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Scooby-Doo! Night of 100 Frights
North American PS2 cover art
Developer(s) Heavy Iron Studios
Publisher(s) THQ
Designer Designer Missing
Engine RenderWare
status Status Missing
Release date PlayStation 2
May 20, 2002 (NA)
August 16, 2002 (PAL)
GameCube
September 16, 2002 (NA)
November 22, 2002 (PAL)
Xbox
August 27, 2003 (NA)
Genre Platform
Mode(s) Single-player
Age rating(s) ELSPA: 3+
ESRB: E
PEGI: 3+
Platform(s) GameCube, PlayStation 2, Xbox
Arcade system Arcade System Missing
Media DVD, Nintendo optical disc
Input Inputs Missing
Requirements Requirements Missing
Credits | Soundtrack | Codes | Walkthrough

Scooby-Doo! Night of 100 Frights is a third person Adventure video game with action elements that was developed by Heavy Iron Studios and published by THQ for the PlayStation 2, GameCube and Xbox consoles. The game was first released on May 20, 2002 in North America and was released later that year in other regions. It is the first Scooby-Doo! video game title to come to sixth generation consoles. The game became a Greatest Hits title in 2003.[1] The game had a follow up titled Scooby Doo: Mystery Mayhem.

The game puts players in the control of Scooby, and the story revolves around Scooby searching for the rest of the gang around a spooky mansion after they were kidnapped by the eccentric "Mastermind". The game has twelve levels, ranging from Graveyards and Secret labs from Fishing villages and Haunted Maze's.

The game opened to mixed reviews from critics, mainly criticizing the games simplicity, although its massive environment staying true to the Scooby-Doo! universe was praised by critics and fans alike. Fans of the original show loved the game, feeling it was compensation for the N64 game released in 2000.

Gameplay

Night of 100 frights is primarily a third-person game with action elements. The player controls the title character Scooby-Doo. The primary goal of the game is to hunt for the gang after they go missing at the mysterious Mystic Manor. Scooby has several abilities in the game as well as zany inventions he finds on the grounds of the mansion to aid him in his search. These items include suction cups that allow him to walk on walls, and springs that allow him to jump to great heights.

File:Ghost scene scooby VG.jpg

The game recreates iconic scenes from the original show.

The game's combat system allows the character to block, counter-attack, and perform attacks to fend off enemies that are encountered. Various villains from the original Scooby Doo! show are met throughout the game. Scooby's health bar goes down when a Villain or something else scares Scooby, and it can only be restored by various food items (such as double-decker sandwiches and icecream) that can be obtained throughout the game.

"Monster Tokens" are large circles that have a picture of a Scooby-Doo! villain on them, if the player collects the certain coin, the Villain will be able to be viewed in a room in Mystic Manor, where trivia about the certain villain is given. The professor's inventions aid Scooby throughout the game, and are obtained at various levels. Once obtained, Scooby can go back to a certain area that was not able to be entered before the invention was obtained. There are "Warp gates", which are machines that teleport Scooby throughout various levels, which helps him tremendously. The Boss fights consist of major Scooby-Doo! Villains, such as Red-beard or the Black Knight. Various secret passages are scattered throughout the game, as well as trap doors. Outside levels also have various obstacles, such as collapsing stair cases and mud-slides.

Scooby must also collect all of the "Scooby Snack" treats scattered throughout the game[2] in order to open "Snack gates" that open almost every door. Although its optional to collect all of the snacks, bonus content is unlocked if the player does so. As the game progresses the Snack Gates demand more Scooby Snacks. The voice acting is complemented by sound effects taken straight from the cartoon, including a laugh track that reacts to Scooby's onscreen actions.[3]

Synposis

Setting

The game stays true to the original show, with Scooby and the gang being called away to solve a mystery. Recreating the classic Scooby-Doo formula, a ghost/monster is terrorizing the locals of a town, and its up to the Scooby gang to solve the mystery. An eccentric villain known as "The Mastermind" kidnaps the gang, and Scooby must venture through Graveyards, Lighthouses, and secret passages in an effort to solve the mystery and find his friends. Scooby must explore the Manor, Haunted Hills, Graveyards, Fishing village's, and Hedgemaze's throughout the course of the game. The game takes place during the night/ the wee hours of the morning.

