(Topic ID: 331168)

Scooby Doo, Where Are You Club - Ruh Roh!

By u2sean

9 months ago


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32 key posts have been marked in this topic, showing the first 10 items. (Show topic index)

There are 8,771 posts in this topic. You are on page 155 of 176.
#7701 71 days ago

On my TNA I have to use a thin piece of cardboard and slide it across the top of the glass to get it to go under the black plastic lip under the head.

#7702 71 days ago

Hey gang,

Quick question. What were the out lane posts set at from the factory? Mine are set at the bottom, not at the top.

Thanks.

#7703 71 days ago
Quoted from Kolk1:

On my TNA I have to use a thin piece of cardboard and slide it across the top of the glass to get it to go under the black plastic lip under the head.

Just checked my glass, definitely not the issue.

#7704 71 days ago
Quoted from Pugster:

Flipper whine. Oh boy, there is some flipper whine. I did a quick search to see what settings are best to get rid of it without finding any sure fix. Any suggestions on settings to clear that up as much as possible?

I have my flippers on normal rather than boosted, and have upper flippers set to only activate when on upper playfield and noise is minimal. Someone else said dropping the flipper power down to 90 helped, but I haven't tried that.

#7705 71 days ago
Quoted from teddyb73:

Hey gang,
Quick question. What were the out lane posts set at from the factory? Mine are set at the bottom, not at the top.
Thanks.

They come on the bottom holes (max open) from the factory, and there is a reason for that.

If you want to be able to move them into the top holes, there is a DIY mod for that.

https://pinside.com/pinball/forum/topic/scooby-doo-where-are-you-club-scooby-snacks-for-all/page/133#post-7691851

RM

#7706 71 days ago
Quoted from Pugster:

Picked up #768 from Nitro yesterday. Got it all set up, everything seems to be working OK with only a few minor issues.
The lockbar doesn't engage. It was locked at delivery, but once the glass came off the only way I can get it latched is by manually pushing up on the tabs that engage the bar. Looking at it with the hood up it seems like the notches on the lockdown bar don't go down far enough to engage the latches on the mech itself. I've adjusted the brass screws to see if I can get it to lift enough, but no dice. Before I loosen the screws that attach the mech to the cabinet (and adjust), any other suggestions on how to gain a bit more wiggle room?
One ball has gone into the MM without being recognized in 3 games. Assuming it's an opto but unsure. I know this is a common issue, anyone find a definitive solution?
Flipper whine. Oh boy, there is some flipper whine. I did a quick search to see what settings are best to get rid of it without finding any sure fix. Any suggestions on settings to clear that up as much as possible?
I'm sure I'm missing a few things but all in all it's an absolutely gorgeous pin and I'm looking forward to getting some more time in on it today! Fun!
PDK

Is the lockdown bar handle very difficult to move, even with the glass out and the lockdown bar off?

RM

#7707 71 days ago
Quoted from RussMyers:

Is the lockdown bar handle very difficult to move, even with the glass out and the lockdown bar off?
RM

Nope the handle moves just fine. It’s almost like I can’t get the lockdown bar down far enough to engage the mech at all. Thinking maybe the whole mech needs to be adjusted upwards, and then fine tuned with the adjustment screws?

#7708 71 days ago
Quoted from Pugster:

Nope the handle moves just fine. It’s almost like I can’t get the lockdown bar down far enough to engage the mech at all. Thinking maybe the whole mech needs to be adjusted upwards, and then fine tuned with the adjustment screws?

The brass screws do adjust the height of the mechanism - my lockbar was loose and I find its hard to find the perfect spot when the lockbar is able to latch, and also locks down tight. I would start by backing the brass screws way out (would block the glass) and you should be able to get it latched very loosely, then turn the brass screws down incrementally until it works

#7709 71 days ago

Anyone have issues with multiple balls during a play. Seems like it thinks I’ve drained and ejects an additional and haven’t. Ends up locking the flippers if one ball goes down.

#7710 71 days ago
Quoted from Maverick87:

Anyone have issues with multiple balls during a play. Seems like it thinks I’ve drained and ejects an additional and haven’t. Ends up locking the flippers if one ball goes down.

I was experiencing this until I put in a set of fresh balls. Could be but not limited to balls getting jammed or magnetized together/stuck in the trough. They may no longer be sliding down to the next position causing confusion and the machine simply just spits out another ball.

#7711 71 days ago
Quoted from Pugster:

Nope the handle moves just fine. It’s almost like I can’t get the lockdown bar down far enough to engage the mech at all. Thinking maybe the whole mech needs to be adjusted upwards, and then fine tuned with the adjustment screws?

