(Topic ID: 331168)

Scooby Doo, Where Are You Club - Ruh Roh!

By u2sean

1 year ago


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#2101 1 year ago
Quoted from NickBuffaloPinball:

I sincerely hope that everyone that's waiting for a game, gets one in working order and enjoys it.
Looks like Scooby Doo will be at PinBrew. If anyone wants to show me what I'm missing on the game (or any other Spooky games there), I'm open to that. I'm willing to change my mind and happy to report a positive experience.

But you’re allowed to dislike/hate anything you want. Not sure why anyone would try and convince you otherwise. Everybody just play what they like.

#2102 1 year ago
Quoted from Aurich:

It's weird that pinball has gotten to the point where it's so about ownership that location play is supposed to be gate-kept into some kind of ghetto.
I'm not going to argue about this, you don't like that I took the time to write up my thoughts after playing the game for people asking questions about the game so be it. I think your outrage is misplaced.

I wrote a benign review on Bond 60th and made sure I posted it in the "hype" thread (NOT the owners thread) and still took some flack (https://pinside.com/pinball/forum/topic/james-bond-60th-edition-sle-super-limited-elwin-hype-thread/page/141#post-7459483).

It's bizarre and childish that some people get offended over an honest, straightforward review. With all the games coming out, not every game is worth owning! And this is a great forum to try and help people make informed decisions.

#2103 1 year ago
Quoted from Pinstym:

You're reading it wrong if you're reading outrage.
I didn't make this the owners thread. I jumped over here from the hype. The hype is still there to post whatever you want. It's like the easiest thing to give some respect to. I'm totally serious that I don't understand why someone who's not an owner, and thinks they never will be, would want to come here and post anything.
If you wanna help the 3 iffy guys who aren't sure about their purchase, why not pm them? You can still help them while you help me.
There's still an active hype thread. Why's it so difficult?

Quick question? If the reviews were 100% positive and raving about the game would you still not want them to post in here?

#2104 1 year ago

I think it’s silly to post in a club thread if you have no interest in the game whatsoever. But you 100% do not need to be an owner to hang in these threads.

#2105 1 year ago
Quoted from chuckwurt:

I think it’s silly to post in a club thread if you have no interest in the game whatsoever. But you 100% do not need to be an owner to hang in these threads.

It's weird that some have to give their take on every game, in every thread, all the time.
Its like they either think they have some kind of following or they're an influencer and we're all just waiting to hear from them.

I also find it amusing who thumbs up some of the less than positive takes.

#2106 1 year ago
Quoted from Aurich:

Played Scooby last night with a friend, so played and got to watch so I could pay attention to things. Just my quick thoughts:
My honest take is it's clunky but charming. Things I enjoyed:
The art is great. Really captures the Scooby vibe. The LCD stuff is mostly pretty good, I don't love the typography choices, but I'm admittedly pickier than most. Instruction text was clear though. Cartoons make for good clip content (mostly, see below).
Sculpts and powder coated wireforms all look great.
The bookcase flipper is really unique. That's no small thing, not often you get an actual original flipper in pinball, hats off to the team for the whole idea. It's super on-theme, the way you use it to capture a ball shot to the upper playfield is clever, and learning how to use it without flinging the ball, or, learning to fling the ball on purpose was fun.
Modes and objectives seemed pretty clear, wasn't hard to figure out what to do. Though I got the Captain Cutler multiball but I wasn't entirely sure why. Like, clearly I was bashing him to get it, but the various lights on him and the targets and lanes around him were confusing, I couldn't tell if I was supposed to move my shots around, if I got it because I just hit him enough times, or what.
I thought it was fun enough, even with my complaints below. If you're a Scooby fan it felt very on theme.
Things I didn't love:
The drop banks on the left are awkward and don't feel particularly useful or enjoyable. I love drop targets, but they don't seem interesting to shoot, and mostly just seemed to get in the way of the ball in sort of dribbly ways.
I'm just not a big upper playfield fan, in general, and this one is kinda dominant. The bookcase flipper is awesome, and makes it more interesting, but it still has the fundamental problem with that kind of upper playfield, which is that the physics of the ball in a small area (it's big, but not that big) just aren't super fun, and they are by their very nature safe, since your only penalty is to go back down to the lower.
With the big upper playfield and the Mystery Mobile and lock behind it you basically cannot see the entire back of the game. So you spend a lot of time shooting up into lanes, the ball vanishes, and then you wait to see what happens. Sometimes it come back out right away, sometimes it doesn't, and it was never really clear if it was being held on purpose or stuck or slow or what. There's just no visual feedback of the ball path, and I didn't enjoy that.
The game felt very stop and go. As I said it wasn't clear sometimes if it was even meant to stop. I'm still not sure why the ball took longer to come back some shots. The clips to start a mode look nice, but are very long, I wish they were edited to be more punchy. There's just a lot of time spent waiting, and the rhythm of it felt slow.
Overall the game felt very easy. The middle flipper drop target save seemed up a lot. It's clear once you learn it a bit more that ball times will be long. That's good or bad depending on your taste. I think for the theme it's cool that it's more kid friendly.
Overall I thought it was fun and pretty, but also clunky, and not overly interesting to shoot. A lot of basic fan shots that disappear under things until they come back, so you never see the ball curve, just shoot straight up, wait, it comes straight down. Not being able to see the ball a lot, or seeing it a lot on the upper playfield which is slower by nature, meant the game didn't feel very kinetic.
I'd play it again on location, but for me not seeing the ball movement is a design flaw that would make it not my first choice to play.
[quoted image]

