(Topic ID: 208341)

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

By Sarge

6 years ago


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  • 8,004 posts
  • 418 Pinsiders participating
  • Latest reply 5 hours ago by tbutler6
  • Topic is favorited by 147 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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1 year later
#829 4 years ago
Quoted from riggy469:

Anyone else notice the ball save magnet and upper playfield flipper seem weaker after the update?

Up the coil power in the menu. Just opened mine. Had to do it out of the box. Too weak to hit frank lock

#873 4 years ago

There are other ways to get to the monsters besides just orbits now. First mystery award will go straight to a monster. Second award will advance you two rooms (1/2 the map). Hitting the center targets will light secret passage for the middle orbit shot to advance through the castle.

It’s a bit tight yeah but it’s a hell of a lot of fun. If the shots were super easy the game wouldn’t be fun.

#971 4 years ago

We brought our cooper to Pintastic this weekend. Most of the show it was set to 1$ a play high score contest for charity until we put it in the vip rooms for all night freeplay access Saturday night. We were able to raise 250$ for the Andrea Ritz Clinics in Paraguay with it

It held up great with just one real big we saw pop up and a reset corrected it. It was a surprise game to many as they didn’t think they’d like it as much as they did. I even had a few friends tell me they liked it over all the new games currently on the market like wonka and Oktoberfest.

The game is now on location at The Sanctum so if anyone near CT wants to try it out come by some Monday night.

-Jim

4 months later
#2432 4 years ago
Quoted from SpookyLuke:

We are adding a trough power setting to tune this. Very possible.

100% this. During the final battle last weekend this probably happened at least a dozen times in the 24 hours. Ball comes out and falls back in and then it’s sitting on top of ball to be served in trough jam opto so when it fires the ball back out you get two instead of one.

If you’re running a tournament don’t worry. Just take one ball and drop in the out hole. Game has no issues. Knows that’s where the ball belongs and game is still in skill shot mode.

#2458 4 years ago
Quoted from Mr_Outlane:

I'm still getting the lost Frank ball #1 lock occasionally??
I shoot ball into Frank's right hand (left ramp). Then it goes into a ball search and takes forever to raise up Frank and release ball. But it always registers the lock on the LCD. ??? As stated, it doesn't happen every time. So if the computer knows the ball is locked and the fact that the ball doesn't sit on the switch, why is it getting lost? Software bug maybe??

My guess ramp entrance switch is triggering going up and game goes into lock animation but the switch as ball enters frank hands isn’t registering so it’s not giving you a new ball because it doesn’t think it’s actually in there. Then ball search takes 5 attempts before activating frank to try and free stuck balls without dumping anyone’s locked balls. Try adjusting the switch arm up in franks right hand lock spot

#2526 4 years ago
Quoted from 27dnast:

I’ve still yet to have a failure since install... several saves have been thrown clear around the left orbit. Once went up the left ramp!
This is an absolutely essential add-on for this game. If you haven’t bought one, buy it.

Never had mine fail and it’s played heavily every week at The Sanctum. It only throws about half way up the playfield though. Occasionally high enough to hit crypt lock.

1 month later
#2967 4 years ago
Quoted from dracula40:

Does anyone have an Alice F/T in the NY area? Thanks

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