(Topic ID: 208341)

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

By Sarge

6 years ago


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#4901 3 years ago

TLDR version of this post:
- I saw/counted the same rubbers as Crile1, except he found 1 more 3/8" than I did. I would use his counts if I needed to order rubbers today.
- KingPinGames seemed to have some more precise ring sizes for the larger rings, but the counts don't add up and he is most definitely missing some rubbers in his list. It's difficult to say whether the ring sizes he suggests are right, and how many are needed, and where they go, without disassembling the game to measure all the rings.
- I'm really annoyed at all the discrepancies, so I'm placing a Titan order for my/Crile1's rubbers PLUS some of the additional sizes listed by KingPinGames to get to the bottom of this. I plan to document location and measure when I remove, and post "my" version of the list.

I'm about 99% sure the actual rubbers are:

2x - Flipper Rubber - Standard Size
1x left flipper
1x right flipper

1x - Flipper Rubber - 1" Mini Size
1x upper playfield flipper

2x - 2-1/2" Rubber Rings
1x left sling
1x right sling

2x - 3/8" OD Rubber Rings
1x above left sling
1x above right sling

4x - 3/8" ID Rubber Rings
4x upper playfield near the left habitrail entrance

4x - 5/16" Bumper Post Ring
1x left outlane
2x upper playfield near Ethyl drop
1x upper playfield near guillotine entrance

4x - 1-1/2" Rubber Ring (3 star posts)
1x "Collects Mystery When Pulsing" kickout
1x "Collects Hurry Up When Pulsing" target
1x right outlane
1x upper playfield between "Extra Ball" target and castle tower drop

3x - 1" Rubber Ring (2 post, short)
1x near right orbit entrance
1x upper playfield between right ramp exit & guillotine entrance
1x upper playfield between "Lab Lock 2" shot & Vampire target

3x - 2" (2 post, long)
1x between Ethyl lock and "Change Monster Mode" targets
1x between Secret Passage and "Light Mystery" shot
1x "Collects Mystery When Pulsing" kickout

6x - 1-1/16" Thin (Stern Compatible) Rubber Post Sleeves
2x right ramp
2x left ramp
1x between "Light Mystery" shot and "Change Monster Mode" targets
1x upper playfield between the Vampire target & right ramp exit

...but I'm going to order the extra rubbers just in case.

I'm just worried that I somehow missed a post or ring somewhere hidden, so I'm posting everywhere I looked and what I found.

Here are the places on the playfield where I spotted rubbers (verified by my wife) (boy that's an awkward statement):

Left Sling
Right sling
Above left sling
Above right sling
Left outlane
"Collects Mystery When Pulsing" kickout
"Collects Hurry Up When Pulsing" target
Left ramp entrance:
Between Secret Passage and "Light Mystery" shot
Between "Light Mystery" shot and "Change Monster Mode" targets
Between Ethyl lock and "Change Monster Mode" targets
Right ramp entrance:
Near right orbit entrance
Right outlane
Upper playfield near the left habitrail entrance
Upper playfield between "Extra Ball" target and castle tower drop
Upper playfield between "Extra Ball" target and "Lab Lock 2" shot
Upper playfield between "Lab Lock 2" shot & Vampire target
Upper playfield between the Vampire target & right ramp exit
Upper playfield between right ramp exit & guillotine entrance
Upper playfield near guillotine entrance
Upper playfield near Ethyl drop
Flipper Rubber - Standard Size
Flipper Rubber - 1" Mini Size

Crile1 weighs in at 32 rubbers
(actually 29, but he didn't list the flipper rubbers so 29 + 3 flippers = 32)
I am pretty sure Spooky Luke used this when he sent the rubbers list to Silkenone. Luke's list was even typed the same way Crile1's Post-It was written.

Post Sleeve-6
2x right ramp
2x left ramp
1x between "Light Mystery" shot and "Change Monster Mode" targets
1x upper playfield between the Vampire target & right ramp exit

3/8"OD-2
1x above left sling
1x above right sling

3/16"-5 (I think this is a typo and should be 3/8" ID)
4x upper playfield near the left habitrail entrance
1x ???? (I couldn't find this one)

5/16"-4
1x left outlane
2x upper playfield near Ethyl drop
1x upper playfield near guillotine entrance

1"-3
1x near right orbit entrance
1x upper playfield between right ramp exit & guillotine entrance
1x upper playfield between "Extra Ball" target and "Lab Lock 2" shot

1 1/2"-5
1x upper playfield between "Lab Lock 2" shot & Vampire target (I think this may be mis-measured? Looks like 1" to me but I didn't remove it)
1x upper playfield between "Extra Ball" target and castle tower drop
1x "Collects Mystery When Pulsing" kickout
1x "Collects Hurry Up When Pulsing" target
1x right outlane

2"-2
1x between Ethyl lock and "Change Monster Mode" targets
1x between Secret Passage and "Light Mystery" shot

2 1/2"-2
1x left sling
1x right sling

KingPinGames and the manual weigh in at 29 rubbers

10x - 3/8" Bumper Post Rings
2x upper playfield near Ethyl drop
1x upper playfield near guillotine entrance
4x upper playfield near the left habitrail entrance
3x ???

