(Topic ID: 252126)

Elvira's House of Horrors - The Owner's Club

By RobertWinter

4 years ago


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  • 18,115 posts
  • 1,019 Pinsiders participating
  • Latest reply 33 hours ago by EaglePin
  • Topic is favorited by 458 Pinsiders

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“Do you currently own other Elvira machines?”

  • This is my frst Elvira machine 493 votes
    69%
  • Also own Elvira and the Party Monsters 41 votes
    6%
  • Also own Scared Stiff 118 votes
    17%
  • I own all three now! 61 votes
    9%

(713 votes)

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There are 18,115 posts in this topic. You are on page 209 of 363.
#10401 2 years ago

I just wish they would just come out and say it if they truly are ending the production of EHOH. I keep pestering my distributor about this and they keep telling me they are still being built and Stern has not said anything about canceling their allocations. I just want my game I ordered back in April.

#10402 2 years ago

Go back and read the release notes from the 1.0 update. It was a MASSIVE update by Lyman and there's things in there you have maybe never even seen yet. For example, has anyone seen the score spider?

The attention to detail on some of the changes..... wow! I think there's still untapped potential in the game in regards to the house turret and beast booster spinner.

V1.00.0 - Oct. 15, 2020
=======================

- Fixed an issue with QUESTION MARK on the HAND OF FATE wheel where it
would not score the correct points.
- Replaced temporary art for WILD MARKET VALUE.
- Fixed a bug in SUPER HAND OF FATE where draining down the left outlane
when the outlane was not lit would trigger the MANOS JACKPOT effect and
show a total of 00.
- Added the DJ MIXER so users can play music in the attract mode.
- Added an adjustment for ball save at the start of DIRECTOR'S CUT.
- Exclude certain lamps from the start of DIRECTOR'S CUT (i.e. shoot
again, etc.).
- Finishing THEY CAME FROM SPACE now scores 100M.

- Added sounds to DIRECTOR'S CUT level award; these were missing.
- Added TOPPER scream effects for MULTIBALL starts and GARAGE MULTIBALL
super jackpots.
- Added settings for in-game SCREAM percentage and time to lock out before
allowing more.
- Changed the text color for the HOUSE ADVANCE/LIT from red to purple to
match lighting on house.
- Added a jackpot to SANTA CLAUS CONQUERS THE MARTIANS so it scores
like the other haunts. Cleaned up the background display effect
messages to provide some more information. Blink the HOUSE ENTRANCE
lamp BRIGHT when the HOUSE is lit to finish the HAUNT.
- Added a ball save (5 seconds) to the start of GAPPA ANGRY.
- Cleaned up various things in THE SATANIC RITES OF DRACULA. Added
shot values to the background display effect. Increase shot values
after shots are made. Added jackpot for final shot. Made the HOUSE
ENTRANCE shot brighter when lit to finish the mode.
- Added adjustments for FLIPPER POWER.
- Cleaned up various things in THE GIANT GILA MONSTER. Reworked the
background display effect text. Added a jackpot for the final shot.
Reworked the pop bumper scoring; this now also adds to the jackpot
value for each pop bumper hit. Added pop bumper lights to the second
part so the player knows to shoot the pop bumpers. Changed the text
color to YELLOW to match the lamps in the HAUNT. Changed bright/dark
lamps so the player knows when shooting the HOUSE ENTRANCE ramp will
advance the mode. Reworked the scoring so it is more in-line with
the other haunts.
- THE GIANT GILA MONSTER was not restarting the timer on a pop bumper hit.
This has been corrected.

- Implemented the DAGGER; this adds a bonus to each non-multiball HAUNT.
- Added completion (display, rule cleanup) to THEY CAME FROM SPACE; this
was missing.
- Added DIRECTOR'S CUT awards to the BACK DOOR SKILL SHOT and the BACK DOOR
SNEAK-IN.
- Fixed an issue with THE MANSTER where it was not adding the final shot
value to the total for HIGH SCORE TO DATE.
- Fixed an issue with THE WEREWOLF OF WASHINGTON where it was not adding
the stage 3 last shot value to the jackpot value.
- Cleaned up background text for the last stage of MANOS: THE HANDS OF
FATE; there is only the final shot for the jackpot, so only show that.
- Added display, sounds, and lamp effect for SUPER HAND OF FATE total.
- Added new video clip to start of SUPER HAND OF FATE.
- Fixed up DIRECTOR'S CUT start lamp effect for new intro.
- Added WILD MARKET VALUE rule:
- Start in the CELLAR after performing the following tasks:
a) Start DIRECTOR'S CUT.
b) Banish CLOWN deadhead (SUPER HEAD SHOT).
c) Start PHONE-A-FIEND multiball.
d) Start GAPPA ANGRY.
e) Start GAR-GOILS GONE WILD.
f) Start ATTIC ATTACK multiball.
g) Start THEY CAME FROM SPACE.
- Shoot WILD MARKET VALUE target for hurry-up value and sell the
house.
- The MARKET VALUE of the HOUSE is built up over the course of the
game by hitting the WILD MARKET VALUE standup target. The value of
the target is 100K * the number of tasks completed; this value is
added to the MARKET VALUE of the HOUSE each time the target is hit.
- Added and fixed music for WILD MARKET VALUE.
- Increased WILD MARKET VALUE timer from 20 seconds to 30 seconds so the
hurry-up counts down slower.
- Added display, sounds, and lamp effect for WILD MARKET VALUE target.