The Manor has hundreds of rooms- Kitchens, Secret Labs, Bedrooms, etc. Scooby must explore them all in order to find the rest of the gang. He also explores Graveyards, Haunted Hills, and abandoned factories.[4]

Plot

Daphne's friend Holly Grahm calls the gang to the mysterious "Mystic Manor" to solve her uncle's disappearance. He was a famous inventor who mysteriously vanished before he could reveal his new top-secret invention. Daphne, Fred and Velma agree to help but Scooby-Doo and Shaggy are reluctant. While the rest go into the mysterious Manor, Shaggy falls down a trap door in the floor, leaving Scooby alone outside. While searching the Manor, Scooby finds Holly locked in a hallway who claims to have been attacked by "The Mastermind". Scooby must find his friends while fighting old foes that the Mastermind has resurrected, such as the Tar Monster, The Fun-land robot, and the Zombie.

Scooby first returns to the courtyard outside the manor, where a mysterious grounds keeper (None other than Don Knotts) gives him a shovel that enables him to dig up a key to enter the nearby fishing village. Upon exploring the village, Scooby finds the Professor's spring invention, which enables him to jump higher and farther. Scooby use's the spring to gain access to the graveyard. Scooby explores the graveyard through many levels, until he finds the "Helmet" invention, which allows him to smash through doors & kill Villains. Scooby encounters Shaggy in the graveyard, but Shaggy is taken away again by a runaway tractor.

File:The mastermind.jpg

The Mastermind, voiced by Tim Curry.

Back in the manor, Scooby uses the helmet to break through cobwebs & doors, barring further into Mystic Manor. After many levels, he fights his way out of the Manor to the balconies. Scooby continues out of the balconies and onto the rooftops, where he confronts the Mastermind, who reveals that he not only kidnapped Holly's uncle, but the rest of Mystery Inc. as well. He then reveals that he has Velma, who is trapped in a cage next to the tower that is guarded by The Black Knight Ghost. The Mastermind disappears, leaving Scooby to defeat his old nemesis. Once the Black Knight is defeated, Scooby releases Velma and the two talk about how the Mastermind has brought back all of their old adversaries. Velma also realizes she has lost her glasses, and when she finds them and puts them back on, all she sees is "The Creeper". She runs away, and Scooby, alone, ponders how she saw The Creeper as there was nothing there.

Scooby gains the professor's galoshes after Velma ran into an "Invention crate" which had a TV inside that plays a video about the "Sticky Boots", which enable to walk across sticky surfaces. Galoshes in hand, Scooby returns to the fishing village and proceeds through an abandoned cannery haunted by sea creatures. He then faces a crossroad: proceed through the fishing village or go to the light house. By choosing the light house, Scooby eventually obtains the super smash, which allows him to open gates and defeat monsters. Also, via a secret passage near the lighthouse, Scooby gains the plunger invention, which allows him to go up and down slippery surfaces.

Blocking his way from proceeding in the lighthouse is a huge shipwreck, The groundskeeper proclaims it is out of reach unless Scooby can fly. Scooby returns to the graveyard where he ventures into the sea-side cliffs. When he gets to the end, the Mastermind is shown kidnapping Daphne. Scooby rescues her, but their getaway is delayed by the Mastermind's summoning of the "Green Ghost". Daphne and Scooby manage to suck it into a coffin, and then Scooby explains the situation to her and that the area is filled with ghosts. Daphne says to him that there is no such thing as ghosts, but suddenly a witch appears, scares them, and disappears through a wall. Holly appears from behind a tree and shows Scooby and Daphne a box of the professor's useless inventions and mentions her uncle's secret lab,which Scooby keeps in mind. Scooby finds an umbrella in the box,and Holly tells him that it is one of her uncle's more useful inventions. Before he can celebrate, Daphne sits on a headstone, causing the slab of stone she and Holly are standing on to flip over, and they both fall down a hole, leaving Scooby alone in the graveyard.