so its a somewhat clunky, somewhat pretty, nostalgic night-light? question - did anything break since its been out on the floor? i trust your opinion is summarized as in, this is a pretty curiosity but lacks thrills and moments of a modern game.
It sounds like you came away from the game as 2 EM playfields were stacked with 1 half covering the other..

#2107 1 year ago
Quoted from frankmac:

Quick question? If the reviews were 100% positive and raving about the game would you still not want them to post in here?

It doesn't matter to me what anyone thinks of this game. Good or bad. It's purchased and I'm probably not going to be allowed to sell it if I think it sucks. It's not for me. This is a family deal where they don't care about the intricacies of hidden loop shots.

I probably should have posted what I posted after a real troll-ish post made by someone who is not Aurich (who happens to be someone I'm fully aware has done lots of cool shit for this hobby).

I sincerely didn't think this is the place for any Joe Shit the rag man to post whatever. I have no problem being wrong. Apologies for overreacting or coming off as outraged.

Keep the reviews coming.

#2108 1 year ago
Quoted from anathematize:

It may not have been in their official review but Nick and Kevin absolutely destroyed Stern over the scoop nonsense on Rush.
They also scorched them when Nicks Godzilla power supply arrived with incorrect wiring out of the factory.
Frankly - Kevin’s P3 bias aside - they are pretty equal opportunity when it comes to ripping manufacturers.

Kevin's coverage of the P3 is the main reason I follow. Although Nick does make me laugh when he loses his shit over "cheater" mods.

#2109 1 year ago
Quoted from Aurich:

Played Scooby last night with a friend, so played and got to watch so I could pay attention to things. Just my quick thoughts:
My honest take is it's clunky but charming. Things I enjoyed:
The art is great. Really captures the Scooby vibe. The LCD stuff is mostly pretty good, I don't love the typography choices, but I'm admittedly pickier than most. Instruction text was clear though. Cartoons make for good clip content (mostly, see below).
Sculpts and powder coated wireforms all look great.
The bookcase flipper is really unique. That's no small thing, not often you get an actual original flipper in pinball, hats off to the team for the whole idea. It's super on-theme, the way you use it to capture a ball shot to the upper playfield is clever, and learning how to use it without flinging the ball, or, learning to fling the ball on purpose was fun.
Modes and objectives seemed pretty clear, wasn't hard to figure out what to do. Though I got the Captain Cutler multiball but I wasn't entirely sure why. Like, clearly I was bashing him to get it, but the various lights on him and the targets and lanes around him were confusing, I couldn't tell if I was supposed to move my shots around, if I got it because I just hit him enough times, or what.
I thought it was fun enough, even with my complaints below. If you're a Scooby fan it felt very on theme.
Things I didn't love:
The drop banks on the left are awkward and don't feel particularly useful or enjoyable. I love drop targets, but they don't seem interesting to shoot, and mostly just seemed to get in the way of the ball in sort of dribbly ways.
I'm just not a big upper playfield fan, in general, and this one is kinda dominant. The bookcase flipper is awesome, and makes it more interesting, but it still has the fundamental problem with that kind of upper playfield, which is that the physics of the ball in a small area (it's big, but not that big) just aren't super fun, and they are by their very nature safe, since your only penalty is to go back down to the lower.
With the big upper playfield and the Mystery Mobile and lock behind it you basically cannot see the entire back of the game. So you spend a lot of time shooting up into lanes, the ball vanishes, and then you wait to see what happens. Sometimes it come back out right away, sometimes it doesn't, and it was never really clear if it was being held on purpose or stuck or slow or what. There's just no visual feedback of the ball path, and I didn't enjoy that.
The game felt very stop and go. As I said it wasn't clear sometimes if it was even meant to stop. I'm still not sure why the ball took longer to come back some shots. The clips to start a mode look nice, but are very long, I wish they were edited to be more punchy. There's just a lot of time spent waiting, and the rhythm of it felt slow.
Overall the game felt very easy. The middle flipper drop target save seemed up a lot. It's clear once you learn it a bit more that ball times will be long. That's good or bad depending on your taste. I think for the theme it's cool that it's more kid friendly.
Overall I thought it was fun and pretty, but also clunky, and not overly interesting to shoot. A lot of basic fan shots that disappear under things until they come back, so you never see the ball curve, just shoot straight up, wait, it comes straight down. Not being able to see the ball a lot, or seeing it a lot on the upper playfield which is slower by nature, meant the game didn't feel very kinetic.
I'd play it again on location, but for me not seeing the ball movement is a design flaw that would make it not my first choice to play.
[quoted image]

