(Topic ID: 143518)

Haunted House Club: The Beautiful Beast

By davebart5

8 years ago


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  • Latest reply 44 hours ago by Zee
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#751 4 years ago

Hoping to have a Haunted House in 2020 some time. The theme just fits in with my game room and I love the sounds and music and everything about it. Can someone give me a price range what these beautiful beasts go for?

#755 4 years ago
Quoted from Chitownpinball:

What do you want? Restored or players or some where in between? I would say the RANGE is roughly $4000 to $1500.

Not looking at the moment, just trying to see what they go for. I would take either a project or a fully restored game depending on the price at the time. I prefer to have playfields in good condition with little to minimal wear.

3 months later
#819 4 years ago

Whats everyone's thoughts on this one. Seems kind priced higher, I know it has the pascal board with speech and upgraded sound and LED's. Looking at the pictures, cabinet has some scuffs and marks typical from a game of this age. Playfield has has some normal wear but I don't see anything too bad. I am possibly considering buying a HH and this is the closest to me in location. I have seen prices anywhere from $1,900-$2,500. This one is definitely on the higher end and it is listed as firm. Does the pascal board also mean it has multi ball? I don't know much about it. https://pinside.com/pinball/market/classifieds/ad/91412

#824 4 years ago
Quoted from Zablon:

I personally think the robotic voice is out of place on this game. I assume you can disable that...but I'm not sure what other changes there are to the programming of the game.
Has the wrong length legs on the back.
I can't tell if the player 1 display has an issue or if that's something with the new programming.
It amazes me this game is being priced so high in general. This one isn't in bad condition, but mine is in better condition than this and I would never have imagined it would be worth $3k. I think 2500 is pushing it even for a pristine one. Guess it depends on how bad you want one. The condition is pretty standard for these.

Thanks for this info, is the game supposed to have longer legs in the back? I see the front casters were removed completely I guess to try and get the game to pitch correctly

1 week later
#832 4 years ago

Just joined the haunted house club yesterday!! I now know why the title of this thread is beautiful beast. Man that thing is freaking heavy to move, easily the heaviest pin I own. This haunted house has a pascal board and lots of led's and upgraded speakers and amp. Looks amazing and is great to play and I am so glad to finally own one. I have a couple questions hopefully someone can help with but I will post them in a separate thread below.

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#833 4 years ago

My new haunted house has a slight GI issue with the lights in the attic. It has all the appropriate ground mods done and has a Pascal board in it. The front GI light that is in between the two upper flippers comes on and off like it should, but it is the only light (in the attic) lighting up. All other GI seems to work as it should. From what I am seeing, the attic pop bumper and lights behind the attic drops targets are not coming on at all. I of course tried switch pop bumper lights just to make sure they were not bad and the pop bumper light works in a different pop bumper so I know its not the bulb. After looking at the manual I see there is two connectors that appear to supply the power to the upstairs playfield GI. A9p6 and A9p5. I was able to find one of these connectors under the playfield in about the center of the bottom of the main playfield and made sure it was good and tight. I can't seem to find the other connector however. Any ideas where I can find it? Also how hard is it to take the attic playfield off? I would like to check under it to see if there is any connectors under there that may of came loose. I have attached a video of what it is doing in attract mode (notice how the pop bumper and rear GI on the upper playfield are not coming on at all) Thanks

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#836 4 years ago
Quoted from gdonovan:

Disconnect the front of the ramp (2 fasteners) and there is two hex fasteners on either side of "the attic" and it flips right up.

Thanks

#837 4 years ago

Did some digging tonight and checked continuity between the gi lights on the playfield. Looks like power for the GI comes in with a purple slate slate colored wire. This wire goes to each socket and is daisy changed between all gi light sockets. There is also a white and black wire which is soldered to the base of each gi lamp socket and is daisey changed between the gi lights. All gi sockets have continuity with each other on the upper playfield on both black wire and purple slate wires. There appears to be continuity between the wires where they connect at the a9p5 and a9p6 connectors so I know the connection at these connectors is good. I also noticed that the upper playfield pop bumper light is tied into the first controlled lamp to the right of the pop bumper. That controlled lamp is also not working but the 3 other yellow dots next to it do. According to the manual the gi lights go from the upper playfield to the a9p5 and a9p6 connectors to an a12 p8 a12j8 plug which I verified was connected securely. I can't find anything in the manual that states there is anything other then 1 GI fuse, so since the rest of the GI works in the game, this fuse has to be good. N relay only seems to control the lower playfield gi and upstairs scores double lights but I can't figure out what the other 2 relays do. Don't see anything in the manual which show what the relays do

