Scooby Doo! Classic Creep Capers | |
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Developer(s) | Terraglyph Interactive Studios (N64) Digital Eclipse Software (GBC) |
Publisher(s) | THQ |
Platform(s) | Nintendo 64, Game Boy Color |
Release date(s) | Nintendo 64
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Genre(s) | Platformer |
Mode(s) | Single player |
Rating(s) | ESRB: Everyone (E) ELSPA: 3+ |
Scooby Doo! Classic Creep Capers is a platform game for Nintendo 64 and Game Boy Color , based on the Hanna-Barbera cartoon Scooby Doo. It was released in 2000. Each room, or sometimes different sections of the same room, are presented as unmoving camera shots which the player moves through.
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The game follows Shaggy and Scooby as they find clues and trap pieces to complete the levels. Velma, Fred, and Daphne assist them.
When Shaggy is scared enough times, he leaves the area and the player must restart. The fright can come from simple things such as the opening of a mummy's case or complex dangers such a moving dinosaur display hitting the player. 'Courage' can be restored by finding food to eat in a cafeteria or in Scooby Snacks lying on the ground.[1]
A familiarity with the television show helps the player, as in one instance, the player must hide inside a two-dimensional painting to escape a villain.
Villains are Black Knight, Snow Ghost, The Witch Doctor, and the game exclusive Ghoul King.
The Game Boy Color version features the gang trying to solve the case of the ghost of Dr. Jekyll. The player controls all members of the gang. The Mystery Machine had run out of gas in front of the Jekyll Mansion. The gang goes through each area of the mansion and the lab. The player must pick up items for later use, such as a stool, a sausage, and a book with the code to get into the lab. The gang, except Shaggy and Scooby, investigates the mansion to look for clues. When Fred and Daphne see the ghost walk through a door, they go in to investigate. The ghost has vanished and Daphne is curious about a device called a "Tele-Pot," a teleporting toilet. Daphne disappears and is captured by Dr. Jekyll. Fred is worried and Velma studies the symbols in the house with the help of a book she found. She opens the door using a code from the book. Fred goes in to find Daphne and Velma decides to return the book. Fred is captured by robot guards that look like Shaggy and is locked away. He thinks Shaggy has gone mad and has mutinied. Shaggy and Scooby are hungry and go inside to look for food. They find a wall of cheese. They eat it and find a way to fix the levers for the library. Shaggy and Scooby go to the lab and find the robot guards. They search for items needed to make a disguise. They succeed, shut down one of the guards, and sabotage Mr. Hyde's experiment on Daphne. Shaggy and Scooby save Fred and help save Daphne. When the members of the gang are reunited, Fred makes a plan to trap the ghost. Velma rigs the clock to chime and then the ghost appears and chases Shaggy and Scooby. When Velma sees Shaggy and Scooby run to the ballroom, she throws a towel to the laundry room to signal Fred to hit the breaker and turn off the power. With the power out the ghost slips, and is caught in a net. The ghost is revealed to be Dr. Jekyll, stealing jewelry to finance his projects. He originally used cheese to power his robot staff, until Helga, his maid, discovered him. He then used a Tesla coil to power his staff. Shaggy finds gas for the Mystery Machine, and the gang sends Jekyll to jail and head home.
IGN gave Scooby Doo! Classic Creep Capers a poor 4.8 out of 10 overall. The sound was criticized for a lack of authentic voice-overs and the graphics were blurry on the low resolution screen.[2]