That is definitely one thing my spookys lack (except R&M) - that visual satisfaction of seeing a ball whip around a wireform/ramp or an orbit. You really can't beat Elwins pins for that, it's like they were made specifically for it. The orbits on Halloween and ACNC are soooooo smooth but you just don't get that same feedback having the ball obscured from view.

But I do also like the hidden ball stuff they do - on Halloween it's brilliantly tied in with the theme and ACNC even has a mode where the ball has to be kept hidden. In fact, I always find the modes to be extremely well implemented on Spooky games.

#2110 1 year ago
Quoted from trueno92:

so its a somewhat clunky, somewhat pretty, nostalgic night-light? question - did anything break since its been out on the floor?

On ball 3 of my friend's game he got fake multiball, the game started just kicking out balls randomly while he wasn't in a mode or anything. But early code, bugs happen, I don't judge things like that too harshly.

But it's definitely not a night-light, it's a real pinball, and as I said I did have fun. Early code or not it felt purposeful. We played Bond LE after it and compared to Scooby it was much harder to figure out what we were supposed to be doing. A lot of times when there were inserts lit on Bond but it wasn't clear why or what to do next. Scooby never left me wondering, except for not being clear on the Cutler multiball start.

Do I just bash him? There are the footprints with the targets and the horseshoe behind him, but it just started before I had made them all go out or anything, was just shooting up there, trying to get the feel for the bookcase and I hit him one more time and it started.

#2111 1 year ago
Quoted from Aurich:

Scooby never left me wondering, except for not being clear on the Cutler multiball start.
Do I just bash him? There are the footprints with the targets and the horseshoe behind him, but it just started before I had made them all go out or anything

That shouldn’t happen. Each footprint shot you need to hit twice. Then the bash toy lights for MB start

#2112 1 year ago
Quoted from chuckwurt:

That shouldn’t happen. Each footprint shot you need to hit twice. Then the bash toy lights for MB start

Will the footprints go out? Because things were still lit when it started off bashing him which is why I was confused. Maybe I hit enough.

#2113 1 year ago

Yes. Once one goes out, you’re done with that one. When all are out, the bash helmet is all that will be lit.

#2114 1 year ago

The only long stop for me was at mode start and waiting on the ball to come out from the mystery machine. Also the scoop to the left takes a while to pop out. I did get one ball hangup in the left horseshoe.

Thanks for the review. I felt the game did just enough for me to keep my order in .