- Fix up audio/rebalance volumes for SCREAM TEST and RUN FOR YOUR LIFE.
- Reworked HOUSE PARTY scoring. Instead of 750K + 75K per shot, it is now
100K + 25K per shot made during all haunts leading up to HOUSE PARTY.
- Added new video clips for PHONE-A-FIEND START.
- Starting PHONE-A-FIEND now awards a bonus for all TRUNK ITEMS that have
been collected.
The current formula is:
(
(100K * number of SKELETON KEYS collected)
+
(100K * number of LAB TESTS (FLASKS) collected)
+
(100K * number of DAGGERS collected)
)
*
(1 + number of RAY GUNS collected)
Once the bonus has been collected at the start of PHONE-A-FIEND, the
number of RAY GUNS is set to ZERO.
- Fixed an issue that was causing the first frame of the "YOU'RE UP"
animation in the score display to be rendered incorrectly (the font
shadow was off by some number of pixels).
- Implemented a setting that keeps shots unlit during the open-ended
portions of certain modes (most notably, MANOS). This is set to 2 for
competition mode.
- Excluded some lamps for UN HAPPY HOUR shot large lamp effect (jackpots,
RGB arrows).
- Record high scores for MANSTER after a switch score (it was missing).
- Added a setting to pause timers w/ no switch activity after a time.
This is enabled for competition mode.
- Added a setting for making UN HAPPY HOUR difficult (the last ramp shot
made is OFF for a time period). Default is HARD for competition mode.
- Added more variety to the short versions of HAUNT completed (i.e.,
instead of "GREAT WORK!" all of the time, also play "NICE WORK!", "WELL
PLAYED!", and "WOW, WHAT A BLAST!")
- Added logic for player score spider. If there are at least two players
in the game and a player is behind by more than 250M and the player who
is up has scored more than 250M on the current ball and has been playing
for 10 minutes or more, a spider will crawl down the screen and spin a
web over the lowest scoring player's score.
- Start GAPPA ANGRY on BACK DOOR skill shot or BACK DOOR sneak-in.
- Added additional logic to keep the CELLAR RAMP from moving too soon.
When the CELLAR entrance opto is made, requests to move ramp are delayed
long enough so the ball can get into the CELLAR VUK. This stops the
motor from running up and down when it doesn't need to when the CELLAR
shot is made during DIRECTOR'S CUT and other modes.

- Allow DIRECTOR'S CUT start display effect to be canceled by the flippers.
- Increased the base value of UN HAPPY HOUR from 250k to 400k.
- Increased the base value of DRIVE ME CRAZY from 100k to 250k for each
deadhead banished.
- Reworked DIRECTOR'S CUT READY to incorporate the TRAILER TRASH rule:
- When completing the 4th HAUNT, do not light TRAILER TRASH.
- DIRECTOR'S CUT READY has LEFT RAMP, RIGHT RAMP, HOUSE RAMP lit in
CYAN (the color for DIRECTOR'S CUT).
- RAMPS behave exactly like TRAILER TRASH for awarding 4th HAUNT
points, except there is no hurry-up involved.
- Release balls locked in TRUNK LOCK after tilt during THEY CAME FROM
SPACE.
- Added a light show for completing the pop bumpers during POOL PARTY.
- Implemented the setting TRUNK DIVERTER WITH LOCKS behavior:
- OPEN = release locked balls at the start of multiball.
- CLOSED = keep locked balls, trunk diverter will stay closed as
long as there are balls locked in the trunk.
The only rule affected by this is MAKE-OUT MAYHEM.
- Fixed up video clips for MAKE-OUT MAYHEM. Some of these ran during the
background display effect when they should not (NOTLD, TFOS, TWOW, and
TWWOW).

