(Topic ID: 124615)

AMH Club - A Spooky Start

By goatdan

6 years ago


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  • 1,731 posts
  • 172 Pinsiders participating
  • Latest reply 4 days ago by Aeolus7
  • Topic is favorited by 43 Pinsiders

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There are 1731 posts in this topic. You are on page 35 of 35.
#1701 21 days ago
Quoted from Medisinyl:

I appreciate the encouragement
I don't know if it will sell many sets, and it will be limited in some fashion, but I hope it's at least something entertaining for everyone to see.
----------
For those that like seeing the process, here's a few comparison shots of the key box.
[unnecessary details below ]
One shows the finished piece near one that came off the print bed (slightly different as it was a previous prototype).
The others show some stages of the evolution.
First was just for basic measurements.
Second to test new measurements and add basic wood sculpting (slightly slanted at the back to accommodate the new backboard set).
Third added the key box, but it wound up too short in scale to the lobby table (replacement for the blue ORB guides). I also needed to take the picture frames into account.
Fourth has a taller key box, but I wanted more detail on the key # plaques.
Fifth added the simple plaque detail that works well at this scale/distance, and also a bit more detail to the broken wood. This was the only one that got any clear coat (some areas sanded again afterward).
------
Still aiming for a reveal by the end of the week.
[quoted image][quoted image][quoted image]

EDIT: [added an early shot of the new panels roughly in place--will sit slightly higher when installed. Elevator removed in the photo].

Wiring up the newest version of the back panels (not the final finish shown [gets sanded again after this point]).

Corners simply slide out if the playfield needs to be lifted to the maximum (photo shows an unfinished piece with the corner removed, and playfield at max lift).

A minor hassle on rare occasion, but worth the greater immersion had from widening the backboard and closing the gaps (in my opinion ).

Sconce tops go a couple millimeters above the corner piece line, so the transition isn't noticed.

Reveal with video any day now (certainly meant to be experienced with the lights off and mod lighting on ).

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#1702 18 days ago

Hoping for a reveal video later today/tonight if possible. I need to prioritize some Elvira, TMNT, and ACNC orders today, but here's a good idea of what it looks like, despite the theater sign being blown out in the pic.

Air vent also lights up green with the back left flasher, so it flickers before the VUK shoots it out, to give the impression the ball goes through the ducting

6 new lights + the bottle lights up with the factory pop bumper light.

Motorized Hellevator dial.

Interactive laundry chute door and bar counter.

---------

My game came with some purple light strip in the back that didn't look good to me, and the back of the game was too dark without it, but the new flickering lights in the back work perfect for my taste, and adds to the haunted atmosphere.

‐---------------
--‐-------------

AMH mod plans/ideas that never came to fruition...some may be revisited one day.

* 3D railings

* Bathroom (with ghostly "mens" image) on the right habitrail with a sprung door that opens with the ball, briefly revealing a toilet inside.

* Bar ghost spread out over the pop bumpers, mouth open upward toward a bottle she's holding...where each time the pop bumper fires, she'd move the bottle...up and down her throat...similar to the GnR drum action (this would have been more of a subjective novelty, and difficult to make with what I have available).

* Pepper's Ghost effect behind the lobby desk (wasn't sure how to integrate it as desired and with the other things I wanted to do).
20210714_085926 (resized).jpg

#1703 18 days ago
Quoted from Medisinyl:

Hoping for a reveal video later today/tonight if possible. I need to prioritize some Elvira, TMNT, and ACNC orders today, but here's a good idea of what it looks like, despite the theater sign being blown out in the pic.
Air vent also lights up green with the back left flasher, so it flickers before the VUK shoots it out, to give the impression the ball goes through the ducting
6 new lights + the bottle lights up with the factory pop bumper light.
Motorized elevator dial.
Interactive laundry chute door and bar counter.
---------
My game came with some purple light strip in the back that didn't look good to me, and the back of the game was too dark without it, but the new flickering lights in the back work perfect for my taste, and adds to the haunted atmosphere.
‐---------------
--‐-------------
AMH mod plans/ideas that never came to fruition...some may be revisited one day.
* 3D railings
* Bathroom (with ghostly "mens" image) on the right habitrail with a sprung door that opens with the ball, briefly revealing a toilet inside.
* Bar ghost spread out over the pop bumpers, mouth open upward toward a bottle she's holding...where each time the pop bumper fires, she'd move the bottle...up and down her throat...similar the GnR drum action (this would have been more of a subjective novelty, and difficult to make with what I have available).
* Pepper's Ghost effect behind the lobby desk (wasn't sure how to integrate it as desired and with the other things I wanted to do). [quoted image]

