Quoted from Doctor6:I got to play a scooby. While it looked very pretty, my fear turned into reality. Not being able to SEE the shots was a turn off. You shoot the ball, it goes somewhere and then spits out. Not sure how. Not sure what the ball was doing. And boom, it is back from under the playfield.
I was impressed by the build quality for the most part, just hate having all my shots concealed.
I played Scooby at LAX; while I was initially concerned the upper PF would obstruct views, those worries dissipated after a few shots. True, you can't see the ball under the UPF... but you honestly don't need to since the shots are consistent: the left two are smooth orbits, the center is direct to the UPF (or a return if slow), the right shots are smooth orbits (except the spinner/van lock when qualified). It's not at all like other UPF's that bury and obstruct randomizing elements like multiple inlanes and posts and other mechs. On Scooby, after a few shots you'll know exactly where and when the ball is coming back even though you can't see it the whole time.
Spooky brought 4 of them to LAX; sadly one fried its PSU after a few hours. The other 3 were played non-stop all weekend, no more issues than any of the competing NIBs on the floor (by ironic contrast, it seemed the Bond 60th was down/off quite often).
Overall, though I loved playing Scooby I agree it's a bit slower-paced than the typical new game. The upper PF with its diverter/flipper is pretty interesting and trickier than it looks: there's not a ton to do up there but what's there is challenging since the ball trajectories and timing are so different, and that bookcase really effs with the ball in unanticipated ways. As for those easy timeable lower orbits: oh no, they hid a boring fan layout under an awesome castle. So it's not for everyone. Yet hands down IMO, Scooby is one of if not THE best-looking games released by anyone recently. So while the orbits are locked in, hopefully code will improve it when the apron locks and other drop target modes are added, and cutscene drag is reduced. FWIW Bug did say they set the LAX games "slow and easy" since LAX has tons of families and kids in attendance. Funny enough they opened the outlanes a bit as game times were running long (my first pre-open game was like 10 mins or at least felt like it even though I was well off and NOT playing well at all during the weekend).
I was sorely disappointed that Foo was not at LAX and I can't wait to play it. I've an inkling it will be tough to decide between Foo, Deadpool, and GZ. I love irreverent / funny / humorous games and while I'm not a Foo superfan, the lightheartedness, speed, and modern flow / mode challenges seem to be there in abundance.
Having played all prior JJP releases I've yet to like any of them. So at its price GF is a complete non-starter for me to consider. But I retain an open mind, and will reserve judgement until I gladly play one the first chance I get.