(Topic ID: 252126)

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

By RobertWinter

4 years ago


Topic Heartbeat

Topic Stats

  • 18,114 posts
  • 1,019 Pinsiders participating
  • Latest reply 5 hours ago by Rob_G
  • Topic is favorited by 459 Pinsiders

You

Topic poll

“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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Topic index (key posts)

27 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #607 TECH: PLAYFIELD. Ramp hangup fix Posted by Reality_Studio (4 years ago)

Post #1849 Key posted, but no summary given Posted by SKWilson (4 years ago)

Post #2292 game dates and guide rails. Posted by SKWilson (4 years ago)

Post #2375 TECH: PLAYFIELD. Balls coming out of the house during mode start fix Posted by Wildbill327 (4 years ago)

Post #2423 All premiums have skill shot update Posted by BillyPilgrim (4 years ago)

Post #2518 TECH: PLAYFIELD. VUK low eject power/can't hit targets fix Posted by Pozzest01 (4 years ago)

Post #3427 Dialing in Elvira problem areas video Posted by jandrea95 (3 years ago)

Post #4077 TECH: PLAYFIELD. VUK Updated location with measurements. Posted by DeathHimself (3 years ago)

Post #4107 TECH: PLAYFIELD. VUK hole redrill locations picture to fix weak eject Posted by HurryUpPinball (3 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider lodgingdolphin.
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#96 4 years ago

I started a new game and hit the backdoor skill shot on the first plunge of the game. It started the haunted house party mode instantly. Has anyone else had that happen yet?

#116 4 years ago
Quoted from moonduckie78:

A lot of times, I’m expecting my house shots to start a movie mode and they don’t. There’sa motor behind the house that is constantly going up and down... not sure why. Looks like a diverter but it’s near constant up and down action has me wondering if it’s operating as intended.

Mine started doing this last night. Go to the diverter test and check to see if its seeing the two switches associated with the diverter position. My upper switch wasn’t registering and the diverter would constantly go up and down. A simple switch adjustment and it’s back to functioning properly.

#128 4 years ago
Quoted from moonduckie78:

Could you please give me a little info about the simple switch adjustment you made? my switch arm is all bent up like crazy.

When the diverter was in the up position it would hit the bent portion of the switch leaf but not enough to engage the switch. I used two small flat blade screwdrivers to adjust it. With one I pushed the switch leaf in on the bottom end close the leaf hinge and held the switch closed. Then with the other I bent the upper leaf portion out slightly towards the diverter. You have to be very gentle as to not break the leaf of off the switch completely.

#170 4 years ago
Quoted from moonduckie78:

Thank you again for your help with this. All fixed now!

Glad I could help out. It’s beyond frustrating when you can’t fully enjoy your new game.

#340 4 years ago
Quoted from DerezzedKnight:

Is anyone having problems with the house not holding the ball? Sometimes it spits it out into the pop bumpers right away while Elvira is talking and the play field is dark.

It might be an issue with the diverter behind the house. Run the diverter test and make sure it’s seeing the switches that detect the open and closed positions. Mine did the same thing and the open switch wasn’t registering. I did a small adjustment to the leaf switch and the issue was resolved.

#378 4 years ago
Quoted from Peanuts:

I have found the missing Deadheads via Pinball Browser. Do you want to see them?

Not sure I want to see them yet, but can you confirm there are 12 of them?

1 week later
#474 4 years ago

New Code Out!

V0.86.0 - Oct. 31, 2019
=======================

- The cellar light for certain haunts was not being displayed properly.
This has been corrected.
- Fixed speech call "shoot for the cellar" during Night of the Living
Dead haunt.
- Added coil power adjustments: TROUGH POWER, AUTOFIRE POWER, SLINGSHOT
POWER, CRYPT VUK POWER, TRUNK LOCK POWER, and CELLAR LOCK POWER.
TROUGH POWER lowered from 255 to 220.
- Added Grampa Bone Head deadhead character to "CRYPT" modes.
- Added lamp effects.
- Added additional video clips for the "MANOS: THE HANDS OF FATE" haunt.
- Updated interlock switch handling so the game will display the "48V
DISABLED" message on the display when the coin door is opened.
- The drop target is no longer raised during ball search.
- Added sound effects for "SHOOT AGAIN".
- Balanced sounds and music.
- Added sounds for "THE DEAD RETURN".
- Added sounds for "THE MANSTER" intro.
- Added sounds for "THE BRAIN THAT WOULDN'T DIE" intro.
- The ticket dispenser test was not showing up in the test menu when a
ticket dispenser was installed. This has been corrected.
- Updated Unhappy Hour art.
- Fixed the "TILT WARNING" animation to remove the text artifacts at the
end of the effect.

1 month later
#1018 4 years ago
Quoted from Bearcat:

Why would anyone elect to fill a high def color screen with drab, poorly lit, boring movie stills?

Exactly, it’s great!

#1024 4 years ago
Quoted from Bearcat:

Ok, it’s great. Why is it great?

I bought this game because I’m a fan of Elvira and the z grade films showcased on movie macabre. So far I’m not disappointed in the use of the film clips and I think they fit the theme perfect.

