(Topic ID: 77813)

Final art for America's Most Haunted, Pricing Info

By benheck

10 years ago


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  • Latest reply 7 years ago by Whysnow
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You're currently viewing posts by Pinsider betelgeuse.
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#17 10 years ago

Looking great, Ben! I can't believe how far along you, Charlie and the team are. It looks like yours may be the first new game to ship for 2014! The whole thing just looks really well polished and solidly built. I can't wait to play one of these. Do you still intend to support the software after the release or are you planning on moving to something else?
It looks plenty deep from what I have seen, but some issues could be discovered down the road.

3 weeks later
#52 10 years ago

Thanks for the update, Ben! It's great to see that the software continues to be refined in substantial ways even as these hit the assembly line. Completed rules on release, who even does that anymore??

#56 10 years ago
Quoted from SealClubber:

I added this machine to the database. Now y'all need to update the info.

Thanks for that! Are you able to upload the translite image from the beginning of this thread, as well?

2 weeks later
#116 10 years ago
Quoted from benheck:

He's getting production ramped up, pics attached!

Looking awesome, Ben! Seeing all of those cabinets lined up is a glorious sight. Have any production games been completed yet?

#119 10 years ago

I believe games are still available and it says 'we take all kinds of payment'. email [email protected]

#134 10 years ago

I did notice the Predator playfield in some older shots, but I thought maybe they were just using it as wall art or inspiration. It would make sense if they are manufacturing the playfields.

2 weeks later
#146 10 years ago
Quoted from benheck:

Putting in the wizard mode audio and animations this weekend. Need to add some ending credits so if you beat the game, you see the name of everyone who helped along the way!

So the plan is to have the game end if you win the demon battle? That's interesting. I think this could be really good so long as the demon battle is very difficult to reach and/or win.

Quoted from benheck:

This may change slightly, but the grand whopping total for assets is 1013 audio samples, 15 music tracks and 490 DMD animations.

Wow! Can't wait, Ben!

#154 10 years ago

I had some more time late last night to pour through the audio files and there seems to be an incredible variety of callouts and sounds. Really amazing work here, Ben. Did you engineer all the sounds yourself? The music reminds me of Danny Elfman's scores from the 80's, like Beetlejuice meets Pee Wee's Big Adventure. Really catchy stuff! The new 'team leader' quotes from Joe are top notch, as well!

Brian #13

#161 10 years ago

Is this a machine for testing or did Spooky deliver a production machine already?

2 weeks later
#179 9 years ago
Quoted from benheck:

Stay up to date with the pre-MGC debugging / polishing of AMH via my website: http://benheck.com/

Whoa, looks like Ben is adding a video mode to AMH.

#185 9 years ago

I also can't wait for the day I get my AMH. I am really looking forward to the impressions from MGC. The game sure looks amazing and Ben has been working like crazy in the code.

#198 9 years ago

I was hoping there would at least be some photos at this point. The only 'reviews' so far are one liners. I'm hoping this game doesn't get completely overshadowed by the Pinball Zombies reveal and JPop's cardboard kiss machine at the show.

#202 9 years ago
Quoted from RobT:

I'm thinking that's not going to happen given the negative reaction to the artwork.

True, but bad press is still press. Lots of people talking about it. I haven't heard hardly anything about AMH yet.

#208 9 years ago
Quoted from TaTa:

They'd have to pay me to put either one of those tinker toys in my house. Wasn't impressed with AMH game design and art package, even the new art work is lacking. Was holding out for Zombie after I saw the initial artwork, now after seeing the playfield artwork, I'm out all together. Will not waste my time and entertain any ideas that come from them for now on. It seems like anybody with a name and two quarters is trying to make a pinball now a days. If they were serious in what they were doing, they would walk to the next booth and offer JPop a job.

What didn't you like about the game design of AMH? I personally think the art looks great, but that's just a matter of preference. I'm curious about the gameplay, though. I agree that the art on Zombies was less than what I expected. JPop can certainly pull off better art than what is on most games, but I think he may have too many irons in the fire and he hasn't shown much of anything yet. The Kiss machine was just a foam mockup.