2x - 2-1/2" Rubber Rings
1x left sling
1x right sling

3x - 2" Rubber Rings
1x "Collects Mystery When Pulsing" kickout
1x "Collects Hurry Up When Pulsing" target
1x right outlane

1x - 1-1/4" Rubber Ring
1x upper playfield between "Extra Ball" target and castle tower drop (I think?)

5x - 1" Rubber Rings
1x near right orbit entrance
1x upper playfield between right ramp exit & guillotine entrance
1x upper playfield between "Extra Ball" target and "Lab Lock 2" shot
1x upper playfield between "Lab Lock 2" shot & Vampire target
1x ???

3x - 1-1/16" Thin (Stern Compatible) Rubber Post Sleeves
2x left ramp
1x Secret Passage

1x - 5/16" Bumper Post Ring
1x left outlane

2x - 3/8" OD Mini Post Rubbers
1x above left sling
1x above right sling

2x - Flipper Rubber - Standard Size – Purple
1x left flipper
1x right flipper

1x - Flipper Rubber - 1" Mini Size – Red
1x upper playfield flipper

Unaccounted for, but I spotted on the playfield:
1x between Ethyl lock and "Change Monster Mode" targets
1x between Secret Passage and "Light Mystery" shot

2x right ramp
1x upper playfield between the Vampire target & right ramp exit

My numbers, weighing in at 31 rubbers

2x - Flipper Rubber - Standard Size
1x left flipper
1x right flipper

1x - Flipper Rubber - 1" Mini Size
1x upper playfield flipper

2x - 2-1/2" Rubber Rings
1x left sling
1x right sling

2x - 3/8" OD Rubber Rings
1x above left sling
1x above right sling

4x - 3/8" ID Rubber Rings
4x upper playfield near the left habitrail entrance

4x - 5/16" Bumper Post Ring
1x left outlane
2x upper playfield near Ethyl drop
1x upper playfield near guillotine entrance

4x - 1-1/2" Rubber Ring (3 star posts)
1x "Collects Mystery When Pulsing" kickout
1x "Collects Hurry Up When Pulsing" target
1x right outlane
1x upper playfield between "Extra Ball" target and castle tower drop

3x - 1" Rubber Ring (2 post, short)
1x near right orbit entrance
1x upper playfield between right ramp exit & guillotine entrance
1x upper playfield between "Lab Lock 2" shot & Vampire target

3x - 2" (2 post, long)
1x between Ethyl lock and "Change Monster Mode" targets
1x between Secret Passage and "Light Mystery" shot
1x "Collects Mystery When Pulsing" kickout

6x - 1-1/16" Thin (Stern Compatible) Rubber Post Sleeves
2x right ramp
2x left ramp
1x between "Light Mystery" shot and "Change Monster Mode" targets
1x upper playfield between the Vampire target & right ramp exit

So let's look at it another way: by location.

Left Sling
Crile1: 1x 2 1/2"
KingPinGames: 1x 2-1/2" Rubber Ring
Me: 1x 2-1/2" Rubber Ring
Verdict: 1x 2-1/2" Rubber Ring

Right sling
Crile1: 1x 2 1/2"
KingPinGames: 1x 2-1/2" Rubber Ring
Me: 1x 2-1/2" Rubber Ring
Verdict: 1x 2-1/2" Rubber Ring

Above left sling
Crile1: 1x 3/8"OD
KingPinGames: 1x 3/8" OD Mini Post Rubbers
Me: 1x 3/8" OD Mini Post Rubbers
Verdict: 1x 3/8" OD Mini Post Rubbers

Above right sling
Crile1: 1x 3/8"OD
KingPinGames: 1x 3/8" OD Mini Post Rubbers
Me: 1x 3/8" OD Mini Post Rubbers
Verdict: 1x 3/8" OD Mini Post Rubbers

Left outlane
Crile1: 1x 5/16"
KingPinGames: 1x 5/16" Bumper Post Ring
Me: 1x 5/16" Bumper Post Ring
Verdict: 1x 5/16" Bumper Post Ring

"Collects Mystery When Pulsing" kickout
Crile1: 1x 1 1/2"
KingPinGames: N/A
Me: 1x 1-1/2" Rubber Ring
Verdict: 1x 1-1/2" Rubber Ring

"Collects Hurry Up When Pulsing" target
Crile1: 1x 1 1/2"
KingPinGames: N/A
Me: 1x approximately 2" rubber ring
Verdict: ???? (could be 1-1/2" or 2")

Left ramp entrance:
Crile1: 2x Post Sleeves
KingPinGames: 2x 1-1/16" Thin (Stern Compatible) Rubber Post Sleeves
Me: 2x 1-1/16" Thin (Stern Compatible) Rubber Post Sleeves
Verdict: 2x 1-1/16" Thin (Stern Compatible) Rubber Post Sleeves

Between Secret Passage and "Light Mystery" shot
Crile1: 1x 2"
KingPinGames: 1x 2" Rubber Ring
Me: 1x 2" Rubber Ring
Verdict: 1x 2" Rubber Ring

Between "Light Mystery" shot and "Change Monster Mode" targets
Crile1: 1x Post Sleeve
KingPinGames: N/A
Me: 1x x 1-1/16" Thin (Stern Compatible) Rubber Post Sleeves
Verdict: 1x 1-1/16" Thin (Stern Compatible) Rubber Post Sleeves

