(Topic ID: 208341)

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

By Sarge

5 years ago


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  • 7,818 posts
  • 403 Pinsiders participating
  • Latest reply 17 hours ago by Jeroenos
  • Topic is favorited by 151 Pinsiders

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Topic index (key posts)

13 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 (3 years ago)

Post #2361 New Magnet assistance device Posted by TheNoTrashCougar (3 years ago)

Post #2425 Machine board information. Posted by Coyote (3 years ago)

Post #2524 Mechanical upgrade Posted by Cyberrocker (3 years ago)

Post #3201 Display mod (to standard screen) Posted by Mr_Outlane (3 years ago)

Post #3385 ACNC Rubber Chart Posted by KingPinGames (3 years ago)

Post #3413 ACNC Light wiring diagram Posted by JustEverett (3 years ago)

Post #3440 ACNC Service Manual Posted by KingPinGames (3 years ago)

Post #3898 Ball launch fix Posted by rotordave (3 years ago)

Post #3944 Spooky ACNC repair videos - Guillotine, Frankenstein, Diverter. Posted by Ripshill (3 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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#6616 1 year ago

Trying to diagnose balls that are getting stuck when hitting the subway access shot to the right of the left ramp and/or consistently if a mode hasn't been started by ball 3 and it autolaunches to the mode. I don't have a good sense what all is happening beneath the upper playfield as I know there are diverters in action at certain points. Are there any images, guides, or information on that? I'm assuming maybe a gate has broken or something but not sure and getting ready to disassemble to see.

AliceCooper_Playfield (resized).jpg
#6627 1 year ago
Quoted from damadczar:

Another thing to consider is ball magnetism, but I'd say the switch adjustment is the most important thing. That and making sure you're level and at a decent pitch.

Quoted from Paulatron:

Pretty sure that’s a normal occurrence. At least it is on mine. The magnet locks the ball from the passage and the auto launch hits it and sticks due to the magnetic effect. Normally a shake frees them up.

Thanks both! I honestly wasn't sure how the ball was held back there when a mode started (I knew about the code forcing a mode start on ball 3, it was just the best example I could give of a consistent need for ball search). Sometimes a shake would work but more often I had to wait for a ball search. I bent the switches along that path down to prevent the rejects occasionally on the secret path and also replaced the balls given I had not done that yet and the game gets a lot of plays which I imagine was why it was sticking to the magnet and things are looking much better.

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