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Elvira-HOH Thread

Neil McRae

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new code!


V0.96.0 - Jun. 9, 2020
======================

- DIRECTOR'S CUT was not giving out awards on the DROP TARGET. This has
been corrected.
- DIRECTOR'S CUT was always raising the DROP TARGET on every shot.
This has been corrected.
- The gargon scream that was requested (sometimes) for hitting the spinner
during TEENAGERS FROM OUTER SPACE was quieting the speech. The speech is
now allowed to run uninterrupted without being quieted.
- Do not allow speech from video clips to interrupt when Elvira is talking
during a pop-up.
- Removed the long period of silence between speech calls at the start of
MAKE-OUT MAYHEM, SCREAM TEST, and RUN FOR YOUR LIFE.
- Changed the color of the player score to WHITE when the player matches
and the lightning bolt strikes the score.
leaving them that way for the start of the next game).
- Darken GI as progress is made throughout GAPPA ANGRY.
- Added new video clips for DIRECTOR'S CUT awards/levels/total.
- Rework NIGHT OF THE LIVING DEAD background lamp effect to show advance
shot in a more pronounced way.
- Only add moon for NIGHT OF THE LIVING DEAD background during stage 2
and later (dark scenes).
- Rework TRAILER TRASH background lamp effect to point out shots better.
- Added a sound effect for completing a level of the FREAK FRYER.
- Avoid requesting sounds/speech in video clips during GAPPA ANGRY when
remaining jackpot shots awarded as a result of a sneak-in to the TRUNK
LOCK.
- Added lobster popup to TEENAGERS FROM OUTER SPACE.
- Added earthquake popup to GAPPA ANGRY.
- Rework scoring for some of the HAUNTS: MANOS, NIGHT, TEENAGERS, BRAIN,
MANSTER, WEREWOLF.
- Fixed message on background display effect for final shot during NIGHT
OF THE LIVING DEAD. Since only the final shot was lit, displaying the
value of the next (normal) shot alongside that was confusing.)
- Clean up colors for main UI screen:
- BALL IN PLAY: light gray.
- CREDITS: green when >= to start a game, light gray otherwise.
- SCORES: purple for LE/SLE, red for PREMIUM.
- Added a background to the initials screens for HIGH SCORE TO DATE.
- Added pop-ups to MANOS: THE HANDS OF FATE (valley lodge, debbie,
catfight, killing me, etc.)
- Fixed TEENAGERS FROM OUTER SPACE to not award the spinner shot
immediately for the next stage (due to the spinner already spinning)
when the last SHOT for stage 1 (SKELETONS) is the right loop.
- Add shaker motor effect to the saucer drop for TEENAGERS FROM OUTER
SPACE.
- Changed default SHAKER MOTOR from MINIMAL to MODERATE. Changed shaker
motor setting for COMPETITION MODE from MODERATE to MINIMAL.
- Added new video clips (from I EAT YOUR SKIN) for POOL PARTY.
- Clean up adjustment text so it fits on the display.
- Added Katrina (deadhead) to the Deadhead Family Crypt.
- If a HAUNT award is given out on the center (house) ramp, do not give
out awards (DIRECTOR'S CUT start, GAPPA ANGRY start) in the HOUSE LOCK
immediately after finishing a HAUNT.
- Change menu colors in diagnostics: PREMIUM=RED, LE=PURPLE.
- Increased the tempo of the GAPPA ANGRY tune after each ball is locked
and the player advances to the next level.
- Changed CRYPT START lamp effect RGB lights to green instead of white.
- Added a lamp effect for CRYPT FINAL SHOT.
- Added total effects (with speech) for CRYPT PHASE 1, 2, and 3.
- Cleaned up and tightened up the CRYPT intros. Allow the start effect
to terminate early if the intro (name) speech has been requested
successfully and has ended, otherwise play the entire video. Shorten
most intro video (via earlier speech) by 3 frames.
- Added a MANSTER clip to DANCE FEVER.
- Do not request character-specific speech all of the time for the
deadheads; mix it up sometimes with ELVIRA and VAMP speech.
- Added speech to CRYPT intros.
- Fixed a timing issue with requesting sounds/speech for the CRYPT
intros.
- Reworked more crypt speech. Separate into HIS/HER/THEIRS for
MALE/FEMALE/DOUBLE-HEADER.
- Removed the RGB arrows and jackpot lights from the GARGOYLES GONE WILD
start lamp effect, as this can run when the ball is not being held.
- Added the ability to fire the ball out of the CRYPT VUK using the FIRE
BUTTON to defeat the last deadhead during the CRYPT PHASES.
