(Topic ID: 208341)

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

By Sarge

6 years ago


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  • 7,999 posts
  • 417 Pinsiders participating
  • Latest reply 5 days ago by pinballM
  • Topic is favorited by 147 Pinsiders

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

There are 7,999 posts in this topic. You are on page 29 of 160.
#1401 4 years ago

I was happy with the sculpt so moved on to try my hand at mold making and resin casting. After one failed mold (trying to do it as a single block) I tried again and found success, that stuff is cool! So I have this painted black but now I need to find a matching green... any suggestions?

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#1402 4 years ago
Quoted from gliebig:

I should have refused delivery.

The only reason you refuse delivery is if that coin door lock is not put on right! You know, viable and completely sensible reasons

#1403 4 years ago
Quoted from dnaman:

I was happy with the sculpt so moved on to try my hand at mold making and resin casting. After one failed mold (trying to do it as a single block) I tried again and found success, that stuff is cool! So I have this painted black but now I need to find a matching green... any suggestions?[quoted image][quoted image]

I use brown (burnt umber) mixed with light green 50/50 for a base, then for the main color,
1 part brown,
2 parts light green,
2.5 parts yellow (Cadmium yellow medium hue),
half part neutral gray, and
.75 parts cream (unbleached titanium).
After that, I adjust the mix based on the dried outcome, do another coat with the fixed tone, then mix cream and yellow with the previous main mix to do some light accents (not too heavy as the factory stones are fairly monotone).

All Liquitex Basics acrylic paint. Topped with a few coats of matte clear.

Hope that can help at all. Took about 30 attempts to get that mix. Not sure if a store product exists with the exact color or not. If so, I'd like to know :p

#1404 4 years ago
Quoted from MANTO1975:

The plastic protectors that spooky supply are only clear, pinball life now supply plastic protectors in fluorescent green, they would look great on that game, also spooky have target decals, just ask them for a set to be installed on your machine. In my opinion the shaker kit is great on this game,
Hope this info helps.
Cheers

I think these look great. My camera takes poor photos so forgive me.

If you don’t have pin stadiums the green pops big time. I keep my pinstadiums green or white (I think the game looks “creepier” green but it washes out the amazing art. So I switch between them. Crucify me as you wish)

I’m keeping my green plastic protectors on the game for what it’s worth.

I know some people aren’t high on pinstadiums but I love them on this game. The art is too good to not be illuminated (in whatever shade ya like )

Edit: didn’t know brakke had a vendetta against pinstadium going because he’s so upset by pinball marketing tactics. Sorry my man- just figured people would want to see the plastic protectors with different settings.

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#1405 4 years ago

@Medisinyl, you sir are truly a gem!

There is never a shortage of members scanning through these forums looking to get something for themselves but there are only a small percentage who are as giving as you.

Among others, you and Steve gouveia (of the WOZ red smoke witch and flying monkey fame, answering questions about mold and resin creation) have been very open and giving of Information that has taken months or longer to prefect and both who are selling mods themselves. Many others would simply not share any of this information.

From a guy who is just hacking away trying to learn some of this art form, thank you both!

#1406 4 years ago

Any chance we'll be able to disable Match and get that time back between games? I disable match on all my games at home because it's on freeplay anyway!

18
#1407 4 years ago

Grrr! Danni just beat my high score...

rd

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#1408 4 years ago
Quoted from rotordave:

Grrr! Danni just beat my high score...
rd[quoted image]

Oh dear, I've got aways to go.

13
#1409 4 years ago

Saw Alice at the friggin' Grand Ole Opry on Sunday night. Was so damn cool at the start of the show hearing "Welcome to Alice Cooper's Nightmare Castle"!

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#1410 4 years ago
Quoted from Maide:

Any chance we'll be able to disable Match and get that time back between games? I disable match on all my games at home because it's on freeplay anyway!

Option will be in next update

#1411 4 years ago
Quoted from scruffypinball:

I think these look great. My camera takes poor photos so forgive me. ...

Thanks for sharing the pics! I love seeing lighting options - especially on ACNC.

Quoted from rotordave:

Grrr! Danni just beat my high score...
rd[quoted image]

Daaaang! Somebody's "kickin' ass and taking names" at your place!

#1412 4 years ago
Quoted from FawzmaGames:

Option will be in next update

Any Idea how soon next update will be?

18
#1413 4 years ago

Joined the club today!

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#1414 4 years ago
Quoted from Coindork:

Joined the club today![quoted image]

Nice, but be keep your eye on those two flathead screws on the bottom. They aren't in the same position. Obviously not torqued equally. Contact Charlie asap before your machine blows up.