#236 9 years ago

I saw this posted by Coast2Coast from MGC:

#255 9 years ago

I know earlier in this thread Ben had posted a link with all of the audio clips and music tracks from the game. I haven't listened to it all as I don't want to spoil it, but there were over 1000 callouts/sound effects. The new stuff recorded with Joe is top notch and there seems to be waaay more quick callouts than there are lengthy dialogue segments.

I am in on this game mainly because I am a horror buff and I mostly collect horror'ish themed pins, but I also think it looks like a great player with a solid ruleset, unique gadgets and a nice art package. I really love everything about it at this point.

#276 9 years ago

The order info is still on the website:

http://www.spookypinball.com/games-swag/

Ben/Charlie, can you comment on how many AMH's have been sold at this point? Also in the video from MGC it was stated that games would be shipping any day now. Is that still the plan and how many do you expect to produce per week?

Brian #13

#294 9 years ago

Only got to watch a bit of the vid so far, but... is AMH now going to have a color display?!?

12
#390 9 years ago

Too damn cool! I guess that officially makes Spooky Pinball the first boutique manufacturer to ship a completed game! Big time congrats to Charlie, Ben and the 'minions'. This is a major milestone. I can't wait to receive mine!

Brian

#425 9 years ago

Not diggin' the 'flippy ghost' video mode so much. It just doesn't fit the context of the rest of the game (zombie chasing a player controlled ghost?). It also seems too long, too much button mashing and not horribly fun. I'm all for a video mode, but... hmmm...

#436 9 years ago

Ran into this video posted from A-town. Not the best demonstration (ball gets stuck, players can't keep the ball in play for more than a few seconds), but it's something:

#441 9 years ago

My only design concern with the game is the metal scoop. I'm wondering why this type of 2 sided scoop was used. It would seem that ball hits to the left side of the scoop would break the weldment and damage balls. Wouldn't a scoop with no sides, or just a right side, work better in this orientation?

I'm looking forward to more impressions from Allentown! Here's another short video I ran across:

https://flic.kr/p/nu2xB4

#460 9 years ago

Pingame Journal coverage of the Spooky Pinball booth at MGC...

#473 9 years ago

Here's some decent gameplay footage from Arcade Hunters at Allentown. Unfortunately this was shot while the speaker was blown, but still good stuff.

#484 9 years ago

I know I have seen the jump ramp made numerous times in some of the other videos. It seems like one of the best flow-through shots in the game, so I hope they nail it.

2 weeks later
#509 9 years ago
Quoted from musketd:

Just curious did any of the production games get shipped yet?

Going by Spooky's fb, it looks like 2 production machines have shipped so far, plus the test game at Lawrence's Pub. There also appears to be many more games that are close to ready.

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#546 9 years ago

I'm pretty early in the run. If there isn't a quality gameplay video by the time I get my game, I'll make it happen.

Brian

#548 9 years ago

I am actually not a really big fan of the scoop fix. I mean, it's better than how it was for sure. There's no doubt the scoop would have been demolished by ball hits before. Still, it seems like it would be so much better with a scoop with no left wall. It would open up the angle of the shot more and allow the ball to be ejected at an angle where it didn't deflect off of the rubber ring on the right so much. I've been tempted to request mine with no post installed so I can experiment with a different scoop. Still loving just about everything I am seeing and hearing about this game and I can't wait to get mine!

#553 9 years ago

Oh yea, Spooky is on a roll now!

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1 week later
#563 9 years ago

Chuck says a few more games are ready to ship and they were just waiting on these...

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#569 9 years ago

I am almost as excited to see the first people in this thread get their game as I am to get my own. I'm looking forward to the first impressions, as well as what adjustments may have been needed out of the box. My unboxing party won't be far behind!

#571 9 years ago

Nice, Hilton! I'll see you at PAPA. If I have my AMH by then we can sneak back here and you can kick the tires!