Quoted from Aurich:

Played Scooby last night with a friend, so played and got to watch so I could pay attention to things. Just my quick thoughts:
My honest take is it's clunky but charming. Things I enjoyed:
The art is great. Really captures the Scooby vibe. The LCD stuff is mostly pretty good, I don't love the typography choices, but I'm admittedly pickier than most. Instruction text was clear though. Cartoons make for good clip content (mostly, see below).
Sculpts and powder coated wireforms all look great.
The bookcase flipper is really unique. That's no small thing, not often you get an actual original flipper in pinball, hats off to the team for the whole idea. It's super on-theme, the way you use it to capture a ball shot to the upper playfield is clever, and learning how to use it without flinging the ball, or, learning to fling the ball on purpose was fun.
Modes and objectives seemed pretty clear, wasn't hard to figure out what to do. Though I got the Captain Cutler multiball but I wasn't entirely sure why. Like, clearly I was bashing him to get it, but the various lights on him and the targets and lanes around him were confusing, I couldn't tell if I was supposed to move my shots around, if I got it because I just hit him enough times, or what.
I thought it was fun enough, even with my complaints below. If you're a Scooby fan it felt very on theme.
Things I didn't love:
The drop banks on the left are awkward and don't feel particularly useful or enjoyable. I love drop targets, but they don't seem interesting to shoot, and mostly just seemed to get in the way of the ball in sort of dribbly ways.
I'm just not a big upper playfield fan, in general, and this one is kinda dominant. The bookcase flipper is awesome, and makes it more interesting, but it still has the fundamental problem with that kind of upper playfield, which is that the physics of the ball in a small area (it's big, but not that big) just aren't super fun, and they are by their very nature safe, since your only penalty is to go back down to the lower.
With the big upper playfield and the Mystery Mobile and lock behind it you basically cannot see the entire back of the game. So you spend a lot of time shooting up into lanes, the ball vanishes, and then you wait to see what happens. Sometimes it come back out right away, sometimes it doesn't, and it was never really clear if it was being held on purpose or stuck or slow or what. There's just no visual feedback of the ball path, and I didn't enjoy that.
The game felt very stop and go. As I said it wasn't clear sometimes if it was even meant to stop. I'm still not sure why the ball took longer to come back some shots. The clips to start a mode look nice, but are very long, I wish they were edited to be more punchy. There's just a lot of time spent waiting, and the rhythm of it felt slow.
Overall the game felt very easy. The middle flipper drop target save seemed up a lot. It's clear once you learn it a bit more that ball times will be long. That's good or bad depending on your taste. I think for the theme it's cool that it's more kid friendly.
Overall I thought it was fun and pretty, but also clunky, and not overly interesting to shoot. A lot of basic fan shots that disappear under things until they come back, so you never see the ball curve, just shoot straight up, wait, it comes straight down. Not being able to see the ball a lot, or seeing it a lot on the upper playfield which is slower by nature, meant the game didn't feel very kinetic.
I'd play it again on location, but for me not seeing the ball movement is a design flaw that would make it not my first choice to play.
[quoted image]

#2115 1 year ago
Quoted from kevster:

Alright folks, I might need some talking down.
I'm currently in line with SD #401. I've never bought a NIB pinball before. Obviously, reading through this thread has been a wild ride. Lots of issues, which doesn't seem too surprising as it's early. But some of the build quality issues are alarming. And that was just heightened by a podcast episode I listened to.
I recently started listening to "Bro, do you even talk pinball." I find it entertaining with generally good info. On their recent episode, they both just laid into Spooky as a pinball manufacturer. And I mean, they let em have it. Talking about issues their past pins have had, things not working out of the box, shoddy soldering jobs, all sorts of things. I'll be honest; it really got me worried. I know Spooky is active on here and everyone says how good their customer service is, and that's awesome. But how concerned should I be that these build quality issues keep coming up on all of their releases?
Believe me, I WANT to be convinced to stick with my pre-order because I think the game looks very fun. But 10 grand is A LOT of money to throw at a company that doesn't appear to be learning much from their past mistakes.
I don't mean to be so negative. I've been hyped about this from the time I first learned about it. I'm hoping to hear some positive things that will convince me to get hyped again. Hearing what I did in that podcast was a bit shocking though. Am I putting too much stock in the opinions of just a couple dudes?

They might as well call that podcast "Bro Do You Want to Bash Spooky". It's a recurring theme throughout every episode.

#2116 1 year ago
Quoted from Pinstym:

It's not the content of the post. Wrong place is all.

I’d argue that you are wrong. But it’s subjective. Just like your opinion on who can post in a public forum on the internet.

I love hearing ALL of the good and bad information related to a new game. If it’s double posted across two threads who cares.

#2117 1 year ago

They stay lit, but the ones you need to hit still flash.

