If I set my right scoop at 1 or 2, the coil that feeds the ball to the shooter lane lacks the power to get the ball in the lane. Has anyone else had issues with coil settings?
If I set my right scoop at 1 or 2, the coil that feeds the ball to the shooter lane lacks the power to get the ball in the lane. Has anyone else had issues with coil settings?
I have mine set to zero, and I'd probably turn them down more if I could.... I wonder if this is a problem.
Quoted from robertmee:what do most have their flipper coils set to?
Custom apron cards available
https://pinside.com/pinball/forum/topic/custom-rule-cards-site-launch-pinballboycom#post-2900992
Anyone get very far in the video mode? I got to it twice and can't make it past the first piece of grass, lol.
Quoted from vilant:Anyone get very far in the video mode? I got to it twice and can't make it past the first piece of grass, lol.
Had one that went for a very long time, scored something like 1.8 million or so from it.
Hey, I made those! These are the first photos I'm seeing of someone using my cards, glad you like em!
Planning to add the cards as well. Even though the ghost doesn't "match" the game ghost style, I think it's much cooler looking. Nice job!
Quoted from JOESCHALL:Planning to add the cards as well. Even though the ghost doesn't "match" the game ghost style, I think it's much cooler looking. Nice job!
Awesome, thanks!
And yeah, I figured I could either use the ghost from the game, or just find one in the same artistic vein for it to give it some variety.
Planning on making a couple other completely different versions in the near future as well.
Quoted from Jetzxi:Thanks for making the cards, they are pretty sweet lookin!
Thanks, glad to do it!
Quoted from chadsugg:Thanks, glad to do it!
Chadsugg... nice looking score cards. Are they available to us AMH owners?
Also, did you mention you were going to make other cards for this game too?
Let me know.
Thanks!
Kerry
Quoted from Kerry_Richard:Chadsugg... nice looking score cards. Are they available to us AMH owners?
Also, did you mention you were going to make other cards for this game too?
Let me know.
Thanks!
Kerry
http://pinballboy.com/rulecards?tag=America%27s+Most+Haunted
Quoted from Kerry_Richard:Very nice... Thanks!
I'll print and make a donation.
Kerry
Awesome, thanks Kerry!
And thanks for sharing the link with him Jetzxi
Just finished the other version of rule cards I was talking about making the other day.
I thought this set would be funny, especially with all the Stern Ghostbusters rumors going around
Free Download @
http://pinballboy.com/rulecards/amh-v2
Quoted from chadsugg:Just finished the other version of rule cards I was talking about making the other day.
I thought this set would be funny, especially with all the Stern Ghostbusters rumors going around
Free Download @
http://pinballboy.com/rulecards/amh-v2AMHV2Pre_(resized).jpg
Nice but i like 1st one better. Could do one with ghost from the game or something like that ?
Quoted from 2Kaulitz:Nice but i like 1st one better. Could do one with ghost from the game or something like that ?
Can do. Was planning on doing a third version with a ghost from the game since a couple have mentioned they'd like one with that
Quoted from 2Kaulitz:Congrads dude
Thanks man, looking forward to it. Also, already have the Cliffy's installed at production.
Quoted from chadsugg:Was planning on doing a third version with a ghost from the game since a couple have mentioned they'd like one with that
I think that would be awesome... maybe 1-2 of the characters (ghosts) on back of playfield.
Quoted from NinJaBooT:My Custom AMH Magnet Mod. The white layer glows in the dark.
IMG_5126_(resized).PNG
Ooooo. Make me one! How much!
Quoted from NinJaBooT:My Custom AMH Magnet Mod. The white layer glows in the dark.
IMG_5126_(resized).PNG
I want one too
I have a stupid noob diagnosis/repair question:
I have an issue with my machine now where it seems that none of the coils are working. We noticed it when we turned the machine on, the machine was looking for a missing ball (was up near the bumpers -- wonder if one of the kids turned off the machine mid game), and when we dropped the ball into the drain, the drain coil didn't move. Subsequently noticed that when starting a new game, no ball would load into the shooter lane.