- The TRUNK LID was not staying closed ALWAYS when there was a ball locked
in the TRUNK. This has been corrected.
- Lighten up shaker motor effect for GAPPA ANGRY sneak-in.
- Use a better sound for the DROP TARGET when hit.
- Fixed a bug in MAKE-OUT MAYHEM where the super jackpots would never light
up.
- Some sound effects for THEY CAME FROM SPACE would not interrupt sounds
always in progress. This has been corrected.
- When down to one ball during THEY CAME FROM SPACE, sneaking a ball into
the TRUNK LOCK will lock the ball and serve a new ball. After all balls
are lost during THEY CAME FROM SPACE, any balls locked in the TRUNK LOCK
will be released and the mode will continue instead of ending as before.
- "Egads, have you had enough" speech from Sir Normus Cranium did not have
reverb. This has been corrected.
- Shortened the effect for GAPPA ANGRY LEVEL 4 (TRUNK) LOCK when the ball
does not end up in the TRUNK so the illumination is not off when the ball
may be live on the playfield.
- Added video clips, sounds, and lights for DRIVE ME CRAZY total.
- Added video clips, sounds, and lights for UN HAPPY HOUR total.
- Added new speech for UN HAPPY HOUR start.
- Added video clips, sounds, and lights for GAR-GOILS GONE WILD total.
- Added video clips, sounds, and lights for HOUSE PARTY total.
- Added adjustment "MOVIE TRAILER LENGTH" (Normal, Short, Off).
- The SUPER JACKPOT value for GAPPA ANGRY MULTIBALL was not being added to
for each shot during the mode. This has been corrected.
- Added sounds and lights for DIRECTOR'S CUT total.
- Added left and right ramp exit for consideration to reset the DROP TARGET.

- Limit the times the DROP TARGET can be raised to prevent balls from
getting stuck behind the target.
- Added video clips, sounds, and speech for GAPPA ANGRY MULTIBALL total.
- Added a MOVIE TRAILER that plays at the end of the game based on what
the player did in the game.
- Added more video clips to GAPPA ANGRY MULTIBALL.
- Added SUPER JACKPOT to GAPPA ANGRY MULTIBALL. Added display effect,
sounds, and speech.
- Added SUPER JACKPOTS to DANCE FEVER, MAKE-OUT MAYHEM, and RUN FOR YOUR
LIFE. Added display effect, sounds, and speech.
- Added additional speech for the start of SCREAM TEST.
- Added jackpot and feature lamps to the start effects for DANCE FEVER,
MAKE-OUT MAYHEM, SCREAM TEST, and RUN FOR YOUR LIFE.
- Lower priority of freak fryer super jackpot display effects after some
amount of time (after big sounds and score has been displayed) so other
effects (jackpot) can come through.
- Added video clips for the start of RUN FOR YOUR LIFE.
- Added video clips for the start of SCREAM TEST.
- Added video clips, sounds, lights for SCREAM TEST total.
- Added video clips and speech to the start of MAKE-OUT MAYHEM.
- Added video clips, sounds, lights for MAKE-OUT MAYHEM total.
- Added sounds and lights for DANCE FEVER total.
- Rework POOL PARTY total, video clips, sounds, lights.
- Added video clips, sounds, and lights for the ADD-A-ZOMBIE MULTIBALL
total. Removed text before speech. Show Elvira on the total page when
the super jackpot has been collected.
- Added video clips, sounds, and lights for the ATTIC ATTACK MULTIBALL
total.
- Added a lamp effect for the WILD WOMEN MULTIBALL total.
- Increased the volume for level 1 of GAPPA ANGRY; this was quieter than
the higher levels.
- Added video clips, sounds, and lights, for the PHONE-A-FIEND total. The
total page shows the maximum number of phones lit up during the multiball.
- Added video clips, sounds, and lights for the TRUNK MULTIBALL total.
- Added video clips for the FREAK FRYER level award.
- Added WILD MARKET VALUE HSTD to the attract mode.
- Fill out remainder of sound test table (includes MUSIC, FX and VO).
- Added video clips for NIGHT OF THE LIVING DEAD, THE BRAIN THAT WOULDN'T
DIE, THE MANSTER, and THE WEREWOLF OF WASHINGTON totals.
- Changed text color to green-ish for THE MANSTER total page.
- Changed text color to silver-ish for THE WEREWOLF OF WASHINGTON total
page.
- Added illumination lights to FREAK FRYER multiball backgrounds and
awards.
- Added the HOUSE PARTY lamp when ready/active.
(This may be the first time ever that I have an insert that doesn't light
up and the rule is implemented. Note to self: you still got it wrong.)
- If a DEADHEAD is lit for completion where the player is allowed to fire
the ball at the 36-24-36 targets to banish the DEADHEAD and complete the
mode AND the CRYPT is lit to lock a ball during level 3 of GAPPA ANGRY,
then banish the DEADHEAD immediately and lock the ball for GAPPA ANGRY.
- Do not allow the FREAK FRYER to advance towards lighting GAPPA ANGRY
during THEY CAME FROM SPACE.