Quoted from Aurich:

Will the footprints go out? Because things were still lit when it started off bashing him which is why I was confused. Maybe I hit enough.

#2118 1 year ago
Quoted from Pinbolls:

The only long stop for me was at mode start and waiting on the ball to come out from the mystery machine. Also the scoop to the left takes a while to pop out. I did get one ball hangup in the left horseshoe.
Thanks for the review. I felt the game did just enough for me to keep my order in .

Sounds like the game might need an increase in pitch.

#2119 1 year ago
Quoted from Aurich:

On ball 3 of my friend's game he got fake multiball, the game started just kicking out balls randomly while he wasn't in a mode or anything. But early code, bugs happen, I don't judge things like that too harshly.
But it's definitely not a night-light, it's a real pinball, and as I said I did have fun. Early code or not it felt purposeful. We played Bond LE after it and compared to Scooby it was much harder to figure out what we were supposed to be doing. A lot of times when there were inserts lit on Bond but it wasn't clear why or what to do next. Scooby never left me wondering, except for not being clear on the Cutler multiball start.
Do I just bash him? There are the footprints with the targets and the horseshoe behind him, but it just started before I had made them all go out or anything, was just shooting up there, trying to get the feel for the bookcase and I hit him one more time and it started.

It's actually called "Phatom Multiball" and it's a new Mystery you and the gang have to solve.

#2120 1 year ago

That is what SpookyLuke said as well. I bet you are both right!

I should be able to post a valid opinion to the owner's forum come late April or early May when my Scooby Doo is delivered.

Quoted from RebelGuitars:

Sounds like the game might need an increase in pitch.

#2121 1 year ago
Quoted from bobukcat:

It's actually called "Phatom Multiball" and it's a new Mystery you and the gang have to solve.

It’s apparently a maladjusted shooter lane switch.

#2122 1 year ago
Quoted from jk2171:

They might as well call that podcast "Bro Do You Want to Bash Spooky". It's a recurring theme throughout every episode.

They can't talk that much trash without it catching up to them at some point...and it will. They've also done an excellent job at documenting everything they've said via video/audio streams so it's easy to go back recall exactly their words.

I just reach out directly to known SD owners (because their opinion matters to me) and ask for general feedback on the pin after they've owned it for a bit...works great to get sustained feedback and I'm super pumped after hearing all the positives!

#2123 1 year ago
Quoted from BlackBelt:

They can't talk that much trash without it catching up to them at some point...and it will. They've also done an excellent job at documenting everything they've said via video/audio streams so it's easy to go back recall exactly their words.
I just reach out directly to known SD owners (because their opinion matters to me) and ask for general feedback on the pin after they've owned it for a bit...works great to get sustained feedback and I'm super pumped after hearing all the positives!

+1; it's just annoying as f*** to listen to every episode, and they always seem to throw a crack at Spooky. I'm not a Spooky apologist, and own two of their games. I sold my SD spot simply because I wanted to wait and see how the build quality was after owning R&M, Halloween and Alice. But Spooky, I believe, is trying to put their best foot forward in all things, and most importantly, listens and is accessible to its customers. They're not here trying to make pinball worse...which it seems that podcast thinks is the case.

#2124 1 year ago

Played one on location. Game was fun when it worked otherwise a lot of the same issues people have already reported in the thread.

-4
#2125 1 year ago

Hopefully the Spooks test and re-test the Doos that go to Texas Pinball Festival. Lots of people and big wigs in the industry going to get a first impression at TPF. Not the time for games to crap out. The paparazzi will be watching.

#2126 1 year ago
Quoted from Mrawesome44:

Played one on location. Game was fun when it worked otherwise a lot of the same issues people have already reported in the thread.

Dude, one tiny paragraph?

The less you played and understood, the more we want to hear.

#2127 1 year ago
Quoted from Pinstym:

Dude, one tiny paragraph?
The less you played and understood, the more we want to hear.

I can summarize. Fun until it broke!

#2128 1 year ago

I like Buffalo Pinball just fine, not all reviews are glowing and it’s nice to hear the negative sides as well. Just like any purchase i research, I read the bad reviews along with the good ones. Then I make my own decision.
I did purchase day one so I really didn’t do any research on this one, but oh well.

