(Topic ID: 331168)

Scooby Doo, Where Are You Club - Ruh Roh!

By u2sean

7 months ago


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There are 7,645 posts in this topic. You are on page 40 of 153.
#1951 6 months ago

Pretty sure that’s a powder coating metal ramp. I guess it could be a painted plastic ramp, but that would be a first for me.

#1952 6 months ago
Quoted from chuckwurt:

Pretty sure that’s a powder coating metal ramp. I guess it could be a painted plastic ramp, but that would be a first for me.

Powder coated metal is what I thought it was but I have not seen the game in person so idk

#1953 6 months ago
Quoted from DrWaz:

Powder coated metal is what I thought it was but I have not seen the game in person so idk

I have, and I’m still not a 100%. Just going with that as that seems more likely than a painted plastic ramp.

#1954 6 months ago

Really looks like powder coat crack to me.

#1955 6 months ago

I'm 99% sure that's a metal ramp, from the teardown pics I've seen here on the thread. I believe what we're seeing is just an imperfection in the green powder coat, which wouldn't concern me. Its hidden back there pretty well.

#1956 6 months ago
Quoted from bigd1979:

For sure plastic ramps need metal protection... I thought it was common use these days but yea the ramp is allready cracked bc no metal reinforcement /protection.

And that side of the ramp will get pounded by the ball from right flipper shots. You can also see the screw on the right holding down the ramp is not installed all the way.

#1957 6 months ago
Quoted from chuckwurt:

Pretty sure that’s a powder coating metal ramp. I guess it could be a painted plastic ramp, but that would be a first for me.

Quoted from insight75:

Really looks like powder coat crack to me.

I stand corrected. It does look like a metal ramp when zoomed out. The close up image gives a weird perspective.

#1958 6 months ago

I think that is also just a crack in the powder coat itself. Probably from a combination of the stress put on that area when it was screwed to the playfield and just from the ball hitting there.

#1959 6 months ago
Quoted from ThatGuyBo:

After reading back through DJ’s post where he acknowledges coil whine, I am a bit concerned this is an issue that won’t be fully fixed. I’ve never had coil whine on any other pin, only a hum on TNA. It’s worse than any CRT or arcade machine I’ve ever owned.
I’m going to try swapping the coils out tomorrow to see if that changes anything, though I doubt it will.
Has anyone else had noticeable coil whine?

Yes it’s terrible

15
#1960 6 months ago

#7 is paid and scheduled for delivery this week! We are so excited to see & play this beauty in person.

#1961 6 months ago
Quoted from SpookyLuke:

I really appreciate you guys making the effort to post a positive report when a game comes out of the box perfect. Most times I think when a game comes out of the box 100% correct you never hear a dang word because people are just happy and playing the game. When you only see the issues it becomes pretty overwhelming for alot of people to see.

Thanks for being here Spooky Luke, as SD games are being built and shipped. Having owned 3 Spooky games, I see a common issue on all your games to date. I’ve read SD reports and the problem is still present and this needs to stop today!

As you know Spooky does not release a game manual. Instead they provide a switch matrix and fuse chart, and the switch test screen shows open switches. When a buyer first starts noticing switches not registering they post about it. The feedback is always, sounds like a switch issue. Go into the switch menu and look for open switches that are stuck and fix them UNTIL the only open switches should be open. So games are leaving the factory without Spooky running the switch test first.

It is one thing for a person to track down a stuck switch during the lifetime of playing a game. But it should not leave the factory that way. I’ll bet if you implement this in your final qc process starting Monday, by end of the day you will have found and fixed one machine with that issue. You will feel great that you found it too, because you’ve improved it’s condition and your chances of releasing that 100% game.

#1962 6 months ago

Played Scooby over the weekend at the Louisville show... fun game. Looks very nice in person. Everyone seemed to enjoy it and have more fun than expected. Nice having the Spooky guys there to deal with any issues and answer questions. The bookcase flipper was pretty cool and made the upper playfield more interesting for sure.

#1963 6 months ago
Quoted from ThatGuyBo:

We’ve had the same issue now a few times. One ball got stuck in the metal subway requiring me to remove the subway.
Also, occasionally the ball will eject and end up back in the trough. If this happens fast enough, it will trigger the end of ball sequence for the player trying to launch the ball before a ball save even starts. I’ve adjusted the eject power dozens of times trying to find a good place but it either ends up too underpowered or overpowered at times.
Also, the coil whine is unbearable.

Can also confirm that the one on location here is displaying similar behavior. Lots of accidental extra balls getting launched into the trough.

The one at TILT in minneapolis had the same issue when i was recently there.

14
#1964 6 months ago

I happened upon this thread and just had to share this with you.