3 weeks later
#1312 4 years ago
Quoted from hank527:

We should have code soon. Hearing rumblings of beta tests with a big update. Hoping its tomorrow.

.89 just released!

#1377 4 years ago
Quoted from Bearcat:

Possible dumb question, does switching which window is lit prior to ball plunge effect the game at this point?

It does if you start a haunt on the skill shot.

#1381 4 years ago
Quoted from Lermods:

How do you start a haunt on the skill shot?

If a haunt mode is lit (flashing), the backdoor skill shot will start it immediately.

4 weeks later
#1642 4 years ago
Quoted from Chalkey:

How is double trouble currently qualified? Didn't see it in the rule sheet.

complete both 3 bank sets of stand ups

1 week later
#1837 4 years ago
Quoted from Syco54645:

Well sometimes the game will hit the number targets. Other times it will head to the outline, inlane, or sdtm. Will power adjust help? Not my game but my friends.

I made a modification the the VUK plunger and now it hits the trunk targets then ricochets and hits the hands of fate targets on every kick out.

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#1839 4 years ago
Quoted from javagrind888:

That sounds like it's hitting really strong.

At first I hated the VUK as it seemed dull and usually drained on the outlane or down the middle. Now it flies out and actually helps take those targets down, which is big help towards lighting the playfield multiplier.

#1865 4 years ago

Solid gappa angry update. Great work from Lyman. This game is going to be amazing when completed.

#1995 4 years ago
Quoted from Chalkey:

Sgt. Jar head still says the F word which is one of the more laugh out loud call outs in the game, probably just because it is unexpected.

I swear I heard the new fish man dead head drop an F bomb while I was playing last night.

3 weeks later
#2348 4 years ago
Quoted from jfh:

Not sure if this is a code bug or a hardware problem.
Very first ball on 0.92 code, started unhappy hour and the game just kept scoring. Can’t see the ball in the video because I had hit it into the crypt after the infinite scoring started. Had to tilt the game to get it to stop at about 2.8B. No problem for the remainder of the game or in about six more despite starting unhappy hour multiple times and hitting every shot except black door.

Sounds like a ramp opto issue.

3 weeks later
#2576 4 years ago

Pulled this one off today with add-a-zombie stacked with manos mode and 4x playfield going!

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1 week later
#2689 4 years ago
Quoted from blackice123:

Wonder if there is something with the code causing the issue. If have a premium machine. Anyone else have this problem.

Is it not turning during house party?

#2704 4 years ago
Quoted from Rdoyle1978:

How did you get 120 million on trailer trash?!

Stack a higher scoring mode with a multiball and 4x playfield running.

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#2755 4 years ago
Quoted from marspinball:

Has any had issues with the crypt shot? Mine seems to properly start with the door closed then after the first hit it should go to the skull shot. Sometimes it does and sometimes the door stays open or it keeps moving between states.

Yes. I had this issue. There is an adjustment screw under the mech. I had to experiment with different positions until I found one that fixed the issue.

2 weeks later
#2948 3 years ago
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.

I’d turn down the trough eject power to 176 or so. I also add Mylar to that area before plunging the first ball on every new game I buy.

2 weeks later
#3281 3 years ago
Quoted from Chalkey:

I am! Still so many things to be added!

There certainly is!

1317549A-5631-4B02-9A10-4D50B8DADA42 (resized).jpeg1317549A-5631-4B02-9A10-4D50B8DADA42 (resized).jpeg
#3328 3 years ago
Quoted from bloodydrake:

Ok I made a quick video. It looks like there is something wrong with the left flipper plate..based on some rebuild videos this shouldn't move..its like its come apart.

That’s the coil stop and it’s broken. Your distributor should be able to get you a replacement. I’d ask for extras because it will probably happen to the other flipper eventually. I’ve had to replace three coil stops so far between my Elvira and JP.

#3330 3 years ago
Quoted from bloodydrake:

ok awesome thanks for the feedback, looks like thats the issue. I'll ask to buy a few spares too if they have them.

It took a while to get replacements from Stern so I bought a few spares from pinball life. When it first happened I borrowed a coil stop from another Stern pin so I could keep playing Elvira.

1 month later
#3911 3 years ago
Quoted from bloodydrake:

it looks like in the .97 code the Junk Potion item effect is adding a 50k bonus to your jackpots ..

If you start trunk MB with the flask collected you can collect more flasks and each one increases that jackpot bonus. I had that bonus jackpot value built up to 350k extra per jackpot shot.

3 weeks later
#4145 3 years ago
Quoted from xbmanx:

Problem #2 - The spin light in the left outlane is always on. When it's "lit" it's slightly brighter but it's on always. Is this how it's supposed to be? If not, how do I fix that? Thanks again.

I had this same issue with one of my mode inserts on stranger things. It ended up being a pcb issue. Not the led board itself but the next board upstream from it. Stern sent me a replacement that fixed the issue.

#4272 3 years ago
Quoted from Rdoyle1978:

The dagger and ray gun items eventually are supposed to have some sort of powers

The ray gun works now. The action button will flash the color of shot you can collect with it.

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