Game Support

 

Alice Cooper Nightmare Castle

Version 1.0.6.16(3-MAR-2019)
CLICK HERE FOR ACNC CODE UPDATES!

RELEASE NOTES
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
28/FEB/2019 V1.0.6.15
Alternate highscore bug fixed.
Servos will no power down after no activity to help reduce stress in attract/menu mode
player added voice would repeat
pit creature hide and seek added

13/FEB/2019
V1.0.6.13
Cleaned up graphic transitions, and priority fixed
11/FEB/2019
V1.0.6.13
Insect, insect mode boss battle would try  play videos that didn't exist
V1.0.6.12
General, Extra ball on 3 monster defeats
General, Shoot again voice added
General, new/updated sfx in various places
General, crypt lock no longer resets on tilt
General, replay quote plays at reveal of number
General, special follows rules set in menu system
General, outlane saves now work any time you are not in frenzy
General, save timer adjustments made for left scoop eject
General, difficulty setting added. "Easy Action", "Schools Out", "Welcome To My Nightmare". This will place you closer to monster after foyer depending on difficulty level.
General, start of mode now forces frenzy mode total back to zero
General, a few sfx volumes needed to be increased
General, removed unused skillshot media
General, highscore no requirement to enter initials, can go straight to end
General, left scoop ball save no longer activates if in multiball
General, left scoop eject at end of a mode would not trigger the ball save
General, replay animation updated
General, highscores auto end timer was not being killed in all places after last score entry
General, meg-neat-o grace time added
General, chop opto sfx assigned
General, left,center,right orbit sfx assigned
General, ball search will recheck left scoop after attract search to see if more exist
General, extra ball on 3rd visited monster instead of 3rd defeat
General, quick launch from shooter is ignored in skillshot
General, combo animation will only play if no other animation is playing
General, outlane save could do an ealy save plus magneato at the same time
General, high speed room travel would sometimes miss a transition
General, upper drop target will stay down in modes other than Frank. (see insect update)
General, room travel animations no longer show a black scene in between animations
General, left scoop updated with "pre_eject" sfx
General, extra ball lit animation added
General, stretch man added to dungeon
General, more audit values updated
General, attract flipper voice now on timer instead of flipper count
General, replay scoring fixed
General, starting crypt (missed magnet grab) while another monster mode is starting would override which music gets played
General, some mode objectives would trigger on a save eject
General, needed to remove any delayed voices queued at end of ball
General, music now stopped at eob of ball and match
General, outlane save during skillshot now kills the skillshot
General, 10 guillotine shots now earn an extra ball

Menu System, widths for item/value updated to fit items better. Moved items down a bit to not cover title

Skillshot, entering castle animation now synced with the actual launch process
Skillshot, false award due to drop target reset on crypt double ball drain
Skillshot, default music is no longer always played. bg music will play in this order Frank->Crypt->Secret->Default, depending which is ready.

Alice, when in hurryup, removed mode specific lights
Alice, frenzy shots now score
Alice, added new voice callouts
Alice, 3rd chop awards 13million and no longer increases with monster multiplier
Alice, mode select music clip was missing

Combo, animation added
Combo, progress off chop opto continues to the left side of playfield, was set to the right
Combo, progress resets on new ball

Crypt, mode total added
Crypt, mb callout set to only say crypt, and not morgue
Crypt, updated SFX for locking, start
Crypt, missing sfx on drop target when you try to re-qualify
Crypt, tilting reset mode to prevent a stack ball issue if ball is in upper playfield at time of tile
Crypt, stacking with frank or ethyl would cause flippers to drop at end of mode
Crypt, left scoop needed to be triggered twice if it was the first ghost sent back
Crypt, delay added to the collection of first jackpot off right subway as soon as mode starts
Crypt, first lock now triggers pit creature found/not found event if mode is running
Crypt, stinger voice on single ball was missing

Ethyl, at end of mode, monster change was delayed. Could allow for mode to be replayed
Ethyl, mode would not process left scoop while stacked with crypt
Ethyl, mode would not reset crypt lock properly when going back to single ball
Ethyl, defeat state set before score added to mode total
Ethyl, new voice callouts
Ethyl, was missing the 1 point feature when mode is beat

Frank, mode total added
Frank, left lock shake delayed enough to match when ball gets into lock on screen
Frank, when mode started initial left lock release would trigger a zap
Frank, added new voices
Frank, left scoop was forcing a multi save ball save
Frank, added jackpot animation to upper drop target
Frank, added a bit of flash to intro
Frank, GI right light animation removed
Frank, early castle eject if ball gets into right lock before left lock
Frank, was missing credit/ball count
Frank, transition between rise animation and mode display corrected

Igor, center targets didn't update lamps immediately after hitting
Igor, preventing ball save from triggering mode advancement

Insect, new upper pf lights now shut off during hurryup and end of mode
Insect, right outer orbit wasn't responding during Big Bug Battle
Insect, removed inner left orbit from initial objective when mode starts
Insect, victory condition changed to squashing first 10 bugs
Insect, drop target will only come up when the target is ready for a bash

Vampire, when in hurryup, removed mode specific lights

Wolf, mode rewritten, does not used combos as mode progress

Zombie, when in hurryup, removed mode specific lights
Zombie, needed to kill off roam select when going into hurryup
Zombie, inlanes use a gun loading sfx
Zombie, update gun shot sfx to be heard

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!

CLICK HERE FOR TNA CODE UPDATES!

AMH_Blue
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
CODE UPDATES
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.

www.benheck.com/amh/

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)

CLICK HERE FOR A VIDEO ON HOW TO UPDATE YOUR CODE IN ROB ZOMBIE AND LATER GAMES

Visual update process… CLICK PHOTO FOR LARGER VIEW

*PLEASE READ*
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.

dominosslider

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

FAQ’S
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 kt@spookypinball.com or for tech questions,  service@spookypinball.com  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 www.pinballlife.com 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 kt@spookypinball.com. For tech support help, contact Chris at service@spookypinball.com. For other business questions, contact Charlie anytime at charlie@spookypinball.com.
THANK YOU ALL!!!
 Posted by at 3:13 pm