Looks awesome!

#1704 18 days ago
Quoted from Medisinyl:

Hoping for a reveal video later today/tonight if possible. I need to prioritize some Elvira, TMNT, and ACNC orders today, but here's a good idea of what it looks like, despite the theater sign being blown out in the pic.
Air vent also lights up green with the back left flasher, so it flickers before the VUK shoots it out, to give the impression the ball goes through the ducting
6 new lights + the bottle lights up with the factory pop bumper light.
Motorized elevator dial.
Interactive laundry chute door and bar counter.
---------
My game came with some purple light strip in the back that didn't look good to me, and the back of the game was too dark without it, but the new flickering lights in the back work perfect for my taste, and adds to the haunted atmosphere.
‐---------------
--‐-------------
AMH mod plans/ideas that never came to fruition...some may be revisited one day.
* 3D railings
* Bathroom (with ghostly "mens" image) on the right habitrail with a sprung door that opens with the ball, briefly revealing a toilet inside.
* Bar ghost spread out over the pop bumpers, mouth open upward toward a bottle she's holding...where each time the pop bumper fires, she'd move the bottle...up and down her throat...similar to the GnR drum action (this would have been more of a subjective novelty, and difficult to make with what I have available).
* Pepper's Ghost effect behind the lobby desk (wasn't sure how to integrate it as desired and with the other things I wanted to do).
[quoted image]

What a difference! Awesome.

#1705 18 days ago

Wow! These look great and add a lot of depth (& much needed lighting) to the back of the playfield. I may break my own rule about adding mods after seeing these.

#1706 18 days ago

Sign me up!

#1707 17 days ago
Quoted from PaulCoff:

What a difference! Awesome.

I appreciate the positive feedback from everyone thus far (I'm always a bit nervous when revealing new mods, and this more than any as I've put so much time into it, nearly defeated a few times).

Currently going through photos and videos and trying to edit something together (not an area I'm skilled in ).

*A difference indeed--I took a pic I had on hand for a quick before and after to better visualize it (not quite apples to apples environment, but some idea).

I've since swapped that purple bulb in the back left for frosted white.

--------

It will be a limited, hand numbered, all or nothing set. I don't expect to hit anywhere near the hard cap, but it will either be capped at whatever interest I have by the end of August, or a max of 48 sets (+ my set and the one I'll give to Spooky [these will be part of the hand numbered total]). Shipping beginning the first week of Sept.
beforeafteramh (resized).jpg

#1708 17 days ago
Quoted from Medisinyl:

I appreciate the positive feedback from everyone thus far (I'm always a bit nervous when revealing new mods, and this more than any as I've put so much time into it, nearly defeated a few times).
Currently going through photos and videos and trying to edit something together (not an area I'm skilled in ).
*A difference indeed--I took a pic I had on hand for a quick before and after to better visualize it (not quite apples to apples environment, but some idea).
I've since swapped that purple bulb in the back left for frosted white.
--------
It will be a limited, hand numbered, all or nothing set. I don't expect to hit anywhere near the hard cap, but it will either be capped at whatever interest I have by the end of August, or a max of 48 sets (+ my set and the one I'll give to Spooky). Shipping beginning the first week of Sept. [quoted image]

Put me down for a set. Great job!

#1709 17 days ago
Quoted from Medisinyl:

It will be a limited, hand numbered, all or nothing set. I don't expect to hit anywhere near the hard cap, but it will either be capped at whatever interest I have by the end of August, or a max of 48 sets .