In the menu, when I go to "Solenoid Test" and select on of the tests (for instance, "Ball Load"), when I press the Enter button, should I hear one of the coils fire? Because right now, I no matter which test I select ("Ball Load", "RFlip Hold", etc.), I don't see or hear any activity from the machine.
I'm sorry for this noob question, but what is my next step? I'd like to try to fix this on my own (and learn something in the process). Thanks for all helpful answers!
You aren't testing with the coin door open, are you? Having the coin door open disables all the solenoids so you don't BBQ yourself.
Quoted from tu71586:I have a stupid noob diagnosis/repair question:
I have an issue with my machine now where it seems that none of the coils are working. We noticed it when we turned the machine on, the machine was looking for a missing ball (was up near the bumpers -- wonder if one of the kids turned off the machine mid game), and when we dropped the ball into the drain, the drain coil didn't move. Subsequently noticed that when starting a new game, no ball would load into the shooter lane.
In the menu, when I go to "Solenoid Test" and select on of the tests (for instance, "Ball Load"), when I press the Enter button, should I hear one of the coils fire? Because right now, I no matter which test I select ("Ball Load", "RFlip Hold", etc.), I don't see or hear any activity from the machine.
I'm sorry for this noob question, but what is my next step? I'd like to try to fix this on my own (and learn something in the process). Thanks for all helpful answers!
Quoted from tu71586:I have a stupid noob diagnosis/repair question:
I have an issue with my machine now where it seems that none of the coils are working. We noticed it when we turned the machine on, the machine was looking for a missing ball (was up near the bumpers -- wonder if one of the kids turned off the machine mid game), and when we dropped the ball into the drain, the drain coil didn't move. Subsequently noticed that when starting a new game, no ball would load into the shooter lane.
In the menu, when I go to "Solenoid Test" and select on of the tests (for instance, "Ball Load"), when I press the Enter button, should I hear one of the coils fire? Because right now, I no matter which test I select ("Ball Load", "RFlip Hold", etc.), I don't see or hear any activity from the machine.
I'm sorry for this noob question, but what is my next step? I'd like to try to fix this on my own (and learn something in the process). Thanks for all helpful answers!
let's start with the basics
1) there is an interlock switch attached to the inside of the coin door. if the coin door is opened then the switch will open and disable the power to the coils. is the door open?
i am not trying to be sarcastic at all, you said that you are a noob so sometimes starting at the very beginning is the best place
Ha, absolutely right... noob mistake, the coin door was open when testing. How do I test the solenoids through the test menu then?
With the playfield up
Or, select your solenoid with the door open, close the door, then push start to test.
Quoted from tu71586:Ha, absolutely right... noob mistake, the coin door was open when testing. How do I test the solenoids through the test menu then?
Quoted from tu71586:Ha, absolutely right... noob mistake, the coin door was open when testing. How do I test the solenoids through the test menu then?
Once you pull out the interlock switch (it's white, just inside the coin door but mounted on the cabinet, and will "click" when pulled) with the coin door open, you press the green button (mounted inside the coin door near the top) and work your way through the menu using the flippers. The red button takes you a step back in the process, then you use the green button to begin the process again if needed.
If you want to talk through it sometime while you're at the machine, PM me and I'll send you my phone number, then you can call me. That might be easier to understand if you're having trouble.
Quoted from JOESCHALL:Once you pull out the interlock switch (it's white, just inside the coin door but mounted on the cabinet, and will "click" when pulled) with the coin door open, you press the green button (mounted inside the coin door near the top) and work your way through the menu using the flippers. The red button takes you a step back in the process, then you use the green button to begin the process again if needed.
So would disablishing the interlock all together be similar to this? My AMH will be in the Ohio state championships tomorrow, and I want to have the the interlock disabled for removing stuck balls during multiball.
Quoted from WaddleJrJr:So would disablishing the interlock all together be similar to this? My AMH will be in the Ohio state championships tomorrow, and I want to have the the interlock disabled for removing stuck balls during multiball.
I suppose you could bypass the switch, but it's a safety thing. I don't see why it's a big deal so long as you hold a flippers up and rest the balls on them (leaving them in the shooter lane obviously auto fires when you close the door).