#10403 2 years ago

Fitted new left ramp today along with Vimtomans crate mod which is my favourite Elvira mod

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#10404 2 years ago

This game and Metallica would probably be the last games to ever leave my collection, unless I was offered stupid money. There's only 1 thing I kind of want right now, but it's not pinball related. I'll probably downsize in the spring to only these 2 games.

Rob

#10405 2 years ago

Got to directors cut for the first time tonight. I also managed to beat they came from space in that game. Drained out fast during Santa again though.... That haunt just gets me every time. Also beat gila monster. 2.3 ish billion is now my new GC.

#10406 2 years ago
Quoted from Rob_G:

This game and Metallica would probably be the last games to ever leave my collection,

Metallica was the first game I picked up when I got back into this, and it was the last to leave while I was selling games.

For me the last games to leave would be this one, and TWD. (I had never seen that show, tried to once, after getting the pin, love the pin, have no use for the TV show.

Quoted from Rob_G:

unless I was offered stupid money.

I have thought about that also. Stupid money I would be tempted, but I really want to keep it for a very long time and try to see everything the game has to offer.

1 week later
#10407 2 years ago
Quoted from SKWilson:

Because you say "Happy hour goes nuts," your problem will be the right ramp opto. It's probably dirty and/or loose. Some have resorted to making the holes in the ramp larger. I have only cleaned/tightened it myself.

thank you very much, late reply but I cleaned the plastic on the ramp at the switch and now it works as it should. Should also tighten the ramp when opto registered when I tweaked the ramp.

#10408 2 years ago

The wife printed and painted these new side rails for our Elvira. I think it lines like they were meant to be there.

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#10409 2 years ago

I joined the club yesterday and I’m really enjoying the game so far. Have a couple of questions I was hoping you guys who’ve had the game longer may be able to help with.

- Is a shot to the left orbit meant to end up in the pops every time? I haven’t had a ball loop around to the right flipper yet and I could have sworn I saw that happen on various streams.

- I’m struggling to backhand the left ramp. Maybe 60% success rate on a perfect shot, the rest lose momentum right at the top and come back down. I checked and the flippers are at full power - is this how it is for everyone else?

Other than that everything seems to be working well and it’s a ton of fun, looking forward to digging deeper into the code as it seems like there’s a lot going on.

#10410 2 years ago
Quoted from JustLikeMe:

I joined the club yesterday and I’m really enjoying the game so far. Have a couple of questions I was hoping you guys who’ve had the game longer may be able to help with.
- Is a shot to the left orbit meant to end up in the pops every time? I haven’t had a ball loop around to the right flipper yet and I could have sworn I saw that happen on various streams.
- I’m struggling to backhand the left ramp. Maybe 60% success rate on a perfect shot, the rest lose momentum right at the top and come back down. I checked and the flippers are at full power - is this how it is for everyone else?
Other than that everything seems to be working well and it’s a ton of fun, looking forward to digging deeper into the code as it seems like there’s a lot going on.

Left orbit shots can't go around due to the one way gate just to the right of the pop nest.

My backhand shots to the left ramp generally just make it. They look like they are gonna come back and just get around the bend. Not all make it though. Was your game new or used? Things to possibly address it are clean/wax the playfield if needed, adjust pitch of game if too steep, maybe check your flipper mechs to make sure things are clean (sleeves, etc).

#10411 2 years ago
Quoted from DudeRegular:

Left orbit shots can't go around due to the one way gate just to the right of the pop nest.
My backhand shots to the left ramp generally just make it. They look like they are gonna come back and just get around the bend. Not all make it though. Was your game new or used? Things to possibly address it are clean/wax the playfield if needed, adjust pitch of game if too steep, maybe check your flipper mechs to make sure things are clean (sleeves, etc).

Cheers, looked like a one way gate but I thought I’d seen it behave differently on stream and the rules wiki on the Tilt forums mentioned a return to the right flipper too. Good to know I’m not losing my mind!

Game is used but HUO and only ~260 games from new. Might be a little steep, set it up in a rush so I could start playing. Will give it a once over but if yours only just make it it sounds similar.

Two questions on the rules - does it make a difference which deadhead is active from the crypt? And is there a way to select the junk awarded from the trunk?

#10412 2 years ago
Quoted from JustLikeMe:

Two questions on the rules - does it make a difference which deadhead is active from the crypt? And is there a way to select the junk awarded from the trunk?

#1 The Deadheads are random (with the exception of the fourth which will be Creepo).

