Game Support


Alice Cooper Nightmare Castle

Version (8-APR-2019)

8/APR/2020 V1.0.6.21
General - Pit Creature, potential crash due to invalid value type in mode total
General - Flipper hold boost option added
8/APR/2020 V1.0.6.20
General - Crash bug on match sequence when in multiplayer
General - Ball on shooter lane will launch with launch button if autolaunch switch detection is missed
General - Player 4 score nudged to left
General - More lower playfield switches added to lock logic
General - All modes have speed run score tables now
General - 2 voices were interupting each other at the end of match sequence
Insect  - When using subway, left scoop will be ignored if a bug is available there

2/APR/2019 V1.0.6.19
General - left ramp no longer controls how the frank lock works
General - lower lane light logic wasn't updating properly
General - Frenzy mode indicator added to all modes when in frenzy
General - Super skillshot animation was being overridden by room travel transition
General - mystery "get to left scoop" quote was being activated while in a monster mode when it shouldnt be
General - speaker light kit integration
General - match boost option added
General - Extra ball collected animation added
General - Female 1st player start character added
General - Lower magnet patterns added to help grab ball sooner after release
General - Frank + Crypt mode end could cause flippers to drop
Frank - lock stays closed on mode end, but reopens on any lower playfield switch hit
Frank - multi ball save added back in on mode start
Frank - Releasing from lock on match would add points to player one
BDB - Wizard mode added
Igor - Main loop animation updated
Igor - Mode lights were not updating properly
Igor - Mode objective light stays on instead of going off to help add more light
Wolf - Mode lights wouldn't update properly on start
Insects - Forcing only one of the mode select targets to be an insect
Zombie - mode callouts added
Pit Creature - middle mode objective light would not update properly when not found
Ethyl - Flasher/mode light alternate when you need to drop in from behind lock
3/MAR/2019 V1.0.6.16
General, locks will release at match instead of on game reset
General, removed green tiles from maps
General, reduced BDB default high score down to 10 million
General, stretch man in dungeon should only run outside of a monster mode
General, blocking save animation/voice from playing after crypt/frank ball launch
General, in tilt, the left scoop till look for a ball more frequently
General, when player one starts game , BDB music and with player1 quote
General, skillshot quote pays immediately, room and monster quoted now come after
General, hurryup timer pauses when in subway or upper right exit
General, Save magnet has a setting to change time it takes to fire the ball back up the playfield
Skillshot, left ramp now triggers super award if lock is already set
Ethyl, mode total now shows if you drain with a ball left in lock
crypt, lock color changed to blue
pit creature, hide and seek timer ticks off at .1 second instead of .5
pitcreature, phase one location is random instead of 3rd shot
wolf, reduced point values
wolf, voice for miss now cycles instead of random
wolf, while in hurryup, shots no longer count
BDB, highscore table default reduced from 1 millionto 10 million

THERE WILL BE MUCH MORE COMING SOON FOR TOTAL NUCLEAR ANNIHILATION… for now, CLICK HERE to find some documentation and the full back-story on this awesome game!


For America’s Most Haunted PRODUCTION GAME Switch & Lamp Matrix charts, CLICK HERE
For America’s Most Haunted apron cards / instructions,  CLICK HERE
For America’s Most Haunted wiring / board chart,  CLICK HERE
For Spooky Pinball game set up instructions,  CLICK HERE
For Servo Replacement Video,  CLICK HERE

Rubber sizes for AMH

4 – 2.5″ rubber
2 – 3/16″ ID rubber (small purple posts)
4 – 3/8″ OD rubber (small spike posts)
4 – 3/8″ ID rubber (star posts)
4 – post sleeves 1 1/16″
2 – Standard Flipper rubber
Mylar Placement for AMH
Mylar Placement
For the latest and greatest code for your America’s Most Haunted, simply follow the link below to Ben Heck’s AMH page… he’s developed a new “Auto Loader” program to help simplify the process. All the instructions, files, and documentation has been layed out for you.

ALSO… To finish off your code update, go into the game menu and reset everything to Factory Defaults… then adjust your coil strengths as needed. Zero is low power, 9 is high. Realistically you won’t see much coil strength reduction until you get to the lower numbers.