I’m in. How do I order?

#1710 17 days ago
Quoted from Nevus:

I’m in. How do I order?

I'll hold a spot for you and confirm once details and pricing are revealed (everyone that asked to be on a list are locked in if they still want in at that time).

I'll make a mod thread for the reveal, and interest can be posted in the thread to help prevent excess PMs (I'll mark those already on the list at the front as pending until I get confirmation for or against).

Payment wouldn't be necessary until I'm near shipping.

I'll likely wait to post until mid-day tomorrow so I can be available once revealed.

#1711 17 days ago

That is AWESOME!

Is this using the GI code for lighting the active ghost mode for Kingpin Chris' mod? (that I don't think he ever finished?)

#1712 17 days ago
Quoted from benheck:

That is AWESOME!
Is this using the GI code for lighting the active ghost mode for Kingpin Chris' mod? (that I don't think he ever finished?)

And it's awesome to get such feedback from the highest source

That back panel mod lighting came to mind, but I couldn't find enough information about it to figure out how to tap into that. Did seem like it was abandoned.

#1713 17 days ago
Quoted from Medisinyl:

I'll hold a spot for you and confirm once details and pricing are revealed (everyone that asked to be on a list are locked in if they still want in at that time).

I'm very interested. Put me down. Looks awesome!

#1714 17 days ago

Dug up the code. V23 (2016) does support Chris' mod which I don't think he finished?

So yes, the secondary GI bank controls the following:

Bit 0 - Prison Ghost
Bit 1 - Hospital
Bit 2 - Bar
Bit 3 - War fort
Bit 4 - Hotel
Bit 5 - Theater

I believe it blinks the GI when mode active, then solid on after it's won.

Oh but there's more!

Bit 6 is for putting a light behind the Crystal Ball the physic woman is holding on the BG art. When Spirit Guide is lit this GI will also be on, so you can make the ball "glow" in the art if you wish.

Have fun!

#1715 17 days ago
Quoted from benheck:

Dug up the code. V23 (2016) does support Chris' mod which I don't think he finished?
So yes, the secondary GI bank controls the following:
Bit 0 - Prison Ghost
Bit 1 - Hospital
Bit 2 - Bar
Bit 3 - War fort
Bit 4 - Hotel
Bit 5 - Theater
I believe it blinks the GI when mode active, then solid on after it's won.
Oh but there's more!
Bit 6 is for putting a light behind the Crystal Ball the physic woman is holding on the BG art. When Spirit Guide is lit this GI will also be on, so you can make the ball "glow" in the art if you wish.
Have fun!

Thank you for the information. Kingpin's mod would have combined very well.

Perhaps I could consider an add on at some point, as it seems like a shame to not put that code to use, though the current placement of the flickering light above the army ghost/"lobby" would clash a bit, and I do like that lighting effect as well.

I'm still stuck on V22 at the moment (sounded like I may need to borrow a laptop to make the update more practical). Looking forward to getting V23 in there when I can.

#1716 17 days ago

In the photo it appeared as if you had controlled which ghost portrait was lit, that's what made me think of the code.

Just saying, it's already in the with v23, so go nuts if you wish! Amazing mod work regardless, wish we hadn't limited this to 150

#1717 17 days ago
Quoted from benheck:

In the photo it appeared as if you had controlled which ghost portrait was lit, that's what made me think of the code.
Just saying, it's already in the with v23, so go nuts if you wish! Amazing mod work regardless, wish we hadn't limited this to 150

That's exactly what had come to mind for me before, so the connection made sense immediately

I'll get V23 in soon and experiment

And yeah, for awhile I thought I may have lost my chance at getting one (when they were selling second hand for nearly $10k IIRC [or high for the time, whatever it was]).

#1718 17 days ago

I'll be in for a set. Everything looks great!