1 week later
#574 9 years ago

More games going out!

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#578 9 years ago

Mine is on the line and I can't wait to lay hands on those flipper buttons! Congrats, team Spooky! -Brian

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#584 9 years ago
Quoted from PinballKen:

What's the name of that bar that AMH is in?

Lawrence's Pub.

1 week later
#635 9 years ago
Quoted from benheck:

Army of Darkness is one I've suggested to Chuck many times. It's geeky, quotable and probably cheap enough maybe one could spring for custom Bruce Campbell speech.

I didn't even have to read all the suggestions before I knew this would be my top vote. This is a no brainer! If Spooky announces an Evil Dead / AoD game, I won't need to hear anything more to vote with my wallet.

Barring that, Friday the 13th would also be really freakin' cool.

Brian

#643 9 years ago
Quoted from Methos:

HP Lovercraft (Call of Cthulhu, Shadow over Innsmouth, Colour from Space, etc)

Great idea there. I almost used this for my custom game. As far as I know, HP Lovecraft's work is royalty free, so you wouldn't even need to pay for a license.

Quoted from taylor34:

Baldur's Gate series...also has about everything, including killer story

Not exactly 'spooky', but this is an awesome idea too! Something similar to how AMH handles boss battles would work great here. You could maybe even innovate pinball by having xp and 'level ups' or equipment upgrades that give you some kind of advantage or scoring enhancement. Maybe even save your progress...

I still think Evil Dead / Army of Darkness is the obvious choice, though. This theme screams 'Spooky Pinball'!

#673 9 years ago

I guess this begs the question, will Spooky continue to do only spooky themed pins in the near future?

Another idea... Phantasm. It seems like a natural fit for pinball and a 5th and final installment in the series is nearly completed.

#693 9 years ago

Did everyone miss the part where it was stated that 100 units of AMH were being built and then they were moving production over to Pinball Zombies? I wouldn't be surprised if things end up changing if AMH demand is there and Zombies isn't ready at that point, but so far I haven't heard anything different. It doesn't seem like they are really trying to sell more than 100 AMH's. As for Army of Darkness, count me in.

#713 9 years ago
Quoted from benheck:

Was talking with a friend of mine who would know, she's gonna look into the ballpark cost of what an afternoon of ADR with a SAG actor might cost.

About a decade ago, scale (or minimum daily pay) for a SAG actor was around $700. That just means that they can't work for less than that without being in violation of SAG rules. Depending on the actor, it could be any amount over this figure.

#728 9 years ago
Quoted from toyotaboy:

lot of people "say" ghostbusters, but I would question how many would actually plunk down money. Not to take away from betelgeuse's awesome custom flash gordon retheme, but I played ghostbusters for ps3 and I got bored. 12 year old me would love it, grown up me hates it.

I think futurama would sell probably better than you realize. People love sci-fi, but a LOT of people don't care for Star Trek, and nearly everyone loves matt groenig. I just can't imagine what a license would cost though.

Hahah, I feel the total opposite about these themes. I, of course, think Ghostbusters holds up really well. However, I think Groenig's stuff hasn't held up well at all. I loved The Simpson's when I was a kid (I still own and love the 4 player arcade vid), but I can't even watch the show anymore. Futurama is ok, but I still wouldn't buy the pin. No doubt, there would be a huge cult following for a pin with that theme, but this is SPOOKY pinball. Any of the 25 other manufacturers could do Futurama. I hope they stick to their namesake and go with Army of Darkness.

#740 9 years ago

I hope to be getting my game in the next month. If there's no straight up gameplay vids out yet when it arrives, I will make one. I guess the people who have their games already are not on pinside?

#748 9 years ago

More AMH's are going out the door. According to Charlie, 3 more machines this week and 6 more nearly ready to go.

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#782 9 years ago

"I'll bend my bow to your will, sir!"

Agree on adding in some Evil Dead 2 elements!

#793 9 years ago

Great write up, Ken. Thanks!!

