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(Topic ID: 208341)

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


By Sarge

2 years ago



Topic Stats

  • 5,326 posts
  • 302 Pinsiders participating
  • Latest reply 9 hours ago by Rat
  • Topic is favorited by 120 Pinsiders

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There are 5326 posts in this topic. You are on page 21 of 107.
#1001 1 year ago
Quoted from BobC:

Does the magnetic ball save also grab balls that have drained from the outlanes, and are rolling along the apron to the trough opening?
I thought I saw that in a youtube video but it seemed too good to be true.
Thanks!
BobC

Yes. That is what it does. Expect to go into the menu and set it at setting “1” from default for it to work right

#1002 1 year ago
Quoted from BobC:

Does the magnetic ball save also grab balls that have drained from the outlanes, and are rolling along the apron to the trough opening?
I thought I saw that in a youtube video but it seemed too good to be true.
Thanks!
BobC

Yes it does

#1003 1 year ago
Quoted from BobC:

Does the magnetic ball save also grab balls that have drained from the outlanes, and are rolling along the apron to the trough opening?
I thought I saw that in a youtube video but it seemed too good to be true.
Thanks!
BobC

That is actually all that it does. This will not save a straight down the middle drain.

It can only save the ball from the outlanes as there is a switch that is first triggered, engaging the magnet. This is the mode when the S & E of SAVE (outlane lights) are lit flashing purple/pink.

This said, in multiball a ball drains and just kicks out a new one, there is no magnetic action.

#1004 1 year ago
Quoted from dnaman:

That is actually all that it does. This will not save a straight down the middle drain.
It can only save the ball from the outlanes as there is a switch that is first triggered, engaging the magnet. This is the mode when the S & E of SAVE (outlane lights) are lit flashing purple/pink.
This said, in multiball a ball drains and just kicks out a new one, there is no magnetic action.

Yes, in multiball we found players preferred to just have a new ball kicked; also the magnet is powerful enough to interfere with normal play and cause a drain!

#1005 1 year ago
Quoted from BobC:

Does the magnetic ball save also grab balls that have drained from the outlanes, and are rolling along the apron to the trough opening?

Yep. There are two little "bumpers" attached to the apron near the drain that direct the ball towards the magnet.

#1006 1 year ago

Anyone have solutions for these frequently stuck ball traps?

First one, coming out of the right ramp, at the gate:

Ball stuck at gate

I've seen this both with shooting the ramp and not having enough momentum; as well as shooting from the upper flipper and sneaking past the gate. Once this happens, no amount of nudging frees the ball. It *seems* to be hanging up here, where the screws and rivets stick up; at least on this last glass off event the ball was *not* resting on the gate at all.

Under the ball

The other is at the guillotine. There's a rubber drop down that if the ball doesn't get past this fast enough, it's also time to take the glass off.

stuck at guillotine elevator

#1007 1 year ago
Quoted from jfesler:

Anyone have solutions for these frequently stuck ball traps?
First one, coming out of the right ramp, at the gate:
[quoted image]
I've seen this both with shooting the ramp and not having enough momentum; as well as shooting from the upper flipper and sneaking past the gate. Once this happens, no amount of nudging frees the ball. It *seems* to be hanging up here, where the screws and rivets stick up; at least on this last glass off event the ball was *not* resting on the gate at all.
[quoted image]
The other is at the guillotine. There's a rubber drop down that if the ball doesn't get past this fast enough, it's also time to take the glass off.
[quoted image]

A dab of lube for the first and adjust the servo for the second.

#1008 1 year ago

At 100, can’t go higher. I may have to resort to adding additional padding there to level things out.

#1009 1 year ago
Quoted from jfesler:

At 100, can’t go higher. I may have to resort to adding additional padding there to level things out.

I also have the same issue, emailed spooky on it. Will let you know if i hear back.

#1011 1 year ago
Quoted from javagrind888:

I can't back hand the left ramp like you did. Can you share your pitch and flipper strength Dr. John?

I have the flippers on stock settings - except that upper on 15 now. Game is pitched at 6.7 with digital readout level. Managed to get to Million Dollar Baby playing a 4 player coop mode with a friend yesterday. Funny how satisfying it is to "finish" a game that way, and not be at all disappointed. Now to both try and maximize points doing it, and try and do it solo like one Mr Kerins can do!

