Scooby-Doo pinball rules and strategy
The Strategy
Scooby-Doo starts Cases from white investigation shots and the Mystery Machine, while Scooby Snacks prepare the apron locks for Scooby Snack Multiball. Choose Velma before plunging, collect three white investigation shots for the first Case, then shoot the Mystery Machine to start it. For Scooby Snack Multiball, collect four Snacks and lock a ball through the left VUK, then collect five Snacks and lock the second ball through the upper playfield's middle orbit.
The goal
Choose Velma for easier Case starts. Use white investigation shots and the Mystery Machine for a Case, or use Scooby Snacks and the two apron locks for Scooby Snack Multiball.
How to start a mode
Choose Velma for easier Case starts. Shoot the flashing fingerprint shots until a Case lights, use the left spinner to cycle the selection and the Launch button to lock it, then shoot the Mystery Machine to start the Case.
Recommended mode: The selected Case
Velma reduces the work needed to start Cases.
How to play it
Shoot the lit clue arrows until the magnifying-glass count fills. Shoot any optional lit Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move. shots, then return to the Mystery Machine before the timer ends to unmask the villain.
Start Mystery Machine Multiball
Rip either spinner until a lock lights at the Mystery Machine, then shoot the Mystery Machine to lock a ball. Repeat for three locks; the third lock starts Mystery Machine Multiball.
Alternative route: Scooby Snack Multiball
This two-ball Multiball can run with Cases and every other feature.
- Clear either drop-target bank to light three Scooby Snacks. Shoot the lit character-orbit and spinner Snack shots. After four Snacks, shoot the exposed left VUK behind the drop banks for the first apron lock.
- Collect five more Snacks, reach the upper playfield, and shoot its middle orbit for the second apron lock. The second lock starts Scooby Snack Multiball.
Need to know
- Scooby Snacks
- Drop-bank completions light Snacks that advance Bravery, Scooby Snack Multiball, Mystery Machine progress, Bonus X, and end-of-ball bonus.
- Cases
- Collect the required white investigation shots, start the Case at the Mystery Machine, collect clues, make Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move. shots, then return to the Mystery Machine to unmask the villain.
- Scooby Snack Multiball
- Collect enough Snacks, lock one ball in each apron, then shoot lit Snacks for jackpots and an apron lock for a Super Jackpot and relight.
Scooby-Doo lets Scooby Snack Multiball run with a Case while its Snack Jackpots refill the Case's Bravery timer and scoring multiplier. Choose Velma, collect three white investigation shots, and start the first Case at the Mystery Machine before taking the second apron lock. During the stack, collect clues and Snacks, make the Case's trap shots, return to the Mystery Machine to unmask the villain, and shoot either apron lock for the Scooby Snack Super Jackpot and Snack relight.
The goal
Choose Velma, collect three white investigation shots, and start the first Case at the Mystery Machine before taking the second apron lock.During Scooby Snack Multiball, Snack Jackpots refill Bravery, and either apron lock scores the Super Jackpot and relights every Snack.
- Choose Velma before plunging for easier Case starts.
Choose Velma before plunging for easier Case starts.
- Velma makes Cases easier to start. Scooby begins each ball with Ruh-Roh Save lit. Fred makes Mystery Machine Multiball easier to start.
- Select the drop-target skill shot with the flippers, then complete it to spawn four Scooby Snacks.
Select the drop-target skill shot with the flippers, then…
- The other skill-shot choices raise the Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move. Door or fully tier up the selected character orbit.
- Clear either drop-target bank to light three Snacks, then collect the lit Snacks at the character orbits and spinners.
- After four Snacks, use the exposed VUK behind the drop banks for the left apron lock. Rebuild the Snack requirement, then reach the upper playfield and shoot its middle orbit for the right apron lock.
After four Snacks, use the exposed VUK behind the drop ba…
- The first apron lock needs four Snacks. Each later lock in the game needs one more, up to twelve.
- Before taking the second apron lock, collect the required white investigation shots and start the chosen Case at the Mystery Machine.
- Start Scooby Snack Multiball with the second apron lock while the Case is active.
- During the stack, collect the Case's clue shots and the lit Snacks. Make the required Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move. shots, then shoot the Mystery Machine to unmask the villain.
During the stack, collect the Case's clue shots and the l…
- Scooby Snacks remain lit after collection while Scooby Snack Multiball is stacked with another feature. The Snacks refill Bravery during the Case.
- Shoot an apron lock for the Scooby Snack Super Jackpot. This also relights all Snacks for another jackpot cycle.
Builds toward: Three wizard-mode routes
- Start all seven Cases to qualify Would've Gotten Away With It at the Mystery Machine.
- Start all five Character Modes to qualify The Gang's All Here.
- Collect 100 Scooby Snacks and shoot behind the drop targets to start Scooby-Doo Where Are You!
Pro / Premium differences
- Standard, Blood Sucker, and Collector's editionsPro: The Standard Edition has the complete widebody playfield, upper playfield, dual apron locks, Mystery Machine lock, secret passage, and shared rules.Premium / LE: Blood Sucker and Collector's editions add trim, lighting, art, sculpts, shaker, or topper equipment. The main Case and multiball rules remain shared.
- Optional Bookcase TopperPro: A game without the optional Bookcase Topper does not have the topper's Ghost of Elias Kingston feature.Premium / LE: A game with the topper can qualify Ghost of Elias Kingston from rapid center-ramp shots and start it at the Secret Passage.