11
#1415 4 years ago
Quoted from GuiitarMan:

"Welcome to Alice Cooper's Nightmare Castle"!

Freakin' still blows my mind!!! We've done much here in the last 6.5 years.... hard to top this particular little nod to the game from Alice's team.

#1416 4 years ago
Quoted from rotordave:

Grrr! Danni just beat my high score...

Yeah... I smile a lot when Bug does that to me too! Darn kids!!!

10
#1417 4 years ago
Quoted from rotordave:

Grrr! Danni just beat my high score...

I would imaging that's going to happen from time to time when your daughter is the number one ranked female player in the world!

https://www.renews.co.nz/number-1-female-pinball-player?fbclid=IwAR3adGHZY7Mr_napzkffD2mL0b3z2zlxqYSzd6eWaq3S4FJL_0H_9BSBphg

#1418 4 years ago
Quoted from gweempose:

I would imaging that's going to happen from time to time when your daughter is the number one ranked female player in the world!

https://www.renews.co.nz/number-1-female-pinball-player?fbclid=IwAR3adGHZY7Mr_napzkffD2mL0b3z2zlxqYSzd6eWaq3S4FJL_0H_9BSBphg

WOW!!!

19
#1419 4 years ago

Just throwing an idea for a factory upgrade out there

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#1420 4 years ago
Quoted from gweempose:

I would imaging that's going to happen from time to time when your daughter is the number one ranked female player in the world

Yeah ... but still the #2 in New Zealand.

Lol!

rd

#1421 4 years ago

Not to mention Danni is one of the nicest girls you’ll ever meet! RD is pretty cool too.

#1422 4 years ago
Quoted from VolunteerPin:

Not to mention Danni is one of the nicest girls you’ll ever meet! RD is pretty cool too.

Thanks boss!

The feeling is mutual - you guys were the most gracious hosts ever. A pleasure to visit you in Tennessee.

Very cool place ... Can’t wait to come back.

rd

#1423 4 years ago

Played 113 for about 2hrs just now. Sam Adams Octoberfest is in stores again btw.

What a freakin awesome pin. Couple orbit combos during multi-ball ball one medium speed left orbit followed by ball two hauling ass with the game going crazy! Love this thing.

14
#1424 4 years ago

The Fire/Volcano Mod and Frankstein's Lab mod are now available.

The volcano effect moves and glows off the surrounding mountains with 36 LEDs (all facing the player) for a very cool effect. Production version has more detail on the right side (proto in the game and production version pictured with wiring).

Was hoping to be a bit cheaper on the lab, but each one is a significant project that takes many hours over multiple days. Hopefully some can see the value in it. Production version will use a mix of slow and fast diffused RGB lighting for the right side (my preference after many tests). Current video shows all fast bulbs without diffusion. Lab gauges are back-lit and have depth with a clear plastic window in front of the gauge images.

Will update my mod thread when I get more media ready, but the prototypes give a good idea of what to expect.

https://pinside.com/pinball/market/shops/1104-medisinyl-mods/02747-acnc-36-led-fire-volcano-mod-and-frankenstein-s-lab-mod-


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#1425 4 years ago

Loving this pin. Sounds, music, modes, artwork...fantastic. This is a true pinball players pin. Love that you have to control and plan your shots. So sweet when everything comes together. Congrats team Spooky!

#1426 4 years ago
Quoted from Medisinyl:

The Fire/Volcano Mod and Frankstein's Lab mod are now available.
The volcano effect moves and glows off the surrounding mountains with 36 LEDs (all facing the player) for a very cool effect. Production version has more detail on the right side (proto in the game and production version pictured with wiring).
Was hoping to be a bit cheaper on the lab, but each one is a significant project that takes many hours over multiple days. Hopefully some can see the value in it. Production version will use a mix of slow and fast diffused RGB lighting for the right side (my preference after many tests). Current video shows all fast bulbs without diffusion. Lab gauges are back-lit and have depth with a clear plastic window in front of the gauge images.
Will update my mod thread when I get more media ready, but the prototypes give a good idea of what to expect.
https://pinside.com/pinball/market/shops/1104-medisinyl-mods/02747-acnc-36-led-fire-volcano-mod-and-frankenstein-s-lab-mod-

[quoted image][quoted image][quoted image][quoted image][quoted image]

Just added another couple videos (volcano mod from a little further out and the final RGB version of the Lab). One shows the RGB lighting on the right and one option for static lighting on the left (RGB is default as I think the animated lighting makes the lab look active, but let me know if you prefer static).