Between Ethyl lock and "Change Monster Mode" targets
Crile1: 1x 2"
KingPinGames: 1x 2" Rubber Ring
Me: 1x approximately 2" Rubber Ring
Verdict: 1x 2" Rubber Ring

Right ramp entrance:
Crile1: 2x Post Sleeves
KingPinGames: N/A
Me: 2x 1-1/16" Thin (Stern Compatible) Rubber Post Sleeves
Verdict: 2x 1-1/16" Thin (Stern Compatible) Rubber Post Sleeves

Near right orbit entrance
Crile1: 1x 1"
KingPinGames: 1x 1" Rubber Rings
Me: 1x 1" Rubber Rings
Verdict: 1x 1" Rubber Rings

Right outlane
Crile1: 1x 1 1/2"
KingPinGames: 1x 2" Rubber Ring
Me: 1x 1-1/2" Rubber Ring
Verdict: 1x 1-1/2" Rubber Ring

Upper playfield near the left habitrail entrance
Crile1: 4x 3/16"
KingPinGames: 4x 3/8" Bumper Post Rings
Me: 4x 3/8" ID Bumper Post Rings
Verdict: 4x 3/8" ID Bumper Post Rings

Upper playfield between "Extra Ball" target and castle tower drop
Crile1: 1x 1 1/2"
KingPinGames: 1x 1-1/4" Rubber Ring
Me: 1x 1" Rubber Ring
Verdict: ??? (could be 1", 1-1/4", 1-1/2")

Upper playfield between "Extra Ball" target and "Lab Lock 2" shot
Crile1: 1x 1"
KingPinGames: 1x 1" Rubber Ring
Me: 1x 1" Rubber Ring
Verdict: 1x 1" Rubber Ring

Upper playfield between "Lab Lock 2" shot & Vampire target
Crile1: 1x 1 1/2"
KingPinGames: 1x 1" Rubber Rings
Me: 1x 1" Rubber Rings
Verdict: 1x 1" Rubber Rings

Upper playfield between the Vampire target & right ramp exit
Crile1: 1x Post Sleeve
KingPinGames: N/A
Me: 1x 1-1/16" Thin (Stern Compatible) Rubber Post Sleeve
Verdict: 1x 1-1/16" Thin (Stern Compatible) Rubber Post Sleeve

Upper playfield between right ramp exit & guillotine entrance
Crile1: 1x 1"
KingPinGames: 1x 1" Rubber Ring
Me: 1x 1" Rubber Ring
Verdict: 1x 1" Rubber Ring

Upper playfield near guillotine entrance
Crile1: 5/16"
KingPinGames: 1x 3/8" Bumper Post Ring
Me: 1x 3/8" Bumper Post Ring
Verdict: 1x 3/8" Bumper Post Ring

Upper playfield near Ethyl drop
Crile1: 2x 5/16"
KingPinGames: 2x 3/8" Bumper Post Rings
Me: 2x 5/16" Bumper Post Ring
Verdict: 2x 5/16" Bumper Post Ring

Flipper Rubber - Standard Size
Crile1: 2x
KingPinGames: 2x
Me: 2x
Verdict: 2x Flipper Rubber - Standard Size

Flipper Rubber - 1" Mini Size
Crile1: 1x
KingPinGames: 1x
Me: 1x
Verdict: 1x - Flipper Rubber - 1" Mini Size

This leaves the following unaccounted for:
Crile1

3x 3/16"

KingPinGames

3x 3/8" Bumper Post Rings
1x 1" Rubber Rings
1x "Collects Mystery When Pulsing" kickout
1x "Collects Hurry Up When Pulsing" target
2x right ramp
1x upper playfield between the Vampire target & right ramp exit

Me

Nothing?

So this matrix ends up with 43 rubbers accounted for (there is some overlap and duplication):

5x 1-1/2" Rubber Ring
1x 1-1/4" Rubber Ring
6x 1-1/16" Thin (Stern Compatible) Rubber Post Sleeve
5x 1" Rubber Ring
3x 2" Rubber Ring
10x 3/8" Bumper Post Ring
4x 5/16" Bumper Post Ring
2x 2-1/2" Rubber Ring
4x 3/8" ID Bumper Post Rings
1x Flipper Rubber - 1" Mini Size
2x Flipper Rubber - Standard Size

So 43 rubbers possibly accounted for, and somewhere between 29-32 rubbers counted in the playfield (29, 31, 32).

I am going to order all 43 and see what I end up with left over. That's approximately 10-14 rubbers too many, but who knows which ones are wrong.

Is there a rubber I missed??

Added over 4 years ago:

OK! I found and measured every rubber: https://pinside.com/pinball/forum/topic/alice-coopers-nightmare-castle-club-enter-at-own-risk/page/99#post-5731017

#4902 3 years ago
Quoted from 27dnast:

Right, but an announcement on the screen really should be a callout. An excited callout when you pick up the item... a callout when you use the item. Would give it more of a vibe, but would actually make everything make more sense. As it sits, these are fairly major to the game, but their existence and use minimally acknowledged.

