Got an email about 254 should get invoiced soon !
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Quoted from rockrand:please post game number if you can so we know where we are in production!
Thanks
look like he is 224 per the spreadsheet !
Quoted from ercvacation:Got notification that #251 is ready to ship. Should be getting it soon.
Wow I am 254 ! No notice yet
Quoted from cuebert:Maybe availability of the shipping companies? Mine will be coming via FedEx, due to cross border... just a thought.
Probably mine is coming via R&L I believe .. maybe Monday which would be great I could go pick it up Friday !
SpookyBug spooky_dj SpookyLuke
Feel free to get this code loaded up on 254 and shipped out Monday I’ll put it through the paces!
Quoted from SpookyBug:I'm about to go down the line and update every single game in the building haha. So absolutely they will!
SpookyBug sweet ! My ultraman said inspected by bug and it was flawless ! Just saying .. 254 .. hahaha
Quoted from rockrand:Ya the savings is on your end.no sales Tax.
No sales tax from Spooky Direct?
Supposedly mine will ship today, not sure why others went without it but I shall be patient haha . Probably get it monday.
254 made it today ! Only issue I had was the weak ball plunge .. which has did now miraculously repaired itself ! What’s the fix for the did it comes back ? Definitely a cool game and not easy as it comes set up now .
The only “design flaw” is I don’t like how you can drain out when it goes behind the drop targets . Otherwise shoots and plays quite well .
23526FEB-4286-4FED-B911-6AC87DE29037 (resized).jpeg6D72F2CD-9827-4445-96BE-E1F3B0BA057B (resized).jpegQuoted from nicoga3000:Is everyone having at least some issue with their game? Anyone get there's and have it playing with no problems at all yet??
I'm in the late 700's, so I'm hopeful that games in that timeframe are a bit less doom and gloom than the past many pages have been.
Don’t want to jinx it but mine solid too had it 3 days though.
So a few thoughts on the music in the game...
I know the main theme has been lauded as short and repetitive. I cannot argue with that, it's not terrible but it's definitely very short. I think my favorite toon is in creeper mode(I think thats the mode) it's the one from their initial trailer. That could be a killer main theme.
Cutler MB, yeah maybe have an option for an instrumental version, or save that singing version for some very rare mode then it would be cool
Question are the topper has speaker lights just supposed to pulse and cycle thorough different colors ?
Quoted from BriannaWu:Can I ask all of you owners, are you glad you got it? I’m trying to decide if I’m going to buy one. I have Halloween, which I love dearly. This feels like a much worse theme but a much better layout.
Way better than Halloween !
Quoted from spooky_dj:I upload these incremental versions periodically so we can send the link to our beta testers. They're generally not ready for use by the general public (see my previous post).
spooky_dj happy to be a beta tester if you need anymore .
Quoted from spooky_dj:I'm honestly not sure how our beta testers are usually selected haha, I'm just handed a list. But I'll pass your request along!
Lol happy to help if I can , fairly observant and analytical
Factory tour was great ! Definitely rooting for Spooky .. I have had good luck with game so far and it’s super fun.
I did also get the stuck button .. I have always had issues with those clear LeD buttons not a Spooky problem but whoever makes the buttons . I took mine apart and sanded the inside .
Quoted from BallyKISS1978:Last night had to turn up power on ball launch coil. It wasn’t ejecting on to the playfield consistently 1/5 times. Anyone else having this issue creep up?
I had an issue at first and then just started to work fine with no real intervention.
Quoted from chuckwurt:I’m also in favor of being able to stack culter with something else. Maybe get a boost in scoring for culter depending on the stack to make with it?
Yes ! Right now it’s only purpose seems to be to get easy MB
Quoted from BallyKISS1978:Will you add the ability to use the action button to launch the ball again like before. Any other fixes coming for the flipper whine when holding the flipper?
Oddly my right one is way louder than my left .
