Scooby Doo Pinball

JokersWild

Introduction

Scooby Doo is one of the most famous IPs in the world and you'd think by now there would be a pinball machine already out for it. Nope! Even that John Goodman Flintstones movie got one before Scooby Doo. Well WB World is here to fix that. Working with Stern Pinball to manufacture it exclusively to WB World, Scooby Doo Where Are You! will recreate Scooby and the gang's greatest mysterious of all time in pinball form. So let's split up gang and find out what makes this particular pinball groovy!

Backglass and LCD screen

PLAYFIELD

Scooby Doo, Where Are You! features six unique areas on the playfield.

Toward the bottom of the table, closest to the flippers, is The Circus. To the left is a circular Circus Tent. In the center is a small ghost clown-themed spinner which is able to “hypnotize” and control the ball through the use of a magnet during its respective game mode.

Just past The Circus is The Forest. It’s the sparsest area of the playfield, only really serving as an open area to get to the other areas of the table. During “Hassle in the Castle” four drop targets rise from the playfield.

Further still, at the very top of the playfield, is The Mansion, which looks just like the mansion seen in the intro to the show. Once players light up the SCOOB lights, the front door will open, allowing them to start a x5 multiball.

Directly in front of The Mansion is the Mansion Interior, which is represented as a lowered playfield. Once players get two balls into the mansion during “What a Night for a Knight” the lowered playfield springs to life, allowing them to either unmask the Black Knight, or try for a smaller Door Multiball.

To the left of The Mansion is The Swamp. This area is mostly taken up by a series of bumpers that look like weeping willows. During “Which Witch is Which” a Witch and Zombie rise up from the playfield, similarly to the trolls from Medieval Madness. The Swamp is also home to a phantom who emerges from his crypt and flies across the swamp’s entrance.

To the right of The Mansion are The Docks. Here, the ghost of Captain Cutler has taken over. Players will have to shoot up the sunken ship ramp and twist around the ghost in a wire habitrail.

Below the backglass is a large LCD display that shows various clips from the show as well as score and progress tracking. When a new game mode begins, it is accompanied by a sound clip and its associated episode’s title card being shown on the screen. Once a game mode is completed, a clip of the monster being unmasked is played. While playing in the lowered playfield, the door sequence from the show is played.

RULES

Scooby Doo Rule Sheet.pdf

Addendum: The mansion interior features a hurry-up mode of 25 seconds. Shoot into the Black Knight trap to complete the game mode, or try to rack up points in the multiball or trap multiplier