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I also do not believe many have shipped to home use buyers. Spooky is supposed to pause TNA production @ 550 then concentrate on ACNC. Purely guesstimate based on TNA club postings but maybe Jan-Feb we will see them coming out in much greater numbers.
One home buyer was kind enough to post some video in the other thread - which has good info but is huge and gets sidetracked a lot.
Members in the TNA production thread posting #s in the low 450s shipping and Spooky Charlie posted an update in the "other ACNC thread" saying they were on track to finish the current TNA run in 8 weeks + they still plan on delivering all ACNC within their original 18 month plan. Looks like a bit of a bummer for the low # buyers while those of us further down the line won't notice much in the way of difference in wait. Let's hope for February to see ACNC coming out at a faster pace and maybe a pickup in activity here.
@ damonator provided a good pic of the standard silver vein trip with lighted speakers if anyone is interested to see a comparison. Tough choice IMO, but looks good either way.
ACNC Blue Lighted (resized).jpgACNC Silver Lighted (resized).jpgFrom fresh post on Spooky's FB page - they seem to be multiplying:
"Alice Cooper's Nightmare Castle is officially taking over the line in a big way... for anyone still on the fence for Total Nuclear Annihilation, there are about 6 remaining for sale until... ??? When and if demand is there for another run basically. Those TnA games are available for delivery in 1 week! No waiting, no fuss, no muss. Thanks everyone who made TnA the biggest hit in Spooky Pinball history! Thanks also to the patient people waiting for Alice, who have made it the 2nd biggest hit!!! "
ACNC Line (resized).jpgQuoted from lpeters82:I don't see this posted yet...should be "must watch" for everyone waiting on their Alice Cooper's.[quoted image]
Thanks for posting - agreed - his tutorials are great.
I sort of thought that too for about 3 minutes but I really don't care - I like watch Mr. K teach and it's on this machine. For people who are already good enough to make a living playing pinball prob not a big deal but for a slug like me it's all good.
Things have changed since I played one, but I was managing. If I can start a mode, a chimp with motivational peanuts can get the job done. It's not a pushover; Takes some skill or dumb luck but thats OK.
Please consider posting them in the other thread where your previous reviews and redesign recommendations are. It might help keep the owners group more on topic with less debating and getting ejected again.
Good catch budman, you are correct - I had forgotten the permanent trolling eject from the other thread when I posted.
Happy to see Springpatch will have an AC in town. I worked there for a little over 5 yrs, still have relatives there. Used to think it was a big city, but it's like Mayberry when I get back now..... nice.
Quoted from dnaman:Looking for confirmation that there is no coin box that ships with ACNC. I assume not as there was a leg box which had the legs, balls, power cord, small bag with a few extra LED PCBs and an info sheet. There is no limited number cert or plaque etc...
Unfortunately the delivery fellow who brought this across the border had a hassle with this and another pin where the border super cops demanded that the boxes be opened and the metal straps cut from the skid. All to confirm that what was on the box was in fact what was in the box. Certainly ruined part of my NIB unopening opportunity all to ensure that we aren't trying to get away with paying less sales tax than we should be. Other countries worry about drugs, not in this case... Oh, you have a 'pinball machine', what title? What's the value?, where's it from? Please unlock you phone so we can look everything over...
Coin box and lid was an option, at least at the time I placed a deposit.
Add ons and Upgrades .....
Operators - Bill acceptor coin door is a $20 upgrade. Coin mechs are $8 each. Coin box and lid are $25.
Quoted from luvthatapex2:It's the journey not the destination. Many of us like to see gameplay from different sources.
greenhornet made it clear in the other thread before being banned that he has no interest in the game, won't buy one, yet continues to exhibit obsessive behaviors for both the game and those who opt to buy one. Now interjecting into the club thread.... get some professional help, GH.
Floors is only part of the tower/escape portion. More floors (blue) = more bait points for you to jump out safely with at the time you hit a green arrow vs being killed off trying for more (which you do by avoiding red, hitting more blue). Sort of like "Who Wants to be a Millionaire" but no Howie as intermediary.
Decisions, decisions....
(start @ 1:05:00)
If you picked a distributor with a low # of customers inclined toward this title you could come in today and be in the 200s but if you picked one with a higher # of customers wanting it, then you could be in the first week and land in the 300-400 range. Maybe be a question to ask on future releases: "what is your # allotment and how many depositors as of now?" which should give you insight into where you might end up.
Quoted from gliebig:I can't decide which color trim looks better.
You are not alone. That dilema plagues several of us. Good news is no matter which option you choose, someone somewhere on pinside will be upset that you bought a machine at all.
dnaman : Here is a link to the ring/sleeve set from earlier posts on the topic approx #320s-350s in case it may be of use:
Quoted from knockerlover:Any info on roughly what # build the factory is up to?
Post 743 (back one page)
Quoted from greenhornet:unless spooky is reassigning numbers, why not say you are #349?
Did you buy one yet or still just interjecting here to complain?
I'm mechanically inept and just short of terrified about having to fix things. If the worst thing on mine when it shows up is a latch screw.... oh happy day. Door will be taped and machine running til it shows up.
Quoted from Coyote:Quick shot question for ya'll..
Does your Secret Passage loop seriously slow down the ball?
On my game, unless I get the shot *exactly*, the ball will never make it around. And when I DO hit it dead-on, the fall will FLY up there, and then.. after a few seconds, just dribble out the right loop. It kinda kills the flow - especially for Combos and the such.
Same here.
Quoted from Coyote:Hey guys - quick question:
My two lower drop targets have stopped dropping. It's almost as if the drop coil isn't strong enough. (Even after turning them up.) The latches seem to be binding.
Anyone run across this, and know the preferred fix?
This worked for me:
Rotordave is a keen observer of human-internet behavior.
I'd like to see an update as well. Will pay more attention when it's available.
In case this may be of help to anyone:
I was having a problem with the Lab Lock 2 (right side - accessed from upper playfield) not registering. Tried the switch bend from the Spooky vid, tested 100% but was seeing 50%+ non-register and that pretty much screws the game). Finally ciphered the diverter was far enough to the right the lower loop of the diverter was too far over and was preventing the ball from reliably hitting the switch. Easy fix - servo settings, changed "Lock Right" from 75 to 72 and seems to be very reliable now.
Also - if you like to change things up a bit, set the upper magnet to "Spooky". When you start a mode, sometimes you get the standard slow roll out the passage, but other times.... not. Keeps things less predictable and was a good feature IMO.
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