#1012 1 year ago
Quoted from BobC:

Does the magnetic ball save also grab balls that have drained from the outlanes, and are rolling along the apron to the trough opening?
I thought I saw that in a youtube video but it seemed too good to be true.
Thanks!
BobC

Yes. draining on an outside lane while mag-neat-o is active will capture the ball. If you have a normal ball save and drain on outside, it will simply let it drain and kick a new ball.

#1013 1 year ago

Sunny day for a Spooky road trip! Alice 186 is moving south!

F2094A2C-9048-40A0-B8A1-EED4A82E48FE (resized).jpeg Added 15 months ago:

Thank you to Team Spooky! Really appreciate everyone who soldered circuits, polished plastics, welded wireforms, sourced shooter rods and marketed the madness of this machine!

#1014 1 year ago
Quoted from jfesler:

The other is at the guillotine. There's a rubber drop down that if the ball doesn't get past this fast enough, it's also time to take the glass off.

fixed in next version. guillotine will drop and reset on each ball search now

#1015 1 year ago
Quoted from dendoc:

I have the flippers on stock settings - except that upper on 15 now. Game is pitched at 6.7 with digital readout level. Managed to get to Million Dollar Baby playing a 4 player coop mode with a friend yesterday. Funny how satisfying it is to "finish" a game that way, and not be at all disappointed. Now to both try and maximize points doing it, and try and do it solo like one Mr Kerins can do!

I had to increase my flippers to 17 to get it up there on the backhand. Now if I could do it more than once every 7-8 tries that would be awesome.

This game is so hard! I can never finish more than a couple of monsters myself and haven't breached 100 million yet. My guests love it, but the take away is that it's one of the hardest games anyone here has played.

#1016 1 year ago
Quoted from jfesler:

Anyone have solutions for these frequently stuck ball traps?
First one, coming out of the right ramp, at the gate:
[quoted image]
I've seen this both with shooting the ramp and not having enough momentum; as well as shooting from the upper flipper and sneaking past the gate. Once this happens, no amount of nudging frees the ball. It *seems* to be hanging up here, where the screws and rivets stick up; at least on this last glass off event the ball was *not* resting on the gate at all.
[quoted image]
The other is at the guillotine. There's a rubber drop down that if the ball doesn't get past this fast enough, it's also time to take the glass off.
[quoted image]

I would suggest changing the silicone to rubber to the left of the vampire target or when you fix the gate it will bounce back through and down the ramp sometimes.

You can also just bend the gate up and down and it will give the ball more or less clearance. You probably need to bend the top beam of the gate up.

#1017 1 year ago

I disconnected the internal sub this afternoon and routed the wires to an external sub instead. I'm much happier with this arrangement. You still get the butt kicking bass, but it doesn't feel like your cabinet is going to shake itself to pieces.

Interestingly, with the internal sub out of the loop, I now realize that the shaker doesn't seem very strong. I'm wondering if there is something wrong with my shaker, or if it just isn't coded very aggressively. Is there any way to test the shaker? I didn't see it in any of the menus.

12
#1018 1 year ago

Saw Alice last night in Peoria and couldn’t resist sharing a few pics. His stage set looks somewhat familiar. And at the beginning of the concert they said ‘Welcome to Alice Cooper’s Nightmare Castle’. And btw...that MF can still rock!!!

02ACB89C-B219-4060-9A20-17B98B717995 (resized).jpeg7543AB26-D22B-440F-9592-1A00016DBE86 (resized).jpegA63568D1-7B20-4A33-928C-EDCF775B1250 (resized).jpeg
#1019 1 year ago
Quoted from EasternBloc:

Sunny day for a Spooky road trip! Alice 186 is moving south![quoted image]

Can you pick up 219 for me while you are at it?

#1020 1 year ago

I was notified my #147 is now ready to ship as of today! I’m so pumped and ready to tour the castle!

#1021 1 year ago

Number 278 (one of the last of this batch of Butter cabinets) due to be in house tomorrow or Wednesday

#1022 1 year ago

149 picked up today.
Plays great. Thanks Spooky!!!

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#1023 1 year ago

My ACNC is scheduled to be delivered tomorrow, I can't wait!

#1024 1 year ago

Wonder how many games they are able to manufacture in a week right now...

#1025 1 year ago
Quoted from 27dnast:

Wonder how many games they are able to manufacture in a week right now...

Listen to the new podcast.