The lack of the game indicating where a weapon is after a monster Is selected by advancing a room is kind of a nightmare. I have no desire to memorize 15+ locations of weapons dependent on the monster that is started. Nor do I want to consult a chart.

The map should indicate weapon room locations and there should be an animation when it is collected.

#4903 3 years ago

Can I ask a favour please? Could simeone take a pic of the screw which fastens the tower to the wall?
There is one in the images for this thread - just want to double check that mine is wrong!

#4904 3 years ago
Quoted from Silkenone:

Can I ask a favour please? Could simeone take a pic of the screw which fastens the tower to the wall?
There is one in the images for this thread - just want to double check that mine is wrong!

I'm not near my game, but from installing the crypt mod I believe there are 2 screw setups. Some games (like mine) have a single screw whereas others have 2 screws holding the tower to the wall.

1 week later
#4905 3 years ago
Quoted from dnapac:

Eventually Spooky has to move on. ACNC is an incredible pin and the latest code really has elevated it. I hope for one more polish to the code, but I’m very happy with what they have given us. Yup, their attention has turned to R&M...completely expected. BTW, I did purchase the green black widow armor that Luke and Bug did. It looks awesome! I’ll post pics tomorrow. Yes it’s expensive and not for everyone, but neither is the butter cab....but I have that too and love it!

Noooooooo...... So I'm on the latest code and there still is the bug where if there is a crypt ball locked and you are trying to find Cold Ethyl and you start crypt multiball its like you hit the monster select target and you lose your progress on CE and now you are looking for Igor.

That has *not* been fixed yet, right?

Minor bugs are one thing, but this wasn't a problem until a code update brought it into being and its a major bug. They can't possibly just leave that like that can they? I don't mind some cosmetic rough edges that never get ironed out, but this is something they broke in an update and it remains broke.

I find this pretty unacceptable. This isn't normal in the world of boutique pinball is it?

#4906 3 years ago
Quoted from superhawk2300:

Noooooooo...... So I'm on the latest code and there still is the bug where if there is a crypt ball locked and you are trying to find Cold Ethyl and you start crypt multiball its like you hit the monster select target and you lose your progress on CE and now you are looking for Igor.
That has *not* been fixed yet, right?
Minor bugs are one thing, but this wasn't a problem until a code update brought it into being and its a major bug. They can't possibly just leave that like that can they? I don't mind some cosmetic rough edges that never get ironed out, but this is something they broke in an update and it remains broke.
I find this pretty unacceptable. This isn't normal in the world of boutique pinball is it?

I always figured that was intentional to prevent you getting a free lock from cold ethyl

#4907 3 years ago
Quoted from MintIndeed:

TLDR version of this post:
- I saw/counted the same rubbers as Crile1, except he found 1 more 3/8" than I did. I would use his counts if I needed to order rubbers today.
- KingPinGames seemed to have some more precise ring sizes for the larger rings, but the counts don't add up and he is most definitely missing some rubbers in his list. It's difficult to say whether the ring sizes he suggests are right, and how many are needed, and where they go, without disassembling the game to measure all the rings.
- I'm really annoyed at all the discrepancies, so I'm placing a Titan order for my/Crile1's rubbers PLUS some of the additional sizes listed by KingPinGames to get to the bottom of this. I plan to document location and measure when I remove, and post "my" version of the list.
I'm about 99% sure the actual rubbers are:

...but I'm going to order the extra rubbers just in case.
I'm just worried that I somehow missed a post or ring somewhere hidden, so I'm posting everywhere I looked and what I found.
Here are the places on the playfield where I spotted rubbers (verified by my wife) (boy that's an awkward statement):

Crile1 weighs in at 32 rubbers
(actually 29, but he didn't list the flipper rubbers so 29 + 3 flippers = 32)
I am pretty sure Spooky Luke used this when he sent the rubbers list to Silkenone. Luke's list was even typed the same way Crile1's Post-It was written.

KingPinGames and the manual weigh in at 29 rubbers

My numbers, weighing in at 31 rubbers

So let's look at it another way: by location.

This leaves the following unaccounted for:
Crile1

KingPinGames

Me

So this matrix ends up with 43 rubbers accounted for (there is some overlap and duplication):

So 43 rubbers possibly accounted for, and somewhere between 29-32 rubbers counted in the playfield (29, 31, 32).
I am going to order all 43 and see what I end up with left over. That's approximately 10-14 rubbers too many, but who knows which ones are wrong.
Is there a rubber I missed??

Update! Got my rubbers in from Titan and will be installing today!

#4908 3 years ago

An occasional bit of communication from the team wouldn’t go amiss - but I think it’s pretty unlikely the code is finished with just yet. Hope so anyway.

Edit: Surely that Ethyl/Crypt thing is a bug?!

10
#4909 3 years ago

Check out my sick cover!

4C572193-E0B9-4490-AF35-FD181EABD097 (resized).jpeg4C572193-E0B9-4490-AF35-FD181EABD097 (resized).jpeg
#4910 3 years ago
Quoted from superhawk2300:

hat has *not* been fixed yet, right?

No, I have it happen QUITE often.
In fact, I don't think it's intentional, as I've had it happen a few times when I WAS NOT ON Ethyl.

