Scooby-Doo! Night of 100 Frights
|Scooby-Doo! Night of 100 Frights|
Developer: Heavy Iron Studios
This game has unused animations.
This game has a prototype article
This game has a prerelease article
Scooby-Doo! Night of 100 Frights is a game based on the original 1960s Scooby-Doo! Where Are You TV series. To quote the game's internal description: "Help Scooby-Doo solve the mystery of who kidnapped the Mystery, Inc. Gang!". You play as Scooby as he hopes to defeat the Mastermind and rescue the Scooby gang. While Heavy Iron Studio's next game, Battle for Bikini Bottom, is considered the better game, Night of 100 Frights is appropriately charming, fun and accurate to its source material. The game was in development from April 2001 - April 2002. 
- 1 Sub-Pages
- 2 Unused Animations
- 3 Unused Areas
- 4 Unused Audio
- 5 Unused Debug Items
- 6 Unused Developer Text
- 7 Unused Enemies
- 8 Unused Functions
- 9 Unused Graphics
- 10 Unused Models
- 11 Sd2.ini
- 12 Unused Text
- 13 Version Differences
- 14 References
| Developer Oversights|
- csd_tonguerun_00.anm goes unused and is so far inaccessible, as the animation is actually enabled but won't activate during gameplay. Its animation table known as sdtongue.ATBL is in the same area as animations for the umbrella and football helmet meaning that the animation was used for a scrapped powerup. Most likely the hotsauce.
- csdrn_hotsauce.anm is a repurposed animation seen on the title screen. While originally it was going to be used for the hotsauce it's now only seen as Scooby's run animation on the title screen.
Alternative Entrance to Final Boss Room
Clamor in The Manor 1 Used to have a two way entrance to the final boss room, Mastermind Unmasked Part 2. However whatever caused the bookcase to open was removed at some point in development.
Boss Cutscene Level
S006, existing in both the NTSC GameCube and XBOX release, is accessible through hacking. You have to set S006 as the boot file in sd2.ini. You are loaded into the level the developers used to store the ending cutscene. Model assets, animations and textures exist in cin_11.CSN, however it's only possible to extract MODLs and ANIMs so far. Cutscenes in Night of 100 Frights are real time assets called CSNs, however due to developer constrains the only version that usually has real time cutscenes used is the PlayStation 2. S006 is an oddity because it neither exists in the PS2 release nor is used in the GameCube and Xbox releases.
Mystery Machine Menu
Mnu5.hip or the Mystery Machine menu is an used beta level last edited on 04/04/2002. The Mystery Machine in the hub level used to open up and you could access a 'Mystery Machine Menu' it would give you the option to save, enter the Monster Gallery, controller configuration and adjust sound settings. This level never made it far into development as most of these functions are unusable.  Reasons for its removal are speculative, it's suspected previous builds of the game neither had warp gates or Mystery Machine save points. And once these features were added this Mystery Machine menu was no longer needed.
|Groundskeeper_01||Oh yeah..nothing peps up a landscape like sharp pointy thorns. Really beauties ain't they?|
|Groundskeeper_02||Yep, did this all myself made the cover of haunted house and gardens for the past 10 years runnin'|
|Groundskeeper_10||Try double jumpin' ya dang idiot.|
|Groundskeeper_12||That crazy inventor has been burying boxes of his gag blasted gizmos all over the place, it's ruining my landscapin'|
|Groundskeeper_20||Don't bother me mutt I'm workin' here.|
|Groundskeeper_21||Blasted monsters! They're messing up my shrubs, get em outta there.|
|Groundskeeper_26||From little acorns come more nuts.|
|Groundskeeper_44||What are you doing? Hedging your bets? Get it? That's Groundskeeper humor you blasted idiot.|
|Groundskeeper_47a||Roses are red violets are blue, this place is haunted, boogedy boo!|
|Groundskeeper_47b||Alternate Take of: Roses are red violets are blue, this place is haunted, boogedy boo!|
|Holly_25||Oh, Scooby-Doo! I'm so glad I found you!|
|Holly_33||Of course, my wacky uncle's house is full of surprises and there's always trapped doors in any good mystery, right Scooby? Like pulling out one of these books or twisting one of these candle sticks.|
|shaggy_f003_11||That's OK Scoob, try again pal.|
Unused Debug Items
Mystery Machine Level Selector
There's a level select debug feature in the Mystery Machine hub level,you can select the start of every area from just in front of the fountain. The main menu (Mnu3.hip) was meant to also have this feature but the trigger was removed.
Unused Level PORTs
Destination = B001
Destination = C001
Destination = S001
Destination = W001
Destination = E001
Destination = F001
Destination = G001
Destination = I001
Destination = L001
Destination = O001
Destination = P001
Destination = R001
Unused Developer Text
- MNU3 PD SND MGR TXT is blank.