#1026 1 year ago
Quoted from gweempose:

I disconnected the internal sub this afternoon and routed the wires to an external sub instead. I'm much happier with this arrangement. You still get the butt kicking bass, but it doesn't feel like your cabinet is going to shake itself to pieces.
Interestingly, with the internal sub out of the loop, I now realize that the shaker doesn't seem very strong. I'm wondering if there is something wrong with my shaker, or if it just isn't coded very aggressively. Is there any way to test the shaker? I didn't see it in any of the menus.

I'm wondering the same thing. Is there a way to turn it up?

#1027 1 year ago
Quoted from javagrind888:

I'm wondering the same thing. Is there a way to turn it up?

I found the shaker test in the menu, BTW. It shakes just fine in test mode, so I can only assume that it just isn't coded to shake very hard during game play. Interestingly, I thought there was a lot of shaking coded into the game until I unhooked the sub. I then realized that most of the rumbling I thought was coming from the shaker motor was actually being produced by the sub.

11
#1028 1 year ago

Dear wife and kids, I’m gonna be a little busy the rest of the night. Please leave me alone!

A7721337-3C4F-42C5-A4C9-08FEA48C5539 (resized).jpeg
#1030 1 year ago
Quoted from javagrind888:

I'm wondering the same thing. Is there a way to turn it up?

I did... 500/year. Did they say weekly count right now?

#1031 1 year ago
Quoted from 27dnast:

I did... 500/year. Did they say weekly count right now?

I think they are at 10 a week at this point .

#1032 1 year ago

Loving it so far!

D750ECDB-9D02-4CB6-A5BB-8B28CF6F0D27 (resized).jpeg
#1033 1 year ago

I totally have a boner for this machine.
It will be in my collection by year end.

#1034 1 year ago

I joined the club today with a butter cabinet and all the fixings. I've only put 10 or so games on it, but I managed a "high" score on game 2 or 3, so I'm having fun.

Here's a photo album of random parts of unboxing, some pictures of the cabinet, and it side-by-side with a Monster Bash LE. The glossy finish on ACNC reflects a lot more detail than the glossy decal does on MBr. Fan-cy. I think it's noticeably darker than Monster Bash on the playfield, but it's not too dark, Monster Bash is just really bright.

https://photos.app.goo.gl/bsna3mYvauRKLd8F7

#1035 1 year ago
Quoted from Maide:

I joined the club today with a butter cabinet and all the fixings. I've only put 10 or so games on it, but I managed a "high" score on game 2 or 3, so I'm having fun.
Here's a photo album of random parts of unboxing, some pictures of the cabinet, and it side-by-side with a Monster Bash LE. The glossy finish on ACNC reflects a lot more detail than the glossy decal does on MBr. Fan-cy. I think it's noticeably darker than Monster Bash on the playfield, but it's not too dark, Monster Bash is just really bright.
https://photos.app.goo.gl/bsna3mYvauRKLd8F7

I'm in on this game... not an Alice Cooper fan... but, damn, the artwork on the machine is INSANELY good. Is this the best looking pin ever made? It's gotta be up there.

47
#1036 1 year ago

Well... rock guys have influenced pinball for years, but it was the most surreal moment ever when we got to the show last night to find out the entire stage show on this new tour was "Alice Cooper's Nightmare Castle". Word is the tour will run until late this year and be named to match the game.

To get to work with some of your heroes in a business you love is incredible. To have them turn out to be as genuine, nice, caring, and wonderful as Alice Cooper and his ENTIRE team... beyond words.

We've done much in our 6.5 year history... still much to do to be where we really want to be. But to take our entire crew to the show last night, get them to meet the man on the game, talk to Alice about the show & game crossover, and watch a band that incredibly talented (GO!!! The show is freaking amazing and NOBODY on that stage is less than stellar). ... proud moment for team Spooky.

Best is yet to come... thanks to everyone that believes in us.

20190709_184207 (resized).jpg20190709_184343 (resized).jpg
#1037 1 year ago

spookycharlie I’m waiting on #157 You guys are doing great work. Can’t wait to pick up game and meet you and the spooky family. Keep it up!

Drew

#1038 1 year ago

spookycharlie - couldn't happen to a nicer (or more committed) bunch of individuals! Congrats to you and the whole crew!

maide - thanks for sharing the unboxing photos...it is certainly a beautiful machine!

#1039 1 year ago
Quoted from Jodester:

Can you pick up 219 for me while you are at it?

Would have been happy to stick around up there north of the heat (and incoming tropical weather) and wait for your game! It is worth the wait!

