Proto:Scooby-Doo! Night of 100 Frights
This page details one or more prototype versions of Scooby-Doo! Night of 100 Frights.
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
This prototype is dated a year and a half before release and it shares nothing in common with the game that was eventually released for the PlayStation 2, GameCube, and Xbox. It has level concepts that share similarities to what was released, but nothing concrete apart from the name and Heavy Iron Studios being the developer.
- The prototype is dated Oct 26 2000, 22:49:56.
- The collision often goes out of sync with the FMVs that play in the background of levels, which can lead to crashes.
- Voice acting is, mostly present. Cutscenes are in various states of completion with many animation errors present.
- The game is unbeatable.
- The file SC16.STR does not seem to work properly. Its file size is much smaller than the other cutscenes at 846kb. It seems to contain audio files but they're all a second long and don't work.
- What would presumably be the file SC33.STR is not present in the game, the same goes for SC37.STR.
This isn't a level, but rather the pause menu, UI, and items.
A placeholder video that would play when a cutscene can't be found. Used in the theater on the Main Street level.
There are two versions of the intro video inside of the MOV folder. The video above is a comparison of them.
Only five levels are playable in the game. However, more levels were planned as the cutscenes feature locations not in the game. For instance the Wax Museum, which is unfortunate because the level is key to finding the culprit.
Contains the order in which the levels are intended to be played.
An Old Mining Town known as AA00 internally.
Eniemies Featured in the Level
Another enemy in the level is the Aztec Statue Monster's partner, the Ghost of King Katazuma (both of which were featured in the Scooby-Doo Show episode, "The Fiesta Host is An Aztec Ghost"), but due to not having a portrait, the game grabs a portion of an unused Scooby-Doo texture.
The Mystic Manor known as AD00 internally. This location ended up being completely reused in the final version, but as the game's hub world, with the only difference being the gazebo hitting the cutting room floor. However, it was going to be used at one point, as shown by concept art that can be unlocked in the Monster Gallery.
Wolf's End Lodge known as AG00 internally.
Frightland Amusement Park known as AJ00 internally. Has major desync issues with the hitboxes and level appears to be heavily unfinished and will crash shorty after Gameplay begins.
Mainstreet/The Secret Lab level, known as AM00 internally. This is the base of The Phantom (the prototype's version of the Mastermind). He converted television studio Woop TV into a Lab. It features the Flower, which is the only item that can be obtained normally.
These are fully animated cutscenes done by Media Vision Animation and the storyboards for them were done in house at Hanna-Barbera. Here demonstrates a small selection of the cutscenes. There's over 50 of them in total.
Found at 0x4FD34 in the executable.
Scooby Doo! Night of 100 Frights(c) 2000 Heavy Iron Studios Confidential -- internal use only PSX build: Oct 26 2000, 22:49:56
The Scooby-Doo series
|ZX Spectrum||Castle Mystery|
|PlayStation||Cyber Chase (Demo) • Night of 100 Frights (Prototype)|
|Nintendo 64||Classic Creep Capers|
|Game Boy Color||Classic Creep Capers|
|Game Boy Advance||Cyber Chase • Scooby-Doo • Unmasked|
|PlayStation 2, GameCube, Xbox||Night of 100 Frights • Mystery Mayhem • Unmasked|
|Adobe Flash||Castle Hassle • Monster Sandwich • 1000 Graveyard Dash|
|Plug & Play||Mystery of the Castle • Pirate's Puzzles|
|PlayStation Portable||Who's Watching Who?|