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Played a couple of premiums at expo. Liked it. There were two issues and wondering if it’s common. The first was balls flying off the left ramp into the outlanes and drain, I think because it’s hitting the crate. The second was rejects to the ball lock in the house (left side).
Quoted from GamerRick:
Really where are the mods for this game, I aren’t even heard of any except an air ball protector. Where is Lermods and Mezel Mods and the Mod Couple etc.? We are waiting for you guys to make some magic.
Stay tuned, we will have some. Modders typically don’t get LEs and instead buy the pro or premium versions. In my case, I also almost never offer mods if I don’t have the game as it’s not fair to the customer if I get fit or connection wrong. I should have my premium within a few weeks and then we will get started. Plenty of ideas to fill out the game.
Posting the first of our Elvira mods as we've been asked what we are up to for the game. Hoping my game arrives this week so I can show them in the game. Won't release any until then, but here's a preview. These have been created in-house, many hours of design work.
First up is a Bat mod with blinking eyes. I'd anticipate these to be sold in a pair placed along the sides of each ramp, but can be purchased as a single unit.
Second up is a Tombstone Pile Mod. I expect this will tie into the flashers. Also likely to be placed along the ramp or possibly back right or left.
Pm me if you are interested as these take a little while to make. No lists, but will make them as demand comes in,ikely a 2-day turnaround, not too bad. Pricing is likely to be $35 each shipped, will offer discounts on multiple items. When available they will be on our website and Pinside shop.
There's more to come...
i was told last week that my premium should ship this week, but haven't heard anything yet. anyone know if premiums are on the line?
Quoted from Robertstone0407:
For real where the mods
These premiums are taking a very long time to get out. Mine was supposed to ship two weeks ago, then a week ago and I just was told again on Wednesday it actually shipped. I’m really hoping it gets delivered this week. We’ve got mods ready to go, but I need the game for fit, connections and pics. I know our lighted bat, ghost and spider mods are good as they run off the GI. But our tombstone mods need to be tested for fit. Our backbox mod is ready too, but I don’t have pictures. I really want to have the game to be able to show the mods in the game before opening the gates. Thanks to those who have contacted us and are being patient, shouldn’t be too much longer...I hope.
Got my premium today and just got done setting it up, no issues at all, plays as it should so far. The clear coat is noticeably thinner and no artwork at the posts. I like the thinner clear, reminds me more of a bw playfield.
Plays much better than what I played at expo. No airballs, ball locks behind the target every time, no issues in the house (didn’t see it spin, not sure when it’s supposed to), trunk works as it should. Liking the game and nice to be able to hear everything.
Mods coming this week, I hope, just need to find time to break away from filling orders.
Anyone have a shaker? Is it active?
Added some interactive purple lighting behind the house to accent the artwork. The red you see is the stock game lighting from the front of the house
We have had our Premium since early this week and are now ready to show some of our mods. All are plug and play and install in just a few minutes. I apologize for some of the pictures, my camera is really struggling with the LEDs. The mods are not harsh or washed out in person.
The first is a large hand-painted tombstone with a skull on the front and the eyes light up red. The mod is tied into the skull flasher under the house ramp so when it lights the tombstone eyes lighs.
The second is a hand-painted three-tier lighted tombstone. The mod replaces the upper left ramp flasher (though it can be hooked up and installed other ways) and the eyes will light amber, red and blue when the flasher is active.
The third mod is a lighted bat. The bat is shown mounted along the left ramp. The eyes will be lit solid when the GI is in dim mode and they will flash slowly when the GI is in bright mode. The bat can be mounted over any playfield screw as long as there is room to feed the wire down below the playfield.
All of these plus a few other mods (trough, backboard and backbox mod) are now ready to ship and available on our website (and in our pinside shop shortly). We will also have spotlights and covers for the sling areas available shortly.
Quoted from Mad_Dog_Coin_Op:
I really want to like your stuff but I think you missed the mark on these. They seem way out of place. The scale and color are both off in my opinion.
Thanks, the feedback is appreciated, good or bad. I actually think the color works pretty well. I can try to scale it down a little.
I installed a shaker tonight, not very active. Hope they make some changes in the code to make it more interactive.
