Quoted from Boxedbeef:Does anyone have recommendations for the monitor adjustment on Scooby Doo
Or is Factory settings good ?
85 Contrast, 25 Brightness, and Gamma On.
Quoted from Boxedbeef:Does anyone have recommendations for the monitor adjustment on Scooby Doo
Or is Factory settings good ?
85 Contrast, 25 Brightness, and Gamma On.
Quoted from lpeters82:There's a bit more complicated answer, that has to do with the nonlinear nature of volume perception and human hearing. The game does account for that, but the simple answer is that you can get much more fine control with your volume buttons if you turn the main volume down on your amp. It makes sense if you think about it. If you cut a 16" pizza into 8-slices they are bigger then when you cut a 8" pizza into 8-slices.
Here are the approximate settings on my personal game:
Volume: 50%
Base: 20%
Treble: 80%
Crossover: 10%
Subwoofer: 10%
PS: We'll reduce the frequency of Mystery Awards in a "b" patch shortly. Going to stick with Scooby Snacks, it's on the rules card, but we'll increase the boost so the first will be easy; but the subsequent snacks needed will be increased +3 per award instead of +1 per award.
For any with volume issues this 100% improved everything with the adjustment on the amp.
Thank you for sharing this with us! As always spooky is the best!
I just had a 430 million game. 2 extra balls. Was playing the last villain when I drained. Long game. I counted 7 mystery awards. Didn't feel excessive at all. Canceled out the video with the flipper buttons and kept it moving.
I think this was the first time I unmasked the knight. Maybe I don't hate that mode so much anymore.
Awesome update.
Well my nights not going as planned. I wanted to play the new Wizard mode but instead got fed-up of my balls getting stuck in the subway. It didn't seem to matter how off or exact I leveled it, the ball didn't appear to make it to the VUK. I decided to take the subway off but accidently snapped my lantern against the back box when lifting the playfield. Totally my fault.
Good news, I think I've identified the subway issue as a slightly bent end piece that also has a slight gap right before the VUK. The bad news is I need to think of how I can print a fix for this lantern mod. It's hard to see the bend in the pictures but in person its extremely easy to see how bent upwards it is.
Quoted from dnapac:I can never have anything nice. I was GC for 24 hours. Wife just blew it up. 1 monster away from the wizard mode. Damn![quoted image]
Damn I racked up this GC and was pretty proud of myself. Lol! I’ve obviously got work to do.
IMG_3418 (resized).jpegQuoted from Titokombo:Well my nights not going as planned. I wanted to play the new Wizard mode but instead got fed-up of my balls getting stuck in the subway. It didn't seem to matter how off or exact I leveled it, the ball didn't appear to make it to the VUK. I decided to take the subway off but accidently snapped my lantern against the back box when lifting the playfield. Totally my fault.
Good news, I think I've identified the subway issue as a slightly bent end piece that also has a slight gap right before the VUK. The bad news is I need to think of how I can print a fix for this lantern mod. It's hard to see the bend in the pictures but in person its extremely easy to see how bent upwards it is.
[quoted image][quoted image]
I fixed mine this morning before work. Mine had the screw tab across from the vuk bent wrong causing it not to line up with the screw hole in the playfield. The screw was in at a really steep angle causing my subway to bowl at the vuk keeping the ball from rolling into the vuk. I just took that screw out which caused my subway to relax. There is a gap between my subway and vuk, but it plays great since I removed that screw and tension.
Just had two games in a row that rebooted when I finished a mode (robot and black knight). I’m redownloading the code and trying again….
Edit:
I think it may have been the usb strip lighting I had plugged directly into the computer. Likely my fault.
1823 BSE finally in the house. Worked up an awesome 7mm on the old code.
New code high score is 250MM about 40 games played so far.
Seems to be a bug that if the bonus is in the millions - say 2,xxx,xxx bonus given ends up being 20,xxx,xxx like there’s a 0 slipped in the coding. Has happened on Fred and Scooby that I know of.
Installed the new code tonight and played a couple of games.