Much of the time, the Lab lighting will just be some moving red lighting with some green, but occasionally goes crazy with a bit of blue mixed in (as seen in the clip).

Sale Page: https://pinside.com/pinball/market/shops/1104-medisinyl-mods/02747-acnc-36-led-fire-volcano-mod-and-frankenstein-s-lab-mod-

Mod thread: https://pinside.com/pinball/forum/topic/alice-cooper-mods-3d-tower-arch-and-more-soon-medisinyl-mods-#post-5142913

Also, here's a couple other pics from the mod thread. Separate parts for the lab (not couting wiring and materials), and a portion of some of the measurements/notes and such from the development stage (for those that like to see behind the scenes). Was a challenge to get all the angles right with the plastic cover at forward and right leaning angles from the backboard I needed to be parallel with.
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#1427 4 years ago

Medisinyl ,
Home run, man. Ordered and really looking forward to seeing the effect in person. Really cool work.

#1428 4 years ago

Balls keep getting stuck here. Search doesn't release it.

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#1429 4 years ago
Quoted from gliebig:

Balls keep getting stuck here. Search doesn't release it.[quoted image]

Search wouldn’t affect it, as it’s not a controlled gate. Could be the pitch or level. Or possibly the gate isn’t opening as freely as it should.

20
#1430 4 years ago

Got mine! This game is amazing and coin door screw is perfect

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#1431 4 years ago
Quoted from gliebig:

Balls keep getting stuck here. Search doesn't release it.[quoted image]

Changing the silicone rubber to a black rubber where the ball bounces once through the gate did the trick for our game. Only got the ball stuck once in the past month since changing it out. Good luck.

#1432 4 years ago
Quoted from gliebig:

Balls keep getting stuck here. Search doesn't release it.[quoted image]

The ball was getting stuck there on my machine because the gate wouldn't open upwards far enough. I just had to pull the gate upwards with my hand a few millimeters, to make it open and close smoother.

#1433 4 years ago
Quoted from ghostbc:

Changing the silicone rubber to a black rubber where the ball bounces once through the gate did the trick for our game. Only got the ball stuck once in the past month since changing it out. Good luck.

Black rubber = increased residue on playfield

just sayin'

#1434 4 years ago

I'm having trouble with the switch for the second Frank lock. It seems like if I hit a perfect shot that loads the second ball very quickly it doesn't register (last night I hit it several times with a much slower shot and it never failed). Then the ball search takes literal days to raise Frank high enough to release the balls (gross). It sucks because the ball search takes so long, and you get robbed of the Frank MB. I haven't messed with adjusting the switch, but I wanted to see if anyone else is experiencing this problem. I also wanted to suggest to Charlie and the team adjusting the ball search to raise Frank all the way sooner. During the ball search he raises partially, but not enough to return the balls. It takes so long to for the ball search to release the balls when this happens that I typically just reset the game.

#1435 4 years ago
Quoted from JustEverett:

I'm having trouble with the switch for the second Frank lock. It seems like if I hit a perfect shot that loads the second ball very quickly it doesn't register (last night I hit it several times with a much slower shot and it never failed).

I would suggest lowering the strength of your upper flipper so it is just strong enough to make that ramp.

#1436 4 years ago
Quoted from JustEverett:

I'm having trouble with the switch for the second Frank lock. It seems like if I hit a perfect shot that loads the second ball very quickly it doesn't register (last night I hit it several times with a much slower shot and it never failed). Then the ball search takes literal days to raise Frank high enough to release the balls (gross). It sucks because the ball search takes so long, and you get robbed of the Frank MB. I haven't messed with adjusting the switch, but I wanted to see if anyone else is experiencing this problem. I also wanted to suggest to Charlie and the team adjusting the ball search to raise Frank all the way sooner. During the ball search he raises partially, but not enough to return the balls. It takes so long to for the ball search to release the balls when this happens that I typically just reset the game.

I have the same problem, curious to hear about a solution too.

#1437 4 years ago
Quoted from gweempose:

I would suggest lowering the strength of your upper flipper so it is just strong enough to make that ramp.

What power do people have that upper flipper on? I have raised mine a little but still seems it takes a strong perfect shot to make that ramp so I was wanting to raise it more but I wonder what the sweet spot is?

#1438 4 years ago
Quoted from bemmett:

What power do people have that upper flipper on? I have raised mine a little but still seems it takes a strong perfect shot to make that ramp so I was wanting to raise it more but I wonder what the sweet spot is?

