(Topic ID: 208341)

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

By Sarge

6 years ago


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  • 8,003 posts
  • 418 Pinsiders participating
  • Latest reply 2 days ago by sleepygtr
  • Topic is favorited by 146 Pinsiders

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Topic index (key posts)

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

Display key post list sorted by: Post date | Keypost summary | User name

Post #2320 Technical information Posted by Coyote (4 years ago)

Post #2361 New Magnet assistance device Posted by TheNoTrashCougar (4 years ago)

Post #2425 Machine board information. Posted by Coyote (4 years ago)

Post #2524 Mechanical upgrade Posted by Cyberrocker (4 years ago)

Post #3201 Display mod (to standard screen) Posted by Mr_Outlane (4 years ago)

Post #3385 ACNC Rubber Chart Posted by KingPinGames (4 years ago)

Post #3413 ACNC Light wiring diagram Posted by JustEverett (4 years ago)

Post #3440 ACNC Service Manual Posted by KingPinGames (4 years ago)

Post #3898 Ball launch fix Posted by rotordave (4 years ago)

Post #3944 Spooky ACNC repair videos - Guillotine, Frankenstein, Diverter. Posted by Ripshill (4 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#5383 3 years ago

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

#5385 3 years ago
Quoted from JustEverett:

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

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

#5387 3 years ago
Quoted from Coyote:

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

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

D52099AC-6635-498E-9B80-B88F01783B51 (resized).jpegD52099AC-6635-498E-9B80-B88F01783B51 (resized).jpeg
#5388 3 years ago
Quoted from Twilight1:

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

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

#5392 3 years ago
Quoted from Twilight1:

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

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

#5394 3 years ago
Quoted from Twilight1:

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

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

#5407 3 years ago
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

#5408 3 years ago

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.

#5409 3 years ago

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).jpgimage (resized).jpg

#5418 3 years ago
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.

#5421 3 years ago
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.

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2 weeks later
#5502 3 years ago

My game really enjoys being broken. I finally got around to replacing the frank gear so now he works good. I had a stuck on left ramp opto and despite cleaning and reflowing is still stuck closed. Now the chop opto and right ramp optos are acting up how they were when I first brought it home. Rapid phantom triggers. And now the crypt drop opto is joining the party random triggers of that opto.

1 week later
#5523 3 years ago

I looked all around for issues with my optos and I’ve come to the conclusion that the left ramp one is dead somehow. The right ramp, chop opto and crypt optos randomly trigger. Went to check for loose connections and the connectors have been glued to the boards? Is that normal? It was on every connector in the game that had a connection to a board under the playfield.

#5527 3 years ago

It’s really odd to me that most of them on my game have either failed or are in the process of failing. They seemed to have been much more reliable in the older games. I wonder if it was just a bad batch around production time?

#5529 3 years ago

Can anyone confirm for me the color of the lights in this location during normal play? I think I may have found the start of my opto problems. The light closest to the collect hurry up target is lighting up yellow while everything else is white.

AEC3F481-DC2A-4F3D-9A3B-28A09C08D915 (resized).jpegAEC3F481-DC2A-4F3D-9A3B-28A09C08D915 (resized).jpeg
#5538 3 years ago
Quoted from GuiitarMan:

Mine is white during normal play...and in looking I just realized that it looks like they might missed one of my LEDs during assembly.
Can anyone else confirm they have two LEDs at the hurry up target?
Edit: Spooky service says that hole was to be used for different lighting and there isn't suppose to be an additional LED there.
[quoted image]

Weird. Maybe they changed their mind during production because I certainly haven’t added any. Mine is game 44.

6 months later
#6494 2 years ago

Mine did something super weird today. Trying to figure out the chop opto and right ramp opto randomly triggering. I’ve reflowed the opto power board underneath and that has significantly helped, will still get the ramp triggering every once in a while though. Left ramp is still dead. Something weird that happened today while playing though is all of the buttons inside and outside of the game stopped responding. No flippers, no ball launch, and no menu buttons would respond but the game was still going and correctly detected the drained ball the flippers not responding caused. I thought for sure I had blown a fuse but I restarted the game and everything was working normal again. Kinda worried as to what could have caused that as this game seems to want to stay broken on me. Fun when it works right though. Not sure if anyone else has experienced anything similar and has any suggestions?

1 week later
#6520 2 years ago

Frank shouldn’t be raised unless he is releasing the two locked balls. I had to replace the gear for frank because the original lost it’s teeth connection to the servo causing it to be unreliable and stick in whatever position it last made it to.

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