But undaunted, Scooby goes on to the shipwrecks. There, Scooby reaches a pirate ship where he is greeted by Fred-and the Mastermind, who summons Redbeard's ghost for yet another boss battle. Scooby defeats Redbeard using Redbeard's own sword to cut loose a treasure chest that falls on the fiend's head. Fred and Scooby begin a conversation, but are interrupted by Velma, still seeing Creepers. Fred notices that her lenses in her glasses have creepers imprinted on them. Curious, Fred and Velma head to the secret lab, while Shaggy, who just arrived, is hungry. He and Scooby stuff themselves with food. Also found is bubble gum machine, which will help stick monsters in place so Scooby can bounce off their heads. Shaggy is scared off by a ghost diver, so Scooby decides to go back to the secret passageway he saw earlier in hopes that it will lead to the secret lab.

The tunnel leads under the Manor. After a bit of exploration, Scooby goes through many strange rooms until he reaches a pool of acid, as well as Holly and the gang. They tell him the Mastermind has been using holograms the whole time- thus the recreated monsters and the creepers on Velma's glasses. Fred devises a plan, but needs Scooby to distract the Mastermind so that it will succeed. Scooby reluctantly agrees after being offered a box of Scooby Snacks. He confronts the Mastermind, who sends waves of space kooks and robots after him. While Scooby fights them, the gang use's the hologram devise to create images of themselves where the Mastermind is busy with Scooby; high above the battlefield on a ledge. They scare him so badly that he jumps off his platform and on to the battlefield, where Scooby defeats him by pushing him into an electric current. The Mastermind is then sucked through a hose into the floor.

Back in the Manor, they unmask the Mastermind. Shaggy suggests that it is the groundskeeper, but Groundskeeper Knotts walks in the door and scolds him for always suspecting the Groundskeeper. After the Groundskeeper leaves, Fred unmasks the Mastermind, and its the professor himself. Velma, confused, says that the clues don't add up. "It seems to me someone is playing a trick- a trick of the light!" she announces. She holds her glasses up to a mirror to reveal Holly working the controls of a machine behind a wall. Shaggy is puzzled, as Holly is standing right next to him. He reaches for her, but when his arm goes through her, the gang realizes that Holly is a hologram -the real Holly was the Mastermind all along. Holly was in the Mastermind costume the entire time- she used one of the Professor's inventions to get back to the Mansion from the Secret Lab and put the Professor into the costume. Fred and Velma ask why Holly would know so much about their old cases- Holly reveals she is an avid follower of their work, so it was fairly simple to recreate all of their old foe's. Holly admits that she wanted Mystery Inc. to come, arrest her uncle as the Mastermind, and leave so she could take the credit for his hologram machine and become rich. Scooby & the gang successfully close another case.

Devolopment

With the announcement of the live action film, THQ felt it was the right time to release another Scooby-Doo! video-game.[5] THQ commissioned their small division, Heavy Iron Studios to create what became 100 Frights. One of the very first things that was decided was that Scrappy-Doo would NOT appear in the game[6] Heavy Iron also decided to get as many of the original voice actors as possible.

Heavy Iron tried to tackle the difficult task of creating a game that appealed to children as well as adults; mainly old fans. Scooby's facial features were done with an entirely different anamation package, as Scooby ventures throughout the game, his actions feature an emotional reaction on his face—sadness, pride, etc.[7] Heavy Iron wanted to stay as true to the show as possible, so they added a Laugh track, as well as music and sound-effects taken direcrtly from the original show. [8] The designers wanted to give the game the same "grainy, washed-out look" that the original show had.[9]

Power-ups/Inventions

Scooby must collect all of the professors inventions to progress farther into the game.