DSCN2755 (resized).JPGDSCN2755 (resized).JPG

This is Ruh Roh! I got him for my 65th birthday, my first horse. He is a paint, part quarter horse and part thoroughbred, and a stallion. I love him and his name!

Don't look now but he's sticking his tongue out at you!

#1965 6 months ago
Quoted from Pecos:

I happened upon this thread and just had to share this with you.
[quoted image]
This is Ruh Roh! I got him for my 65th birthday, my first horse. He is a paint, part quarter horse and part thoroughbred, and a stallion. I love him and his name!
Don't look now but he's sticking his tongue out at you!

I know now there is at least one thing worthy in Sierra Vista now... 50+ pins

44
#1966 6 months ago

Hey all! Next update we'll have a way to stop the whine from your lower flipper coils. And we're still fine-tuning the fix to hush up the upper coils (they're driven slightly differently). Also working on a fix for the occasional surprise multiballs! As suggested above, we believe the cause is mainly switches that are too sensitive, or over-reporting activations, so we'll be applying some filtering to make sure we're only acting upon switch hits that are from actual ball rollovers, instead of vibration, or switch bounce, for example (most switches do already have some amount of debounce applied, but I'll run through them again, make sure we're targeting the right ones, extend the debounce period, etc)

#1967 6 months ago
Quoted from La4s:

And that side of the ramp will get pounded by the ball from right flipper shots. You can also see the screw on the right holding down the ramp is not installed all the way.

Quoted from La4s:

I stand corrected. It does look like a metal ramp when zoomed out. The close up image gives a weird perspective.

O good that wld explain why no protection if it's allready metal lol. It sld be fine then ...I guess the powder coat just cracked which isn't big deal.

#1968 6 months ago
Quoted from chuckwurt:

I guess it could be a painted plastic ramp, but that would be a first for me.

Bally D&D has a painted ramp

#1969 6 months ago
Quoted from Morgoth00:

Bally D&D has a painted ramp

Is it painted or just blue plastic?

#1970 6 months ago
Quoted from TreyBo69:

Is it painted or just blue plastic?

Painted, light shows through on scratch/flake spots

Screenshot_20230313_104718_Gallery (resized).jpgScreenshot_20230313_104718_Gallery (resized).jpg
#1971 6 months ago

Any ideas as to what switch #88 and #89 are for? They show up in stuck switches.

#1972 6 months ago
Quoted from ThatGuyBo:

Any ideas as to what switch #88 and #89 are for? They show up in stuck switches.

Those are just unused switch inputs (technically those ones are configured as outputs) but it's a bug that should already be addressed. You won't see them appearing there after the next update.

28
#1973 6 months ago

Scooby Doo CE #64 has landed. Happy to report the game plays perfect out of the box and there has been no issues after 20 plus games. Great job SpookyLuke and spooky_dj !!

The only thing I did was lower the outposts to the lowest setting to make the game a bit harder.

Excited to see how the code will progress over the next year. One thing I did notice was the mystery van multiball music was very low and hopefully can be tweaked to make it louder so it can be at the same level as the sounds.
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#1974 6 months ago
Quoted from BallyKISS1978:

Last night when I was gone my daughter and her fiancé were playing and the ball got stuck there also.
[quoted image]

That target wear is on your home machine with only a few days of plays? They look like 2,500 games have been played. How is that possible? Defective stickers? That makes no sense to me.

#1975 6 months ago
Quoted from BallyKISS1978:

Unfortunately I didn’t take a pic. It was the same as in the pic.

That makes more since. You re-posted the other pic.

#1976 6 months ago

Just had my high score game ended by the mystery machine bug where it feeds out two balls. When is the next code update being launched to fix that and the flipper coil whine?

#1977 6 months ago

Hi everyone. I have the CE on order and I'm planning to set it up at my friend's Comic store for a few weeks to hopefully generate some buzz at his store and give local pinballers access to play the game. The shop has been slow so I figured any coin revenue would help out my buddy and his shop while it's there. To be able to do this for him I'm not sure if I need to add anything to the game once it arrives or does it come ready to accept and run on coins? He has a couple Stern tables already with a coin dispenser machine, but unsure about a Spooky table and what's needed

Thanks!

#1978 6 months ago
Quoted from BKPitmaster:

Just had my high score game ended by the mystery machine bug where it feeds out two balls. When is the next code update being launched to fix that and the flipper coil whine?

I’d like to know what this sounds like?

What causes it?

#1979 6 months ago
Quoted from JohnTTwo:

I’d like to know what this sounds like?
What causes it?

I saw a video on the youtubes, pretty sure it was BallyKISS1978 based on the other stuff posted. Seemed to be a high pitch hum/whine. No idea what would cause it, but sounds like they’re on it?

#1980 6 months ago

Got stuck here again. Took pic.