Anyone know if it’s safe to downgrade code? lpeters82 SpookyBug spooky_dj SpookyLuke
Just tag you in case not need to work over weekend but maybe you get bored and head here
Ok thanks that’s what I was thinking too .. that said I shall wait for official confirmation I guess .
That said if it’s not they will have a lot of issues with people making mistakes haha !
Quoted from Pinstym:I hadn't upgraded to the latest code when I reached out to scooby about a possible bug. I was told, "I would highly suggest updating code ASAP. There are some optimization with the coil settings that might save you (and us) some troubles."
So that right there, I wouldn't go back.
I just want it go back to what’s the latest on the web
I think the unmask is solid ! It’s fun to do it .. the rules a very well thought and and clear in this game . Just got my foo and the game is incredible but I got not clue what I am doing yet
Quoted from RebelGuitars:Have an issue with the latest beta code?
Yep! trying to find another beta tester to see what they see
Ok so downgrading does work FYI .. unfortunately didn’t fix my issue . Seems every switch on upper playfield is just “stuck open “ tried to reseat all cables and stuff . I believe it’s related to the code update but any other suggestions before the spooky crew gets back to me I can try
Update : Insee the upper switches have their own board under the upper PF … I can get my eyes on it and all plus are good green light . So think I will have to wait for spooky_dj
In my lack of patience going to ask one more question, is there a way to force those little boards that the switches plug into to "reprogram" sort of like the light board? Maybe they are just dumb boards and I can but worth a shot, have narrowed down my issue to every single switch plugged into that board being closed so I suspect it got borked during the update, I sure hope I dont have to take that thing off LOL.
What’s the final verdict on adding springs to upper flip ? Unfortunately got my upper off now so I can give it a go if there is consensus .
Ok I added the extra springs while I was under the hood.. still can’t quite make a shot with the flinging action but it gets close .
Question , so I got to a point where that question mark in the middle of the PF was flashing orange but not sure what it does ? Maybe that’s what indicates extra ball is available which I never got ? lol
Also the shot just left of the center ramp was flashing orange and it would go in the secret passage and the kick out by the mystery machine evertime but there didn’t seem to be a point to it is that normal ?
Quoted from EricInAlaska:Is the Green Ghoul just a green fingerprint that roams?
yes left to right and right to left . Hurry up , miss him and you lose character progress I believe .
Quoted from Kevlar:Or collect it for hardly anything.... Like everything else in this game. I'm starting to think this game is a grind score wise.
I mean what’s low really , should we score billions ? It’s all relative .. the super high scores were a marketing trick back in the day .
Quoted from kevster:Just experienced a game breaking bug in code 106. Was in 2P co-op. Unfortunately, I didn't notice what caused it, but the game randomly launched another ball. It then didn't know there were two balls in play, and ended the ball after one drained, with one still in play.
The issue persisted for the next two balls for both players. The game never figured out how many balls were in play. In fact, at one point, one of the two balls drained, and it immediately switched to the other player, skipping the ball end sequence. It then launched a second ball, and we were back to the same problem.
I remember this same or similar bug from previous codes. Still hasn't been ironed out. Can email logs if that's helpful.
Also, question on the Green Ghoul: does the mode only start if the inlane is not fed by a habitrail? It definitely doesn't start the mode upon ball launch. But I noticed several other times where the inlane switch was hit but the mode didn't start. I wasn't paying attention at the time to see if it only happened when the flipper was directly fed, but thought about it after the fact.
You must have something else going on def works from the habitrails .
Quoted from spooky_dj:The ? indicates the secret subway magnet capture is active at either left orbit (the orbit inserts should be flashing the same color as the ?)
Right now it is mainly only active for Extra Ball, however it will also be used for Mystery Monsters and Mystery Awards with future updates.
Apron Locks are lit by collecting scooby snacks.
Makes sense .. I kept hitting that secret passage shot but never got an extra ball or anything not sure if that’s a bug ?
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