1 week later
#817 9 years ago

Thanks for posting the pics, Anthony! Congrats!

1 month later
#928 9 years ago

It looks like my game is arriving tomorrow. I'm going to try to shoot a gameroom video.

18
#936 9 years ago

The game came in yesterday! We seriously played this game non-stop for about 9 hours. Other than the usual tweaks you would have on any new game, it performed with flying colors and is a blast to play. It's much more challenging than I would have expected and it definitely has that 'one more game' appeal due to the short ball times. More details to come...

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12
#941 9 years ago

Ok, here's my two day impressions on AMH. The first thing I noticed was how good the build quality is on this machine. The powder coating is really well done. The playfield has a nice thick layer of clear. The entire cabinet is all plywood and the game is heavy. Everything on the playfield seems robust. There are lots of metal parts, including the apron and real lockdown bar. This could easily be confused for a JJP or B/W game. The menu system is easy to navigate and the power is adjustable for every coil. Overall, the game looks stunning.

As for the lighting, the LED strips that are on the cabinet sides and in the backbox are awesome. Along with the ghost, they change color with the modes and have a wide range of colors and combinations. They can fade or they can change suddenly to create lighting effects. The only slight miss is that when the backbox strips are lit white, they tend to be too bright and wash out the translite a little. The other colors look great, though, and overall it's a nice new feature. The GI and inserts themselves are all pinballlife style LEDs in white. Some people have remarked that the game looks dark and I wouldn't disagree. Most of the playfield is just fine, but the back is very sparse on the lighting. Playing in a dimly lit gameroom, I can't really see the area where the pops and rollovers are very well. I think placing a few spot lamps back there will make a huge difference. Also, switching over to stronger LEDs would help for the GI.

The audio in this game is going to be a matter of personal preference, but it is definitely well done. The music and sound effects are top notch. I have run into a few minor issues where some dialogue is much lower volume than normal or two lines of dialogue collide, but this didn't happen often. Almost every line of dialogue has humor in it along the lines of Scared Stiff or the like. There is a lot of sexual innuendo, ball jokes and some lines that made every player stop and look at each other like 'Wow, did they really just say that in a pin!?' There were plenty of good laughs for us, but it may not be good for people who have kids. Fortunately, changing the audio is a breeze. I decided to try it out and only took me a matter of minutes to change a song in the game. All you need to do is swap .wav files on the SD card which plugs into the board and you're good. The audio hardware itself is the FF sub and speaker kit, but there's also cool amp mounted by the coin door where you have easy access to bass, treble, fade, volume, etc.

The flippers on this game also feel like a JJP or B/W game. They use 3 lugs on the coils. The flipper and sling strength was ridiculous at the highest setting on mine, but I had no trouble dropping the power down slightly in the menu to get it right where I wanted it. The game play is solid and the shots feel great. It's very satisfying to nail the ramps and bash the door, in particular, but every major shot is smooth and there's some nice flow and combos. I even found backhanding the right ramp on mine to be fairly easy. The shots also offer a good variety of challenge. None of the shots are too tight, but they definitely punish you for missing. One thing is for sure, this game is HARD. I would put this up there with BSD or FG and most ball times are very short. The scoop that kicks out on the right is also dangerous as the ball rockets out to the right flipper. I had to do some small tweaks to get the ball to feed to the flippers more cleanly, including the lane to the pops to prevent SDTM returns from there. Another thing that makes the game hard is that the slings are placed slightly closer to the flippers than on most games, so the ball is more likely to get tied up in the slings than land on the ball guide at the base of the flipper. The best players were only able to defeat 2 ghost bosses in single game, so far. There were no marathon balls for anybody, so the 4 player games stayed lively. We did run into a few code issues, like the photo hunt would sometimes not spot any camera shots or the ballsaver during Hellavator multiball would not expire.

Overall, this game is a lot of fun and it looks and sounds great. Some dialing in may be required, but my machine is performing like a tank so far. It leaves the door open for plenty of customization and personalization to suite your tastes. If you aren't afraid of a challenge and you like cheesy humor and spooky themes, this pin is the real deal!