#838 4 years ago

Issue has been solved. It was a bear to find, in hindsight I should of probably just went around looking at all connections on the GI on the main playfield as I would of found it a lot sooner. But I ended up digging into the wiring, tracing from the connector under the playfield to the U relay. There was continuity there. White Black Black 6.3V return wires had continuity all the way around the game so I knew the break was in the purple slate slate colored wire which jumpers around the playfield from GI socket to GI socket. Unfortunetely the manual doesn't show which GI light goes to the start of the string which goes up to the attic playfield and also they buried this purple slate slate wire in the center of all wire harness for the most part. I ended up pulling mosts harnesses apart cutting zip ties and removing the dental floss type wax string that was tied around part of the harnesses. I traced the smaller of the purple slate slate wires from the relay over towards the bottom left side of the playfield. After following that wire over, I found the issue. A broken solder connection at the upper lighted GI posts near the welcome part of the playfield. Soldering the two purple slate slate wires that were hooked together but broken off the GI lamp socket restored power to the upper attic playfield all GI lights including the pop bumper. Glad to have figured this issue out. Now to try and figure out why the VUK takes 2 or 3 trys to get the ball up out of the basement and why the lower playfield sometime thinks the ball is down there when it isn't.
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#840 4 years ago
Quoted from jhummel:

Hi All,
I've been looking for this game for a little while and have a chance to go look at one from a private seller. I've heard stories about this being a maintenance beast, and this will be my first pin. While I have no problems doing some regular maintenance, I also don't want to bring something home that will be more of a time-suck than it has to be. I was wondering if I could get any pointers on certain things to look for when I'm examining/playing the machine that might give me an idea about what I'm in for. Thanks in advance, hoping to join the club soon.

Look for battery damage around the CPU board. Make sure the ground mods were done (if not you will need to do them)Make sure all displays work. Look for playfield wear. There is lots of faqs and write ups and even videos on system 1 gottliebs. Once the ground mods are done and relays and switches cleaned and adjusted properly, these games usually work with no abnormal issues.

Here is a link to system 1 repair logs and how to's. Click the system 1 section. https://pinwiki.com/wiki/index.php?title=Gottlieb_Pinball_Repair_Guides

Clay has 2 videos dedicated to black hold haunted house which are very informative and well worth the money spent on them. Look at bottom of page for TOP 5.1 and TOP 5.2

http://www.pinrepair.com/top/

#844 4 years ago
Quoted from radial_head:

Your VUK problem is probably an alignment issue. The standard coil needs to be upgraded to a stronger coil, bu the alignment and cleanliness of the tube is just as important. Watch Clay's video on the matter.

Yea I watched the video, I played around with the alignment and got it better, it fires down to the left flipper pretty quick most of the time. The thing that doesn't make sense is sometimes it takes a couple tries. Doesn't make much sense for the alignment to be off because if it was, it would probably act up all the time and not work nearly as much. I did order the upgraded coil and a new k switch contact for it. See if that makes a difference.

For the lower playfield coming on when the ball is not down there I think maybe a switch is activating when it shouldn't but I do know the prior owner chased his tail checking stuff trying to figure this issue out. Going to look at the switches and see if anything looks like it could be too close because it is the only thing that makes sense. I did figure out if any drop target is activated or pop bumper in the lower level, it will make the game think the ball is down there when it isn't so I may be on to something.

#845 4 years ago

Can someone do me a huge favor? I think I may have narrowed my lower level playfield issue down to three switches in the lower level but I need someone else to test their working game to see if it behaves the same as mine. I need someone to start a game, lift the main playfield up, activate any of the subway switches to make it think the ball is in the lower level, then hit switch 51. It's called the 10 point switch in the manual however when I hit the switch it is scoring 30 points. There is two on the right side of the lower playfield (see attached video). According to the manual switch 51 is the 2 right slingshot style switches on the right side but they dont have a slingshot, the 3rd switch is on the left and has the slingshot action.

Besides my switches scoring 30 points instead of 10 like the manual says, if I activate the left slingshot, it locks out switch 51 from registering any ball hits. The only thing to get any of the switch 51s to start registering again is to activate the pop bumper around 10-15 times. Then the switch 51s start registering hits again. Please watch the attached video to see what I mean. In the beginning of the video you can hear that when I activate either of the switches on the right they are not registering any hits until the pop bumper is pressed about 12 times and then the right targets go back to registering hits. If the left lower slingshot it activated, it stops the right side targets from registering any hits. Only way to get them back working is to once again activate the pop bumper about 12 times.

Can someone please do me a huge favor and see how there lower level right side targets react? Do they score 30 points for each hit, and also if the lower left slingshot is activated, does it lock the right side targets out like mine? Thanks

#849 4 years ago
Quoted from fatality83:

Can someone do me a huge favor? I think I may have narrowed my lower level playfield issue down to three switches in the lower level but I need someone else to test their working game to see if it behaves the same as mine. I need someone to start a game, lift the main playfield up, activate any of the subway switches to make it think the ball is in the lower level, then hit switch 51. It's called the 10 point switch in the manual however when I hit the switch it is scoring 30 points. There is two on the right side of the lower playfield (see attached video). According to the manual switch 51 is the 2 right slingshot style switches on the right side but they dont have a slingshot, the 3rd switch is on the left and has the slingshot action.
Besides my switches scoring 30 points instead of 10 like the manual says, if I activate the left slingshot, it locks out switch 51 from registering any ball hits. The only thing to get any of the switch 51s to start registering again is to activate the pop bumper around 10-15 times. Then the switch 51s start registering hits again. Please watch the attached video to see what I mean. In the beginning of the video you can hear that when I activate either of the switches on the right they are not registering any hits until the pop bumper is pressed about 12 times and then the right targets go back to registering hits. If the left lower slingshot it activated, it stops the right side targets from registering any hits. Only way to get them back working is to once again activate the pop bumper about 12 times.
Can someone please do me a huge favor and see how there lower level right side targets react? Do they score 30 points for each hit, and also if the lower left slingshot is activated, does it lock the right side targets out like mine? Thanks

