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  • Submitted: Oct 28 2018 10:37 PM
  • Last Updated: Oct 30 2018 03:40 PM
  • File Size: 98.97MB
  • Views: 28991
  • Downloads: 6,035
  • Author(s): cyberpez
  • Manufacturer: Gottlieb
  • Year: 1982
  • IPDB Link:
  • ROM: Link to ROM
  • Permission to MOD?: Yes, without approval

Download Haunted House (Gottlieb 1982) 1.0

* * * * * 30 Votes
HH Haunted House Gottlieb



Screenshots
Back not long after I finished up Black HOle.  Someone in a random thread mentioned someone should do  Haunted House.  Hauntfreaks "nominated cyberpez"  I said sure but only if resources were available.  Not long after that bodydump dumped his playfied redraws, plastic scans and ton of gathered images of the table.  Now I was stuck....  so I got to work.
 
I had a working table fairly quick but doing what I do best I stalled out and moved onto something else.  Arconovum messaged me and asked if he could take a look at where I was with it.  He added his FSS and tons of other visual stuff.  At this ping it was really looking great but not done, so I put out a beta and let it sit again.  That was a year ago...
 
Fast forward to about 6 months ago as tmnt was wrapping up. I decided to dig back into this hard and finish it up.  With lots of new tricks up my sleeves it came together pretty quick.  Another bonus was getting to play a real one not to long ago.  Lots of last minute tweaks and reworks to add in details from the real table.  I think/hope everyone will agree the wait was worth it.
 
As always check the top of the script, lots of options.  Also table works with 6 and 7 digit ROM.
 
So, big thanks to!!
 
Bodydump - for providing his playfield redraws and plastic scans 
Wrd1972 - Countless back and forths. Physics, lots of physics, helping get the table rebuilt and sized right, testing and feedback.
rothbauerw - putting up with Wrd and me.  For also being a code wizard, and making the impossible seem simple.
Arconovum - For adding his FSS, tons of little details here and there.  In general getting me excited to work on this again.
Bord for his awesome new Gottleib flippers (I did the small upper one myself, it turned out to good to not use)
Dark - I'm sure there are some Dark nuts and bolts in here somewhere.
DJRobX: SSF code and thanks to RustyCardores for showing me the way, you can't go back!!  Ball drop tweaks by Roth and me.
Arngrim - Lots of back and forth to get the DOF just right,  Be sure to update your configs!
 
Last but not least the developers and other table authors.  This community is nothing without everyone doing their part!!!!!!
 
Happy Halloween.... Enjoy!!!
-cp

What's New in Version 1.0 (See full changelog)

  • 1.0


Screenshots

Screenshots Screenshots Screenshots


My ball gets stuck in the upper left Cellar divot right off of launch. Got lazy flippers enabled. The two other divots seem to work fine, but Cellar snags every time. VPX10.7 latest beta.

Still now word on the cellar kickout sticking? I can't really play this table. Do I maybe have the wrong rom for it?

I've made sure I have all the latest roms, vbs files, and last table update. I can't figure this out. The "Cellar" divot in the top launch area just sticks. I've been struggling to try to fix it for months. It's not an uncommon issue, but it doesn't seem to affect everyone. (apparently just me, lol)

A friend sent me his exact setup including roms, vbs, etc - works 100% on his machine, but ball still sticks for me. Deleted the nvram file and tried again. Still sticks.

Answer is to change "flipperkeymod" to 2 in the script - nothing else needed.

When throwing the ball, it "freezes" on the exit and does not move. Any solution? Thanks.

Here is the Upstairs flippers fixed. Copy the script from the New Text Document (2).txt and then paste it over the old one. Save as Haunted House (Gottlieb 1982) 1.0 Fixed. Copy just the trigger and light from the SAVE.vpx and then paste those into the Haunted House (Gottlieb 1982) 1.0 Fixed.vpx. Don’t copy and paste the wall. Under the trigger. Take your time doing this.

Works just like this now. Welcome.

Thanks for the info! After some Googling I was able to copy and paste the trigger and light and I replaced the script.  However, from what I remember and from the information I am finding online, the magnasave buttons should work both the upper and lower, and the regular buttons only the main flippers. When I am on the lower level the regular flipper button are activating the LL and UL flippers, and if I am correct it should be the magnasave buttons that active the LL and UL flippers. I looked in the script and that is WAY out of my pay grade lol.

The flippers are mapped incorrectly.  Upper and lower playfields should be the magnasave buttons, while the middle field is the standard ones.  Makes it rather confusing, when I've played it the right way for years.

 

Also, the music for the upper field is very distorted.

 

Aside from those two issues, it's a very good playing table. 

Answer is to change "flipperkeymod" to 2 in the script - nothing else needed.

Commenting from 2024, if anyone is in the position like I was where the upper flippers did not work when using a cabinet THIS is the fix. Pull up the table in VPX, select the script, search "flipperkeymod" and on the first option it says 2 for all flippers to work off the normal buttons and boom that fixes it!


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