked and it seems like right flipper is turned all the way up (at 50). Is this common, or if you hit that opening clean should it make it to upper playfield most times? Maybe a bad coil??
Thanks
Brian
Does your flipper have play if you pull up on it? You should have about a credit card thick gap between the bottom of the flipper and the white flipper bushing if you pull up on the flipper. If not, the flipper might be binding a little, robbing it of power. If it doesn't have the little gap, loosen the flipper post from below and pull it up just a little, then re-tighten.
Quoted from PinMonk:Does your flipper have play if you pull up on it? You should have about a credit card thick gap between the bottom of the flipper and the white flipper bushing if you pull up on the flipper. If not, the flipper might be binding a little, robbing it of power. If it doesn't have the little gap, loosen the flipper post from below and pull it up just a little, then re-tighten.
Will check, thanks.
Quoted from ChipScott:probably won't be able to take a pic of it, but this weekend I will try to catch a shot of it
Video the sequence; once videoed you can slow it down and boom!
Quoted from Brog319:Hey guys,
Just purchased this pin last night and have loved playing it so far. Only issue I’ve had is the ball not making it up the left ramp and then draining SDTM. I’m not a great player so when I do hit the ramp shot it feels great - only to see it not make it to the top and roll down and drain on me.
I’ve checked and it seems like right flipper is turned all the way up (at 50). Is this common, or if you hit that opening clean should it make it to upper playfield most times? Maybe a bad coil??
Thanks
Brian
I recently disassembled the left side of my game and some of the area behind frank. When I reinstalled the air ball preventer on the u-turn around frank, I was unable to make the left ramp shot. I noticed after closer examination that the air ball preventer as stopping the ball from near the top of the ramp. I loosened the air ball preventer and it fixed it. Make sure your ball can clear it manually.
I have noticed it on some streams, and I know there has been some discussion on this forum, but I was wondering if anyone has found any way to make the auto plunger more reliable in getting the ball to make the full orbit with every auto plunge.
In my game, it will definitely make it around the orbit, but only about 30% of the time. The remaining times it either rattles up high and comes back down the right orbit or only has enough power to make it halfway up and it comes out through the secret passage pathway.
In examining the orbit, there are no instructions and to toss the ball around manually with the glass off, it goes around smooth and fast. The shooter lane does not have any unusual gaps on the side, as I did see that one post regarding the left hand side of the shooter lane and some people needing to bring that wooden shooter lane guide in a bit because of that potential gap on the left. Mine does not have any gap.
The metal platform within the shooter lane is not warped and is sitting what looks to be perfectly fine.
As the ball leaves the shooter lane, it does not appear to hit the right side metal orbit.
Of note, one thing that I noticed on my game, and it would be nice to confirm that it's on others, is that there are no metal auto plunging arms that the ball would rest in after the ball comes out of the trough (seen in most games). When the ball leaves the trough and sits at the base of the shooter lane in my game, it is just sitting on that one proud plunger arm that is within the coil sleeve at the shooter coil. In trying to get reliable auto plunging around the orbit, I have insured that this plunger arm is as dead center as could be to the ball.
Anyway, if anyone has any other ideas or has noticed the same and has come up with any solutions, would love to hear and gather any advice.
Thanks!
Quoted from ChipScott:I have noticed it on some streams, and I know there has been some discussion on this forum, but I was wondering if anyone has found any way to make the auto plunger more reliable in getting the ball to make the full orbit with every auto plunge.
In my game, it will definitely make it around the orbit, but only about 30% of the time. The remaining times it either rattles up high and comes back down the right orbit or only has enough power to make it halfway up and it comes out through the secret passage pathway.
In examining the orbit, there are no instructions and to toss the ball around manually with the glass off, it goes around smooth and fast. The shooter lane does not have any unusual gaps on the side, as I did see that one post regarding the left hand side of the shooter lane and some people needing to bring that wooden shooter lane guide in a bit because of that potential gap on the left. Mine does not have any gap.
The metal platform within the shooter lane is not warped and is sitting what looks to be perfectly fine.
As the ball leaves the shooter lane, it does not appear to hit the right side metal orbit.
Of note, one thing that I noticed on my game, and it would be nice to confirm that it's on others, is that there are no metal auto plunging arms that the ball would rest in after the ball comes out of the trough (seen in most games). When the ball leaves the trough and sits at the base of the shooter lane in my game, it is just sitting on that one proud plunger arm that is within the coil sleeve at the shooter coil. In trying to get reliable auto plunging around the orbit, I have insured that this plunger arm is as dead center as could be to the ball.