Spooky, you guys absolutely knocked it out of the park on this one. I did run into a small bug on Cutler mode (froze up, dive helmet hits weren't registering) but played my next game without any issues. Love the mystery awards and don't find them excessive. Love the potential chaos they can bring. Scoring just "feels" better.
Top 10 game now in my books, serious fun. Can't wait for the next update and to get some coop rolling with friends to try to make it to a wizard mode
Quoted from ypurchn:1823 BSE finally in the house. Worked up an awesome 7mm on the old code.
New code high score is 250MM about 40 games played so far.
Seems to be a bug that if the bonus is in the millions - say 2,xxx,xxx bonus given ends up being 20,xxx,xxx like there’s a 0 slipped in the coding. Has happened on Fred and Scooby that I know of.
…the bonus calculation often is completely confusing for me, too.
Quoted from lpeters82:There's a bit more complicated answer, that has to do with the nonlinear nature of volume perception and human hearing. The game does account for that, but the simple answer is that you can get much more fine control with your volume buttons if you turn the main volume down on your amp. It makes sense if you think about it. If you cut a 16" pizza into 8-slices they are bigger then when you cut a 8" pizza into 8-slices.
Here are the approximate settings on my personal game:
Volume: 50%
Base: 20%
Treble: 80%
Crossover: 10%
Subwoofer: 10%
PS: We'll reduce the frequency of Mystery Awards in a "b" patch shortly. Going to stick with Scooby Snacks, it's on the rules card, but we'll increase the boost so the first will be easy; but the subsequent snacks needed will be increased +3 per award instead of +1 per award.
I have to agree my sound went off the charts on the new update and I had to pause playing it a couple of times to re-adjust it. I'll make my changes that you suggested, so thanks for the input.
I guess I'm in the minority here, but I actually love the mystery shots and I don't want to see them made harder. I suck at pinball and I'm not a great player, but I enjoy the crap out of them. Some guys can get BILLIONS in scores and hate "easy" pins, but for the more casual player I like the additions that gives players like me a chance to rack up some points and possibly see more of the game.
I say leave that part alone on the next code update.
Quoted from Indypin:I guess I'm in the minority here, but I actually love the mystery shots and I don't want to see them made harder. I suck at pinball and I'm not a great player, but I enjoy the crap out of them. Some guys can get BILLIONS in scores and hate "easy" pins, but for the more casual player I like the additions that gives players like me a chance to rack up some points and possibly see more of the game.
I say leave that part alone on the next code update.
I don't disagree; the best way IMO is just make it adjustable in the Settings - Mystery Awards EASY (as now +1 progressive) or HARD (+3 progressive)
Satisfies everyone, not hard to code
RM
Apologies if it's already in there but I'd like ' lite Ruh Roh ' ( if not already lit ) as a mystery award, with a high priority. TBH I've never liked the way they work, unless you pick scooby you're actively wishing/trying to drain out the left while ball save is still on to lite one of the inserts, which just doesn't feel right. On TNA the outlane inserts were also tied into the inlanes so you could lite them without draining out an outlane, on scooby the only way to lite one is to drain that way while ball save is still active.
Installed code last night and my shooter lane can't get the ball out until a few tries. I had it set for stock before and had no issues. Anyone else have this happen? I know I can juice it up, but was curious if Spooky turned down the coil power by default. Volume levels were all over the place as well, I will try tweaking these tonight as well.
I am having issues with the new code. Game will load shooter lane fire ball. Load again and fire ball. It will also end balls after hitting some shots. It's another mystery! LOL
Quoted from 68Pontinut:I am having issues with the new code. Game will load shooter lane fire ball. Load again and fire ball. It will also end balls after hitting some shots. It's another mystery! LOL
1 possible fix ..
hahaha I hope they patch that
Quoted from lodgingdolphin:Found a bug in the new code.