Quoted from WaddleJrJr:So would disablishing the interlock all together be similar to this? My AMH will be in the Ohio state championships tomorrow, and I want to have the the interlock disabled for removing stuck balls during multiball.
I'm no authority, but I think the common practice in that case is to open the door (which disables the coils), pull the glass, pull the interlock switch (which energizes the coils when activated), let the player energize a flipper of choice with the button, rest the ball on that flipper, put the glass and lockdown bar back on, then play continues.
Quoted from JOESCHALL:I'm no authority, but I think the common practice in that case is to open the door (which disables the coils), pull the glass, pull the interlock switch (which energizes the coils when activated), let the player energize a flipper of choice with the button, rest the ball on that flipper, put the glass and lockdown bar back on, then play continues.
I see other Stern games and such with the interlocked disabled for the whole tournament. That way someone can have balls on a flipper and won't have to lose them when you pull the glass to get a stuck ball.
Quoted from WaddleJrJr:So would disablishing the interlock all together be similar to this? My AMH will be in the Ohio state championships tomorrow, and I want to have the the interlock disabled for removing stuck balls during multiball.
And to point out why the practice I just described is used--suppose you had 2 balls stuck in the right scoop (happens to me at times, and neither is quite sitting on the switch) and you had, say, taped the interlock switch shut so that it wouldn't be disabled. If you had to remove the glass to free those balls, as soon as you grabbed one the other might fall back into the scoop and be kicked out, with the player unable to play it. With the interlock switch disabled as described above, you could safely put both balls on the energized flipper of choice.
Quoted from WaddleJrJr:I see other Stern games and such with the interlocked disabled for the whole tournament. That way someone can have balls on a flipper and won't have to lose them when you pull the glass to get a stuck ball.
I can understand this--I just think that AMH might have some ball stick peculiarities that other machines do not, and a mistake by the person freeing the stuck ball with the glass off could lead to an unfair outcome. Anyway, just my 2 cents. I hope it's a great tournament game tomorrow!
I always just hold in the interlock switch while doing the test. Other than that, you may want to check the fuses on the PinHeck board. There are documented issues with the phantom flip in the doctor ghost mode blowing the 3amp fuse on the board.
Maybe get a few hours of repair under your belt before doing this. Just in case.
Quoted from JOESCHALL:Once you pull out the interlock switch (it's white, just inside the coin door but mounted on the cabinet, and will "click" when pulled) with the coin door open
Pinball is not hard to work on just take your time and make sure you have muilty meter is your best friend.
Does AMH have settings to do a "super value" type deal? (set game to 75 cents or 3 for $2) All I remember seeing in the settings was coins per play.
If not then I think this would be a great addition.
Ok, finally got around to looking more at this -- thanks for pointing me in the right direction.
For other noobs (like me) out there, I went to the solenoid test menu, closed the door. I cycled through the different solenoids with the right and left flipper buttons, testing each solenoid by pressing the START button. It was pretty clear that a bank of solenoids wouldn't fire when tested: Autopluner, Drainkick, BallLoad... all the ones listed as Sol Bank 2 on the Spooky support site (http://www.spookypinball.com/wp-content/uploads/2014/09/AMH-WIRE-TO-BOARD.pdf). Looking at the board in the backbox, it's clear one of the fuses blew, just as Betelgeuse suspected (thank you!). See attached pic.
So, my question -- looks like this is a 3 Amp Slo Blo fuse. Can I get a single fuse at a local hardware store such as this one:
http://www.homedepot.com/p/Crown-Bolt-3-Amp-Slo-Blo-GMA-Fuse-72538/203538294
or is it specific to pinball machines? Looking at PinballLife.com, the 3A slo blo fuse is only sold in packs of 100. Sorry if this question is idiotic, I just want to make sure I'm buying the right fuse.
Thanks again for all help!
Quoted from WaddleJrJr:Does AMH have settings to do a "super value" type deal? (set game to 75 cents or 3 for $2) All I remember seeing in the settings was coins per play.
If not then I think this would be a great addition.
I have requested that from Ben but nothing yet. Currently just a coins per play type setting.
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