Map-after opening the very first snack gate in front of the Mystic Manor, Scooby enters the haunted house and finds Holly behind a door, who gives him a map of the areas.

Shovel-after obtaining the map from Holly in the manor and returning to the courtyard, Scooby must talk to Don Knotts, who will give him a shovel.

Double-Jump Springs-At the end of the Fishing Village, Scooby finds this invention inside a mini-lighthouse, which allows him to jump higher and farther, and get the too-high-to-reach key to the hedge maze.

Football Helmet- On the top of the hill in the hedge maze, Scooby finds a helmet that allows him to charge through spider webs or walls, or defeat recurring enemies. He uses this to progress through Mystic Manor by smashing the spider webs blocking his way.

Anti-Stick Galoshes-Appearing in the professor's box of inventions that is knocked over by Velma after Scooby defeats the Black Knight, these yellow boots let Scooby run, jump, and use the football helmet in the sticky black tar. In the professor's video, he mentions that they are banana flavored.

Lightning Smash Powerup-When Scooby breaks the light at the top of the lighthouse, he will find this power up, which allows him to smash on the ground after doing a jump in the air, which can break floor, press buttons, or defeat enemies. Later on in the sea cliffs area, he will find an advanced power up based on the lightning smash, called the thunder smash. This allows him to do a smash that will stun all nearby enemies when he performs the move.

Umbrella-A very useful invention, the umbrella, found when Scooby defeats the Green Ghost, lets him float in the air after doing a double jump, which allows him to cross large chasms or ride updrafts (or "sidedrafts").

Bubblegum-After defeating Redbeard's Ghost in the shipwrecks, Shaggy finds a bubblegum invention for Scooby that lets him spit wads of the gum that will stop enemies in their tracks, letting him bounce off of them.

Soap Bubbles-Found in the basement of Mystic Manor, these inventions, similar to the bubblegum, trap an enemy in a bubble of soap. They are more useful then the bubblegum because they will keep an enemy still wherever it is, even in the air, while the gum wads would make it fall and stick to the ground. Instead of bouncing off of the enemy, Scooby will simply walk on top of the bubble to his advantage or disadvantage. However, the gum wads last longer than the bubble.

Plunger- Proffosser Grahms plunger invention allows Scooby to walk on 90 degree angels without falling.

Monsters

Certain villains from Scooby's past appear in this game, such as:

Boss Monsters

  • The Mastermind - The Main Villain who is the one who brought back all the old enemies. He is Scooby Doo's arch enemy. The main antagonist of the series.
  • The Black Knight Ghost (Scooby-Doo, Where are You!, What a Night for a Knight) - A ghost that haunts a suit of armor, he guards Velma in a cage.
  • The Ghost of Redbeard (Scooby Doo, Where Are You, Go Away Ghost Ship) - The Ghost of an old pirate, who is summoned by the Mastermind to guard Fred from Scooby.
  • The Green Ghost (Phantom Shadow) (Scooby Doo, Where are You, A Night of Fright is No Delight) - A ghost, who is summoned by the Mastermind to attack Daphne and Scooby. Although he resembles the Phantom Shadow from one of the Scooby Doo, Where Are You! episodes, the Monster Gallery mentions it being from the later series, A Pup Named Scooby Doo, in the first episode, "A Bicycle Built For Boo."

Common Enemies

  • The Ghost (The Phantom of Vázquez Castle) (Scooby-Doo, Where Are You!: Hassle in the Castle)

The ghost is one of the only villains that cannot be killed, it can only be stalled by the "bubblegum" & "soap box" inventions. The ghost is also one of the only villains who can't talk, but simply moans. It appears in the Mansion and the Graveyard. Also appears in the Redbeard boss battle.

  • Ghost Diver (Captain Cutler's Ghost) (Scooby-Doo, Where are You!: A Clue for Scooby Doo)

The ghost diver can be killed by any one of Scooby's inventions, and he appears in the Sea-side levels. He simply moans, rather than talks.