[quoted image]
Quoted from Kevlar:Apologies if it's already in there but I'd like ' lite Ruh Roh ' ( if not already lit ) as a mystery award, with a high priority. TBH I've never liked the way they work, unless you pick scooby you're actively wishing/trying to drain out the left while ball save is still on to lite one of the inserts, which just doesn't feel right. On TNA the outlane inserts were also tied into the inlanes so you could lite them without draining out an outlane, on scooby the only way to lite one is to drain that way while ball save is still active.
I agree, it would be nice to earn the outlane ball saves without having to drain or pick Scooby as a character. I wouldn't make it something as easy as collecting clues, instead I would tie it to something to incentivizes players. Maybe character modes started?
Quoted from JDub03:Installed code last night and my shooter lane can't get the ball out until a few tries. I had it set for stock before and had no issues. Anyone else have this happen? I know I can juice it up, but was curious if Spooky turned down the coil power by default. Volume levels were all over the place as well, I will try tweaking these tonight as well.
I've had this happen once to me and I re-downloaded the code and reinstalled it, the issue disappeared. It's strange but I've done this twice for two different issues that happened after update and both times it fixed the issue.
Quoted from 68Pontinut:Balls magnetized. Mystery Solved!
I guess they forgot the line of code that activates the degaussing circuit .
Quoted from Titokombo:I agree, it would be nice to earn the outlane ball saves without having to drain or pick Scooby as a character. I wouldn't make it something as easy as collecting clues, instead I would tie it to something to incentivizes players. Maybe character modes started?
.
How about for collecting the green ghoul crossover jackpot? that would be cool. Or for making that almost impossible loop on the upper playfield
Quoted from Kevlar:I guess they forgot the line of code that activates the degaussing circuit .
Is this real or a joke? I updated the code yesterday morning and by the time our tourney started at 7 the game started behaving wildly launching balls and ending games, after hemming and hawing over it for an hour (it happened right after I had the playfield up, thought maybe I was the cause) I found the balls were magnetized and doing weird shit in the trough. I was going to replace the balls today but if it’s just going to happen again (and there is a degaussing circuit) I might revert to the old code for now.
Holy Crap!!! Got to the new wizard mode and what a treat. This game is the best theme integrated game ever and I was not the biggest SD fan growing up either. Spooky does top notch theme integration. Two more wizard modes coming also, man if you are a big SD fan it's a crime if you don't own this game.
20240315_103601 (resized).jpgQuoted from AJBADASS:Is this real or a joke? I updated the code yesterday morning and by the time our tourney started at 7 the game started behaving wildly launching balls and ending games, after hemming and hawing over it for an hour (it happened right after I had the playfield up, thought maybe I was the cause) I found the balls were magnetized and doing weird shit in the trough. I was going to replace the balls today but if it’s just going to happen again (and there is a degaussing circuit) I might revert to the old code for now.
It was a joke, there isn't a degause circuit in the game. If your balls do get magnetized quickly, replace with Carbon balls. They will last longer.
Quoted from JDub03:It was a joke, there isn't a degause circuit in the game. If your balls do get magnetized quickly, replace with Carbon balls. They will last longer.
I like em shiny though…
Quoted from AJBADASS:Is this real or a joke? I updated the code yesterday morning and by the time our tourney started at 7 the game started behaving wildly launching balls and ending games, after hemming and hawing over it for an hour (it happened right after I had the playfield up, thought maybe I was the cause) I found the balls were magnetized and doing weird shit in the trough. I was going to replace the balls today but if it’s just going to happen again (and there is a degaussing circuit) I might revert to the old code for now.
Just curious as to how you tested them for magnetism. My machine spits out balls all the damn time. I took them out of the machine and tested them on metal items and they didnt feel like they were magnetized. I want to test the way you did just to rule this out on mine.
Quoted from VoodooPin:Just curious as to how you tested them for magnetism. My machine spits out balls all the damn time. I took them out of the machine and tested them on metal items and they didnt feel like they were magnetized. I want to test the way you did just to rule this out on mine.
Well for starters they would sit together in the trough and not roll down.
I put two of them on a wooden table, they stuck together just a tiny bit. With a small tap I had one ball orbiting the other while it remained stationary.