- PLACEHOLDER DEVELOPER TXT reads:
Scene Missing <Developer>
- PLACEHOLDER LICENSE TXT reads:
Scene Missing <License>
- PLACEHOLDER PUBLISHER TXT reads:
Scene Missing <Publisher>
- For whatever reason a Monster Gallery Selector exists within the menu but the text asset it shows is ON TXT.
PS2 Leftovers From GameCube Development
- BONUS PRESS O TXT
- BONUS PRESS TRI TXT
- PRESS TRIANGLE TXT
- INTENTIONALLY BLANK TXT is funnily enough blank.
- MAP WORLD VIEW TXT reads:
- USE D_PAD TXT
Use the Direction Pad to Navigate!
PS2 Leftovers From GameCube Development
- TRIANGLE EXIT TXT
- MNU4 PRESS TRIANGLE TXT
A readme file is present only in the vn folder from the Xbox release.
Proposed Villain HIP files. Purpose: -------- To reduce the amount of raw data which must be read from disk/CDROM/DVD/etc. when switching between "rooms" in the game engine. Overview: --------- The Scooby-Doo game consists of a 4 "Worlds" (Smugglers Cove, Haunted Grounds, etc.) which is composed of 3 "Levels" (denoted by the 'f in f001.HIP), and each level consists of a series of "Rooms" (f001, f002, ...). The rooms within each level tend to use the same villains to defend the MasterMind from our hero Scooby. Further, the progression of the game introduces a subset of villains as the player achieves greater glory and is victorious on the battle field (or at least quick-footed enough to avoid confrontation). This frequency of loading the same data can be reduced by splitting villains into their own HIP files which are loaded based on the level of the room being entered. (similar to how the Boot HIP loads the player data once) Benefits: --------- + Currently, each room (aka scene) loads the animation and model data required for those villains in the room. In most levels, this results in redundantly loading 1.5 to 2 MB of data. Two MB is, presently, approximately 25% to 40% of the total amount of data loaded for each room - another third is in the textures, a third is the BSP, plus other smaller stuff makes up the rest. Thus, switching rooms within a given level can skip loading a fair amount of data. This reduces the load times when moving between rooms. + Limits/forces designers to only use villains appropriate to the level. Requires, of course, the villains which are to be used in each level are known so they can be packed accordingly. + Specifically, it will help standardize big-ticket memory usage across scenes. Thus quality of scenes won't be hampered because one scene has tons of different villains while another doesn't ... sorta like a mid-tide mark for scene content. Others are welcome to disagree. + Critters (bats, rats, spiders, etc.) are rather ubiquitous in the game. Consequently they are placed in their own villain HIP which is loaded before the other villain HIPs - actually, they could go in the boot but using a separate HIP keeps things more straight forward. + Since these are broken down by level and room, provides a pack location for sounds (like background music) and other assets which pertain to the level as a whole. Drawbacks: ---------- Among others, .... - Slightly more complex packing/loading sequence. However, it has been done for the UI menus and the boot HIP. - Moving between worlds and levels will take the hit of loading a different villain HIP. Hopefully, the design and layout of room connectivity limits how often this can occur. - Villains used in a scene which are not present in the villain HIP file will cause problems (i.e. crash); a normal response for missing game assets. - Villains used throughout a level will always be loaded for rooms within those levels whether used or not. This is wasteful for villains only seen once - like a boss. As a result, bosses, and the villains used within the Boss Battle room may be placed in one of the 9'th HIP for that level (see "HIP Names" below). Splitting bosses off to another HIP may be avoided if unnecessary. HIP Names: ---------- Each HIP is named as follows: VNab 'a' indicates world/level supported by the HIP. This is the alpha character used to designate rooms within a level (e.g., 'F' in 'F001') 'b' enumeration digit. Typically, there will only be a single 'VN**' HIP for all rooms within the level. E.g., "VNF1". The exception will probably be limited to the world levels containing a boss battle. The villain HIP used for a boss battle will always have b == 9. For now at least, b == 0 is reserved for testing/development purposes. The boss versions may be omitted if unnecessary. However, that would limit other rooms on the level since boss animations would always be loaded when not required until the end. And, those rooms in the level should really be more complex/challenging since they lead up to the boss battle. Anyway: Room 'g009' VNg9 - Green Ghost Battle Room 's005' VNs9 - Master Mind Battle Room 'o008' VNo9 - Black Knight Battle Room 'w028' VNw9 - Red Beard Battle otherwise, levels are VNf1, VNp1, etc. Load Ordering: -------------- --------------- | Room | - Room HIP (single room) --------------- | VN-- | - level specific villains (per level) --------------- | VN00 | - common villains (e.g. critters) (whole game) --------------- | MNU4 | - HUD and option screens (whole game) --------------- | BOOT | - Player and game generic data (whole game) ---------------
There's an unused Creeper enemy in Clamor in Manor Part 1. He needs to be manually edited using another working Creeper from another part of the game to actually spawn into the player space. It's unclear why he was removed because he works fine once activated.