  • The Ghost of Captain Moody (The New Scooby Doo Movies: Guess Who's Knott Coming to Dinner)

Moody's Ghost appears only in the Sea Side and Secret Lab/Secret Passageway levels, but unlike the other ghost, he talks, saying things like "Beware!" and "I'm coming for you!". Also appears in the Redbeard boss battle.

  • The Creeper (Scooby-Doo, Where Are You!: Jeepers, It's the Creeper)!

The Creeper is one of the bigger villains, as he needs to be hit numerous times in order to be killed. As in the original cartoon, he only grunts "Creeper!". The Creeper appears only in the Mansion and the Secret Passageway levels.

  • The Space Kook (Scooby-Doo, Where Are You!: Spooky Space Kook)

The Space Kook only appears in the Secret Lab/Secret Passageway levels. He is one of the only villains who cant be officially killed by regenerating after dying.

  • The Gargoyle

The Gargoyle appears in the Mansion and the Sea Cliff levels, and he can fly and breathe fire. Rather than talking, he laughs menacingly.

  • The Wolfman (Scooby-Doo, Where are You, A Gaggle of Galloping Ghosts) - The Game mentions him being from the episode "Who's Afraid of the Big Bad Werewolf", but his design is taken from the Wolfman in "A Gaggle of Gappoling Ghosts".

The Wolfman appears in the Mansion and Hedgemaze, and he can only moan.

  • The Zombie (Scooby-Doo, Where are You!: Which Witch is Which)

The Zombie appears in the Hedgemaze and Mansion levels, and he can grunt and mutter sayings like "..I guess he isn't here.." and "ah-ha!".

  • The Headless Spectre (Scooby-Doo, Where are You!: Haunted Housed Hang-Up)

The Headless Spectre appears in the Mansion levels, and he can only grunt, despite being headless.

  • The Scarecrow (The New Scooby-Doo Movies: The Frickert Fracas)

The Scarecrow only appears in the Hedgemaze and the Greenhouse, and when he doesn't see Scooby, he can be heard humming. Many have said the Scarecrow is the most humorous of the villains, due to his humming & screaming.

  • The Witch Doctor (Scooby Doo, Where are You!: A Tiki Scare is No Fair)

The Witch Doctor appears in the Manor. He cannot speak, but he can shoot fireballs from his stick.

  • The Funland Robot (Charlie the Robot) (Scooby-Doo, Where Are You!: Foul Play in Funland)

The Robot appears in the Super Secret Lab levels, and he cannot speak, but he makes mechanical noises when he walks.

  • The Ghost of Geronimo (Scooby Doo, Where Are You!: Decoy for a Dognapper)

Geronimos ghost appears in the Manor, and when Scooby's presence is unknown to him, he is heard chanting some sort of spell. When Geronimo is killed, he exclaims "Geronimo!"

  • The Caveman (Scooby-Doo, Where Are You!: Scooby's Night With a Frozen Fright)

The Caveman appears in the Sea-Side and Sea Cliff levels, and he requires multiple hits in order to die. He is armed with a club and he cannot speak, but he can grunt.

  • The Swamp Witch (Scooby-Doo, Where are You!: Which Witch is Which)

The Witch is one of the very few villains to appear in every level of the game(expect the Secret Lab levels). She flies on a broomstick and casts spells, and she can also speak.

  • The Sea Monster (The Creepy Heap from the Deep) (The Scooby Doo Show, The Creepy Heap from the Deep)

The creature is female, and she requires multiple hits in order to die. She can speak. Appears only in the Sea-Side levels.

  • The Tar Monster (The Scooby Doo Show, The Tar Monster)

The Tar Monster appears in every level of the game, he can throw "tar balls" at Scooby but he cannot talk.