Had one of the gargoyle brackets fly off mid game. Roll pin came out somehow, pressed it back in and seems good now. Kind of odd. Really liking the game, just a lot of fun. Much better than the Munsters. Got to what I think is a mini wizard mode, house half completed.
Quoted from FtrMech:
My 2 cents, mods need to integrate and enhance...otherwise they look foreign and just tacked on. The poster the made the mod of the spooky trees is a good example of integration as they really work well with the house...that back right corner screams of needing something...play off the back board art.
Thx, we actually think they look good in person, and do blend in. If someone wants a set of the tombstones and wants to review them, let me know and I’ll send them no charge. If you don’t like them, just send them back.
Ok, let's see if we can try this again..we've taken on feedback and made some changes. We shrunk the large tombstone by half and broke up the three others into single tombstone. Each of the single tombstones replaces a ramp flasher and the big tombstone flashes white, tied to the house ramp skull flasher. I think this works much better.
Quoted from jfh:
I think these look better. Have to think about using all of them or think about alternative locations (I’m not sure about using them on the ramps as they seem to distract from the film monsters).
Can you look into a replacement for the front of the crypt, even one without LEDs? I’d love to see a 3D replacement for the flat plastic.
Thanks. I have someone looking into the sign. I can’t put tombstones on the front two flashers because there’s no height due to the glass. This will likely be the final version.
Quoted from robertmee:
Thx. These are up on our site now.
Smaller ramp flashers
Large house ramp flasher
Quoted from J85M:
That’s a shame definitely the potential for a couple of good mods on this game, oh well.
more generally, what are people looking for? We tend to try to make mods that have some interaction with the game and not things to just stick on the playfield. A sign to replace the current plastic crypt sign is underway.
Our latest mod for EHOH...Lighted Skeleton Key. The skull eyes are interactive with the GI, turning off and dimming. We also can offer a version that will interact with the skeleton key insert, substantially more labor and parts for that. We've also relocated our lighted bat to the back left, floating him off the backboard above the ramp turn.
Quoted from jfh:
I like the looks of this one. Pretty significant upcharge for the insert version though. Isn’t this just a difference of where the mod connects?
Does the insert version also react with the GI or just turn on/off with the insert?
Can you post a pic from the backside? Want to see how it’s wired.
It requires the use of a relay board and a daughter board to drop the voltage down. It's a lot more labor intensive to tie it to the insert. Honestly, it's not something I want to make for a mod like this as I think the GI connection works, but it someone wants it, I'll do it. That's why i have such a price difference. Out the back is just the wires from the leds that are glued to the back of the key.
Might just be me, but this game seems really lacking in code right now. Shoot the house, start a mode, hit lit shots, rinse and repeat. I’ve only seen like 6 or 7 screen modes, seem to just repeat and all they are is hitting lit arrows, very static. I mean what’s the strategy? Completing the lanes at the top doesn’t really do much like increase multipliers, etc. There are a few dead heads and other MB’s, which are cool, but it just feels kind of dead right now. I hope more code comes soon. Given what we’ve seen for other recent releases and from other manufacturers, this seems behind. I know Batman took forever, but I can only hope that doesn’t get repeated. It’s an expensive game taking up precious space and I think most of us would like the game further along, I certainly would.
Quoted from Mar:
Yeah just to back up those comments, I think this game is perfect in every way. It's the Elvira I wanted, that I didn't know I wanted. I was initially a bit taken aback by what they did with the third game as I was expecting another (or updated) Scared Stiff. What Stern actually made was a far better game, far better theme, and an art package that works as an over all package.
The theme - old movies haunting the house - is the best thing I could have imagined. It works perfectly. I understand why it might not gel with some people, but for me it really does. I can't remember the last time a pinball machine captivated me and give me 'actual' joy while I play through it like House of Horrors does. Absolutely love it.
It’s not that it doesn’t gel, and I actually find it very fun to shoot and think stern did a nice job, it just needs more to make it come alive. It will get there, I just hope it’s sooner rather than later. I’ve been through a lot of code waiting (avengers, xmen) so I’m no stranger to it, just thought progress would be quicker.
I’ve asked before never got an answer so asking again, when is the house turret supposed to spin? It spins when the game boots up, but I don’t recall ever seeing it spin in game mode.
I thought the exact same thing. Stranger things, at least the pro version, does not look good at all. Reminds me of one of those “The Pin” home version games. I’m glad I have my Elvira awaiting more code.