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#1981 6 months ago
Quoted from Pugster:

I saw a video on the youtubes, pretty sure it was BallyKISS1978 based on the other stuff posted. Seemed to be a high pitch hum/whine. No idea what would cause it, but sounds like they’re on it?

Yeah that was my video.
Noticed on captain cutler the left spinner shot was not registering when orange finger print was flashing. It was my last shot. Hit 4 times and no luck.

#1982 6 months ago
Quoted from BallyKISS1978:

Got stuck here again. Took pic.
[quoted image]

Keep in mind I don't have it, only played at the local shop, so I don't know how that plastic piece is attached. It's like the front is secured up but towards the back maybe came loose and is falling down? Like its hanging down like a hinged door only secured on one side and the cables are putting pressure on it?

#1983 6 months ago

Is anyone having a problem with the apron locks?

Sometimes when I get a ball up there it just sits there and does nothing, then I go into the tests and it works. It will then keep working for several games and then stop working again.

#1984 6 months ago
Quoted from ThatGuyBo:

After reading back through DJ’s post where he acknowledges coil whine, I am a bit concerned this is an issue that won’t be fully fixed. I’ve never had coil whine on any other pin, only a hum on TNA. It’s worse than any CRT or arcade machine I’ve ever owned.
I’m going to try swapping the coils out tomorrow to see if that changes anything, though I doubt it will.
Has anyone else had noticeable coil whine?

I don't think changing the coils will help. Might be related to the way the new Warden driver board manages the PWM for the coils. Dunno yet.

#1985 6 months ago
Quoted from wastedthelight:

Keep in mind I don't have it, only played at the local shop, so I don't know how that plastic piece is attached. It's like the front is secured up but towards the back maybe came loose and is falling down? Like its hanging down like a hinged door only secured on one side and the cables are putting pressure on it?

I will try to look more closely at it but unfortunately it’s under the upper playfield.

#1986 6 months ago
Quoted from BallyKISS1978:

I will try to look more closely at it but unfortunately it’s under the upper playfield.

flynnibus triaged this issue a few posts back. Seems like a viable workaround until Spooky solves it.

Quoted from flynnibus:

I took one of these bumpers, sliced it with my razor to make a groove/split in it..
Then wedged it over the guide rail and under the corner of the plastic.

#1987 6 months ago

#199 paid hope R&L does as good of a job as last time when r&m shipped. Almost time to see how this game flips in person cant wait! Great job spooky and team!

#1988 6 months ago
Quoted from BallyKISS1978:

Got stuck here again. Took pic.
[quoted image]

That black patch cord doesn't appear to be routed correctly. It should be behind the plastic. It looks like it's come out and is going over it PF. That's going to cause that plastic to come down even more than it normally would. I realize that there are previous reports and the plastic is still going to trap balls when it sags but the cable pushing down on it is making it worse. Plus the cable is now exposed and the plastic is supposed to protect it.

Was the cable that way from the factory or did you have to remove the upper PF when you replaced your ramp?

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#1989 6 months ago

For those that don't think Stern machines have issues out of the box, have a look at the Elvira thread. Seems like this latest run is a mess. I'm waiting on one myself....and no we won't find support from Stern on the thread like we have here.

#1990 6 months ago
Quoted from insight75:

For those that don't think Stern machines have issues out of the box, have a look at the Elvira thread. Seems like this latest run is a mess. I'm waiting on one myself....and no we won't find support from Stern on the thread like we have here.

I had an issue with my new Elvira, but it was an easy fix. Nothing new for a NIB game.
At least you know if there is an issue with a spooky game, you will get great customer service from Spooky. Not so much from Stern.

#1991 6 months ago
Quoted from brooklynknight:

I tried this however it did not turn the action, topper or speaker lights on. The odd part is it was working then it stopped then after reboot it all worked now no amount of reboots get those lights on. Any thoughts?

There seems to be no rhyme or reason as to why it works or doesn't.

Pushing the button on the board has never worked for me, but what does work when they don't come on when booting up, is unplugging / re-plugging the cable in the top of the LED board.

#1992 6 months ago
Quoted from MattElder:

There seems to be no rhyme or reason as to why it works or doesn't.
Pushing the button on the board has never worked for me, but what does work when they don't come on when booting up, is unplugging / re-plugging the cable in the top of the LED board.

Appreciate that! Will try that when I get home tonight! Outside of that and a loose lockdown bar (very minor things) my pin worked 100% out of the box and I have it on a 7.1 pitch with the outlanes on hard. This is a keeper, along with MY WW CE , GZ, Halloween and TWD. I may look to sell My heavily moded Alien Lv, only because I need to make room for GF CE, thought sounds I have time as I been told those do not start shipping till May.

13
#1993 6 months ago

After playing Scooby-Doo at pinball club last Thursday, I decided to order one. I'm #617, so I've got a while to gather intel from the group.