-2
#2129 1 year ago
Quoted from Vecna:

Hopefully the Spooks test and re-test the Doos that go to Texas Pinball Festival. Lots of people and big wigs in the industry going to get a first impression at TPF. Not the time for games to crap out. The paparazzi will be watching.

Spooks? Really?

#2130 1 year ago
pasted_image (resized).pngpasted_image (resized).png
#2131 1 year ago

.

#2132 1 year ago
Quoted from jk2171:

+1; it's just annoying as f*** to listen to every episode

Then why do you listen to ANY episodes?

Reading all the podcast complaints here, you'd think folks were tied to a chair with a headset duct-taped to their skull. If you don't like what the people are saying, you can just turn it off.

#2133 1 year ago

Turn the S to a Y. You get the point.

16
#2134 1 year ago

Fred not gonna put up with any trollin' in the owners' thread!

fred (resized).jpgfred (resized).jpg
#2135 1 year ago
Quoted from metallik:

Then why do you listen to ANY episodes?
Reading all the podcast complaints here, you'd think folks were tied to a chair with a headset duct-taped to their skull. If you don't like what the people are saying, you can just turn it off.

Keep that kind of logic out of here. The faux outrage over podcast opinions fuels some of these pinsiders. They are addicted to the outrage!

Spent more time with the routed Scooby Doo the other day. I really enjoy how the game looks. Definitely a world under glass. But man these surprise multiballs just kill the fun. I know it will be fixed in a code update but what a silly bug. How was something that is so widespread not noticed in ANY gameplay testing?

At any moment it can ruin a great game. Which sucks even more on route. The update can't come quick enough.

#2136 1 year ago

I think some pinheads literally take in every bit of content whether they like it or not too.

I used to, then it got to be way too much. Was easier when there was one stream, 1 podcast, and one YouTube channel.

#2137 1 year ago
Quoted from chuckwurt:

I think some pinheads literally take in every bit of content whether they like it or not too.
I used to, then it got to be way too much. Was easier when there was one stream, 1 podcast, and one YouTube channel.

Agreed.

Maybe it’s just me but i actually enjoy podcasts that disagree with my opinions or challenge me to think about something differently. Echo chamber content sucks and caters to the lowest common denominator.

Frankly its all entertainment in the end. People just need to lighten up and not let someone else’s opinions ruin their day.

Everyone in pinball wants the best games at the best value. But it’s impossible for every game to be a home run. And every now and then you get a stinker. Such is life.

#2138 1 year ago
Quoted from anathematize:

Agreed.
Maybe it’s just me but i actually enjoy podcasts that disagree with my opinions or challenge me to think about something differently. Echo chamber content sucks and caters to the lowest common denominator.
Frankly its all entertainment in the end. People just need to lighten up and not let someone else’s opinions ruin their day.
Everyone in pinball wants the best games at the best value. But it’s impossible for every game to be a home run. And every now and then you get a stinker. Such is life.

We are not seeing or hearing a high rate of surprise multiballs at all. I think maybe the game you are playing has a switch out of adjustment somewhere. I'm sure if you sent a video to us we could help diagnose. We certainly have some code bugs but I do not believe what you see describing is one.

#2139 1 year ago
Quoted from SpookyLuke:

We are not seeing or hearing a high rate of surprise multiballs at all. I think maybe the game you are playing has a switch out of adjustment somewhere. I'm sure if you sent a video to us we could help diagnose. We certainly have some code bugs but I do not believe what you see describing is one.

I would bet it’s either the shooter lane switch or a trough switch.

#2140 1 year ago
Quoted from SpookyLuke:

We are not seeing or hearing a high rate of surprise multiballs at all. I think maybe the game you are playing has a switch out of adjustment somewhere. I'm sure if you sent a video to us we could help diagnose. We certainly have some code bugs but I do not believe what you see describing is one.

Not trying to be contradictive, but I'm pretty certain I've read of at least 3 people in this thread describing the mystery multiballs. Not that 3 is widespread, but it's definitely indicative of a potential repeated error either in assembly, code, or perhaps as simple as sensitive switches. I'm pretty handy around pins and if it's the latter situation, that's to be expected. Some of the reports were from location players, so maybe they're not opening tickets with Spooky?

#2141 1 year ago
Quoted from SpookyLuke:

We are not seeing or hearing a high rate of surprise multiballs at all. I think maybe the game you are playing has a switch out of adjustment somewhere. I'm sure if you sent a video to us we could help diagnose. We certainly have some code bugs but I do not believe what you see describing is one.