We have been working on a sign mod for the crypt. It's almost ready. Color in one of the pics is pinkish, it's just a test fit, it will match better as shown in other pics. Should be ready in a few days. Will look much better than the stock plastic. It will adhere to the plastic with backing tape so no need to remove the plastic and mess with the rivets.
Quoted from J85M:
To all you owners, can you answer a few questions about Elvira for me.
How does it shoot? Any mech issues or QC issues to be aware of? And how’s the code shaping up? jfh I know your a fellow BM66 owner how is the code, say compared to BM66 Lymans last outing, is it similar at all?
Now I’ve seen Stranger Things I’m seriously considering getting an Elvira, art on Stranger Things is quite simply shit and the games just not blowing me away as I hoped it would, serious lack of features imo.
I’ve had virtually no mechanical issues other than a gargoyle pin coming off, game has been very reliable. No clear coat issues. At first I didn’t think the game would last for me because it seemed so bare and I thought it would repetitive, but it shoots very well. Like stranger things, Elvira is a fan layout, but it doesn’t shoot like one because of the right ramp and crypt. Artwork is great, like scared stiff. The multiballs are done well, no virtual locks. I like the game a lot and it’s only going to get better as code develops.
I think I’m passing on stranger things, I don’t like the way it looks and it’s way too bare, at least at the pro level. A flap coming down to reveal a flower is not what I’d call an interesting toy anode that’s about all it offers.q
Quoted from J85M:
Gotto say I’m often quite critical of mods especially those that really don’t fit into the games style but bravo this is superb!
Easily one of your best mods in a while Ler it’s simple but effective and hands down the best mod for this game so far
Just need something cool and creative for the pop bumper area it’s so empty looking there, how about some sort of creepy water slides for the pool area with creepy trees.
Thanks, we were thinking about the life savers to go over the pops, but house gets in the way and pops aren't that visible. I Iike our tombstone mod for the back area and flying bat.
Many stern games have similar layouts, acdc, iron Man, sw, got gotg, etc. That's why maiden and jp are so well liked, they are different layouts. Elvira though doesn't remind me of ST because of the crypt and right ramp and the shot to the pops right of the house.
Quoted from Medisinyl:
Nice! Looks great. I had debated making this as well, but questioned how I'd go about preserving the light up insert at the face. Not sure if you found a solution as I expect the mod covers it (perhaps there's a way to tie in a separate light?.. I don't own the game, so I have somewhat limited access to explore).
Won't be touching any of the areas you've modded, but I do have 3D pops already completed (not pool related, and more visible light interaction from player perspective when 3D) and working on a couple others. Plan to reveal everything at once when completed.
Thanks. That light for the front doesn’t do a whole lot. For the sign, light will still bleed through and it will shine down on the playfield and there’s still the sides of the crypt that will light. I could offer an uplit spotlight type flasher mod to go off on the sign when the light in the crypt goes off, but it’s going to be pricey for a spotlight because it requires the use of a 3 pin z connector and those are NLA so I’m preserving my stock. I think I will offer it, but like I said, it won’t be so cheap. For the sign, it will initially be $49 shipped, which I think is a good deal given the thickness of the sign (~1/4”), the detail and the hand painting. Probably add $25 for the spotlight option.
The crypt sign is now ready for purchase. $49 shipped. we are also offering an option for a flasher mod to illuminate the front of the crypt, interactive with the crypt flasher.
Quoted from jfh:
Does it replace the crypt flasher or flash at the same time as it?
the crypt flasher is inside the crypt and it illuminates the sides and the front of the crypt so it’s should not be replaced. Our new sign covers most of the front so our spotlight flasher is interactive with the crypt flasher and flashes when the crypt flashes is active. Plug and play.
Tough call. I’m not an Elvira fan, but do like this game a lot. Shots aren’t difficult, but they are fun to hit and the modes are great. If the code comes anywhere near as good as Batman, this is going to be one of the best games around. MM is great too, also not difficult, but a lot of fun.
I think the node board message you got is an interlock issue. Is it pushed in at the coindoor? Check your connections in the backbox.
Quoted from Lermods:
The crypt sign is now ready for purchase. $49 shipped. we are also offering an option for a flasher mod to illuminate the front of the crypt, interactive with the crypt flasher.