Songs

Songs can be heard during boss battles and can be toggled after collecting their token in the monster gallery. The songs are:

  • Black Knight After You
  • The Green Ghost
  • The Ghost of Redbeard
  • Night of 100 Frights aka, Who Are You, Mastermind
  • Scooby Doo, Where Are You? Techno Remix
  • Scooby Doo, Where Are You? Theme Song

Cast

  • Scott Innes as Scooby-Doo. Scooby is the only playable character in the game. He can Jump, Punch, Kick, and do other various things. Whenever Scooby does something humorous, a laugh track begins to play, much like in the original show. Scooby is very easily scared, things like spiders cause his health bar to go down.
  • Scott Innes as Shaggy Rogers. Shaggy aids Scooby throughout the game, and whenever he appears he is usually taken away by some sort of a Monster, or in some cases, he simply chooses not to go.
  • Frank Welker as Fred Jones. Fred is taken by the Ghost of Red Beard, and he is only seen during the beginning and closing video's, other than the boss fight with Red Beard. As in he original show, Fred unmasks the Villain.
  • B.J. Ward as Velma Dinkley. Velma is held captive in a cage by the Black Knight ghost, and she when she is released from the cage, she flees the scene, due to having an image of "The Creeper" imprinted on her glasses. She appears throughout the game fleeing from the non-existent Creeper. As in the original show, Velma makes the pieces of the puzzle fit, as she discovers who the Mastermind really is.
  • Grey DeLisle as Daphne Blake. Daphne is friends with Holly, and she is the reason they come to Mystic Manor in the first place. Daphne is kidnapped by The Green Ghost, and she helps Scooby destroy him. She scolds Scooby for believing in ghosts, but she is scared straight when a Witch appears out of nowhere. Daphne is disappointed when she discovers her friend was the Mastermind all along.
  • Grey DeLisle as Holly Graham. Holly calls the gang to her family estate, Mystic Manor, to solve the mystery of her uncle's disappearance. She appears seemingly out of nowhere throughout the game, helping Scooby. At the end, it is revealed she is the Mastermind, and she wanted to take credit for her uncle's machine and become rich. Her name is an obvious play on the word "Hologram", referencing how all of the villains are merely holograms.
  • Don Knotts as The Groundskeeper. The groundskeeper helps Scooby throughout the game, giving him some of the professor's inventions, and friendly tips. The groundskeeper appears all over the place; Scooby can pass him by and a few seconds pass him again. He usually scolds Scooby for no reason, exclaiming things like "Eat up all them Scooby Snacks!", and "There's is a monster in the way, SO WHAT?". At the end, when Fred suggests the Mastermind could be the Groundskeeper, the Groundskeeper scolds him for always thinking it is the Spooky Groundskeeper.
  • Tim Conway as Professor Alexander Graham. Professor Graham is only seen briefly during the scuffle with the Black Knight, and he appears during the end when he is unmasked as the Mastermind. Although he is one of the worlds most "brilliant scientests" he appears very dimwitted; for instance, when he is unmasked as the Mastermind, he asks "It was me?!". Although he is a praised inventor, he "invents" things such as "banana flavored shoes", and "underwater tennis rackets".
  • Tim Curry as The Mastermind. The mastermind is a very eccentric villain, proclaiming things like "There's nothing you can do to stop me!" and such, and he frequently talks in rhymes. He can appear and disappear at will, as well as float. He brought back all of Mystery Inc's old Villans back from the past & kidnapped the gang for seemingly no reason. At the end, it is revealed Holly is the Mastermind.

Crew

Original Music by

Sound Department

Visual Effects by

  • Scott Chiu

Other Crew

  • Matt Coohill game designer / Level Designer
  • Richard Dorton motion capture actor

Reception

 Reception
Awards
Entity Award
Sony "Greatest Hits Title, 2003" [16]

Night of 100 Frights was met with mixed to average reviews from critics. Critics disliked the game's simplicity, while praising the voice acting and the fact that it stays true to the Scooby-Doo! universe, featuring music and villains from the original episodes. However, many critics were not happy with the camera angles, calling them "awkward". Fans of the show were generally pleased with the game, considering previous Scooby-Doo! video games unsatisfactory.

References

External links

Template:Scooby-Doo Template:Heavy Iron Studios


nl:Scooby-Doo! Night of 100 Frights

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