#4911 3 years ago

FYI this is the level of deconstruction you should be prepared for if you’re doing a full rubber swap! Necessary to get the heavily hit bumper post between Light Mystery and Change Monster Mode.

522E1536-D9C3-4779-8430-14F76B48A9BF (resized).jpeg522E1536-D9C3-4779-8430-14F76B48A9BF (resized).jpegB1AF6713-5FED-46B2-A646-F6495A7EC9C9 (resized).jpegB1AF6713-5FED-46B2-A646-F6495A7EC9C9 (resized).jpegF62B1090-EFB2-4043-A0B5-B555A8CF6AEE (resized).jpegF62B1090-EFB2-4043-A0B5-B555A8CF6AEE (resized).jpeg
#4912 3 years ago
Quoted from MintIndeed:

FYI this is the level of deconstruction you should be prepared for if you’re doing a full rubber swap! Necessary to get the heavily hit bumper post between Light Mystery and Change Monster Mode.
[quoted image][quoted image][quoted image]

Whoa! I didn’t need to do anything like that to change that rubber.

#4913 3 years ago
Quoted from dnapac:

Whoa! I didn’t need to do anything like that to change that rubber.

Likewise.

#4914 3 years ago

Really? Amongst other things, I couldn't find any other way to get underneath the upper playfield to replace the post sleeve and rings, or to get to the post sleeve on the left side of the right ramp.

As far as I could tell, to be able to swap the two rings and the two post sleeves pictured required being able to lift the plastic at the front of the upper playfield assembly, and to be able to lift it high enough to get those tings off required removal. Couldn't find any way to remove it without doing everything pictured in my first post.

If there's another way, I'd be glad to hear it!

IMG_4128 (resized).jpegIMG_4128 (resized).jpegIMG_4127 (resized).jpegIMG_4127 (resized).jpeg
#4915 3 years ago
Quoted from MintIndeed:

Really? Amongst other things, I couldn't find any other way to get underneath the upper playfield to replace the post sleeve and rings, or to get to the post sleeve on the left side of the right ramp.
As far as I could tell, to be able to swap the two rings and the two post sleeves pictured required being able to lift the plastic at the front of the upper playfield assembly, and to be able to lift it high enough to get those tings off required removal. Couldn't find any way to remove it without doing everything pictured in my first post.
If there's another way, I'd be glad to hear it!
[quoted image][quoted image]

Also wanted to clarify - I'm doing a full_ rubber swap, not just that bumper. That said, I found I had to unscrew both ramps, guillotine ramp, remove a bunch of castle elements, and loosen up the upper playfield enough to pivot and tilt it to be able to get to all the rubbers. Literally can't see any way to reach some of the rubbers otherwise.

#4916 3 years ago

I did take a couple castle pieces off, but taking the nuts off the plastic piece So I could lift it slightly is all I had to do. I will say, I just replaced my posts...not a full rubber swap. Maybe those that have done a full swap (I know many changed to glow titans) can chime in how much removal was needed.

#4917 3 years ago
Quoted from MintIndeed:

Also wanted to clarify - I'm doing a full_ rubber swap, not just that bumper. That said, I found I had to unscrew both ramps, guillotine ramp, remove a bunch of castle elements, and loosen up the upper playfield enough to pivot and tilt it to be able to get to all the rubbers. Literally can't see any way to reach some of the rubbers otherwise.

I did a full rubber rings and sleeves replacement and only had to remove a few castle pieces and the plastics (original and Spooky installed protector underneath) over the center area. No ramps.

22
#4918 3 years ago

OK! I measured and replaced every rubber I could find on the machine and have, I believe, the definitive list of rubbers needed for this game.

6x Post Sleeve (thin)
2x 2-1/2” (2-1/4” can be used if you want it tighter)
2x 2”
5x 1-1/2”
2x 1”
1x 3/4”
4x 3/8” ID
5x 3/16” ID
2x 3/8” OD
2x Flipper (standard)
1x Flipper (Mini)
2x 1/2” Sleeve/Spacer (optional)

On my game, the 5 post sleeves on the lower play field and the 2" ring on the left side of the lower playfield got the highest amount of wear. Those 6 rubbers were practically worn through, while all the others were basically brand new (minus some discolouration from the ball). If you're looking for minimum replacement, this is it.

Regarding the 2x 1/2” Sleeve/Spacer (optional) - these are on the lower playfield underneath the two middle rubbers. Titan's 1/2" Data East Post Sleeves should work here. They don't get any wear, but just in case you really need more colour.

Replacing the rubbers on this game is not for the faint of heart. If you're doing a minimal replacement just for worn rubbers, you still have quite a lot to remove (and/or some tricky manoeuvers). If you're doing a full swap, you have to take apart a lot of the playfield to get to everything.

Pro tip: When replacing the 1-1/2" ring on the lower playfield between Light Mystery and Secret Passage, you should unscrew both metal guides next to the rubber, then screw them back in after fitting the new rubber in place. Same with the metal guide next to the 3/4" ring near the right orbit. Otherwise, I can pretty much guarantee the metal guides will slice right through your rubber.