[quoted image][quoted image][quoted image]
Quick update. 1 crypt sign left, should have another batch ready late this week or early next week. If we sell out and you want one, just pm me and I’ll let you know when they are ready. No payment needed.
Hooked up a pinnovators PINsub kit to my Elvira, first time I’ve used one of their products. I typically hook my games up to Polk subs using alligator clips from the cabinet speaker terminals. What a significant difference the pinnovators product makes. The bass is much cleaner and deeper. Install was literally 2 mins. Plug the product into the spike board, run the cable to the sub. I’m going to be switching all my games over to their products, including getting a couple of their pin mixers, which allows four games hooked to one sub.
Quoted from PersonX99:
Has anyone else experienced a problem with the ball launch/plunge not traveling smoothly to the upper orbit? It seems as though it is hitting something most of the time when I plunge the ball so that it often slows down and goes into the pop lanes.
Seems like it may be hitting something or something is out of alignment. Any ideas?
Mine is not always smooth. Maybe check alignment how the ball is being struck by the plunger and autoplunger.
New batch of crypt signs now ready, but half are gone so 5 currently left. Should have more in another week. Those waiting for their orders will get tracking tomorrow.
Eerily quiet in here lately. Just got my premium armor back from being powder coated in Illusion Cherry, really like the look on this game.
Quoted from drbrain:
Looks like I will be joining the club in the next few weeks with a Premium. Really excited to get this one. I wanted to see if there was a consolidated list of things to check on the game before playing it as I have seen different issues throughout the history of this thread.
Thanks in advance
People seem to have the most trouble with the house shot up the middle and the game not recognizing the hit. I’ve had zero issues, except a loose pin on one of the gargoyles. It’s a great game, looking forward to more code updates.
maybe found a small bug. I had the return insert lit on the right outlane, went into junk in the trunk mb with the ball save between the flippers flashing, ball goes into the right outlane and the ball return insert light in the right outlane goes out so I basically lost that ball return. I would think you should keep that ball return when the ball save light between the flippers is flashing.
My Elvira has been great, no issues. It’s a tough call between Elvira and jp for me. If I was debating jp pro against Elvira, for value I might choose jp. If it’s a jp prem, it’s much closer for me. I’m not an Elvira fan either, it’s just a lot of fun to play and it has huge potential for code. Maybe get jp now and Elvira down the road.
Quoted from dnaman:
Silly question... I know that the turret turns in test and when the game is turned on I believe but don't seem to recall it turning during a game, when is is supposed to turn and what is supposed to be the first facing side (window picture)?
I was told it's not coded yet, pretty ridiculous.
Quoted from Diospinball:
Holy crap! What an update! I might just run out of exclamation points just talking about it!!!!!!!
So much cool crap. And we're in the 90s... So its the game is really coming along. Got another dead head. Gappa sounds like an amazing mode, and it sounds like the farther you go, the more rewards you'll get, but you'll still get something so long as you lock a ball.
This is just an amazing update. I was expecting a big one, but only about something half this size.
WOW... Still a long way to go till the game is completed. Still no phone a friend or the other non skeleton key items. But, hey... WHAT AN UPDATE!!!!!(and now I have ran out of exclamation points)
Edit... Looks like we got our ball saver. That is cool.
I’m downloading now, is the house turret active in this update?
I have issues where I now get rejects in the house ramp, seems as though the back diverter isn't rising like it used to.
Only happened a couple of times, not sure if hey made any changes to it, but I've never had rejects before like that. Anyone else experience this?
Just wanted to post that our crypt sign is back in stock, though supplies are limited. We have filled all orders and have 4 remaining. A new batch will be ready in about 10 days, they take a long time to make. Also wanted to share some pics showing the quality of this hand-painted sign and that it is solid and thick. Attention has been paid to detail and there is even a small indentation at the bottom of the right leg to account for the screw on the plastic.
Quoted from Chalkey:
Since the update I've been having a lot of problems with balls not being held in the house when starting modes like lermods and others. I don't recall seeing any changes in the notes but something is definitely up unless it's a weird coincidence with all of us.