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#1994 6 months ago

I've read about some others that are also having the ball trap issue at the entrance to the blue wireform (as shown in the picture). I probably had the ball hang up there 7 or 8 times before I experimented with a fix, and after my latest adjustment I have had zero hang-ups after many games.

The fix is to bend the the wireform tine (on the right) up, to close the gap enough that a ball can't wedge in there anymore. And after you bend it up, bend it slightly to the right so that it barely sits underneath the edge of the upper playfield so that the ball can't smack the tip of the tine. It works like a champ now, and no matter fast or slow I test-roll a ball off of the playfield, it goes straight down every time.

SpookyLuke - maybe you guys can start doing this to games on the line so that this is no longer an issue.

Also, as you guys see in the one pic, I had one of Captain Cutler's arms fall off (also a fairly common issue), and just an FYI on this, it's a 7/32" nut driver that you'll need to put it back on. And some Loctite, of course
20230311_105828 (resized).jpg20230311_105828 (resized).jpgScreenshot_20230314_120111_Gallery (resized).jpgScreenshot_20230314_120111_Gallery (resized).jpg

#1995 6 months ago
Quoted from MattElder:

I've read about some others that are also having the ball trap issue at the entrance to the blue wireform (as shown in the picture). I probably had the ball hang up there 7 or 8 times before I experimented with a fix, and after my latest adjustment I have had zero hang-ups after many games.
The fix is to bend the the wireform tine (on the right) down, to open the gap enough that a ball can't wedge in there anymore. And after you bend it down, bend it slightly to the right so that it barely sits underneath the edge of the upper playfield so that the ball can't smack the tip of the tine. It works like a champ now, and no matter fast or slow I test-roll a ball off of the playfield, it goes straight down every time.
SpookyLuke - maybe you guys can start doing this to games on the line so that this is no longer an issue.
Also, as you guys see in the one pic, I had one of Captain Cutler's arms fall off (also a fairly common issue), and just an FYI on this, it's a 7/32" nut driver that you'll need to put it back on. And some Loctite, of course [quoted image][quoted image]

This is good stuff, perhaps you could explain how you bent that tine down for anyone else that encounters this - thanks for posting.

#1996 6 months ago
Quoted from bobukcat:

This is good stuff, perhaps you could explain how you bent that tine down for anyone else that encounters this - thanks for posting.

Thanks. I just bent it up and to the right by hand. It bends pretty easily. No tools necessary.

#1997 6 months ago
Quoted from gorditas:

After playing Scooby-Doo at pinball club last Thursday, I decided to order one. I'm #617, so I've got a while to gather intel from the group.
[quoted image]

My favourite type of review. I don't know if there's a better way to say you liked the game than to plunk down a deposit on one. If a picture is worth 1000 words, a $2000 non-refundable deposit is worth 1001

#1998 6 months ago
Quoted from MattElder:

I've read about some others that are also having the ball trap issue at the entrance to the blue wireform (as shown in the picture). I probably had the ball hang up there 7 or 8 times before I experimented with a fix, and after my latest adjustment I have had zero hang-ups after many games.
The fix is to bend the the wireform tine (on the right) down, to open the gap enough that a ball can't wedge in there anymore. And after you bend it down, bend it slightly to the right so that it barely sits underneath the edge of the upper playfield so that the ball can't smack the tip of the tine. It works like a champ now, and no matter fast or slow I test-roll a ball off of the playfield, it goes straight down every time.
SpookyLuke - maybe you guys can start doing this to games on the line so that this is no longer an issue.
Also, as you guys see in the one pic, I had one of Captain Cutler's arms fall off (also a fairly common issue), and just an FYI on this, it's a 7/32" nut driver that you'll need to put it back on. And some Loctite, of course [quoted image][quoted image]

I found moving down like you did caused the ball to pop out of the wire form and drop to the playfield. My solution that I think works best was kinda the opposite. Moving the wire up just under the ledge of the upper playfield and as far right towards the upper playfield as it will go. Is what I determined to be the sweet spot (haven’t had a trap there since)

#1999 6 months ago
Quoted from ManBarePig:

I found moving down like you did caused the ball to pop out of the wire form and drop to the playfield. My solution that I think works best was kinda the opposite. Moving the wire up just under the ledge of the upper playfield and as far right towards the upper playfield as it will go. Is what I determined to be the sweet spot (haven’t had a trap there since)

I had to do the same. No big deal and no more issues since.

#2000 6 months ago
Quoted from gorditas:

After playing Scooby-Doo at pinball club last Thursday, I decided to order one. I'm #617, so I've got a while to gather intel from the group.
[quoted image]

Congrats! That is a fairly low number if you just ordered. Did you take over someones deposit or was this through a distro?

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