#1719 17 days ago

A mod thread with video has been created: https://pinside.com/pinball/forum/topic/medisinyl-mods-america-s-most-haunted-amh-limited-set

Anyone that had expressed early interest here or via PM is accounted for in the "pending" spots (I didn't want to add usernames until confirmed). I'll either message you first, or just let me know if you're still in after checking out the video and pricing (or post in the thread). New interest can post in the thread by copy/pasting the initial list and adding your screen-name.

Thanks again to everyone for the positive feedback thus far (and really support for my mods in general over the last four years--I still can't believe how well received much of what I've done has been, and hope to improve and offer better things as I learn more [learning to code is something I hope to do eventually to bring greater ideas to fruition]).

#1720 17 days ago

I'm definitely interested, looks awesome!

#1721 16 days ago
Quoted from benheck:

Dug up the code. V23 (2016) does support Chris' mod which I don't think he finished?
So yes, the secondary GI bank controls the following:
Bit 0 - Prison Ghost
Bit 1 - Hospital
Bit 2 - Bar
Bit 3 - War fort
Bit 4 - Hotel
Bit 5 - Theater
I believe it blinks the GI when mode active, then solid on after it's won.
Oh but there's more!
Bit 6 is for putting a light behind the Crystal Ball the physic woman is holding on the BG art. When Spirit Guide is lit this GI will also be on, so you can make the ball "glow" in the art if you wish.
Have fun!

This is great info! I'm going to add a spotlight to the Crystal Ball this weekend!

#1722 16 days ago

Yup if you have v23 it should “just work"

#1723 15 days ago
Quoted from extraballingtmc:

Having a small issue. After playing for 30-45 minutes straight the flippers are starting to stick up as they heat up I guess. Quick few presses of the buttons drops them.
Any suggestions why this is happening and what to do about it? Txs guys

Update: was just sticky buttons lol. My guy took me off, cleaned them up no more issues

#1724 14 days ago

Does anyone here know the appropriate size for AMH apron cards?

From my trial and error

It is not 6" x 3.5" like TNA.
It is not a direct match of the Spooky website .pdf

Thanks, in advance, for your help.

#1725 14 days ago

Looking for some advice. My audio started going out along with the dmd freezing on a random screen during gameplay. After reset, plays fine for a while (1-2 balls) then goes out again. Been checking random connections but not sure where to direct my efforts to solve. Is it possible the Dots & Audio card went wonky? Running v23.

#1726 14 days ago
Quoted from benheck:

Bit 6 is for putting a light behind the Crystal Ball the physic woman is holding on the BG art. When Spirit Guide is lit this GI will also be on, so you can make the ball "glow" in the art if you wish.
Have fun!

Just did this little addition and while it is very subtle with the bulb I have in there now, I like it! I'm going to try to get a brighter bulb and probably paint the inside of the tube white to get the most light possible going to the crystal ball.

I found a used 10 pin connector in my stash so I cut it down to 9 pins and left the other wires to play around with. It took me a couple guesses to find bit 6 so I inadvertently verified the some of others flash/light up too. LOL.

Thanks a lot for mentioning these little tidbits.

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#1727 14 days ago

Haha nice!

#1728 14 days ago

I tried leaving the TP on but it was too heavy.

#1729 11 days ago
Quoted from EasternBloc:

Is it possible the Dots & Audio card went wonky?

Sorry if obvious but for progeny’s sake, yes the SD card can and did go wonky. A freshly formatted SanDisk solved the problem which was probably caused by some rapid power blinks last weekend. Back in action!

#1730 8 days ago

Dear AMH fans, just listed mine in the marketplace if anyone is looking. I really need to get a bigger gameroom. Great game, really hoping I can reach Demon Battle before she’s gone!

#1731 4 days ago
Quoted from Aeolus7:

Dear AMH fans, just listed mine in the marketplace if anyone is looking. I really need to get a bigger gameroom. Great game, really hoping I can reach Demon Battle before she’s gone!

I consider myself a pretty decisive person, but this is the 2nd time I've attempted to sell my AMH and changed my mind, lol. Had a blast playing it last night, so decided to hold on to it and go all in on the Medisinyl mod instead. Demon Battle or bust!

There are 1731 posts in this topic. You are on page 35 of 35.

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