I only had ramp rejects when I first started the game after updating the code, haven’t had any since. Someone shared a possible fix with me. ADJ. -> GAME -> #188: HOUSE DIVERTER MOTOR UP SW. LAG Lower to 250, if still getting rejects, 125 keep lowering until fixed.
Just played a bit on the new code, very nice. New light shows and animations are great, like the x bonus animation. Overall, game is now progressing really well. New knocker sound is close to what you’d hear with a real one.
How can you tell if your game has or doesn't have the skill shot fix, and if it's even needed? I can make the back door shot, it's not easy, but if I plunge correctly it works.
Quoted from Indusguys:
If you can make the skill shot with any sort of consistency I would say you have it. For instance I have played 100's of games on my machine and only scored the back door skillshot 5 times. I expect to make a skill shot at least 1 ball during a 3 ball game.
yeah, I'm thinking I have it. I also have the ramp washer.
Quoted from wconard:
Mine has never worked since day one. I just figured it was being programmed later. I’ll start diagnosing why it doesn’t work. Good to know. I thought they were crazy releasing it being non-functional. Thank you for the confirmation.
Adjust your switch, by bending it up slightly.
Quoted from PDX-Mike:
I have two things going on, first off is since the new code update the top of the house is not spinning in attract mode or during the house party. Second is I installed a Stern shaker motor, it works when testing in the menus but a get zero shaking while playing the game.
The shaker isn’t that active in the game. I mainly notice it when completing a mode or a dead head.
Not sure on the turret, but as someone asked, does it spin in test mode? If not, check connections under the playfield.
Quoted from Bencollins:
Mine hits the left sling every time. If anyone knows of an adjustment let me know. I kinda drives me crazy. I just deal with it. I seem to get it under control 95% of the time
Just adjust the sling shot leaf switches by slightly widening the gap to make them a little less sensitive. Stern has them set on a hair trigger.
That’s right, hitting the sling kills flow and that’s not what any designer would want. It also can cause cheap drains. There are two easy fixes for this.
1. Adjust the leaf switches so they are less sensitive.
2. Very slightly and gently with a flat head screwdriver pry out the top part of the metal ball guide by the post just above the truck entrance.
Many stern games are rushed out the door, how many went out with bad super skill shots
Quoted from Quick:
Got My premium delivered yesterday. A few hours into playing, the gargoyle to the left of the ramp came off. WTH? Tried to put it back on the rod to no avail. Anyone one else have this happen? If so what was the fix?
Yes happened to me, same exact gargoyle. You have to tap the rod back in. Hasn’t come out since.
I collected all of the items on the hand of fate wheel. What’s supposed to happen next? Do I need to hit something for a mode to start? I also noticed 00 on the screen around this time and I was also in house party mode, assuming that’s a bug of some sort?
Quoted from SKWilson:
I just re-read the release notes. It's actually the Manos Wheel. Im pretty sure you doni have to do anything to start it. Hitting the targets adds to the jackpot (250k, 500k, 750k, 1m, 2m, 5m) and is collected on the left outlane. There isn't much to it at all. The next HoF wheel is cool.
So you have to lose your ball to collect the hof jackpot, seems kind of odd. Does it give it back like a ball save?
Quoted from Rdoyle1978:
If you select “ball save” , or one of the Extend Multiball choices when you Drain. Otherwise you basically have to collect during a multiball
Thx. Seems like that needs a fix. Your reward for beating a wizard mode and collecting jackpots is losing your ball. Have we seen that anywhere else in pinball?
I kind of think of the wheel like the spider wheel in scared stiff, maybe that’s wrong thinking.
Quoted from hbagz:
but the wheel isn't really a reward, it's more of a consolation prize... you lost your ball, not the machine, why would you be "rewarded".
Because it’s very difficult to achieve. I also don’t think of it as a consolation and try to work toward completing it while I’m in a mb with the ball save on. Guess I just shouldn’t shoot for lighting the hand of fate other than to get a ball save for the first spin. And maybe extending a mb.
Didn’t make it to the second wheel, but the extra ball would be worthwhile.
Quoted from Chalkey:
After having messed around with that thing, is it possible to change the alignment? The way mine is now the skull doesnt quite make it out as far as is intended.
Also: mod community please come up with something elegant to kill the light bleed from the crypt. I've tried realigning my roof panels and still get a large amount of bleed out of the right side.