#2 Yes. Before you hit a target, the insert lights will cycle from bottom to top. Hitting a target will lock in the lit junk. Completing the targets will light the lock. Locking the ball will collect the lit junk. Repeat process to start JitT multiball. During multiball, the two pieces of junk you collected will alternate flashing. Hitting a target will light the super jackpot on the left ramp and add a piece of the flashing junk (up to 3). Collect the super jackpot to collect the additional junk.

#10413 2 years ago
Quoted from SKWilson:

#1 The Deadheads are random (with the exception of the fourth which will be Creepo).
#2 Yes. Before you hit a target, the insert lights will cycle from bottom to top. Hitting a target will lock in the lit junk. Completing the targets will light the lock. Locking the ball will collect the lit junk. Repeat process to start JitT multiball. During multiball, the two pieces of junk you collected will alternate flashing. Hitting a target will light the super jackpot on the left ramp and add a piece of the flashing junk (up to 3). Collect the super jackpot to collect the additional junk.

Great tip on the multiball. I didn't realize you could collect junk that way. Now I will be much more deliberate in my attempts to collect that. I really want to sell the house!

#10414 2 years ago
Quoted from SKWilson:

#1 The Deadheads are random (with the exception of the fourth which will be Creepo).
#2 Yes. Before you hit a target, the insert lights will cycle from bottom to top. Hitting a target will lock in the lit junk. Completing the targets will light the lock. Locking the ball will collect the lit junk. Repeat process to start JitT multiball. During multiball, the two pieces of junk you collected will alternate flashing. Hitting a target will light the super jackpot on the left ramp and add a piece of the flashing junk (up to 3). Collect the super jackpot to collect the additional junk.

Thanks, appreciate it. So re the deadheads - are the rewards for completing the mode the same, or do they vary depending on the deadhead?

#10415 2 years ago
Quoted from McDoom:

I am just wondering if anyone has had this same problem.
Suddenly the “Un-happy hour” mode starts up by itself and then goes completely ballistic “ghost” registring hits non-stop.
If you've had this same issue or know what's causing it, please let me know.
Thanks

Unfortunately, I'm still having this issue but worse now, it has gotten to the point where the game is unplayable once “un-happy hour” mode starts up.

Every single shot I take sets off the Opto (machine-gunning) no matter if I hit the ramp or not. When I do hit the right ramp it seems to register at least 5-7 hits at the speed of light multiple times.

I've drilled larger holes in the ramp as suggested by other insiders due to the optos originally not connecting and working. (I did not accidentally drill into the opto). (Is this a bad set of optos?)

At this point, I guess I'll have to reach out to stern I'm not sure what else I can do here.

I'm wondering if someone else has had this exact problem and how was it fixed.

**Every single shot on the playfield sets off the right ramp opto during “Un-happy hour” mode**

#10416 2 years ago
Quoted from JustLikeMe:

Thanks, appreciate it. So re the deadheads - are the rewards for completing the mode the same, or do they vary depending on the deadhead?

The points are the same no matter which Deadhead appears. Of course, they increase in value with each Deadhead you vanquish.

#10417 2 years ago
Quoted from DudeRegular:

Great tip on the multiball. I didn't realize you could collect junk that way. Now I will be much more deliberate in my attempts to collect that. I really want to sell the house!

Being that you can collect more ray guns (shot collect), flasks (+50k jackpots) and daggers (+50k haunt shots) during multiball, you can increase your shot scores. Also, the more junk you collect the bigger the bonus when starting Phone-a-Fiend.

If you want to sell the house, concentrate on the Deadheads and the house. Even though starting Phone-a-Fiend and Attic Attack are supposed to be required, it seems as though just lighting them is enough (bug).

#10418 2 years ago
Quoted from SKWilson:

Being that you can collect more ray guns (shot collect), flasks (+50k jackpots) and daggers (+50k haunt shots) during multiball, you can increase your shot scores. Also, the more junk you collect the bigger the bonus when starting Phone-a-Fiend.
If you want to sell the house, concentrate on the Deadheads and the house. Even though starting Phone-a-Fiend and Attic Attack are supposed to be required, it seems as though just lighting them is enough (bug).

Interesting. I have been to directors cut a few times now. Beat the clown a few times. I haven't done phone a friend even once.

#10419 2 years ago

Alright HOH crew,

This is what I noticed that’s happening when “Un-happy hour” mode starts on my game.

Every single time I flip the flippers during that mode it registers on the screen as if I made a ramp jackpot shot even if I didn't shoot a ramp shot or even hit the ball.

So the faster I hit the buttons the faster ghost hits register, and points are added to the screen as the glasses keep clinging together. (it's tied to the flipper buttons somehow).