I also had this issue. You might justr need to adjust the two brass looking bolts but there is some discussion about another possible culprit. There is a nut on the top/middle coin door bolt that holds your lockbar mechanism in place on the inside of the cabinet. There are owners that have said that the nut is too large/wide and the flared out part of the nut interferes with the mechanism. You can replace that nut with a smaller one (less wide). See my pictures below.

pasted_image (resized).pngpasted_image (resized).pngpasted_image2 (resized).pngpasted_image2 (resized).png
#7712 71 days ago

SpookyLuke if the cutler multi-ball can be coded to restart after you at least play 1 or 2 modes that would help a lot in tournament play. The players just stay on the upper playfield and spam and repeat cutler multi-ball. They don’t even play the bottom main playfield. Just a suggestion

#7713 71 days ago
Quoted from Blackzarak:

SpookyLuke if the cutler multi-ball can be coded to restart after you at least play 1 or 2 modes that would help a lot in tournament play. The players just stay on the upper playfield and spam and repeat cutler multi-ball. They don’t even play the bottom main playfield. Just a suggestion

Absolutely. This could easily be a setting, maybe under HARD.

Cannot requalify Cutler Multiball until some other task is met.

Seems reasonable.

RM

#7714 71 days ago
Quoted from Blackzarak:

SpookyLuke if the cutler multi-ball can be coded to restart after you at least play 1 or 2 modes that would help a lot in tournament play. The players just stay on the upper playfield and spam and repeat cutler multi-ball. They don’t even play the bottom main playfield. Just a suggestion

That's a great idea!

#7715 71 days ago

And daily high scores?
It's for the kids.

#7716 71 days ago
Quoted from BlackBelt:

I was experiencing this until I put in a set of fresh balls. Could be but not limited to balls getting jammed or magnetized together/stuck in the trough. They may no longer be sliding down to the next position causing confusion and the machine simply just spits out another ball.

I went into the service menu the last time I experienced this: the trough and MM switches/optos were all registering correctly.

#7717 71 days ago
Quoted from gorditas:

I went into the service menu the last time I experienced this: the trough and MM switches/optos were all registering correctly.

Yeah same. All trough switches tested correct. It's an odd issue to catch in action because the way balls become magnetized is not evenly distributed which is what makes it so random. I had to mock-up running through a game by manually pushing a ball in to the shooter lane and observe the trough to finally catch a few balls stuck next to each other. To be clear, I originally installed Titan 'Super Shiny' balls and I should not have. Once I took those out and installed the Pinball Life balls that came with the game the issue immediately went away and has not happened since.

#7718 71 days ago

sorry if this has been answered somewhere but does the collectors edition come with anti reflective playfield glass?

#7719 71 days ago
Quoted from Shivers:

sorry if this has been answered somewhere but does the collectors edition come with anti reflective playfield glass?

It is regular glass

#7720 70 days ago
Quoted from SpookyBug:

That's a great idea!

Hey Spooky!
How about adding a setting for a couple second grace period for after the ball save light goes out when the ball goes between flippers? lots of time it is still lit
when it passes flippers, but is out before it registers in the ball trough therefore ending ball in play.

#7721 70 days ago
Quoted from BlackBelt:

Yeah same. All trough switches tested correct. It's an odd issue to catch in action because the way balls become magnetized is not evenly distributed which is what makes it so random. I had to mock-up running through a game by manually pushing a ball in to the shooter lane and observe the trough to finally catch a few balls stuck next to each other. To be clear, I originally installed Titan 'Super Shiny' balls and I should not have. Once I took those out and installed the Pinball Life balls that came with the game the issue immediately went away and has not happened since.

If magnetized balls were causing the issue, I would have observed the effects of switches or optos not being tripped by balls when I went into the menu. All balls were accounted for by the system when I went to check.

If I did observe a missing ball, then the next step would be to determine if it was an issue with a switch, or magnetized balls.

#7722 70 days ago

Just unboxed 1037 for location, looks like the game will be off on the first day of operation. Just randomly ends the ball in the middle of play.
Stuck switches look good (9 and ball trough 1-7), trough switch test activates as it should. Balls received are what was used in the game.
Guess I will be giving WI a call tomorrow after work to troubleshoot.
Bummer.

#7723 70 days ago
Quoted from Maverick87:

Anyone have issues with multiple balls during a play. Seems like it thinks I’ve drained and ejects an additional and haven’t. Ends up locking the flippers if one ball goes down.

I had this problem when I first got mine. Found one of the trough switches shorted on the N/C contact on the switch.