I never noticed any light bleed out the side. We have a nice sign that covers the front and we offer a spotlight add on that is interactive with the crypt flasher so I would think it would wash out any light bleed.
Looking at your video, I think your switches need adjustment. When you go into switch test mode and look at the switch matrix, are those switches showing up as being active? They shouldn’t.
You need to bend the switch contact back so that when you hit the gargoyle it then contacts the switch. Look at how the ones are set for the other two by the crypt for comparison.
Quoted from bloodydrake:
So I got table home friday night, we got everything setup and yesterday have found one issue with the gargoil switches out front the crypt.
basically the switches aren't activating (tested led's worked fine) if i go into switch test mode and i manually move them it will trigger by pulling the switch forward,,but balls or fingers pushing the metal kinetic switch that launches gargoils up seems to be to far out to make proper contact.
I recorded a video
Does anyone have any advice how to approach this kind of adjustment?
Quoted from jtgribble:
I checked all the connectors in the boards to make sure they were seated. I removed and reinserted the SD card. Then I pulled it out and inserted it into my computer. The computer says the 16gb card only had 7.95gb space total (used and available).
There are red lights lit on the board that show the different voltages and one lit near the big heatsink on the same board. There are red lights lit up on the board in the bottom of the head cabinet and the board near the coin door.
I played it before work today, then nothing when I got home tonight.
Is the screen dead too? If not, Was thinking maybe interlock switch at the coindoor.
Quoted from bloodydrake:
so I got the Gargoils leaf switches adjusted and really been enjoying the game the last few days.
I did notice the finish is all cracked off the playfield in the ball launch area..basically where the game ejects it to the plunger. Should be worried? Or is that just considered normal wear(first time pinball table owner).
I'll be honest after 4 days of play i wasn't expecting that LOL.[quoted image]
that's not normal. you should contact your distributor ASAP. it's going to completely chip off shortly and that won't be good.
Quoted from tktlwyr:
It's been a few years since I purchased it. It was originally purchased for a video game restoration.
There's a 20' minimum so you're looking about $10 plus shipping from Twisted Quarter.
I get mine here
Quoted from TechnicalSteam:
Please help me figure this out..
Anytime I start a new game on Elvira HOH. It goes immediately to "Unhappy Hour" mode.
Game starts racking up big points almost if a ghost is playing game. This continues on and on and on.
Ball will auto plunge if lost and continue in "Unhappy Hour"
I've reinstalled update.. FULL Install... I've flashed back to factory settings.. Reinstalled update. Downloaded
a Fresh new copy.. Rinse Repeat.
I might get 1 game in without "Unhappy Hour" glitch.. Then it repeats over again.
Anyone else? Any Ideas what to do?
No Operator messages / no stuck switches. Its madness.
what does the game show when you put it into switch test mode? could be a bad opto.
Quoted from Rob_G:
Has anyone had a leaper bracket fail yet? One on my game failed last night where most of the crimped end was missing. I didn't have anything suitable to replace the hinge pin so I re-used the existing pin and hammered what was left of the bad end flat. It should hold until I can get a replacement.
[quoted image][quoted image]
yes. that same one failed on my game the first time I played it, but I was able to get the pin back in and it has since held. I think there was someone else in this thread who also reported they had the same one fail.
Quoted from BeeGeeMtl:
No, that's what I'm saying. I removed the nut from the bottom of the playfield but the post will NOT budge. Like not even a bit (it won't come out). I tried to push from bottom, but it doesn't wanna move. Again, NO IDEA why they make it so hard when they know that people will want to adjust.
Use a punch and tap it out with a mallet or small hammer.
Quoted from Chalkey:
DONT do this unless it is a last resort. This is how you take big chunks out of your clear.
Even though the hole isn't technically "threaded" using an adjustable wrench around the nut from the top is the way to go. Usually it will back out as the reason it wont move freely is the threads have dug into the wood.
Never had an issue with this method and I can only offer what’s worked for me. I could see how punching them out could be an issue if the post is embedded in the clear, but if that’s the case, any attempt to get the post out could cause damage.
Quoted from rai:
I am trying to update Elvira HOH but when I put the USB in and turn on pin it just boots up normal.