I knew this sounds strange but I'm guessing this is some type of wiring issue.

Any insight regarding this issue will be appreciated

I may try to reinstall the firmware, the game worked fine for months then this started happening a few weeks ago.

#10420 2 years ago
Quoted from McDoom:

Alright HOH crew,
This is what I noticed that’s happening when “Un-happy hour” mode starts on my game.
Every single time I flip the flippers during that mode it registers on the screen as if I made a ramp jackpot shot even if I didn't shoot a ramp shot or even hit the ball.
So the faster I hit the buttons the faster ghost hits register, and points are added to the screen as the glasses keep clinging together. (it's tied to the flipper buttons somehow).
I knew this sounds strange but I'm guessing this is some type of wiring issue.
Any insight regarding this issue will be appreciated
I may try to reinstall the firmware, the game worked fine for months then this started happening a few weeks ago.

Glass off
Go into switch test mode
Pull white post on inside left of coin door frame to enable switches and coils with door open
smack the playfield firmly with an open palm at various places around the playfield and see if vibration triggers any switches. If it does, adjust those switches to be less sensitive, then retest. When you can do that without switches registering, try playing it and see if problem is solved in-game.

With the other "ghost in the machine" issues you've been having, though, it sounds like maybe your SD card is flaky. Try a new SD card and put a new image on it for Elvira and see if that fixes it. The instructions and images are here:

https://sternpinball.com/support/sd-cards/

#10421 2 years ago
Quoted from PinMonk:

Glass off
Go into switch test mode
Pull white post on inside left of coin door frame to enable switches and coils with door open
smack the playfield firmly with an open palm at various places around the playfield and see if vibration triggers any switches. If it does, adjust those switches to be less sensitive, then retest. When you can do that without switches registering, try playing it and see if problem is solved in-game.
With the other "ghost in the machine" issues you've been having, though, it sounds like maybe your SD card is flaky. Try a new SD card and put a new image on it for Elvira and see if that fixes it. The instructions and images are here:

Thanks, Monk, I'll try this out!!

#10422 2 years ago
Quoted from PinMonk:

Glass off
Go into switch test mode

I gave it a few slaps around the playfield and the:

Right Ramp Exit Opto (71 / 9- SW-6) kept registering hits.

I made sure the ramp was tighten and that opto was screwed in tighter prior to the test because I suspected the problem was coming from that area.

I'll have to find a way to stop the optos from vibrating so much, I'm not particularly sure on the best way to go about doing that. Unless they just need to be replaced.

#10423 2 years ago
Quoted from McDoom:

I gave it a few slaps around the playfield and the:
Right Ramp Exit Opto (71 / 9- SW-6) kept registering hits.
I made sure the ramp was tighten and that opto was screwed in tighter prior to the test because I suspected the problem was coming from that area.
I'll have to find a way to stop the optos from vibrating so much, I'm not particularly sure on the best way to go about doing that. Unless they just need to be replaced.

You either have a short inside the wiring to the opto where it bends around the opto holder (common - I hate Stern's opto setup), or your opto is being triggered by the ramp. Is it a clear plastic or a stainless steel ramp?

#10424 2 years ago
Quoted from McDoom:

Alright HOH crew,
This is what I noticed that’s happening when “Un-happy hour” mode starts on my game.
Every single time I flip the flippers during that mode it registers on the screen as if I made a ramp jackpot shot even if I didn't shoot a ramp shot or even hit the ball.
So the faster I hit the buttons the faster ghost hits register, and points are added to the screen as the glasses keep clinging together. (it's tied to the flipper buttons somehow).
I knew this sounds strange but I'm guessing this is some type of wiring issue.
Any insight regarding this issue will be appreciated
I may try to reinstall the firmware, the game worked fine for months then this started happening a few weeks ago.

See my post number 3572. May help with your problem.
I have had zero un-happy hour issues ever since.

#10425 2 years ago
Quoted from PinMonk:

You either have a short inside the wiring to the opto where it bends around the opto holder (common - I hate Stern's opto setup), or your opto is being triggered by the ramp. Is it a clear plastic or a stainless steel ramp?

Plastic Ramp

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#10426 2 years ago
Quoted from McDoom:

Plastic Ramp

In that case it COULD be misalignment, where the hole the beam is shot through is triggering the opto, but less likely than if the ramp was steel. I'd try checking for a partial break inside the wiring first.

Try moving the wires at the base of the opto bracket while in switch test mode and see if that triggers it. If it does, you have a partial break inside the insulation and need to cut back the wire and re-solder to the opto board to eliminate it.

#10427 2 years ago

Elvira was in the news over the weekend. Apparently she lost 11k+ social media followers because of something she said... I wonder if this might affect the price of her multiple pinball machines. Just heard about this on the radio and couldn't find any comment on pinside.