Sorry if this has been asked in the forum already. I searched and didn’t see an answer…
Any chance a mirror backglass will be available at some point? Or has anyone done a backbox lighting kit?
New code is amazing. Thx.
Quoted from matlynch91:Sorry if this has been asked in the forum already. I searched and didn’t see an answer…
Any chance a mirror backglass will be available at some point? Or has anyone done a backbox lighting kit?
New code is amazing. Thx.
CE has a backglass - not mirrored
No lighting kit has been done other than the factory.
Quoted from AJBADASS:Well for starters they would sit together in the trough and not roll down.
I put two of them on a wooden table, they stuck together just a tiny bit. With a small tap I had one ball orbiting the other while it remained stationary.
I just checked them again and I have confirmed they are not magnetized. I tested with small screwdrivers, a small bolt and even some cool paper that showed if anything is magnetized. My wife is an engineer who sells magdrive pumps and he had it... who knew that even existed.
So that is not my issue.
Quoted from AJBADASS:Is this real or a joke? I updated the code yesterday morning and by the time our tourney started at 7 the game started behaving wildly launching balls and ending games, after hemming and hawing over it for an hour (it happened right after I had the playfield up, thought maybe I was the cause) I found the balls were magnetized and doing weird shit in the trough. I was going to replace the balls today but if it’s just going to happen again (and there is a degaussing circuit) I might revert to the old code for now.
What would previous code have to do with the balls not being magnetized??? This is absurd.
Quoted from Flash71:What would previous code have to do with the balls not being magnetized??? This is absurd.
"It was a Pun..."
Can someone tell me what advances the clock to activate the green ghouls? I missed the last update and just brought it up to speed today. Thanks.
Quoted from paynemic:Just had two games in a row that rebooted when I finished a mode (robot and black knight). I’m redownloading the code and trying again….
K. I think it may have been the usb strip lighting I had plugged directly into the computer. Likely my fault.
Quoted from DrWaz:Can someone tell me what advances the clock to activate the green ghouls? I missed the last update and just brought it up to speed today. Thanks.
The slings advance the clock, once they are qualified the ghoul inlanes are lit.
Quoted from JDub03:The slings advance the clock, once they are qualified the ghoul inlanes are lit.
Thank you
Great, been holding off ordering online to purchase a topper at the tpf and save money on shipping and guess what? No toppers. Spooky didn’t bring them to the show because of complaints. Thank guys.
Quoted from PappyBoyington:Great, been holding off ordering online to purchase a topper at the tpf and save money on shipping and guess what? No toppers. Spooky didn’t bring them to the show because of complaints. Thank guys.
Ah damn! I understand the frustration but I can see that being a reasonable move on Spooky's part - I'm still waiting for my topper to ship that I ordered early on January 3rd.
Quoted from PappyBoyington:Great, been holding off ordering online to purchase a topper at the tpf and save money on shipping and guess what? No toppers. Spooky didn’t bring them to the show because of complaints. Thank guys.
Maybe we all should have held off ordering so we could get it cheaper at a show.
I agree with the poster: #keepthemysteryawardsasis
I love the new code and my game finally feels like it's opened up similar to the rest of my collection, so many thanks to Spooky! Now, a sad confession. I don't think I've ever made Captain Cutler Multiball. I know that I have a bad magnet on the upper playfield which I haven't had time to replace yet, so maybe that's it. But I've bashed the helmet, the two targets, and the two pathways to death. What maneuver am I missing?
Quoted from taz:I agree with the poster: #keepthemysteryawardsasis
I love the new code and my game finally feels like it's opened up similar to the rest of my collection, so many thanks to Spooky! Now, a sad confession. I don't think I've ever made Captain Cutler Multiball. I know that I have a bad magnet on the upper playfield which I haven't had time to replace yet, so maybe that's it. But I've bashed the helmet, the two targets, and the two pathways to death. What maneuver am I missing?
Hit all the flashing stuff. The last shot to the helmet starts multiball.
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