The USB is new 16G and just has Elvira code on. Not sure what is wrong, it never asks me to update it just boots normal. This is my first Spike so not sure if there is a DIP switch like SAM.
this is a picture of my USB drive files
First, I think you need to use an 8gb stick. Second, those aren’t the correct files. should look like this
Quoted from spookydog:
Can anyone give an old timer some advice on a few questions for Elvira HOH. I love the game, bought a new one a few weeks ago, but have some questions on playing it. I did update it to the latest code. Questions are, 1. how do you get the House turret to spin, 2. playing the game a spinning wheel on screen comes on some times and says hit the button, I press the flashing button and it seems nothing happens to stop the wheel, am I doing something wrong. 3. Is there a rule set I can print off somewhere that explains all the shots to make to advance to the higher levels.
Thanks for any help.
The house only spins in certain modes, like house party. You can go into test mode to see if it’s working.
The button not working is an adjustment of the switch. Take the lock bar off, go into switch test mode and push on it to see if it registers. If it does, you’ll need to bend the switch up slightly.
Quoted from gumnut01:
One of the reasons I got rid of pirates and opted to replace with EHOH was because I was sick of the maintenance. I have rebuilt 90s games but found them to be less finicky. Now I’m starting to worry about my new purchase. I will look through this forum for all the issues so that I’m prepared.
I wouldn't worry about it, I've had the game (premium) since November and have had no issues except a pin on one of the gargoyles coming off. Even my coil stops are good.
Added the boney flippers to my game, like them a lot better than the stock yellow ones.
Note that there are no holes to align the flippers so if you do replace them, make sure you put down a marker like painters tape so you know where they should sit.
Quoted from seger10494:
Just got premium Tuesday. After 40 plays game is saying house lockup device function. When turn on game house lock coil fires about 15 times than throws the code. When shoot the house ball not recognized. Any suggestions?
I haven’t had the pleasure of taking the house apart, but the behavior you describe sounds like a misaligned/loose opto.
Quoted from teddyb73:
Hello gang just join the club today. Purchase a new premium from automated services in Connecticut.
Built date was November of 2019. Had the old code on it. It played fine with the old code. Updated to 0.97. At first it didn't recognize the node boards. I power cycled and reseated the cat5 cables.
Then it booted up just fine. Started the game and then all sudden the steps to the house started going up and down and would not stop. Power cycle the game. Now soon as you turn the power on the step motor comes on right away and the back door motor. It continuously runs. Has anybody else had this problem?
Could be misaligned optos in the house. Game thinks there is a ball in there. Go into Switch test Mode and see what’s active.
Quoted from teddyb73:
Update now the pin won't even boot up when I tried to put in the test mode. Just those two motors just continuously run.
If it won’t boot, that sounds like a bad sd card. If it says coin door open, you’ve got a loose cable somewhere killing 48v or an issue with the Interlock switch at the coindoor, but the motors should not be running. Make sure no cables are unhooked and then I’d unplug the connectors on the cpu and reseat them.
Quoted from DeathHimself:
try another formatted to fat32 not NTFS and make sure files are in the root not in a dir.
USB stick he was talking about not the SD card, however I can confirm 32gb SD card do work in there as well just make sure they are class 10.
sorry, meant USB, not SD. no larger than 16gb I think has been recommended by Stern, but it's possible something has changed along the way as your larger stick seems to work. I have been using two 8gb cruzerblades from Sandisk for years, never had an issue.
Quoted from Pinstein:
Installed the translite last night. The color is good and overall Im happy with it. Honestly, when the game is off it looks better than the factory as the factory is really dark when the game is off. Im not a good photographer and my phone camera sucks but you get the idea.
[quoted image][quoted image]
Here’s mine lit up before and after...the moon on the left with the Elvira logo has a color changer there rotating among various colors. You can’t even see half the artwork on the stock lighting.
Quoted from DeathHimself:
Have a chance to grab a real nice Scared Stiff once again. However in my mind as I thought about it is that this game is SS and so much more. I did like the interactive spider over the virtual one now but there will always be a trade off somewhere. I just think for the numbers SS are hitting for now it might not be worth it as the content is covered quite a bit and more in HOH.
SS is too easy. It has great theme integration and humor, but it’s just too easy to progress through it and not much variety. The spider wheel completion, of course, is very difficult, but to me it’s not that fun trying to. Ehoh is on a completely different level.