Brian

#946 9 years ago

Here's some quick pics I snapped. I wish I could capture how the lighting looks in person. These shots don't do it justice.

AMH1.JPGAMH1.JPG
AMH2.JPGAMH2.JPG
AMH3.JPGAMH3.JPG
AMH4.JPGAMH4.JPG

#948 9 years ago

Nice touches, coaster! I am thinking of trying to add another LED light strip to the back of the playfield. It could probably be tied into the existing strips so that it would change color with the modes...

#951 9 years ago
#952 9 years ago

#961 9 years ago

Ben, one bug I have noticed in the code on my machine is that the ball saver in Hellavator multiball doesn't expire. It seems to happen every time, unless you start that multiball as a mystery award. We tested to see how far it goes and finally had to tilt it off after about 5 minutes.

As for prompts, is there a simple way to display what ball is currently in play when a player is up? Before the plunge, it will display what player number is up, but not what ball they are on.

Also, a bug with the bar ghost. If you drain while trying to free the captive ball, the ball stays captured behind the shield targets which screws up the next player's ball when they drop the shield.

#963 9 years ago
Quoted from maddog14:

I have not had that happen to me in hellavator multiball. Matter of fact, i drain the balls too quickly and it ends. LOL. I wonder if the setting you have on ball save time effects this? I have mine on 9 seconds.

I didn't know you got your game. Congrats! Yup, I have mine set on 9, as well. It also did this on the default setting before I changed it. I'm not sure what's up with that.

...I just tried testing the Hellavator multiball with different ball save settings. I set it back to default (5) and still had the issue. I then tried setting it to 1 and the problem cleared up! Unfortunately, on the next Hellavator multiball I got, it was back! I then tried setting 2, 3, 4 and ultimately back to 1. I only had one other time that the ball saver expired, again on setting 1, but it usually just keeps going. I am running code version 7.

#974 9 years ago

The sound for the tilt warning seems to be the same sound thats used for a combo shot. Could one of these be changed? If you dont catch it on the dmd, sometimes it's hard to tell if you are getting tilt warnings.

1 week later
#982 9 years ago
Quoted from benheck:

We logged one bug at Expo on AMH.

Did anyone play it and come across anything? Please discuss here and we will address. Or tell you that's supposed to be that way

I had a few multiplayer games (3-4 players), where the ghost shield wouldn't pop back up at the start of player 3's ball. That player then couldn't advance the ghost minion. It took a reboot to clear the issue. I have also seen 3 player games where player 2 & 3 start on the 3rd ghost minion (never seeing minion 1-2), yet he still only takes 3 shots to defeat and starts minion multiball. These issues have been really rare, but I have seen each happen a few times.

I had mentioned before, can you make the combo shot a separate sound from the tilt warning sound? Sometimes it's hard to identify if you are doing a bad thing or a good thing without looking up at the dmd as it happens.

Thanks for putting all this attention into the code, Ben. Your ruleset is really creative with this one! It's something pretty different from what's out there and the experience tends to be a little different every time.

#987 9 years ago
Quoted from benheck:

Start of ball, targets should go UP (allowing a minion advance) unless Video Mode is lit. Did this only happen to Player 3? Do you recall what mode if any they had been in before getting their ball back with no Minion enabled?

Yes, it only happened to player 3 and it carried over from ball to ball once it started. It would go back up at the start of ball for all other players. I didn't notice what had happened on the ball before this, but I'll try to make note of it if it happens again.

Quoted from benheck:

Player 2 and 3 starting on Minion 3 is weird. This only occurred randomly?

Yes. I have only seen it happen twice so far. Both of these issues happened when people were over playing (and drinking), so it was tough to see what lead to this.

Quoted from benheck:

I see what you mean about the Tilt warning. It's got that beeping going on. Will fix!

#989 9 years ago

Mine always says version 7 at bootup, but I have changed the code a few times.

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