(Topic ID: 168972)

Spooky Pinball 3rd Game - Alice Cooper's Nightmare Castle

By ZenTron

7 years ago


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Topic Stats

  • 5,659 posts
  • 623 Pinsiders participating
  • Latest reply 4 years ago by dnapac
  • Topic is favorited by 132 Pinsiders

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Topic index (key posts)

7 key posts have been marked in this topic

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

Post #1 Announcement from Spooky via Pinside User Posted by ZenTron (7 years ago)

Post #81 Ben Heck confirming theme is not The Munsters Posted by benheck (7 years ago)

Post #789 Key posted, but no summary given Posted by SpookyCharlie (7 years ago)

Post #1998 Key posted, but no summary given Posted by Pinbaltz (6 years ago)

Post #2755 ruleset Posted by Medisinyl (5 years ago)

Post #3365 Jack Danger stream date confirmed. Posted by SpookyCharlie (5 years ago)

Post #3970 Factory photos Posted by SpookyCharlie (5 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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13
#4722 5 years ago
Quoted from robertmee:

Spooky really needs to hire a seasoned p-roc guy or teach bowman to code

I'm not sure who you're referring to, but I think it's me. I can definitely code.

To clarify: Fawzma is lead programmer on ACNC. I am the head of rules and programming for Spooky.

3 weeks later
#4856 5 years ago
Quoted from Magicchiz:

I think it appears the collecting of weapons is now gone. Is that right?
Magicchix

The collecting of items is not part of the game, for now.

2 months later
#5328 5 years ago
Quoted from FatPanda:

I couldn't find any backhandle-able shots, which was a bummer. The artwork is definitely one of the best; cab, PF, backglass, all a pleasure to look at. The display is one of the best in pinball right now. I love the comic book style. I wish there was more time for me as a player to watch it!
I have two criticisms on this game. First is that the playfield lighting is really dark, which is a shame. I played at a location with windows and adequate ambient lighting, but it was still difficult to track the ball in the upper 1/3 of the playfield. Unfortunate since I do enjoy this game so much. The second is in the rules, in that if you aren't able to hit your orbits well enough to move rooms or start a monster, you were essentially stuck. I'm hoping part of it is due to early code and that the game will be supplemented with other objectives, but I had a couple games where I couldn't for the life of me hit the right orbit, and start a mode.

The TPF tutorial video shows backhands to the left spinner, left ramp, inner loop, Crypt lock, and right ramp. The spinner and right ramp backhands can vary game to game, but the others should be pretty viable. The left ramp backhand is especially fun and dangerous.

You don't need a right orbit to advance to a monster, unless it's on really old code. Shoot a left orbit to lock in the monster, then the center target bank to activate the secret passage. Also, try aiming for the metal rail on the right side instead of the orbit shot; you may find it easier?

#5439 5 years ago
Quoted from frankmac:

Seems like they like everything but the shot layout.

I agree with you that the shot layout feels more satisfying over time. It is not simple!

I'm hopeful that when they play the game more, they'll recognize that the rules and battles vary and notice some of the other things intended to make the rules deep and interesting. The fact that they spent only 15 seconds on the code gives the impression it is shallow and bare-bones.

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