- Added a setting to limit the number of times the ball can be fired at
the 36-24-36 targets using the lockdown button to defeat the deadhead
and complete a CRYPT PHASE (in case the CRYPT VUK is out of alignment).
Once the player attempts too many shots without hitting the flashing
targets, the crypt mode is finished at the CRYPT VUK as before.
- Added taunt speech/animations for the deadheads immediately before the
player is allowed to fire the ball from the CRYPT for the final shot to
defeat the deadhead.
- Added crickets for NIGHT OF THE LIVING DEAD when taking too long.
- Changed the color of the house RGB arrow to WHITE when it is lit for
the final shot so it stands out better.
- Implemented the RAY GUN for most modes.
- The RAY GUN for the SECRET ROOM modes has not been implemented yet.
- Press the LOCKDOWN BUTTON to use the RAY GUN.
The award applies to whatever is being displayed in the main TV.
The award is affected by the following adjustments:
RAY GUN AWARDS CRYPT FINAL SHOT: (DEFAULT: NO)
- Set to YES to allow the RAY GUN to award the final shot
for the CRYPT modes.
RAY GUN AWARDS HAUNT ADVANCE SHOT: (DEFAULT: NO)
- Set to YES to allow the RAY GUN to award an ADVANCE shot
for the HAUNTS.
- ex. For TBTWD, when set to YES, the DORIS shot will
be awarded immediately and the HAUNT will advance to
the next stage (death scene). When set to NO, the
NON-DORIS shots will be awarded until only the DORIS
shot is left. The DORIS shot cannot be collected
using the RAY GUN when set to NO.
RAY GUN AWARDS HAUNT FINAL SHOT: (DEFAULT: NO)
- Set to YES to allow the RAY GUN to award the final shot
for the HAUNTS.
RAY GUN AWARDS TRAILER TRASH FINAL SHOT: (DEFAULT: NO)
- Set to YES to allow the RAY GUN to award the final shot
for TRAILER TRASH.
RAY GUN AWARDS DIRECTOR'S CUT LEVEL: (DEFAULT: NO)
- Set to YES to allow the RAY GUN to award levels and
advance to the next level for DIRECTOR'S CUT.
RAY GUN AWARDS SUPER JACKPOT: (DEFAULT: NO)
- Set to YES to allow the RAY GUN to award levels and
advance to the next level for DIRECTOR'S CUT.
RAY GUN AWARDS GAPPA ANGRY LOCK: DEFAULT: NO)
- Set to YES to allow the RAY GUN to award LOCKS during
GAPPA ANGRY.
- Added new video clips (from LADY FRANKENSTEIN) for POOL PARTY.
- Reworked device errors so they are stored properly in non-volatile
RAM.
- Added haunt-specific video clips for trailer trash. The clips show
the name of the film (HAUNT) on the film reels during TRAILER TRASH that
are associated with the HAUNT that was most recently completed.
- Added flipper button sounds to the ATTRACT MODE.
- Removed the DEADHEAD from the display during BONUS so he won't be flying
around all over the text on the BONUS screen.
- Added Zombie (deadhead) to the Deadhead Family Crypt.
- Blink the CRYPT PHASE light when there is a DEADHEAD active on the
display during CRYPT PHASE.
- Added more speech to THE WEREWOLF OF WASHINGTON HAUNT.
- Added more speech to TEENAGERS FROM OUTER SPACE HAUNT.
- Added more speech to THE BRAIN THAT WOUNDN'T DIE HAUNT.
- Added more speech to THE MANSTER HAUNT.
- Reworked speech for the NIGHT OF THE LIVING DEAD HAUNT. Spaced out
speech calls so they are not on top of one another. Removed redundant,
duplicate calls (molitov, stand next to your fire, etc.) so it is less
awkward-sounding.
- Added speech for THE DEAD RETURN.
- Added ELVIRA POP-UPS to completing the levels during DIRECTOR'S CUT.
- The HAND OF FATE wheel speeds up after all of the awards have been
collected.
- Fixed an issue where multiple awards would be given out for hitting the
right 3-bank targets during SUPER HAND OF FATE.
- The MANOS WHEEL is now displayed on screen when the SUPER HAND OF FATE
start display effect runs.
- Removed the MANOS WHEEL from the display during BONUS.
- Added sound effects and lamp effects for SUPER HAND OF FATE.
- Improved the load time for the TOP LANES display effect (the alligator
biting into the inner tube) so there isn't such a long pause when it is
first displayed.
- Added a lamp effect for SUPER HAND OF FATE start.
- Blink JUNK lights of JUNK that was collected when TRUNK MULTIBALL is
started.
- Blink JUNK light of JUNK that was collected when a ball is locked in the
TRUNK.
- Added a setting (default is ENABLED) that keeps GAPPA ANGRY from starting
during a HAUNT.
 

