Scooby-Doo! Night of 100 Frights

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Scooby-Doo! Night of 100 Frights
GameCube game cover
Developer(s) Heavy Iron Studios
Publisher(s) THQ
Release date(s) May 20, 2002 (NA) (PS2)
August 16, 2002 (EU) (PS2)
September 16, 2002 (NA) (GC)
August 27, 2003 (NA) (Xbox)
Genre(s) 3D platformer
Mode(s) Single player
Rating(s) ESRB: Everyone (E)
PEGI: 3+
Platform(s) GameCube, PlayStation 2, Xbox
Media DVD

Scooby-Doo! Night of 100 Frights is the first Scooby-Doo! video game title to come to sixth generation consoles. The game became a Greatest Hits title in 2003. The game's sequel is called Scooby-Doo! Mystery Mayhem.

In the game Scooby-Doo has to find his lost friends in twelve levels. Some of the levels are based in a creepy mansion, cave, graveyard,pier, fishing village, hedge maze, green house,shipwrecks, secert lab, wine cellar, rooftops and as well as over nearlly 100 rooms in the entire mansion. By collecting power-ups, special content can be unlocked.

Contents

[edit] Story

The story starts when Daphne's friend Holly needs help to find her Uncle. 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 hole and Scooby must find him. While searching the manor, he finds Holly in cupboard who claims to have been attacked by "The Mastermind". Scooby must find his friends while fighting old foes that the Mastermind has resurrected.

Scooby first returns to the courtyard outside the manor, where a mysterious groundskeeper gives him a shovel that enables him to dig up a key to a nearby fishing village. Upon exploring the village, Scooby finds the Professor's spring ivention, which enables him to jump higher and farther. Scooby returns to the courtyard and uses the springs to grab a key to the hedge maze that was previously out of reach. Scooby explores the maze through many levels, until he finds a helmet invention, that allows him to defeat monsters that are in his way; before he could only stun them. Also in sight is a button allowing entrance to the cliffs below, but Scoooby is unable to proceed without another invention. Back in the manor, Scooby can use the helmet to break through cobwebs barring further exploration of the strange house. He fights his way out of the manor to the balconies. Here, by luring a gargoyle off its platform, he can obtain armor, which allows him to sneak past monsters unnnoticed. Before, Scooby had a cruder version of this, the slippers and lampshade. 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. Velma is revealed dangling from a tower that is guarded by the black knight. The Mastermind disppears, leaving Scooby to defeat his old foe through the use of buttons and his helmet. Once the black knight is no more, 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 a creeper: ther was nothing there. Scooby gains the professor's galoshes for winning the fight, 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 button smash invention, 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 groundskeeeper proclaims it is out of reach unless Scooby can "float like a feather." Back at the hedge maze, Scooby uses the buttton smash and plunger in turn, to explore the cliffs. The cliffs come to an abrupt end when Scooby heads into a graveyard, the last leg of the hedge maze. When he finally reaches 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, as a reward, Holly appears and gives Scooby the umbrella, which will allow him to float through the air and reach the shipwrecks, and mentions her uncle's secret lab, which Scooby keeps in mind. Before he can celebrate, however, Daphne and Holly fall down a hole. 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 and a seemingly neverending amount of ghosts using his wits---using Redbeard's thrown 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, and Scooby stuff themselves with food. Also found is bubble gum, 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, where Scooby uses the bubble gum to stick a space kook in place and collect keys that allow him to find the laundry room, where the final invention is obtained---soap. With the soap, Scooby finds an entrance to the secret lab and traps two bats in soap bubbles, allowing him to reach the entrance. There, Scooby goes through many strange rooms until he reaches a vat 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 defeats them, the gang use the hologram devise to create images of themselves where the Mastermind is busy with Scooby, high above the battlefield, and scare him so badly that he jumps off his platform and on to the battlefield. Scooby defeats him by pushing him into an electric current while dodging robots.

When it is time to unmask the Mastermind, Shaggy suggests that it is the groundskeeper, but his theory is ruined when his suspect walks in the door. Fred unmasks him, and it turns out to be 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 and glanicng around gultily. Shaggy is puzzled, as Holly has been standing next to him the whole time. He reaches for her, but when his arm goes through her, the gang relaizes the Holly they have known was a hologram---the real Holly was the Mastermind all along. When she was caught, she used one of the professor's inventions to switch places with him, to make herslef look innocent. Fred and Velma note how only Holly would know so much about their old cases---she was an avid follower---to recreate the monsters they had faced. Holly admits that she wanted Mystery Inc. to come, arrest her uncle as the Mastermind, and leave. Then she could take the credit for his hologram machine and become rich, but Mystery Inc. had yet again foiled another villain's plan.

[edit] Monsters

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

  • The Black Knight (Boss monster)
  • Ghost
  • The Ghost of Captain Cutler
  • The Ghost of Captain Moody
  • The Creeper
  • Redbeard's Ghost (Boss Monster)
  • The Space Kook
  • The Wolfman
  • Zombie
  • The Headless Spectre
  • The Scarecrow
  • Howard Chiu, crazy Asian madman with Wok
  • The Green Ghost (Boss Monster)
  • The Tiki Witch Doctor
  • Charlie, the Funland Robot
  • The Ghost of Geronimo
  • Caveman
  • Witch
  • Sea monster
  • The Tar Monster

[edit] New Monster

The main villain in the game is The Mastermind who is one who brought back all the old enemies.

[edit] 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

[edit] Cast

[edit] Location and setting

  • The Mysic Manor and Smuggler's Cove are most likely located in a New England state, or a Mid Atlantic state. The game takes place from most likely 9 PM to 6 AM in early summer, June.

[edit] Crew

[edit] Original Music by

[edit] Sound Department

[edit] Visual Effects by

  • Scott Chiu

[edit] Other Crew

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

[edit] External links