I've uploaded this with the colour scheme I purchased to Titan's Kit Database: https://www.titanpinball.com/kits/index.php/view/id/1408

ACNC playfield (resized).jpegACNC playfield (resized).jpegACNC upper playfield (resized).jpegACNC upper playfield (resized).jpeg
#4919 3 years ago
Quoted from MintIndeed:

FYI this is the level of deconstruction you should be prepared for if you’re doing a full rubber swap! Necessary to get the heavily hit bumper post between Light Mystery and Change Monster Mode.

Damn ... I’m about to replace the optos for the Crypt lock and expecting the same hell.

#4920 3 years ago
Quoted from MintIndeed:

OK! I measured and replaced every rubber I could find on the machine and have, I believe, the definitive list of rubbers needed for this game.

On my game, the 5 post sleeves on the lower play field and the 2" ring on the left side of the lower playfield got the highest amount of wear. Those 6 rubbers were practically worn through, while all the others were basically brand new (minus some discolouration from the ball). If you're looking for minimum replacement, this is it.
Regarding the 2x 1/2” Sleeve/Spacer (optional) - these are on the lower playfield underneath the two middle rubbers. Titan's 1/2" Data East Post Sleeves should work here. They don't get any wear, but just in case you really need more colour.
Replacing the rubbers on this game is not for the faint of heart. If you're doing a minimal replacement just for worn rubbers, you still have quite a lot to remove (and/or some tricky manoeuvers). If you're doing a full swap, you have to take apart a lot of the playfield to get to everything.
Pro tip: When replacing the 1-1/2" ring on the lower playfield between Light Mystery and Secret Passage, you should unscrew both metal guides next to the rubber, then screw them back in after fitting the new rubber in place. Same with the metal guide next to the 3/4" ring near the right orbit. Otherwise, I can pretty much guarantee the metal guides will slice right through your rubber.
I've uploaded this with the colour scheme I purchased to Titan's Kit Database: https://www.titanpinball.com/kits/index.php/view/id/1408
[quoted image][quoted image]

Thanks for this just ordered your kit.

#4921 3 years ago
Quoted from MintIndeed:

OK! I measured and replaced every rubber I could find on the machine and have, I believe, the definitive list of rubbers needed for this game.

On my game, the 5 post sleeves on the lower play field and the 2" ring on the left side of the lower playfield got the highest amount of wear. Those 6 rubbers were practically worn through, while all the others were basically brand new (minus some discolouration from the ball). If you're looking for minimum replacement, this is it.
Regarding the 2x 1/2” Sleeve/Spacer (optional) - these are on the lower playfield underneath the two middle rubbers. Titan's 1/2" Data East Post Sleeves should work here. They don't get any wear, but just in case you really need more colour.
Replacing the rubbers on this game is not for the faint of heart. If you're doing a minimal replacement just for worn rubbers, you still have quite a lot to remove (and/or some tricky manoeuvers). If you're doing a full swap, you have to take apart a lot of the playfield to get to everything.
Pro tip: When replacing the 1-1/2" ring on the lower playfield between Light Mystery and Secret Passage, you should unscrew both metal guides next to the rubber, then screw them back in after fitting the new rubber in place. Same with the metal guide next to the 3/4" ring near the right orbit. Otherwise, I can pretty much guarantee the metal guides will slice right through your rubber.
I've uploaded this with the colour scheme I purchased to Titan's Kit Database: https://www.titanpinball.com/kits/index.php/view/id/1408
[quoted image][quoted image]

Awesome, thanks for sharing.
Someone with the power to do so should tag this as a key post.

#4922 3 years ago

Stupid question, but where do you see the newest code for ACNC?

#4923 3 years ago

MintIndeed Thank you for taking the time to do this, greatly appreciated.

Quoted from clancea3:

Stupid question, but where do you see the newest code for ACNC?

Spooky’s web page under game support tag, then scroll to ACNC latest code on left.

#4924 3 years ago
Quoted from clancea3:

Stupid question, but where do you see the newest code for ACNC?

Right here! https://www.spookypinball.com/game-support/

To upgrade, put the file in the root of a USB drive and put the USB stick in any port of the little computer in the backbox of your machine (while the machine is powered off). Turn on the machine, wait a while and it will do its thing, get nervous about whether it's working or not, forget about it, look up again and it will be done. Turn off your machine, remove the USB stick, and turn it back on again: new code!

#4925 3 years ago

Anyone in the thread replace the clear rubber with a color other than GITD? If so, a photo would be great.

#4926 3 years ago
Quoted from zacaj:

I always figured that was intentional to prevent you getting a free lock from cold ethyl

But that does not make any sense. If you have a locked ball and start hunting ethyl, and you trigger crypt multi-ball (which is when the bug is triggered and your monster mode switches from CE to Igor) then you just lost your lock because you triggered crypt multi ball, if you follow...

If they wanted to make sure you did not get a free lock on CE because you started the battle with CE they'd have to make it eject the ball when you hit your last orbit to enter the room (or the secret passage to enter the room).

Its a bug. It doesn't make any sense any other way except unless they want it that much harder to start the battle CE.

#4927 3 years ago
Quoted from Coyote:

No, I have it happen QUITE often.
In fact, I don't think it's intentional, as I've had it happen a few times when I WAS NOT ON Ethyl.

Yeah, it has to be a bug. Very few battles with CE since it happened which is sad. Its a fav song and enjoyable battle.