johnwhitfield

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Just seen this. The ray gun sounds good. If it’s anything like walker bombs on TWB I’ll be happy.
Think I’m going to have to buy a shaker motor as well.

Did they ever put in the “make your own movie” feature mentioned on the original matrix?
 

johnwhitfield

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Just installed the new code. Lights look amazing and the ray gun is interesting

But they’ve buggered the VUK again. Last code update had a fix to get the ball out For machines where its out of alignment. New code just has it popping up and down a few times. 🤬. I think they are trying to make it light a skill shot but even in the best of times mine rarely made it across the Playfield.
 

Mfresh

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Seems like a nice update - I was wondering what the gadget button on the lockbar was for before. This game just gets better and better and still has huge potential.

I watched a bit of Manos Hand of Fate on YouTube last night. It really is a film which is crap beyond belief. Worth watching to see how terrible it is!
 

johnwhitfield

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Elvira‘s take on some horror films is on Prime at the moment. I watched one called something like “Amazon warriors of the avocado jungle”. I still can’t quite believe someone released it 😂

I need to watch the Santa Claus vs the Aliens film.
 
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Neil McRae

Neil McRae

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Just installed the new code. Lights look amazing and the ray gun is interesting

But they’ve buggered the VUK again. Last code update had a fix to get the ball out For machines where its out of alignment. New code just has it popping up and down a few times. 🤬. I think they are trying to make it light a skill shot but even in the best of times mine rarely made it across the Playfield.

its weird how random the issue with the VUK is. I think mine is ok but I haven't dismantled it but it hasn't got stuck.

Neil,
 

mufcmufc

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its weird how random the issue with the VUK is. I think mine is ok but I haven't dismantled it but it hasn't got stuck.

Neil,

Mine is far from OK, I need to be bothered to sort it though - this code means I probably will have to
 

johnwhitfield

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If you work out how to sort it could you clue me in. It’s appalling under the new code. One of the modes requires you to hit the vital statistics target and mine doesn’t even come out of the launcher. Modes time out when it’s waiting to try and kick out.
 

johnwhitfield

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VUK aside the new code is fun. I love having games when they get updated and you can see the extra depth that gets put into it.

Installed a shaker motor this afternoon. codes really not there yet but hopefully will come soon.
 

johnwhitfield

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Just checked. Mine is also built nov 12 2019. Guess possible different part run For the VUK or simply different people building them? My VUK goes up and down more times than a whores draws before eventually deciding to trickle out
 
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Neil McRae

Neil McRae

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Could be the playfield date that’s important - stern build loads of playfields then stock them.

I’ll check mine tomorrow.


Sent from my iPhone using Tapatalk Pro
 
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Neil McRae

Neil McRae

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one of the guys on Pinside tried moving it and it made it worse. he put it back and bent the mech (like the GOTG drop fix) and he says it works lovely now...
 

johnwhitfield

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It’s amazing how tolerant we are of defective products. Best part of 10 grand and I’m now thinking that bending a piece of metal and hoping I don’t bugger it up further in order to make something work the way it should have originally is a perfectly logical and acceptable solution.
 

johnwhitfield

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You would think so wouldn‘t you?🤣

I was thinking last night it is the singular most expensive thing I’ve ever bought excluding property.

I dropped a line to Stern to see if there was an official fix.

Pins seem to live in their own little retail world blissfully unaware of consumer legislation. It’s not really practical for me to ship a faulty pin back to Phil and then have him ship it to America for an exchange.

The manufacturers have a history of ignoring their manufacturing errors. My MMr is one of the ones with ****ed writing on the inserts. Other people have had big issues with pooling or chipping on playfields.

Phil is normally great at sorting things out but it must be infuriating for him to deal with quality control issues
 

Buddinblack

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I thought perhaps the part would be replaced? Like I say I’m new to pinball (currently saving for my first) so don’t have my finger on the pulse when I t comes to these things.

I have read a lot about “out of the box” issues and to someone new to the hobby it seems crazy that people accept having to tinker adjust their machines after being 9/10k for them. They should be play tested and perfect!


Sent from my iPhone using Tapatalk
 

johnwhitfield

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Hopefully there will be a solution like this but who knows. I’ve tried contacting Stern so let’s see.

Good luck when you get your game and just wait until you discover the world of play field ”dimples”. Imagine buying a brand new car and having people chuck golf balls at it for a few days 😱😭😭😭😭
 

Poibug

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Anyone checked the resistance f the coil, cos I am sure with Stem once there was a mishandled batch of could once?
Compare say @Sven Normansson to a bad one.
A long shot but quick to do
 

Mfresh

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What I don't get is how the code can mess it up. Since the VUK worked find with the previous code and now it doesn't work properly then surely it's a software issue which could be fixed with new code? Or am I missing something here?
 

johnwhitfield

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the previous code update basically machine gunned the ball so eventually it rolls out. The news one requires you to hit the Moving targets so it fires a couple of times and gives up. I’ll video it and post in a bit.
 
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