Anyway, if anyone has any other ideas or has noticed the same and has come up with any solutions, would love to hear and gather any advice.
Thanks!
Is the plunger at maximum strength in settings? Mine has odd issues but making it around the orbit is not one of them. I’d say it makes the full orbit 98% of the time or more. I’m not sure the setting it’s on but it hasn’t had a problem so I haven’t checked.
The coil that seems weird in mine is the scoop eject. It doesn’t seem very fast compared to TNA and R&M. Kind of half heartedly ejects and makes it to the right flipper but not with a surprising amount of speed like I saw in the stream of the game.
Quoted from Jmckune:Is the plunger at maximum strength in settings? Mine has odd issues but making it around the orbit is not one of them. I’d say it makes the full orbit 98% of the time or more. I’m not sure the setting it’s on but it hasn’t had a problem so I haven’t checked.
The coil that seems weird in mine is the scoop eject. It doesn’t seem very fast compared to TNA and R&M. Kind of half heartedly ejects and makes it to the right flipper but not with a surprising amount of speed like I saw in the stream of the game.
Thanks for your reply. It doesn't appear as though changing the strength of the coil power as much effect in terms of reliability in the ball making it around the orbit on my game. Actually, it seems to be more consistent at the original power as opposed to increasing its power, interestingly. My scoop eject is relatively fast. I'll check the settings it at on my game later this morning and report back what I have my scoop eject at.
Does your game have little metal auto plunger arms at the base of the shooter lane, or does the ball kick out from the trough and just sit on the plunger arm within the coil?
Thanks!
Quoted from ChipScott:I have noticed it on some streams, and I know there has been some discussion on this forum, but I was wondering if anyone has found any way to make the auto plunger more reliable in getting the ball to make the full orbit with every auto plunge.
Search rotordave in this thread he fixed his by moving the left rail over to the right. I guarantee that’s your issue.
Quoted from ChipScott:Thanks for your reply. It doesn't appear as though changing the strength of the coil power as much effect in terms of reliability in the ball making it around the orbit on my game. Actually, it seems to be more consistent at the original power as opposed to increasing its power, interestingly. My scoop eject is relatively fast. I'll check the settings it at on my game later this morning and report back what I have my scoop eject at.
Does your game have little metal auto plunger arms at the base of the shooter lane, or does the ball kick out from the trough and just sit on the plunger arm within the coil?
Thanks!
That’s what mine looks like. Now that I’ve actually looked at it it appears due for a cleaning lol.
0D9CC778-DA07-4709-AE75-8F7A4DC6A7B6 (resized).jpegI don't hang an issue with the autoplunge, not even close. It rips around so fast that I had to turn it down, actually.
Maybe your game is setup too steep?
Or if you take a slow-motion video of the plunge, you can see where and how it's pushing on the ball at the start? I did that once on an Indy 500 that wasn't plunging right and found a plastic piece was somehow getting in the way each time. Totally saved my sanity.
Make sure the auto plunger kicker arm is centered on the ball too. You can easily adjust the bracket the coil is on to accomplish this. Just slight bends here and there to get it centered.
Quoted from ChipScott:You know how on the LCD screen there is a comic book that flips its pages when you're about to start a monster mode and it stops on the page that has the monster that you qualified. Last couple days I've noticed that as the pages are flipping, there's some character page in there that gets flipped by and looks like some kind of reddish, creepy looking monster, maybe some sort of bloody fire creature or something like that...I don't know, but has anyone else seen this?
Is there some kind of hidden monster mode that I don't know about... That certainly would be cool!
Quoted from Jmckune:Is it the pit creature? That’s the only one that is red that I can remember
Took a video this time while the comic book was flipping its pages to the given monster mode, and THIS is the character that keeps catching my eye in the quickly-flipping pages.... Who the heck is this!?
PXL_20201108_173854580_exported_896_1604857302235 (resized).jpgQuoted from ChipScott:Who the heck is this!?
No idea!! That’s pretty cool though. Maybe a monster that has not been added to code?
Seeing how every monster has a light on the playfield associated with it, I doubt this will get added to the code as part of the modes needed to reach wizard mode. But there is supposed to be an update coming and it's fun to speculate so:
The ACNC new update will have a "Splurch" mission, activated randomly by hitting the scoop when mystery is lit. Splurch is a 2 ball multiball that has it's own song and color (orange) where the objective is to chase after him and kill him before he kills you. The mission ends when one ball drains (you die) or if you kill him. There's no frenzy but instead a bonus jackpot for each time you hang him in the guillotine.