The Playstation 2 Version of this game has dwarf data in the files which means the game has been partially decompiled by user HDSD.
This function refers to the old animation file type used in earlier versions of the game. You can see these file types in both the Playstation 2 and Xbox prototypes that were leaked recently.
This refers to the scrapped sub shaped health bar that you can see in the promotional trailers.
Various Elements That Would Have Been Tracked in the HUD
- eHudModelScoobyCollar (model for chances)
This is very rich in scrapped features. There are a lot of functions that refer to "Chances", this refers to when this game had a lives system. You see the lives in the UI back in the promotional trailers for this game. It's also worth noting that there are functions like doubleJumps_sum and levelTime_sum meaning the game is programmed to keep track of many variables including the amount of times you get hit. This is further enforced by the existence of the function zGlobalGameStats.
mnu5.hip exists only on the Xbox and PS2 releases.
csd_tongue.dff in boot.hip was meant to be associated with Scooby-Doo while he did an animation known in-game as csd_tonguerun_00.anm, which was repurposed into the running animation you see his model do on the title screen. The model itself was associated with the unused hot sauce powerup.
rhtp0002.dff in mun4.hip is a rectangle with a fingerprint on it. This was a placeholder model for a collectible most likely a key. You can see the model being used in build used for the promotional trailers 
This configuration file is very rich in not only development history but also an insight into how the game previously operated and what unused items there are.
This file is identical on all versions of the game and is interchangeable.
These differences refer to how Scooby once moved compared to how Scooby now moves in the final release. These are direct quotes from the configuration file.
#--------------------------------------------------------- # Original jump settings: New jump settings: # Jump Double Jump Double # Airspeed 6.1 4.25 # Gravity 200 60 # JumpGrav 66 20 # GravSmooth 0.2 0.2 # Height 2.3 1.2 2.3 1.2 # Change 0.32 0.32 0.30 0.30 # ------------------------------------------------------- # Hang time 0.492 0.379 0.706 0.575 # Hang dist 3.00 2.31 3.00 2.44
#---------- Old headbutt parameters ---------- # NOT used in the latest engine!!! # HeadbuttDistance = 3 HeadbuttTime = 0.5
#---------- New headbutt parameters ---------- # These correspond to (minimum): # 3.3 head butt distance (3.0 original) # 0.7 head butt time (0.5 original) # 6.5 final speed (6.0 original) # However, you can now keep holding down the button # to go further. # HeadbuttSpeedMin = 3.0 HeadbuttSpeedMax = 10.0 HeadbuttAccel = 5.0 HeadbuttTimeMin = 0.7 HeadbuttTimeMax = 2.0 HeadbuttTurn = 2.5 # Normal turn rate in game is "7"
This powerup doesn't exist in-game (not in a functional way), but it does exist inside the configuration file.
Speed values for character, each entry is a range, plus optional min/max deflection values #SpeedSneak = 1,2.2 #SpeedWalk = 2,5 #SpeedRun = 3.5,6 #SpeedAir = 2,5 #SpeedHotsauce = 16,16,0.2 # Hotsauce is fixed speed
From this we can assume that the Hotsauce was a temporary speedboost powerup.
The Flower Pot and Diving Helmet
At the end of the configuration file where the powerups are listed there are two unused costumes. There is no indication of what these would do in-game. However there is some interesting dev text next to them. Changing these values to 1 doesn't do anything. These powerups were completely wiped from the game.
eSPECIAL_FlowerPot = 0 # Are these last two being used? eSPECIAL_DivingHelmet = 0 # Last disguise (that you don't use?)
Clamor in the Manor! Part 1
Clamor in the Manor was most likely going to be a slightly later level earlier in development.
You cannot reach that key until you find the Professor's SPRINGS invention, Scoob.
Clamor in the Manor! Part 2
The clock seen in the level actually had a gameplay purpose at some point.
stub...The door is locked. You might be able to open it using the grandfather clock...
When it was activated:
When it stopped:
Clamor in the Manor! Part 4
The slippers were going to have more gameplay involvement.
Now that you have the slippers, you'll be able to sneak! Hold down the R1 button while moving forward to try it out. You'll have to sneak past Geronimo to get out safely.
Weirdly when you turn on the sprinklers this text happens internally.
Green Ghost Boss Fight
Interestingly the "you got the Umbrella" text is attributed to Daphne despite Daphne falling into a hole in a cutscene previous.
