Difference between revisions of "Haunted House"

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= Sound Mapping for Haunted House =
 
= Sound Mapping for Haunted House =
The following sounds should be created by asserting signals S1 through S16 as indicated with Haunted House ROMs installed.<br>
+
[[File:YT.png]] A video demonstrating each sound made by the 32 possible bit patterns for S1 through S16 can be found [https://www.youtube.com/watch?v=RjMQT5kao4Y&t=6s <b><u>here</u></b>].
 
 
'''Notes:'''
 
*Quoted sounds indicate speech.
 
*A "1" indicates a grounded sound signal.
 
*Example "00001" means to ground S1.
 
*Example "00010" means to ground S2.
 
'''Sound Mapping'''
 
 
 
THIS IS A TEMPLATE TO BE UPDATED by Chris Hibler
 
 
 
 
 
*01 - 00001 - Game Over
 
*02 - 00010 - Extra Ball
 
*03 - 00011 - "Tilt"
 
*04 - 00100 - Start
 
*05 - 00101 - Upper PF Random Sound 3
 
*06 - 00110 - Upper PF Random Sound 2
 
*07 - 00111 - Upper PF Random Sound 4
 
*08 - 01000 - Upper PF Random Sound 1
 
*09 - 01001 - Owwwwweeee.....
 
*10 - 01010 - Lower PF Random Sound 2
 
*11 - 01011 - Lower PF Random Sound 1
 
*12 - 01100 - Lower PF Bonus Count
 
*13 - 01101 - Bowwwwww.....
 
*14 - 01110 - Rising tone
 
*15 - 01111 - "Oh No" (Slam Tilt)
 
*16 - 10000 - -no sound or speech- (more than likely used to "kill" all sounds)
 
*17 - 10001 - Upper PF Target not in G-Force sequence
 
*18 - 10010 - Upper PF Target in G-Force sequence/lower PF targets
 
*19 - 10011 - Upper PF spinner
 
*20 - 10100 - Background music or Lower PF wind
 
*21 - 10101 - "Lost"
 
*22 - 10110 - Rushing wind (entry to lower PF)
 
*23 - 10111 - "Shoot captive hole"
 
*24 - 11000 - "Complete bank for re-entry"
 
*25 - 11001 - "Enter gravity tunnel"
 
*26 - 11010 - "Re-entry attempt has failed"
 
*27 - 11011 - "Re-entry accomplished"
 
*28 - 11100 - "Extra ball lit"
 
*29 - 11101 - "Shoot for special"
 
*30 - 11110 - "G-Force accelerated"
 
*31 - 11111 - "Captured"
 
 
 
The sound rom internally uses sounds 35 and 36 to generate the attract mode speech (not selectable with the sound inputs).  The sound board randomly picks which phrase to say.
 
 
 
*35 - "Do you dare to enter the Black Hole"
 
*36 - "No one escapes the Black Hole"
 
 
 
[[File:YT.png]] A video demonstrating each of the sounds listed above can be found [https://youtu.be/DCg_VUTeO1A <b><u>here</u></b>].
 
 
 
Click to go back to the [[Gottlieb System 80|1980-1989 Gottlieb® System 80/80A/80B]] repair guide.
 
  
 
=Replacing Haunted House Lower Playfield Illumination Lamps with #44 Lamps=
 
=Replacing Haunted House Lower Playfield Illumination Lamps with #44 Lamps=
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<b>Let there be light...</b><br>
 
<b>Let there be light...</b><br>
 
All finished with the mod. The bulbs now will light on 6VDC instead of 24VDC. Swap out all of those #313s with #44s or #47s and never worry about looking for the correct bulb again.<br clear=all>
 
All finished with the mod. The bulbs now will light on 6VDC instead of 24VDC. Swap out all of those #313s with #44s or #47s and never worry about looking for the correct bulb again.<br clear=all>
 +
 +
=Kicking target switch arcing capacitor=
 +
[[File:Kickingtargetcaps.jpg|thumb|left|300px|Kicking target capacitors]]
 +
The main playfield circuit diagram shows a 3.3uF capacitor across the coil for each of the four kicking targets and rubber.
 +
However, on at least
 +
one machine, these were missing. The positive terminal of the capacitor goes to the cathode of the diode on the coil contacts. The photograph shows the left side targets with the capacitors added, plus the holders for the 3A slo-blo fuses recommended in one of
 +
Clay's Guides.

Latest revision as of 19:39, 18 November 2023

1 Sound Mapping for Haunted House

YT.png A video demonstrating each sound made by the 32 possible bit patterns for S1 through S16 can be found here.

2 Replacing Haunted House Lower Playfield Illumination Lamps with #44 Lamps

This modification documented by Chris Hibler, based on Black Hole mod developed by Steve Charland.

When Gottlieb® designed Black Hole and Haunted House, the designers chose to illuminate the lower playfield with 313 lamps, which are 28 volt lamps. Coil power could be used as a power source, and the lamps are slightly brighter than #44 lamps. However, #313 bulbs are triple the price of #44 lamps and are a unique part to stock.

Converting the power circuit that drives these lamps to 6VDC makes sense and allows the use of the more common #44 lamps.

Overview of the mod


The big picture...

Modifications at the "U" relay. Desolder the 24VDC power supply wire (388) and cap it off.


U relay mods...
Remove the...

Solder a new 16 gauge wire to the vacant solder tab where 388 wire was removed.

The schematic representation of the modification. The 388 wire will be removed, capped, and replaced with a connection to 6VDC.


Attaching to the power bus...
Solder the...

Use "zip ties" to secure the new wire to the factory wire bundle. You can feed the wire through the factory "tie downs".

All done...


Let there be light...
All finished with the mod. The bulbs now will light on 6VDC instead of 24VDC. Swap out all of those #313s with #44s or #47s and never worry about looking for the correct bulb again.

3 Kicking target switch arcing capacitor

Kicking target capacitors

The main playfield circuit diagram shows a 3.3uF capacitor across the coil for each of the four kicking targets and rubber. However, on at least one machine, these were missing. The positive terminal of the capacitor goes to the cathode of the diode on the coil contacts. The photograph shows the left side targets with the capacitors added, plus the holders for the 3A slo-blo fuses recommended in one of Clay's Guides.