I made it all up. I'm dreaming here but I hope the new update has a cool wrinkle in it.
Quoted from ThePinballCo-op:Seeing how every monster has a light on the playfield associated with it, I doubt this will get added to the code as part of the modes needed to reach wizard mode. But there is supposed to be an update coming and it's fun to speculate so:
The ACNC new update will have a "Splurch" mission, activated randomly by hitting the scoop when mystery is lit. Splurch is a 2 ball multiball that has it's own song and color (orange) where the objective is to chase after him and kill him before he kills you. The mission ends when one ball drains (you die) or if you kill him. There's no frenzy but instead a bonus jackpot for each time you hang him in the guillotine.
I made it all up. I'm dreaming here but I hope the new update has a cool wrinkle in it.
I was wondering if when zornowmustbedestoryed was drafting the art, they didn't have the monsters set. Maybe splurch got evicted from the nightmare castle.
Quoted from rotordave:Here’s a goal for you all to beat ...
rd[quoted image]
Does this count?
acnc (resized).jpgQuoted from cmack750:Welcome to the club, Alice is the best! Every time I see that speaker panel decal, I almost pull the trigger and buy one...maybe this time I'll actually do it.
That last picture of the ArcadeVideo speaker panel decal finally got me to buy one. Looks amazing and excellent quality. The black speaker panel was the one thing I wished had been different from the factory. No complaints now.......
IMG_20201110_103928693_HDR (resized).jpgIMG_20201110_110103744 (resized).jpgIMG_20201110_110341961_HDR (resized).jpgQuoted from cmack750:That last picture of the ArcadeVideo speaker panel decal finally got me to buy one. Looks amazing and excellent quality. The black speaker panel was the one thing I wished had been different from the factory. No complaints now.......[quoted image][quoted image][quoted image]
Still haven't got around to installing mine. Did put on the "Welcome to your nightmare" decal for the coindoor.
Quoted from ChipScott:Took a video this time while the comic book was flipping its pages to the given monster mode, and THIS is the character that keeps catching my eye in the quickly-flipping pages.... Who the heck is this!?
[quoted image]
Looks to me as some page from a comic of Zornow's. He does some pretty explicit gore comics. something added in there to fill the flipping of the comics.
Magicchiz
Quoted from ChipScott:Took a video this time while the comic book was flipping its pages to the given monster mode, and THIS is the character that keeps catching my eye in the quickly-flipping pages.... Who the heck is this!?
[quoted image]
Looks SPooKy!
Hey all.
My right slingshot is continually being triggered. I've tried adjusting it in the settings, no luck. It seems when the ball hits it, and sometimes even just upon starting a game, the hammer just starts wildly kicking the rubber until the ball drains or the machine is cut off (obviously). I tried adjusting the rubber, tried adjusting the power of the sling, it's helped none. Any ideas? As a first time owner - I've got zero clue what I'm doing here. Any help is much appreciated
Quoted from rave24:Hey all.
My right slingshot is continually being triggered. I've tried adjusting it in the settings, no luck. It seems when the ball hits it, and sometimes even just upon starting a game, the hammer just starts wildly kicking the rubber until the ball drains or the machine is cut off (obviously). I tried adjusting the rubber, tried adjusting the power of the sling, it's helped none. Any ideas? As a first time owner - I've got zero clue what I'm doing here. Any help is much appreciated
Make sure the leaf switches behind the rubber on that sling aren't too close. If so, widen them a bit away from each other a touch and that should take care of it.
Quoted from rave24:Hey all.
My right slingshot is continually being triggered. I've tried adjusting it in the settings, no luck. It seems when the ball hits it, and sometimes even just upon starting a game, the hammer just starts wildly kicking the rubber until the ball drains or the machine is cut off (obviously). I tried adjusting the rubber, tried adjusting the power of the sling, it's helped none. Any ideas? As a first time owner - I've got zero clue what I'm doing here. Any help is much appreciated
You need to physically adjust the two switches that the slingshot rubber rests on. The vibrations are causing them to contact and trigger the slingshot to fire.
Take a long skinny flat head screw driver and put it in between the switch blades from the top of the playfield and separate them more. You’ll need to take off the plastic and wireform to get to them easily.
Quoted from Gnrwarkfc:When do you guys think new code will drop? Must be getting close to a couple of weeks now.
Today is Friday the 13th. In my opinion, it's the perfect day this month to drop that new code!
Quoted from rave24:Hey all.