Mastermind Fight Dev Text
Developer Ryan Mapes left a message before the Mastermind boss was completed.
Final battle with MasterMind goes here. Not yet implemented.
Mind Your Manors Part 3
Text in this level refers to an unused scene involving Shaggy.
Scooby, I'm not going down that corridor alone. It's full of ghosts! Carry me?
Rokay Raggy. Ret's go!
I guess I better wait here, alright pal?
I guess so.
On Edge In The Hedge Part 2
Again the Slippers invention was supposed to be used more often.
Use your new LAMPSHADE and SLIPPERS to avoid the Zombie hiding in that urn.
On Edge In The Hedge Part 4
This is a minor punctuation difference. There's meant to be an exclamation mark at the end of this text.
Hey, Scoob. Better hop on quick. This thing has a mind of its own.
Shock on The Dock Part 2
Shaggy has a few unused lines.
Gee Scoob, am I happy to see you pal! I was too scared to move, and this big crate is blocking the way out.
I sure could go for a Scooby Snack. Hey, see that Snack Box! How about boosting me up to reach it?
There are 11 different retail versions of this game technically, though in actuality 8 of those are actually different to each other and most of those differences come from the game being in a different language. All 11 Versions Include:
- USA PS2
- PS2 Greatest Hits (USA Only)
- English EU PS2
- German PS2
- French PS2
- Gamecube USA Version 0
- Gamecube USA Version 1
- English Gamecube EU (Version 1)
- French Gamecube (Version 1)
- German Gamecube (Version 1)
- Original Xbox (North America Only)
USA PS2 and the Greatest Hits reprint are identical to each other in terms of code. English EU PS2 is the exact same as USA PS2 apart from the framerate (60fps for NTSC and 50fps for PAL). The German and French PS2 versions are the same as the other PS2 versions apart from not being in English. Gamecube Version 0 is exclusive to North America and all EU Gamecube releases are based on the patched USA Version 1. French Gamecube has one significant patch in Shock on the Dock Part 2 (you don't die when you enter load zone for Creepy 1 and was patched properly unlike in the Xbox version). English EU Gamecube has misplaced French dialogue in On Edge In The Hedge Part 1. Only differences between PS2, Gamecube Version 0, Gamecube Version 1 and Xbox will be compared because that's where the major and interesting differences lay.
|Comparisons||PS2 1.01||Gamecube Version 0||Gamecube Version 1||Original Xbox|
|Framerate||60 (50fps for EU and AU)||30||30 (25fps in EU and AU)||30|
|Cutscenes||Real Time||Video File||Video File||Video File|
|Greenhouse Box Clip||Yes||Yes||No||Yes|
|Move During the Fishy Clues For Scooby-Doo! 2 Cutscene?||Yes||No||No||Yes|
Scooby Xbox shares its base level assets with the Playstation 2 version but has architecture more in line with the GameCube Version. Xbox has it's own individual quirks including:
- Longer fades but faster loads.
- Shiny textures.
- More bloom on lights.
- You can skip the final cutscene and credits by pressing A.
Shock on The Dock Part 2 has a big sphere (known as FALL2DEATH_OFF_TRIG) around the load zone to Creepy Crawlies in the Hallways 1, this sphere prevents death. Not only is this exclusive to the Xbox version but was only added in a month before that version released due to it not being present in the Xbox Prototype that recently leaked. This design addition allows speedrunners to complete the game in under 16 minutes by abusing this sphere to get to the Creepy Crawlies load zone early.
There is evidence to suggest that the GameCube was meant to have a Japanese Version . In this 2009 Promotional Reel it says that Scooby was released in 5 languages, but Scooby was released in 3 officially (English, French and German). Who know what they were and weren't counting as a separate language to get to that number.
The Scooby-Doo series
|ZX Spectrum||Scooby-Doo in the Castle Mystery|
|PlayStation||Scooby-Doo and the Cyber Chase (Demo) • Night of 100 Frights (Prototype)|
|Nintendo 64||Classic Creep Capers|
|Game Boy Color||Classic Creep Capers|
|Game Boy Advance||Scooby-Doo and the Cyber Chase • Scooby-Doo • Unmasked|
|PlayStation 2, GameCube, Xbox||Night of 100 Frights • Mystery Mayhem • Unmasked|
|Windows||Scooby-Doo 2: Monsters Unleashed|
|Adobe Flash||Castle Hassle • Monster Sandwich • 1000 Graveyard Dash • Escape from the Coolsonian|
|Adobe Shockwave||Scooby's Alien Snapshot Game • The Ghosts of Pirate Beach|
|Plug & Play||Mystery of the Castle • Pirate's Puzzles|
|PlayStation Portable||Who's Watching Who?|