Scooby-Doo: Night of 100 Frights Unreleased Game Prototype

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10.9.2021 Update!

Friend of the site and fellow Discord user Baby Gabe has been making incredible progress in uncovering everything the Scooby-Doo Prototype has to offer, including discovering which monsters are present, available items and their locations, paths once unseen, and more. We’ve been brainstorming ways to keep uncovering secrets and the like. You can view Gabe’s document here:
Scooby Doo Prototype Progress

You can view his YouTube Channel here.

The doc links back to here and opens in a new window, so you can compare notes.

Discussion

Today in the unreleased archives comes an incredibly wonderful treat – and yes, that treat is a Scooby Snack. Game-Rave.com is proud to bring you a look into a game that quite literally only existed in a press release, until now. 

Scooby Doo: Night of 100 Frights is commonly known as a PlayStation 2, Xbox, and GameCube release. However, none of that was even in the plans for the game at its initial reveal. If we go back to January 26, 2000 – THQ was extremely pleased with their licensing deal from Warner Bros. Interactive. The then 3-year deal would provide games published to and I quote “leading console platforms including those manufactured by Sony, Sega, and Nintendo.” 

The initial offering was supposed to be released later that year in the fall of 2000, on the PlayStation, Nintendo 64, and Game Boy Color. Two of those three platforms were met – with Nintendo’s consoles getting Scooby Doo: Classic Creep Capers just in time for Christmas. With the PlayStation however, Scooby was nowhere to be found. With a single mention of the game’s subtitle Night of 100 Frights on THQ’s website, the link led to a public-facing empty page with a promise of something coming soon. Quietly removed from the site, it would be two years before Night of 100 Frights would resurface in the news cycle as a then next-generation software. With no mention of the original PlayStation to be found, it faded into the shadows.

And so begins the journey into the unreleased original vision of the game. 

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With no title screen to get stuck on, Scooby Doo drops you into the opening cinematic of the game where the premise is laid out in full. A famous TV show host named Scoop Spalding wants to bring his kind of fame and notoriety to everyone’s favorite great Dane. In the middle of the conversation, a projection appears before the team. If they can’t survive locating 12 keys while dodging their previous ghostly encounters – the show and the host are done for. 

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With the set-up out of the way, you’re brought to the map screen. The first area is the mining village. Another cinema is presented to explain the area, and then it’s literally off to the races. Night of 100 Frights is a Full Motion Video game in that the background is a constantly moving video clip, like Sewer Shark from the Sega CD and 3DO days. At various points in the map, players will be able to choose if they want to go left or right into a branching path, with multiple paths available. 

These alternate paths are also video clips, but it’s the transition that makes it impressive. Like Sewer Shark, there’s only a momentary blip before your choice is activated, providing a fairly seamless presentation. Before I cover stages, let’s discuss the other ingenious development in the game; its controls. 

If Scooby-Doo and Shaggy are controlled by a single player, they’ll manipulate both of them at the same time. The directional pad moves the duo left, and right, towards the screen and away from it. L2 and R2 will rotate the team as they run, allowing players to line them up single file in tight quarters. It also helps to switch sides so that the other character can gobble up a food power-up if they’re low on health. 

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The Cross Button will make Scooby jump, while Square activates Shaggy’s leap. The triangle button will have one character leap into the other’s arms, becoming a single entity. This not only helps in tight situations but will allow both characters to split health pick-ups. If one of the two runs out of said health, they’ll automatically leap into the other’s arms. Whoever is in front will leap into the other’s arms behind them.

As the two run through the game areas, they will need to jump and dodge tables, fences, and chairs, and even hop in and out of windows. All in the name of escaping their ghoulish enemies found throughout the stages. The game can be played with two players, where each controls one of the two, but it’s more interesting in single-player mode. 

With level progression, the game is incomplete but the main concept can be extracted from the available gameplay. To explain, let’s get back to our first mining level. The user interface is also incomplete, but here’s what we’re working with. The color bars are Scooby and Shaggy’s health. The top center circles remain empty but were intended for found items. A single bouquet can be found on Level 5. It’s theorized these would have acted as the physical clues needed to acquire the keys. 