#1040 1 year ago
Quoted from SpookyCharlie:

Best is yet to come... thanks to everyone that believes in us.

You are very welcome as a thank you to us all, I look forward to you all adding 2 new songs to the game! My vote is Poison and I'm Eighteen

#1041 1 year ago

Ugh.. not a good experience so far..

THE NEGATIVE:

I have pf exactly leveled top to bottom and pitched per rec 6.5 degrees..
On skill shot almost every time.. launches.. dumps to left flipper and bounces right into left scoop.. very annoying!
Rubber on flippers just seem much bouncier.. than on ALL the other games I've ever owned..
Balls just seem to want to go STDM!
So far I am getting almost nothing done.. maybe get to a monster.. make a few hits.. a random MB..game over!
Feels a lot like DI out of the box.. very difficult to collect more than one SIM card/game..

On a positive note.. game is beautiful.. well put together.. music and narration seem to be well integrated.. and Spooky and company are very nice people!

#1042 1 year ago
Quoted from PBINTHESOUTH:

Ugh.. not a good experience so far..
THE NEGATIVE:
I have pf exactly leveled top to bottom and pitched per rec 6.5 degrees..
On skill shot almost every time.. launches.. dumps to left flipper and bounces right into left scoop.. very annoying!
Rubber on flippers just seem much bouncier.. than on ALL the other games I've ever owned..
Balls just seem to want to go STDM!
So far I am getting almost nothing done.. maybe get to a monster.. make a few hits.. a random MB..game over!
Feels a lot like DI out of the box.. very difficult to collect more than one SIM card/game..
On a positive note.. game is beautiful.. well put together.. music and narration seem to be well integrated.. and Spooky and company are very nice people!

"Aim better!" - Black Knight

#1043 1 year ago

The Secret Passage sign and crypt mods are now available (will add more information and create instructions soon).

Shop listing: https://pinside.com/pinball/market/shops/1104-medisinyl-mods/02702-alice-cooper-secret-passage-sign-and-crypt-mods-acnc-

More information in the mod thread: https://pinside.com/pinball/forum/topic/alice-cooper-mods-3d-tower-arch-and-more-soon-medisinyl-mods-#post-5086995

Quick clip shows a couple of the color changes for the RGB version (syncs with the speaker lights if you have them [works without the speaker lights as well, which is how mine is installed]).

Secret Passage photo is the production version (painting the wood a bit brighter than pictured previously).

Crypt is now done with a matte finish for the main body with some gloss on the skulls and gate (full gloss didn't blend as well with the game).

The crypt gate has been updated for this production version.

As a side-effect, I find it neat that the crypt lights the locked crypt ball.
20190710_012023 (resized).jpg20190710_012112 (resized).jpg20190710_013654 (resized).jpg20190710_013805 (resized).jpg20190710_191420 (resized).jpg

#1044 1 year ago
Quoted from PBINTHESOUTH:

Ugh.. not a good experience so far..
THE NEGATIVE:
I have pf exactly leveled top to bottom and pitched per rec 6.5 degrees..
On skill shot almost every time.. launches.. dumps to left flipper and bounces right into left scoop.. very annoying!
Rubber on flippers just seem much bouncier.. than on ALL the other games I've ever owned..
Balls just seem to want to go STDM!
So far I am getting almost nothing done.. maybe get to a monster.. make a few hits.. a random MB..game over!
Feels a lot like DI out of the box.. very difficult to collect more than one SIM card/game..
On a positive note.. game is beautiful.. well put together.. music and narration seem to be well integrated.. and Spooky and company are very nice people!

Simple.

Change your flipper rubber.

Problem solved.

#1045 1 year ago
Quoted from PBINTHESOUTH:

Ugh.. not a good experience so far..
THE NEGATIVE:
I have pf exactly leveled top to bottom and pitched per rec 6.5 degrees..
On skill shot almost every time.. launches.. dumps to left flipper and bounces right into left scoop.. very annoying!
Rubber on flippers just seem much bouncier.. than on ALL the other games I've ever owned..
Balls just seem to want to go STDM!
So far I am getting almost nothing done.. maybe get to a monster.. make a few hits.. a random MB..game over!
Feels a lot like DI out of the box.. very difficult to collect more than one SIM card/game..
On a positive note.. game is beautiful.. well put together.. music and narration seem to be well integrated.. and Spooky and company are very nice people!

Play better?