Not that my sample size is huge but its been a regular occurrence on the two games i've played. One is at TILT in MSP. As I'm sure you are aware they are fanatical about dialing their games in. Maybe its been fixed now but over a 4 day span that I was recently there the issue was the same every day.

#2142 1 year ago

Luke told me it’s most likely a maladjusted shooter lane switch. Try that.

#2143 1 year ago
Quoted from Green-Machine:

Ok!! Where is this guy when you need him?!
[quoted image]

Hey that’s mine!!lol

097A7E99-CF87-4413-9EE6-83A2A6F98FEB (resized).png097A7E99-CF87-4413-9EE6-83A2A6F98FEB (resized).png
#2144 1 year ago

Its easy for switches to get out of adjustment after making a long trip by truck on our pothole filled roads across this country.

Quoted from CoolCatPinball:

Not trying to be contradictive, but I'm pretty certain I've read of at least 3 people in this thread describing the mystery multiballs. Not that 3 is widespread, but it's definitely indicative of a potential repeated error either in assembly, code, or perhaps as simple as sensitive switches. I'm pretty handy around pins and if it's the latter situation, that's to be expected. Some of the reports were from location players, so maybe they're not opening tickets with Spooky?

#2145 1 year ago
Quoted from anathematize:

Agreed.
Maybe it’s just me but i actually enjoy podcasts that disagree with my opinions or challenge me to think about something differently. Echo chamber content sucks and caters to the lowest common denominator.
Frankly its all entertainment in the end. People just need to lighten up and not let someone else’s opinions ruin their day.
Everyone in pinball wants the best games at the best value. But it’s impossible for every game to be a home run. And every now and then you get a stinker. Such is life.

Hearing opinions that differ from mine helps me question the logic I use when making a purchase. That's a good thing as it helps me make a well informed decision with inputs from both sides of a review. I think Nick was very verbal on one of his podcasts about how excited he was for Halloween, I almost dare say he called it a grail theme for him. I don't know him, but if that's true then I'm sure his negative experience with the game as an owner and an operator was disappointing to both him and Spooky. Spooky really seems like they put a lot of time and effort into a game during one of the hardest times in manufacturing history. Nicks reaction are his own, we shouldn't be lemmings and instead come to our own conclusion and not hate on someone else. If anything there's less marketplace competition for the thing you love that he does not.

I'm a first time Spooky buyer, and I absolutely love how they commit to themes we all want irregardless of people's perspective on the end product. No one else is going to make Scooby, and Spooky created something aesthetically spectacular. I agree with most of what Aurich said, and anyone who plays this game deserves their opinion in this forum. If for no other reason but to help perspective owners make an informed decision. I'm buying knowing Nick's opinion on QC, and with an agreeance to the review that Auric gave, but with the hope that additional code and asset development will deliver what I already suspect from playing a few games. A deep immersive experience with great Hanna Barbara moments, just like I remember when I grew up. It's a beautiful game, and if Spooky does what they say they will, I'll love it for years to come. If it doesn't turn out well then I can see myself having a negative experience like Nick. With the first games I already played I doubt this will be the case. It's enjoyable and primed for development just as Stranger Things, Deadpoool, and other games were when people hated on them. I'm counting on you Spooky!

P.S. SpookyLuke the pin I play at on location has this problem and it prevents playing in multiplayer mode. I will admit they've had shooter lane switch issues, but I see a few shooter lane switch issues. I bet the new machines coming off the line already have this issue fixed.

-7
#2146 1 year ago
Quoted from insight75:

Its easy for switches to get out of adjustment after making a long trip by truck on our pothole filled roads across this country.

Are we blaming potholes now.

#2147 1 year ago

Oops

#2148 1 year ago
Quoted from Vecna:

Are we blaming potholes now.

Why are you here in the owners thread again? You shit all over Spooky in the hype thread. Not getting enough attention there?

#2149 1 year ago
Quoted from RebelGuitars:

Why are you here in the owners thread again? You shit all over Spooky in the hype thread. Not getting enough attention there?

Probably for the same reason you are here. I have a pre-order. Thank you very much.

#2150 1 year ago
Quoted from Vecna:

I have a pre-order. Thank you very much.

My apologies, I stand corrected. Troll on.

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