Got this figured out, seems the lower level targets are supposed to count every hit no matter what targets the ball hits. The ball kicker scoring switch was too close and sometimes the ball kicker would not return all the way causing the switch to make constant contact. This was the cause of the lower level activating at random times during game play. My guess is activating the pop bumper would vibrate the ball kicker target back out breaking contact with the scoring switch which allowed those 10 point targets to score again.

Also replacing my VUK coil with the upgraded one has helped with the ball not making it up on the first try.

#858 4 years ago

Any ideas why the cellar, attic and main level inserts appear to be backwards on all haunted houses I see except mine? Every playfield picture I pull up has them switched wrong. I went to look at my game and they are in the correct orientation. Cellar goes to cellar, attic to attic and so on. Was there a run of these games where they messed up? Or are they all wrong and someone switched my inserts or decals?

#864 4 years ago
Quoted from Zablon:

Are you sure it is aligned properly? Other than that, changing to a stronger coil is usually the trick.

Mine was having trouble, messing with the alingment got it to fire out of the hole harder and down to the left flipper, but it would still struggle sometimes. I ordered a 4093 red coil and new switch for the K relay and put them in. Now it only didn't make it up one time out of about 40 games so far.

1 year later
#1109 2 years ago

I am having an issue with my upper playfield pop bumper light. Sometimes it works, sometimes it doesn't If I take the bulb out and put back in it works for awhile. Seems the bulb is loose in the socket. The person before me converted the game to LED's so not sure that is why the bulb is loose or if the socket is broken. Any suggestions?

#1111 2 years ago

thanks i will give that a shot

3 weeks later
#1124 2 years ago

In case anyone interested, there is a channel on Youtube (not mine) that has been putting out a bunch of Haunted house videos as he is fixing one up. He shows how to make necessary repairs for the game and even is making videos showing the differences between after market sound boards and CPU boards. Pretty interesting stuff and a lot of the information may help a newbie that just bought a Haunted house

#1126 2 years ago
Quoted from fatality83:

In case anyone interested, there is a channel on Youtube (not mine) that has been putting out a bunch of Haunted house videos as he is fixing one up. He shows how to make necessary repairs for the game and even is making videos showing the differences between after market sound boards and CPU boards. Pretty interesting stuff and a lot of the information may help a newbie that just bought a Haunted house

https://www.youtube.com/user/PinballHelp

added link

#1130 2 years ago
Quoted from Aflacjack:

Is anyone running the Pascal 80x4 all in one board in their game? If so, what are your thoughts?

I have a pascal pi 80 board in mine. I didn't install it and bought it this way. I love it however. It gets rid of a bunch of old boards, you have the option to have speech with it, you can set it to only play the original sounds however. It allows to to enter initials at high score, allows for free play and a bunch of other great things.

#1132 2 years ago

Anyone know where to get replacement 31 inch rear legs for the haunted house? Steve Young looks to be sold out according to his website. My haunted house came with two sets of front legs

2 weeks later
#1136 2 years ago

Can anyone explain the monster bonus to me? I see some targets seems to add to it while others don't? The bonus is added to your score at end of ball.

#1138 2 years ago
Quoted from pin-ball1958:

Monster Bonus is points for the "attic" or "cellar" scoring. When the ball is in the cellar, points add up quicker and almost everything scores after you complete a drop target bank and number "2" lights up in the cellar.

thank you

#1142 2 years ago
Quoted from radial_head:

Not correct unfortunately.
On Black Hole, all the points scored on the lower playfield are collected in the bonus.
On Haunted House, it's "any lit target" which means any standup target that is lit, or any drop target that is up. This includes the kickback targets, the standup targets, and any up drop targets, on all playfields only when lit. It does not include pop bumpers or slings on any of the playfields. When you complete a 1-2-3-4-5 target, hitting that same target still adds to the bonus. There are certain rollover switches that add to the bonus, but I am not sure which ones do and which ones don't (for example, the left upper outlane that opens the trap door does, but the one below it only does when lit (and there's an insert for it).
For a bit, I was really curious about how and why each one of these targets scores to the bonus, but I guess it's all random. See attached picture from the manual. Turns out, everything is clearly described in the manual (go figure)
I love Haunted House and I will only ever get rid of mine to get a nicer one, but damn, this game is so poorly thought out and the rules are dogshit.
[quoted image]

Interesting, that may explain why i got such a high score the one game and can't get close to it anymore. I must of added lots of bonus points the one game. One a side note can anyone actually aim and hit the 1 & 2 targets intentionally? The angle and placement make it seem like you have to get lucky to get them. The 3 through 5 are easier to get but I cannot seem to actually hit 1 and 2 on purpose.

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