I put mine up to 20.

Still trying to find the sweet spot for backhanding the left ramp without getting a bunch of airballs.

#1439 4 years ago
Quoted from bemmett:

What power do people have that upper flipper on? I have raised mine a little but still seems it takes a strong perfect shot to make that ramp so I was wanting to raise it more but I wonder what the sweet spot is?

I'd have to check my settings, but I'm not sure the power levels are comparable from game to game. I have mine set so you need a nice solid and accurate shot to make the lock ramp. This also makes it easier to control the ball on the upper playfield, while still being able to backhand the guillotine ramp.

12
#1440 4 years ago

Just read through 600 posts to catch up here.
Feel like I should get a trophy made out of coin door latches.
STILL IN!

#1441 4 years ago
Quoted from JustEverett:

I'm having trouble with the switch for the second Frank lock. It seems like if I hit a perfect shot that loads the second ball very quickly it doesn't register (last night I hit it several times with a much slower shot and it never failed). Then the ball search takes literal days to raise Frank high enough to release the balls (gross). It sucks because the ball search takes so long, and you get robbed of the Frank MB. I haven't messed with adjusting the switch, but I wanted to see if anyone else is experiencing this problem. I also wanted to suggest to Charlie and the team adjusting the ball search to raise Frank all the way sooner. During the ball search he raises partially, but not enough to return the balls. It takes so long to for the ball search to release the balls when this happens that I typically just reset the game.

I had the lock not register a few times , I bent the switch up a little and that seems to help .Try making adjustments to your switch to make it a little more sensitive .Yeah it took too long for the ball search to raise frank , and losing the lock sucks .

#1442 4 years ago

I just checked, and my upper flipper is set to 14 ...

ACNC coil settings (resized).jpgACNC coil settings (resized).jpg
#1443 4 years ago
Quoted from bemmett:

What power do people have that upper flipper on? I have raised mine a little but still seems it takes a strong perfect shot to make that ramp so I was wanting to raise it more but I wonder what the sweet spot is?

I haven't adjusted mine from the factory, but I'm not sure what it comes set at from the factory.

Quoted from gweempose:

I would suggest lowering the strength of your upper flipper so it is just strong enough to make that ramp.

I hesitate to lower it because it's already pretty tough to make the shot. Less power is definitely going to make it ridiculously difficult.

#1444 4 years ago
Quoted from trilogybeer:

I had the lock not register a few times , I bent the switch up a little and that seems to help .Try making adjustments to your switch to make it a little more sensitive .Yeah it took too long for the ball search to raise frank , and losing the lock sucks .

I figured this was probably my best bet, but I haven't messed with it yet. I will give it a try.

#1445 4 years ago
Quoted from JustEverett:

I hesitate to lower it because it's already pretty tough to make the shot. Less power is definitely going to make it ridiculously difficult.

If you're already struggling to get the ball up there and it's still not registering, then you definitely need to adjust that switch.

#1446 4 years ago
Quoted from gweempose:

If you're already struggling to get the ball up there and it's still not registering, then you definitely need to adjust that switch.

I agree that the switch likely needs the attention. I just don't want to lower the flipper strength and make the shot harder to make.

#1447 4 years ago
Quoted from trilogybeer:

I had the lock not register a few times , I bent the switch up a little and that seems to help .Try making adjustments to your switch to make it a little more sensitive .Yeah it took too long for the ball search to raise frank , and losing the lock sucks .

I did the same on mine after having that issue and it's been registering fine ever since.

Quoted from JustEverett:

I agree that the switch likely needs the attention. I just don't want to lower the flipper strength and make the shot harder to make.

I have my upper flipper strength slightly boosted from factory settings as well. No need to lower it.

#1448 4 years ago

The only adjustment I made to my factory settings is to increase the upper flipper to 20.

That’s a number Charlie recommended. I suggested that they should raise the default up. My machine is set a little higher, and 20 works well for me - you still need to hit the shot cleanly.

I’d suggest try 18-19-20 for machines at a standard 6.5 degrees.

rd

#1449 4 years ago

Any recommendations on scoop adjustments? Mine has randomly started shooting all over the place very unpredictably

#1450 4 years ago
Quoted from scruffypinball:

Any recommendations on scoop adjustments? Mine has randomly started shooting all over the place very unpredictably

First try lowering the coil power a little ... see if that makes it better. Drop it back say 3-4 numbers and start from there ...

rd

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