#4928 3 years ago

So while we are talking about this travesty of that post rubber that is totally destroyed because that is a high traffic area...

Anyone have any thoughts on *NOT* having a post there at all.

The post is directly in front of the edge of the scoop.

I'm guessing just pulling that post will result in the eventual destruction of the scoop and metal bits everywhere gumming up the mechanicals of the machine.

Is there a way to yank that post and turn the scoop a little so the edge of the scoop is behind the left-most target?
Is there a bigger scoop to put on so the edge of the scoop is behind the target?
Is there a bigger target that can be put on the left-most target so it covers the edge of the existing scoop?

In short, is there anyway to eliminate the post and make it work so shots that used to hit the post do 1 of 2 things; hit the target or enter the scoop?

I've been thinking about this for 6 months now...

adc8d2a4cb90582f36fdcf31b8651b16589ccd28 (resized).jpegadc8d2a4cb90582f36fdcf31b8651b16589ccd28 (resized).jpeg
#4929 3 years ago
Quoted from MintIndeed:

FYI this is the level of deconstruction you should be prepared for if you’re doing a full rubber swap! Necessary to get the heavily hit bumper post between Light Mystery and Change Monster Mode.
[quoted image][quoted image][quoted image]

I did a full Titan install (all rubbers) and did not have to remove all of those parts. But it's been too long to recall the procedure now.

#4930 3 years ago
Quoted from Mr_Outlane:

I did a full Titan install (all rubbers) and did not have to remove all of those parts. But it's been too long to recall the procedure now.

I put a stern thick post rubber there. Won’t have to worry about it for thousands of plays

#4931 3 years ago
Quoted from scruffypinball:

I put a stern thick post rubber there. Won’t have to worry about it for thousands of plays

My Titan post sleeves are beveled. They are holding up far better than the stock ones so far.

#4932 3 years ago

My spinner rejects the ball about half the time I make a clean shot to it. It's because the spinner comes to a rest at a very low angle, making the ball bounce off the bottom edge a lot of the time. The spinner spins very freely and I've lubed it up as well.

We all know this game is not the cleanest shooter so I definitely don't need the spinner rejecting clean shots to the left orbit. Has anyone figured out a way to make the spinner rest at more of a vertical angle? It's almost like mine is not weighted enough at the bottom.

#4933 3 years ago
Quoted from Jakers:

My spinner rejects the ball about half the time I make a clean shot to it. It's because the spinner comes to a rest at a very low angle, making the ball bounce off the bottom edge a lot of the time. The spinner spins very freely and I've lubed it up as well.
We all know this game is not the cleanest shooter so I definitely don't need the spinner rejecting clean shots to the left orbit. Has anyone figured out a way to make the spinner rest at more of a vertical angle? It's almost like mine is not weighted enough at the bottom.

Try pressing down on the spinner to slightly bend the arms upwards. That's what I do on EM spinners...

My ACNC never has this issue with the spinner, so it must be fixable

#4934 3 years ago
Quoted from superhawk2300:

So while we are talking about this travesty of that post rubber that is totally destroyed because that is a high traffic area...
Anyone have any thoughts on *NOT* having a post there at all.
The post is directly in front of the edge of the scoop.
I'm guessing just pulling that post will result in the eventual destruction of the scoop and metal bits everywhere gumming up the mechanicals of the machine.
Is there a way to yank that post and turn the scoop a little so the edge of the scoop is behind the left-most target?
Is there a bigger scoop to put on so the edge of the scoop is behind the target?
Is there a bigger target that can be put on the left-most target so it covers the edge of the existing scoop?
In short, is there anyway to eliminate the post and make it work so shots that used to hit the post do 1 of 2 things; hit the target or enter the scoop?
I've been thinking about this for 6 months now...
[quoted image]

You'd end up scarring the ball so badly that it would turn into a rolling piece of sandpaper and annihilate your PF before you janked up the scoop.

#4935 3 years ago
Quoted from Jakers:

My spinner rejects the ball about half the time I make a clean shot to it. It's because the spinner comes to a rest at a very low angle, making the ball bounce off the bottom edge a lot of the time. The spinner spins very freely and I've lubed it up as well.
We all know this game is not the cleanest shooter so I definitely don't need the spinner rejecting clean shots to the left orbit. Has anyone figured out a way to make the spinner rest at more of a vertical angle? It's almost like mine is not weighted enough at the bottom.

Mine was exactly like this, I thought it was the weighting of the spinner too but it's fixable. Get a ball out, bend the bracket up (or down) a bit, test by throwing a ball through. Repeat until you get it right. It's 5 to 15 minutes well spent as it's a fun spinner to rip when it's sitting right.

#4936 3 years ago

Actually in regards to the spinner it’s not particularly integrated into the game yet correct? Hopefully that will happen at some point.

Quoted from jitneystand1:

Mine was exactly like this, I thought it was the weighting of the spinner too but it's fixable. Get a ball out, bend the bracket up (or down) a bit, test by throwing a ball through. Repeat until you get it right. It's 5 to 15 minutes well spent as it's a fun spinner to rip when it's sitting right.