#10428 2 years ago
Quoted from SadSack:

Elvira was in the news over the weekend. Apparently she lost 11k+ social media followers because of something she said... I wonder if this might affect the price of her multiple pinball machines. Just heard about this on the radio and couldn't find any comment on pinside.

https://pagesix.com/2022/01/07/cassandra-elvira-peterson-lost-11k-followers-after-coming-out/

#10429 2 years ago
Quoted from SadSack:

Elvira was in the news over the weekend. Apparently she lost 11k+ social media followers because of something she said... I wonder if this might affect the price of her multiple pinball machines. Just heard about this on the radio and couldn't find any comment on pinside.

Lost 11K but at the same time gained 60K new followers.

#10431 2 years ago

I find it so annoying that headlines bend the truth! Just say she gained 49k followers after recent news. I am going to go follow her now!

#10432 2 years ago

When playing, I have the problem that with my view angle (I am 1.75 m or 69 inches), I can't see the right loop arrow. The spinner blocks my view.
Those who are taller do not have this problem.

As a solution for me I have tinkered with a holder and pasted with a self-adhesive mirror film. Now my wife and I no longer overlook the active insert while playing.

If someone has the same problem and wants to try it out:

https://www.tinkercad.com/things/ahfXg3MVMhp

Frank

IMG_0530 (resized).jpgIMG_0530 (resized).jpgIMG_0533 (resized).jpgIMG_0533 (resized).jpgIMG_0532 (resized).jpgIMG_0532 (resized).jpg
#10433 2 years ago

Oh a question about the crypt. As you can see in the photo above, it does not close completely. It fits when bashtoy and when it is open. I have examined the mechanics and there seem to be optos installed that detect the positions. It is interrupted by ONE piece that goes through. So the positions can not be adjusted separately. Does anyone have a tip?

#10434 2 years ago
Quoted from Gnassel:

When playing, I have the problem that with my view angle (I am 1.75 m or 69 inches), I can't see the right loop arrow. The spinner blocks my view.
Those who are taller do not have this problem.
As a solution for me I have tinkered with a holder and pasted with a self-adhesive mirror film. Now my wife and I no longer overlook the active insert while playing.
If someone has the same problem and wants to try it out:
https://www.tinkercad.com/things/ahfXg3MVMhp
Frank
[quoted image][quoted image][quoted image]

Have you seen this mod?

https://pinside.com/pinball/market/shops/1259-silverball-designs/04832-mirrored-grave-marker-for-elvira-s-house-of-horrors

#10436 2 years ago

Joined the club!

GodzillaElvira (resized).jpgGodzillaElvira (resized).jpg
#10437 2 years ago
Quoted from Gnassel:

Oh a question about the crypt. As you can see in the photo above, it does not close completely. It fits when bashtoy and when it is open. I have examined the mechanics and there seem to be optos installed that detect the positions. It is interrupted by ONE piece that goes through. So the positions can not be adjusted separately. Does anyone have a tip?

That is the natural closed position of the door. Seems odd at first but you get use to it.

#10438 2 years ago

mint signature edition , low plays $22900 firm https://pinside.com/pinball/market/classifieds/ad/123473

DSC02102 (resized).JPGDSC02102 (resized).JPG
#10439 2 years ago
Quoted from kidAtHeart:

Joined the club!
[quoted image]

Wow the two that rule them all. My holy grails, i hope to add elvira soon

#10440 2 years ago
Quoted from Gnassel:

When playing, I have the problem that with my view angle (I am 1.75 m or 69 inches), I can't see the right loop arrow. The spinner blocks my view.

I used a kit from tktlwyr to add an RGB board under the right flasher (and using a clear dome) to mimic the loop arrow. It's a great solution.

https://pinside.com/pinball/forum/topic/elvira-s-house-of-horrors-the-owner-s-club/page/120#post-5989196

#10441 2 years ago
Quoted from RobertWinter:

I used a kit from tktlwyr to add an RGB board under the right flasher (and using a clear dome) to mimic the loop arrow. It's a great solution.
https://pinside.com/pinball/forum/topic/elvira-s-house-of-horrors-the-owner-s-club/page/120#post-5989196

This is really a good solution as well. I am surprised that there are still some who have problems seeing the right arrow. I thought I was just too small.

#10442 2 years ago
Quoted from Mad_Dog_Coin_Op:

That is the natural closed position of the door. Seems odd at first but you get use to it.

The gap really seems to be "normal". It can even be seen on the STERN photos/videos. But it looks like crap.
I took a closer look at the mechanics yesterday.
Just unscrew the right roof from the Crypt with the 2 screws and shine a lamp in from above.