#7724 70 days ago

This thread is just too high in posts to try to find but I was looking at the tracking list someone started and there’s a huge gap from numbers 1200-1600 (maybe off numbers or spacing). Is the plan for spooky to make those and they just go to distros? Hard to believe it goes hundred of lines with no one putting in their name if they’re even 30-40% sold

#7725 70 days ago
Quoted from ypurchn:

This thread is just too high in posts to try to find but I was looking at the tracking list someone started and there’s a huge gap from numbers 1200-1600 (maybe off numbers or spacing). Is the plan for spooky to make those and they just go to distros? Hard to believe it goes hundred of lines with no one putting in their name if they’re even 30-40% sold

A link to that tracker is in the Key Topics index on this thread.

10
#7726 70 days ago

CE#1038 Has Arrived!! I can't unboxed until this weekend because I don't have help moving it in the house.

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#7727 70 days ago
Quoted from hawkeyexx:

CE#1038 Has Arrived!! I can't unboxed until this weekend because I don't have help moving it in the house.
[quoted image]

This sounds like an ask for help! Someone close to this guy get up there and help him right now! 5 gallons of free engine oil included.

#7728 70 days ago
Quoted from insight75:

This sounds like an ask for help! Someone close to this guy get up there and help him right now! 5 gallons of free engine oil included.

Stop by for a visit at Fleetpride in Leominster MA. Thanks for the plug on our oil. We are currently running oil specials.

#7729 69 days ago

Just finished up a decent game on Scooby and finally got that elusive extra ball during MM multiball. It was a bit strange as the display screen didn’t show anything but I noticed it bumped me back from ball 2 to ball 1. I wonder if you can get multiple extra balls during MM multiball or is it capped off at 1. I also bumped my GC score up a bit during this game. This game is definitely headed in the right direction IMHO.

IMG_9483.jpegIMG_9483.jpegIMG_9485.jpegIMG_9485.jpeg
#7730 69 days ago
Quoted from Wildbill327:

Just finished up a decent game on Scooby and finally got that elusive extra ball during MM multiball. It was a bit strange as the display screen didn’t show anything but I noticed it bumped me back from ball 2 to ball 1. I wonder if you can get multiple extra balls during MM multiball or is it capped off at 1. I also bumped my GC score up a bit during this game. This game is definitely headed in the right direction IMHO.
[quoted image][quoted image]

I recently achieved the elusive extra ball too. Like you, it was not obvious and rather uneventful given the difficulty to achieve it. There definitely should be a clearer indicator and call out for it. (If there was a callout, I completely missed it).

#7731 69 days ago

Just got Scooby up on location and saw all of the servos are plastic. Does anyone have a good replacement that’s going to be metal, or at least a bit more resilient?

#7732 69 days ago
Quoted from Evlclown:

Just got Scooby up on location and saw all of the servos are plastic. Does anyone have a good replacement that’s going to be metal, or at least a bit more resilient?

they've been holding up fine - plus they give you an extra in the box

12
#7733 69 days ago

Just got 1032. Only issue so far is a few slight nicks on the right head. I'll ask them about a replacement decal when I get time. Played about 20 games so far with no issue. Super fun. I was pressed for time tonight and could only play a few games...but it is absolutely a "just one more game" game. Lol.

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#7734 69 days ago
Quoted from Evlclown:

Just got Scooby up on location and saw all of the servos are plastic. Does anyone have a good replacement that’s going to be metal, or at least a bit more resilient?

I thought they said there had switched to using metal ones after HWN and UM ?

#7735 69 days ago

Does anyone have the measurements for the width of the box? Just checking to see if I can get it through the front door without unboxing outside. Thanks!

#7736 69 days ago
Quoted from chewiec:

Does anyone have the measurements for the width of the box? Just checking to see if I can get it through the front door without unboxing outside. Thanks!

Straight from AJ when I needed to know:

31X31X62

15
#7737 69 days ago

After about a dozen or so games on Scooby I’m ready to say this much…

Spooky has absolutely nailed something I have found elusive on other games - Scooby is very approachable for new players while still being deep enough for experienced ones. My wife (very casual player) absolutely loves it so far and unlike other games she’s played seems to be really interested in figuring out the rules on her own. We’ve played together and she’s the one saying “just one more game”.

Nice work Spooky, I think this one’s a keeper!

#7738 69 days ago
Quoted from bobukcat:

A link to that tracker is in the Key Topics index on this thread.

Yes I know I wasn’t asking how to find the list. There’s a huge gap in numbers on the list what’s spookys plan for those gap numbers.

#7739 69 days ago
Quoted from PanzerKraken:

I thought they said there had switched to using metal ones after HWN and UM ?

Not for me they didn’t. I’m hoping to find some metal ones as the location mine is at goes hard with a lot of good players. Just don’t want broken servos six months down the road.