#4937 3 years ago

I've been having trouble with my lower flippers being weak. I have them cranked all the way up to 50 (max) in settings. Still often fail the ramp shots on both sides especially the left ramp even with a solid shot. Pitch is only at about 6.9. I measured the line voltage at 123V. WTF? There hasn't been enough plays on this game to have worn out the flipper mechs yet. Time to tear shit apart and inspect! Didn't expect to have to do this to flipper mechs with roughly a couple thousand plays.

#4938 3 years ago

Thanks zacaj and jitneystand1

I bent the arms a bit upward and now the spinner sits at a MUCH more vertical angle. It’s working great so far and not a single reject in a few games.

#4939 3 years ago
Quoted from Mr_Outlane:

I've been having trouble with my lower flippers being weak. I have them cranked all the way up to 50 (max) in settings. Still often fail the ramp shots on both sides especially the left ramp even with a solid shot. Pitch is only at about 6.9. I measured the line voltage at 123V. WTF? There hasn't been enough plays on this game to have worn out the flipper mechs yet. Time to tear shit apart and inspect! Didn't expect to have to do this to flipper mechs with roughly a couple thousand plays.

Couple thousand? Might be reasonable to take them apart and clean the bats with some rubbing alcohol. Maybe throw in a new coil sleeve.

#4940 3 years ago
Quoted from Gnrwarkfc:

Actually in regards to the spinner it’s not particularly integrated into the game yet correct? Hopefully that will happen at some point.

I don't think it's used anywhere besides insect creature mode right now? There used to be a super spinner mode but I think it got removed at some point...

#4941 3 years ago

Seems to be to be a perfect area for maybe another mode later. Same with the orbits. For a game that hitting the orbits is so important I’m surprised there isn’t a mode that’s all about the orbits.

Quoted from zacaj:

I don't think it's used anywhere besides insect creature mode right now? There used to be a super spinner mode but I think it got removed at some point...

#4942 3 years ago
Quoted from Mr_Outlane:

I've been having trouble with my lower flippers being weak. I have them cranked all the way up to 50 (max) in settings. Still often fail the ramp shots on both sides especially the left ramp even with a solid shot. Pitch is only at about 6.9. I measured the line voltage at 123V. WTF? There hasn't been enough plays on this game to have worn out the flipper mechs yet. Time to tear shit apart and inspect! Didn't expect to have to do this to flipper mechs with roughly a couple thousand plays.

I've got about 1500 play I think now...maybe 2K and haven't experience this (my pitch is at 7.2 I think). I was having a similar issue on TNA on one flipper. It would start out normal then fade after a few games. Seemed like a mechanical hangup was heating up the coil and causing it to get weaker and weaker. So I did a rebuild and it works fine with no fade now.

#4943 3 years ago
Quoted from Gnrwarkfc:

Seems to be to be a perfect area for maybe another mode later. Same with the orbits. For a game that hitting the orbits is so important I’m surprised there isn’t a mode that’s all about the orbits.

Maybe... I'd love to see some other system in the game beyond just the modes though. Like how many new games have 'super <feature>' stuff just as an add on to stack in. Like maybe each time you enter the castle there's one room that will give you 'super spinner', 'super ramps', 'super upper playfield', etc that has its own little scoring thing going on, or gives you 2x for the current monster

#4944 3 years ago
Quoted from MintIndeed:

OK! I measured and replaced every rubber I could find on the machine and have, I believe, the definitive list of rubbers needed for this game.

Standing belly clap!

#4945 3 years ago
Quoted from Gnrwarkfc:

Actually in regards to the spinner it’s not particularly integrated into the game yet correct? Hopefully that will happen at some point.

The game reward is in the orbit, I was referring to the sound reward from the spinner. IMO it really adds to the already great atmosphere of the game

#4946 3 years ago

Sorry to just now be commenting on this but what is everyone’s suggestions on what to increase the main flipper strength? I increased it from 40 to 43 and it is different. What in your opinion is the best. Hoping to increase the accuracy of the orbits, starting secret passage from left flipper, and noting crypt from the right flipper (backhanding both.). Look forward to hearing your thoughts.

#4947 3 years ago
Quoted from Gnrwarkfc:

Sorry to just now be commenting on this but what is everyone’s suggestions on what to increase the main flipper strength? I increased it from 40 to 43 and it is different. What in your opinion is the best. Hoping to increase the accuracy of the orbits, starting secret passage from left flipper, and noting crypt from the right flipper (backhanding both.). Look forward to hearing your thoughts.

I maximized both the main flippers. Didn't seem much faster, but it shot better

#4948 3 years ago

So as far as they’d go?

Quoted from zacaj:

I maximized both the main flippers. Didn't seem much faster, but it shot better

#4950 3 years ago
Quoted from Gnrwarkfc:

Hoping to increase the accuracy of the orbits, starting secret passage from left flipper, and noting crypt from the right flipper (backhanding both.). Look forward to hearing your thoughts.

Backhanding the secret passage has been problematic for me since day one. There's about a 10% chance I'll pull it off. This has more to do with the resistance the ball encounters in that steep turn on it's way to the upper roll over switch (circled below). I don't think increasing flipper strength will solve the problem. But it may help. Backhanding the crypt has always been tough for me.
fd01634d1a8e056c6a4a43429d294d66c5f1df23 (resized).pngfd01634d1a8e056c6a4a43429d294d66c5f1df23 (resized).png

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