The Crypt part can move to 3 positions.
Top (hole to punch in)
Middle (Bashtoy)
Bottom (gate closed)
Inside the Crypt part you can see a curved bar. This runs through the 3 optos.
The opto board is fixed with 2 screws. But I didn't want to remove them to adjust them. Probably you can't get anything out of it anyway.

In order to move the crypt mechanik further up, the curved bar would have to be a little longer.
This can be done quickly with a piece of tape.
Open the checkout door, diagnostic mode, move the Crypt motor so that the hole is visible (up/up). Then use a screwdriver/tweezers to stick a piece of tape to the bottom of the bar.
The contact is detected in the display and acoustically. It should only just be detected. Then press the adhesive strip really tight.
Run the motor through all positions in test mode. Roof on it ready.
I still see a small slot, but when the crypt is open, there is no longer a bar at the top and there are no more ball hangers in the tunnel.

Images:
mechanik and before (left) after picture

IMG_0235 (resized).jpgIMG_0235 (resized).jpgIMG_0236 (resized).jpgIMG_0236 (resized).jpgIMG_C5922DA774E9-1 (resized).jpegIMG_C5922DA774E9-1 (resized).jpegIMG_67802BA864B8-1 (resized).jpegIMG_67802BA864B8-1 (resized).jpeg
#10443 2 years ago

Hi folks, Elvira has acted up today, she wants to auto plunge more often than she’s supposed to. Anybody run into this before? She’ll auto plunge after starting the game, locking a ball, etc. she doesn’t do it always. Maybe 50% of the time.

Also as a sidenote I am having a heckuva harder time making plunges or otherwise into the back door. Seems like something fishy is going on.

Are these two connected? Any thoughts?

Thanks!

#10444 2 years ago
Quoted from Ajoelson579:

Hi folks, Elvira has acted up today, she wants to auto plunge more often than she’s supposed to. Anybody run into this before? She’ll auto plunge after starting the game, locking a ball, etc. she doesn’t do it always. Maybe 50% of the time.
Also as a sidenote I am having a heckuva harder time making plunges or otherwise into the back door. Seems like something fishy is going on.
Are these two connected? Any thoughts?
Thanks!

Not connected at all. Your auto plunge is a problem with a switch in the trough area (just check them all over good) and the back door shot being harder is your level. As you play the legs have a tendency to twist down a little. Usually this isn't a problem but on Elvira it is. Raise the rear left leg leveler a bit and I bet you will be back in action (back door wise).

#10445 2 years ago
Quoted from Mad_Dog_Coin_Op:

Not connected at all. Your auto plunge is a problem with a switch in the trough area (just check them all over good) and the back door shot being harder is your level. As you play the legs have a tendency to twist down a little. Usually this isn't a problem but on Elvira it is. Raise the rear left leg leveler a bit and I bet you will be back in action (back door wise).

Thanks!

That all makes sense!

Since the issue with the auto plunge is intermittent, do you think that is a bad switch or just something sticking from time to time? I’m new to these newer sterns, do I just going to diagnostics and do a switch test of some sort?

Thanks again!

#10446 2 years ago

When playing, it happens from time to time that the ramp opens only half. This is extremely annoying, because every shot goes directly to the front of the plate. In addition, you can not end the mode, because you can not get in the cellar.
Is this a known problem? Is there a solution for this?
About tips I would be very happy.

Bildschirmfoto 2022-01-15 um 13.25.04 (resized).jpgBildschirmfoto 2022-01-15 um 13.25.04 (resized).jpg
#10447 2 years ago

Looks like it's catching on the pin protruding from the left side. Mines doing this too but I haven't had a chance to miss with it. Almost looks like it needs to be bent or trimmed.

#10448 2 years ago
Quoted from Gnassel:

When playing, it happens from time to time that the ramp opens only half. This is extremely annoying, because every shot goes directly to the front of the plate. In addition, you can not end the mode, because you can not get in the cellar.
Is this a known problem? Is there a solution for this?
About tips I would be very happy.
[quoted image]

I had this issue as well and got the following advice from Stern. The gargoyles have a screw right underneath them. Left them up and loosen the screw and push the plates underneath as far out-of-the-way as possible then tighten the screw again. Everything should be fine.

#10449 2 years ago
Quoted from kidAtHeart:

Joined the club!
[quoted image]

Two awesome pins that I also own. AIQ is awesome also. Congrats!!

#10450 2 years ago
Quoted from Ajoelson579:

I had this issue as well and got the following advice from Stern. The gargoyles have a screw right underneath them. Left them up and loosen the screw and push the plates underneath as far out-of-the-way as possible then tighten the screw again. Everything should be fine.

Thanks will check that out

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