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The bottom display’s left side is an unknown entity, possibly a key counter or number of lives left. The rest of the HUD can be more easily sorted. At any given time, up to three enemies on screen can be chasing the heroes. When their square is populated, a yellow arrow shows how close they are to catching up and ending the player’s chances. If you can avoid them for long enough and make it back to the Mystery Machine, your friends will capture them or scare them off. 

One can gather this from their numbers being reduced and them disappearing from the ether. Sadly, there’s no animation or anything for that matter to allude to the actual events. The Mystery Machine itself isn’t even finalized in its model or location. Or even clipping.

Successfully lapping the world will also change the featured enemy in the bottom right image. Oddly enough, either villain portraits weren’t finalized, or some of the level item icons snuck their way in. Sometimes you’ll see what looks like a bone or a magnet sitting in the frame, and not an actual bad guy. 

The assumed 100 villains that would have been featured in the game don’t seem to have a pattern to their appearance. In recording the various B-roll footage, at least 3 to 4 different monsters could appear in the same location. Logic would dictate that there should have been a set number of enemies per level, but they may have been randomized on each play-through. A move like that would allow a small bit of variety since players would need to keep playing through the same loop to find all the needed items and avoid all possible enemies.

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Sadly, there’s no soundtrack or even sound effects anywhere in the prototype. What is available are rough cuts of the voice recordings for the animation intermissions. Scooby is missing several lines, while the gang is at varying level gains. With the animation mistakes cataloged on the Game-Rave.com Trivia page, it’s clear they were still mapping out and fine-tuning the theatrics.

Due to the unstableness of the prototype, sadly anything can cause it to crash at a moment’s notice. Several of the more obscure path choices will always crash the game, while Stage 4’s Frightland Park sadly appears to be permanently broken. Despite there being only three enemy slots tracked, in one run I swear to you about 5 of them were on screen, making it even harder to see progression.

Woefully, the very thing that makes the game interesting is what also probably caused it to be canceled; its ambition. With the game’s premise not even realized this far into the development cycle – that being the keys – it was clear there was already too much to worry about. 

A lone Clue Scroll specifically mentions a Snow Ghost character, which seems out of place in a game where it’s random monsters chasing you. Boss fights would have been possible, but unlikely. Add that to a clear lack of in-game items and the amount of development time still to tackle begins to come into clear focus.

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The biggest killer though is the full-motion video itself. For the gimmick to work, an invisible layer of hitboxes has to be drawn over the full motion video and remain perfectly in sync, with both then needing to be in step with on-screen item reveals. 

In playing the prototype for well over a week, it’s abundantly clear that this was the ultimate downfall of the game’s chances. Multiple times Scooby and Shaggy would trip over nothing, meaning hitboxes were in the wrong locations. Or the world would suddenly stop moving, but items wouldn’t, causing the game to crash. This is all before the proper mapping of the enemy characters, who pay no mind to anything physically present in the world. Too often the game just ends because the bad guy just appears and touches you.

So after a healthy 20 or so hours with the prototype, the question that must always be asked is, “Did we lose something of value?” If I’m being brutally honest, it wasn’t an obvious answer at first, but once several of the gameplay elements were finally realized, I can say the answer is a definite, “Yes.”

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Scooby’s original incarnation at first glance is a sloppy mish-mosh of the then generally loathed Full Motion Video genre tied to some fairly poor visual pairing of polygon characters and items. But each time I made it around the track once more or discovered a new path or even hidden animations buried in the level, the game started to find its footing.

The game isn’t an action or adventure game – it’s a racing game with resource management. Your health is constantly decreasing in a world where power-ups won’t reappear after a few laps. If one of the two should lose all their health, the other must carry the team to success. It would have been a narrow victory in the retail world, but it did deserve a chance.

While you’re waiting for the file to download, check out the prototype’s page on game-rave.com. I’ve archived over 100 screenshots, two pages of trivia, the game’s original press release, and more for your enjoyment. 

A huge special thanks to everyone involved with this video. I’m always honored and humbled at being able to present these new finds to the world. 

 

Download the prototype here: https://archive.org/details/scooby-doo-night-of-100-frights-usa-proto

 

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