My right slingshot is continually being triggered. I've tried adjusting it in the settings, no luck. It seems when the ball hits it, and sometimes even just upon starting a game, the hammer just starts wildly kicking the rubber until the ball drains or the machine is cut off (obviously). I tried adjusting the rubber, tried adjusting the power of the sling, it's helped none. Any ideas? As a first time owner - I've got zero clue what I'm doing here. Any help is much appreciated
It's a simple adjustment of the leaf switches. Spread them away from each other a little bit. It's always a good idea to do any adjusting with the game powered off to ensure you don't short something. Next time you order some parts, get yourself one of these tools.
https://www.pinballlife.com/ultimate-leaf-adjuster-tool.html?Category_Code=
Quoted from cmack750:That last picture of the ArcadeVideo speaker panel decal finally got me to buy one. Looks amazing and excellent quality. The black speaker panel was the one thing I wished had been different from the factory. No complaints now.......[quoted image][quoted image][quoted image]
I'm happy to see another ACNC with this decal! Great job on the install, and kudos on the placement of your ACNC next to BSD (my ACNC and BSD are in the exact same position)!
Hi,
I just got an ACNC (2nd Hand) and wanted to do a factory reset. But I couldn´t find the reset option in the menu. It should be found in "Utilities", but in my menu there´s only "Clear Credits" and "Reset Audits". Does anybody know, how to get there?
Looking forward to your answers.
Regards from Dortmund
Olli
Quoted from Jakers:It's a simple adjustment of the leaf switches. Spread them away from each other a little bit. It's always a good idea to do any adjusting with the game powered off to ensure you don't short something. Next time you order some parts, get yourself one of these tools.
https://www.pinballlife.com/ultimate-leaf-adjuster-tool.html?Category_Code=
Thank you!
Quoted from rave24:Hey all.
My right slingshot is continually being triggered. I've tried adjusting it in the settings, no luck. It seems when the ball hits it, and sometimes even just upon starting a game, the hammer just starts wildly kicking the rubber until the ball drains or the machine is cut off (obviously). I tried adjusting the rubber, tried adjusting the power of the sling, it's helped none. Any ideas? As a first time owner - I've got zero clue what I'm doing here. Any help is much appreciated
Did moving / spreading those leaf switches a little bit more take care of your problem?
Quoted from Jakers:It's a simple adjustment of the leaf switches. Spread them away from each other a little bit. It's always a good idea to do any adjusting with the game powered off to ensure you don't short something. Next time you order some parts, get yourself one of these tools.
https://www.pinballlife.com/ultimate-leaf-adjuster-tool.html?Category_Code=
Such good advice. Any time you work on your game, kill the power (unless it absolutely needs to be on). Will save you a ton of heart ache!
Quoted from chuckwurt:Search rotordave in this thread he fixed his by moving the left rail over to the right. I guarantee that’s your issue.
I had noticed that problem with the ball rattling up the orbit upon auto launch when I first got the game. I had stumbled on that post by rotordave at that time and I did make that adjustment. Although, when I was done, it still had a mild but still noticeable gap, but clearly better. It did improve the percentage of balls that went around the orbit, but nowhere near 100% (per my last post).
But, you were right, that side rail was still the problem and it needed to be done one more time (and a little bit better)...
I went back over his post. Seems that not only did he bring that wooden rail on the left of the shooter lane in as much as possible to eliminate that gap between the metal base of the shooter lane and the left rail, but he also pushed it forward bit more before cinching it down with the screws underneath the playfield.
So, I went ahead and did this again yesterday, not only bringing that wooden rail forward a bit (until touching the backside of the metal of the right orbit wall), but also really getting it as absolutely snugged up to the metal base of the auto launch as was humanly possible...
...and sure enough, bingo!...orbits all day long!
Sweet!! Thanks guys!!!
Quoted from O-from-DO:Hi,
I just got an ACNC (2nd Hand) and wanted to do a factory reset. But I couldn´t find the reset option in the menu. It should be found in "Utilities", but in my menu there´s only "Clear Credits" and "Reset Audits". Does anybody know, how to get there?
Looking forward to your answers.
Regards from Dortmund
Olli
At this time, there is no way to factory reset the game, sadly.
Quoted from Coyote:At this time, there is no way to factory reset the game, sadly.
Sweet. Means my buddy can’t cheat and reset my high scores I put up on his game. Haha
I just finished up testing the fan cooling kit for @vireland. Crazy to see how much difference the kit makes. Definitely will significantly reduce the flipper fade in long playing sessions. I’ve always had trouble with the flippers on ACNC being super snappy early in game play then getting weak to the point it was impossible to backhand the left ramp. The kit during testing kept the flipper power feeling very consistent. Can’t wait to buy a kit for my R&M.
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