Alice Cooper Nightmare Castle
CLICK HERE FOR ACNC CODE UPDATES!
RELEASE NOTES All modes, light colors updated for combos, modes, etc All modes, main BG music could start when monster mode started All modes, mode total animation process cleaned up.. should be faster All modes, modes can only be played once All modes, monsters reset in prep for wizard mode All Modes, shaker support added' Combos, mode select targets kill any progress Combos, scoring updated Combos, system updated EOB, can break out of EOB bonus info early hitting both flippers EOB, sfx added Frenzy, frenzy light was overriding multiplier ready light Frenzy, keeps its own score collected.. used for mode total General, cleaned up count down timer routines. Could cause a crash if not handled properly General, coils only fire once in attract and if start it pressed General, collecting special award free game when not in free play General, extra safety added to upper playfield drop target to reset on no activity General, gameover will only pick from quotes that fit within the animation frame time General, highscore/match order in which they are display was reversed General, increased save ball grace to 4 seconds General, left scoop light animation cleanup General, left scoop scream was missing while out of monster mode General, light priorities changed for combo/mode/frenzy General, lightshow in attract no longer responds to flippers General, loading screen has some variety General, lower drop targets cleaned up logic so they reset only if they aren't in the correct position already General, monster select lights are now off when in Frank mode General, player 3 score moved to the left a bit General, relabeled some switch names in switch test General, remove old media not being used General, removed "super" from special in menu system General, removed GI from some lightshow sequences General, removed GI from the left scoop in/out animations General, room control forces lock servo to center position on magnet hold General, room travel was prevented after an initial ball save General, upper drop target safety reset timer was using a hard coded 1 second timer.. changed to 5 seconds General, upper lanes were over riding the frenzy light and killing it General, flippers were still enabled through end of ball General, lane save switching now disabled during end of ball Highscore, bug when replay played on ball 3 and ball ended. highscore screen needs to refresh Highscore, launch button could cause game to "end" Highscore, some internal changes to how it starts Highscore, timeout was in debug mode Hurryup, changed multisave to single save on ball save Hurryup, crash fix, chance that text would update when it shouldn't Hurryup, mode not totally disabled when mode total shows up Hurryup, removed a redundant update display.. contributed to video slowdown Hurryup, sfx changed from heart beat to Shepard tone Mag-neato-o, removed the magnet save while in frank or crypt mode Mystery award, award sfx now duck the music Replay, now plays sfx immediately, used to be on a delay Replay, video/sfx added Secret passage, new music starts when ready Servos, will now disengage after 1.5 seconds of last being used Skillshot, while ball 3 gimme active, skillshot would respond when it shouldn't Skillshot, false skillshot activation due to slow ball launch Special, awards 25 million in free play Special, menu setting updated with the 4 settings (Audit, Off, Points, Normal) Systemstatus, disabled response to flipper holds for now since this isn't fleshed out yet. can cause a quick animation to clear off leaving a blank screen Tilt, could cause crash when match animation started Tilt, not handled properly when in crypt mode Alice, frenzy shots added Alice, mode lights were not updated properly after mode total Alice, monster multiplier is now applied to scores Crypt, animation lag reduced Crypt, first lock starts new music Crypt, removed lock swap Crypt, removed multi save feature Crypt, SFX volumes increased Ethyl, frenzy shots are in. clearing all frenzy shots puts ethyl into the last stage for a super/triple jackpot.. rinse/repeat Ethyl, hurryup added for end of mode Ethyl, mode lights now ending properly Ethyl, mode total added Ethyl, now uses frenzy amount for hurryup value Ethyl, removed lock swap Ethyl, score animations and scoring added Ethyl, when dropping in from balcony, you get a 5 second runoff to collect a double/triple/super jackpot instead of a normal jackpot Frank, cleaned up internal lock count routine Frank, lab lock should be blinking instead of the arrow Frank, mode start has more "flash" Frank, quick skip was still causing an extra ball to be ejected Frank, removed multi save feature Igor, left scoop light cleanup Igor, while in hurryup mode switches/lights no longer respond Insect, animation lag fix Insect, frenzy shots open after big bug defeated Insect, upper pf can be used to squash bugs Pitcreature, left subway was not responding properly Pitcreature, mode takes priority over crypt mode now Pitcreature, needed to make pit create mode lights higher priority than crypt mode Pitcreature, right scoop was incrementing the collect count if it was a valid shot or not Pitcreature, won't show the not here animation if location already visited Vampire, animation lag removed Vampire, case typo in get to upper playfield text Vampire, frenzy shots added Vampire, GI wasn't being updating properly Vampire, mode music could initiate twice Vampire, removed "extra" jackpot animation after 3rd stake Vampire, timer/stake count GUI cleaned up Zombie, conflict with ball save would trigger a zombie shot
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!
Rubber sizes for AMH
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
Mylar Placement for Rob Zombie
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.
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