You always get to a monster on ball 3 if you don’t start one earlier.

Don’t like that the ball goes right to scoop on plunge after hitting the flipper? Try trapping the ball or flipping on hit to go for a skill shot lane.

Trust me, it’s a game that patience and playing will help you achieve longer ball times and more progress. Stick with it.

#1046 1 year ago
Quoted from PBINTHESOUTH:

Ugh.. not a good experience so far..
THE NEGATIVE:
I have pf exactly leveled top to bottom and pitched per rec 6.5 degrees..
On skill shot almost every time.. launches.. dumps to left flipper and bounces right into left scoop.. very annoying!
Rubber on flippers just seem much bouncier.. than on ALL the other games I've ever owned..
Balls just seem to want to go STDM!
So far I am getting almost nothing done.. maybe get to a monster.. make a few hits.. a random MB..game over!
Feels a lot like DI out of the box.. very difficult to collect more than one SIM card/game..
On a positive note.. game is beautiful.. well put together.. music and narration seem to be well integrated.. and Spooky and company are very nice people!

I think I understand some of your frustration. My game is at 6.8 and level across, but my plunge goes straight to the top of the left sling shot, making a skill shot impossible. And my left orbit goes around and exits from the right side all the way to the left flipper or straight down the middle, instead of to the right flipper. But besides these things, after turning the coil power up a few notches on the upper flipper, everything plays great.
I think Alice’s call outs sound excellent, despite all the early criticism, and the shots are not too tight, which I feared. I don’t find the ramps or loops any harder to hit than the ramps on IMDN.
Really fun game!

#1047 1 year ago

Yes I forgot about also adjusting the coil power... backed off on the plunge power and that has taken care of almost all the issue of ball
bouncing off left flipper straight up to left scoop.. Yes, I'm quite adept at "catching the ball" with the flipper.. surprising I've been able to make a ton
of backhanded left orbit shots..
Adjusting down the left flipper power also helped too..
Will keep trying...

#1048 1 year ago
Quoted from Medisinyl:

The Secret Passage sign and crypt mods are now available (will add more information and create instructions soon).
Shop listing: https://pinside.com/pinball/market/shops/1104-medisinyl-mods/02702-alice-cooper-secret-passage-sign-and-crypt-mods-acnc-
More information in the mod thread: https://pinside.com/pinball/forum/topic/alice-cooper-mods-3d-tower-arch-and-more-soon-medisinyl-mods-#post-5086995
Quick clip shows a couple of the color changes for the RGB version (syncs with the speaker lights if you have them [works without the speaker lights as well, which is how mine is installed]).
Secret Passage photo is the production version (painting the wood a bit brighter than pictured previously).
Crypt is now done with a matte finish for the main body with some gloss on the skulls and gate (full gloss didn't blend as well with the game).
The crypt gate has been updated for this production version.
As a side-effect, I find it neat that the crypt lights the locked crypt ball.
[quoted image][quoted image][quoted image][quoted image][quoted image]

So what’s involved with tapping RGB?

#1049 1 year ago

My dad and I attended the show last night Alice Cooper: Ol' Blackeyes is Back. Jul. 11, 2019, Sylvee Theatre, Madison, WI. Not sure if others do this, but we purchased tickets the day of for more then $25 off the regular price.

Alice Cooper Madison 3 (resized).jpg

#1050 1 year ago
Quoted from Medisinyl:

The Secret Passage sign and crypt mods are now available (will add more information and create instructions soon).
Shop listing: https://pinside.com/pinball/market/shops/1104-medisinyl-mods/02702-alice-cooper-secret-passage-sign-and-crypt-mods-acnc-
More information in the mod thread: https://pinside.com/pinball/forum/topic/alice-cooper-mods-3d-tower-arch-and-more-soon-medisinyl-mods-#post-5086995
Quick clip shows a couple of the color changes for the RGB version (syncs with the speaker lights if you have them [works without the speaker lights as well, which is how mine is installed]).
Secret Passage photo is the production version (painting the wood a bit brighter than pictured previously).
Crypt is now done with a matte finish for the main body with some gloss on the skulls and gate (full gloss didn't blend as well with the game).
The crypt gate has been updated for this production version.
As a side-effect, I find it neat that the crypt lights the locked crypt ball.
[quoted image][quoted image][quoted image][quoted image][quoted image]

Order placed! Should have my pin here in the next week or so. Can't wait to get this crypt on there with the interactive lighting!

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