Alice Cooper Nightmare Castle
CLICK HERE FOR ACNC CODE UPDATES!
13/FEB/2019 V18.104.22.168 Cleaned up graphic transitions, and priority fixed 11/FEB/2019 V22.214.171.124 Insect, insect mode boss battle would try play videos that didn't exist V126.96.36.199 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!
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