#7740 69 days ago
Quoted from Evlclown:

Not for me they didn’t. I’m hoping to find some metal ones as the location mine is at goes hard with a lot of good players. Just don’t want broken servos six months down the road.

For the MG90S type servos, Halloween and Ultraman owners have been using these as replacements with good results.

It's 13 bucks for a 3-pack

https://www.amazon.com/dp/B0874JS7BX

RM

#7741 69 days ago

Here is what came with my game, doesn't seem to be plastic to me:

pasted_image (resized).pngpasted_image (resized).png
#7742 69 days ago
Quoted from Jigz:

Here is what came with my game, doesn't seem to be plastic to me:[quoted image]

all the ones they sent me have plastic gears (including the extra they sent in box) I wouldn’t care if this were a home use pin, just trying to cover my future self.

#7743 69 days ago
Quoted from RussMyers:

For the MG90S type servos, Halloween and Ultraman owners have been using these as replacements with good results.
It's 13 bucks for a 3-pack
https://www.amazon.com/dp/B0874JS7BX
RM

Thank you,
I’ll check mine, friend had a Halloween (he has since sold it). He said these worked great but they might not have been the same.

#7744 69 days ago
Quoted from Evlclown:

all the ones they sent me have plastic gears (including the extra they sent in box) I wouldn’t care if this were a home use pin, just trying to cover my future self.

Strange, they specifically said they upgraded to better servos for SD. Wondering if they ran into stock issues or something, but then, I would have assumed they would have found another metal equivalent.

#7745 69 days ago
Quoted from Evlclown:

Thank you,
I’ll check mine, friend had a Halloween (he has since sold it). He said these worked great but they might not have been the same.

The bigger servos on HWN/UM (the ones that run the ball lifters under the slings) very rarely if ever fail.

RM

#7746 69 days ago

Joining the club this weekend. Was pleasantly surprised when I got a chance to play it on location. I definitely think it's one of spooky best games to date.

#7747 69 days ago
Quoted from Meadows22:

Joining the club this weekend. Was pleasantly surprised when I got a chance to play it on location. I definitely think it's one of spooky best games to date.

IMG_8776.gifIMG_8776.gif
14
#7748 69 days ago

Mysteries of the Mystery Machine Revealed (much thanks to AJ at Spooky Pinball Support)

It's hard to see exactly what is going on in and under the Mystery Machine Ball Lock mech, so here it is.

Ball passes the right hand spinner hard enough to fall into the Right VUK, and activates Switch #39 "Right VUK"

Right VUK Coil then kicks the ball up and it enters the MM Ball lock, passing over MM switches 4,3,2 and the resting on 1, in front of the MM Kickout Coil

The MM Kickout Coil can then kick the ball out and around the circle, passing the MM Exit Switch and dropping back onto the playfield at the far right outer orbit

If I had my wish, there would be a Mystery Machine Mech Test mode, where you could toss balls past the right spinner and into the right VUK, and then pop them one by one into the upper mech making sure they activate all of the switches properly, then kick them out again, hitting the exit switch, etc

RussMyers

Close up Right VUK Switch (resized).jpgClose up Right VUK Switch (resized).jpgMM Ball Lock Switches Labelled (resized).jpgMM Ball Lock Switches Labelled (resized).jpgUnder MM Switches Labelled (resized).jpgUnder MM Switches Labelled (resized).jpg
#7749 69 days ago

My butter came with an extra servo in coin box for scooby barrel.

#7750 68 days ago
Quoted from RussMyers:

Mysteries of the Mystery Machine Revealed (much thanks to AJ at Spooky Pinball Support)
It's hard to see exactly what is going on in and under the Mystery Machine Ball Lock mech, so here it is.
Ball passes the right hand spinner hard enough to fall into the Right VUK, and activates Switch #39 "Right VUK"
Right VUK Coil then kicks the ball up and it enters the MM Ball lock, passing over MM switches 4,3,2 and the resting on 1, in front of the MM Kickout Coil
The MM Kickout Coil can then kick the ball out and around the circle, passing the MM Exit Switch and dropping back onto the playfield at the far right outer orbit
If I had my wish, there would be a Mystery Machine Mech Test mode, where you could toss balls past the right spinner and into the right VUK, and then pop them one by one into the upper mech making sure they activate all of the switches properly, then kick them out again, hitting the exit switch, etc
RussMyers
[quoted image][quoted image][quoted image]

Thanks Russ for sharing the Mystery Machine breakout. Lots of optic switch transmitter/receiver pairs. I like optic switch triggers, but they can drive you crazy when the transmitters gets weak. These look to be the same ones used on Getaway HS2 and other Williams based pins from the 1990s. Been down that road several times with WPC weak optos. Again, thanks for the breakdown of the MM area with what is happening inside it.

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