For Rob Zombie wiring / board chart,  CLICK HERE

For Rob Zombie lamp / switch charts (will download as a ZIP file),  CLICK HERE

For Rob Zombie Game Instruction Apron Cards,  CLICK HERE

Rubber sizes for Rob Zombie’s Spookshow International

3 – 2 1/2″
1 – 3″
3 – 3/8″ OD
3 – 1 1/16″ post sleeves
1 – 1 1/4″
1 – 3/4″
1 – 2″
2 – 3/16″
9 – 3/8″

Mylar Placement for Rob Zombie

Rob Zombie Mylar Kit

Code updates will be MUCH simpler on Rob Zombie’s Spookshow International.

Read the instructions shown below. WE CAN’T STRESS THIS ENOUGH…. DO EVERYTHING AS EXPLAINED BELOW IN ORDER, OR YOU WILL HAVE ISSUES!!! Make absolutely sure you use the SD card from your game, and FORMAT IT AS SHOWN. Failure to do so will bomb your EEPROM and force you to send / swap a new one with us.

Download the latest stable code V024 (Media + Firmware),  CLICK HERE
*use manual update process (See image below for machine update process)


Visual update process… CLICK PHOTO FOR LARGER VIEW

Do NOT drag the update files from the zip file to the SD CARD.
Do NOT open the zip file and click “extract” to the SD CARD,

Both of these actions can and will cause the game to run in an unexpected manner, or not at all.

PinHeck Code Update Instructions.


For Latest Domino’s Code (rev 5): CLICK HERE

For Domino’s Lamp Matrix: CLICK HERE

For Domino’s Switch Matrix: CLICK HERE

For Domino’s Wiring Chart: CLICK HERE

For Latest Jetsons Code (rev 3): CLICK HERE

For Jetsons Lamp Matrix: CLICK HERE

For Jetsons Switch Matrix: CLICK HERE

For Jetsons Wiring Chart: CLICK HERE

Q – How long will it take me to get my game?
A – We are very proud that we have our games down to 1 initial payment and NOTHING more until your game is complete. No more pre-pay and wait! Alice Cooper’s Nightmare Castle is now on the production line, and we’re moving as quickly as possible to deliver your games!
Q – Can I call and talk to a human?
A – Yes! Dial 815-541-0054… Our phone hours are 8 to 5, Monday through Friday. After hours email sales questions to or for tech questions,  and we’ll do what we can to help during non-business times as well.
Q – What about parts? Will I be able to fix this game down the road with you being such a small company?
A – Can you get every unique part for every game ever made? Odds are with us, you will! Many of our plastic parts are 3D printed and open source. Need a new one? Download the file and print it for free… don’t have 3D printer access? Shoot us and email and we can make one for you now, or 20 years from now. As long as those files exist, the parts are available. We’ll always have ramps on hand for spares, and playfields / plastics can be re-made when demand is needed at any time. The bulk of our common pinball parts (flippers , pops, slings, targets, etc) are available at and are very familiar to you if you’ve ever worked on a game. Our power supplies are readily available as well should one ever fail. We kept all these things as simple as possible just for this reason.
Q – What is your warranty?
A – We’ll cover parts in your game in home use for 1 year. Location use will be 90 days (same as that big pinball company). We like owners that customize their games, but please understand if you’re tapping into the wiring or board somewhere, you’re doing so at your own risk and voiding your warranty.
Q – What if I change my mind after I make my initial payment? Do I get it back?
A – Here’s the deal… we aren’t a big company with buckets of cash, so when you make your first payment, BE CONFIDENT IN YOUR PURCHASE! All games here are basically custom and made per order… From the first day at Spooky Pinball LLC, when we take your first payment it automatically goes directly into funding your game. Please don’t put money down because our games are “limited” and you want to hold a spot in line. We pride ourselves in NOT showing games until they are nearly or fully complete so you know what you’re getting before you commit. Once your initial payment is made, we consider the game yours, and you should do the same. We have had a few customers “sell their spot in line” to friends, and we will work with you if something comes up that creates hardships… but again, your initial payment is a commitment to buy, so please treat it as such.
Thanks for reading this… our customers are EVERYTHING to this little company. We do our absolute best to be open and honest about everything we do. If you have further questions on game sales, just contact KT at For tech support help, contact Chris at For other business questions, contact Charlie anytime at
 Posted by at 3:13 pm