Quoted from Syco54645:
That hasn't been my funding so far. I call and ask for the price on Elvira house of horrors and every one has come back with the same price. The way people on here talk everyone offers a different price, unless I am doing something wrong that does not appear to be the case. Do I need to change my tactic? Perhaps say "what is the best price you have on an Elvira?"
I don't think you will get much of a break on EHOH. not many come up for sale, and when they do come up, they move pretty quickly. I don't think stern is making them right now, so not an abundance of supply. to me, by far, it's the best game stern has made in quite a while...better than IM and JP.
Quoted from Bearsbeatsbsg:
Hiya just bought a new Elvira! I’m pretty sure it’s not working correctly, just wanted to make sure and check if anyone else has this problem. I don’t think the house shot is registering - it will start the haunt, but after that nothing happens when I shoot it in the house. How many times am I supposed to shoot it for another haunt to light and is it supposed to do anything when shooting through it? Also in brain that wouldn’t die the 2nd or 3rd shot tells me to compete the house shot but I’ve shot it up the ramp 3 times and nothing happens even though the shot is lit, so i can’t progress any farther. Any ideas?
First haunt starts with one shot, second with two shots...etc. check your house optos, might be misaligned.
Quoted from Elvishasleft:
Srry I am sure this has been answered before but i dont want to look through the whole thread
If buying one of these used would you avoid an early run and wait for a used that was built more recently?
Someone I know had an early one and had all kinds of issues, had to replace half the house etc.
I see allot of issues in this thread so wondering what the conclusion has been early vs later ones as far as problems.
All premiums had the issues corrected. I believe games made from November 2019, which is when premiums were made, should be good. Things like missing ramp washer and back door skill shot were fixed at the factory on these later games. That said, games still may need tweaking, most nib games in general do.
Quoted from DakotaMike:
I thought it wasn't until December builds that most of the issues were fixed at the factory. My Premium with a mid-November build date still needed the nylon ramp washer when I bought it 2nd-hand last week. Not sure about the improved backdoor guide, but I'm able to routinely make the unskilled shot with just the right plunge. Doesn't seem impossible or anything. But then again, I'm pretty particular about level and pitch of my games.
my premium was made November 20 and already had the washer on the ramp.
Quoted from rwalters21:
thought so, thanks Rob. do you know when new ball guides were installed for skill shot to house? not sure if this machine would already have them if it had the washer already installed. 11/15 build date.
I was told by stern all premiums had the back door skill shot guide fix.
Quoted from DakotaMike:
How can you tell? The washer isn't visible in that photo that he posted. Unless you have super image enhancement vision? I certainly don't see any visible white color near the right side of the house ramp. I mean I guess it doesn't really matter either way, as long as he isn't having any problems with his house ramp.
Huh, well all I know is that my Premium needed to have the washer installed correctly. The washer was on the wrong side of the ramp railing on mine. The person I bought it from made it sound like he was the one to install the washer, but maybe I misunderstood him. I suppose it could have been installed incorrectly from the factory, but that would be weird.
Either way, I had to take mine apart to install the washer correctly. So who knows? Ah, the great pinball mysteries....
Quoted from flashburn:
This is how it looks:
I've had the ramp on my game get caught on the pins holding the gargoyles on. i just make sure the pins stay out of the way of the ramp by tapping them over just a bit. it's happened like twice since I've owned the game so definitely not an ongoing issue.
Quoted from whiteyjfm:
Question for those who have take the pin apart for custom powder coating. We are getting ready to do some custom powder coating and I would like to do the hinges to that hold the back box. But one on the screws / nuts on the right side is behind the power supply box. I don't feel to good about taking that apart. For those who have done it, how hard is it to take it apart and put everything back together again?
Very simple. Two screws hold the metal cover on I believe. Take them off and the cover comes right off. Then you have easy access to the nut holding the hinge on.
Quoted from PiperPinball:
Not sure if someone has mentioned this before in this thread? > But with the new code I am now getting the backdoor shot award more often, even if the ball goes around or near the house.
Anyone else have this issue with the 'backdoor' shot awarding more often that it should?
I do, can’t tell if I’m supposed to or not. Tend to think not, but I don’t get it if it goes around, only when it goes into the house on a left orbit shot. It was doing this prior to the new code.
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