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Scooby-Doo! Night of 100 Frights
Scooby-Doo! Night of 100 Frights |
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Developer:
Heavy Iron Studios
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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.
Contents
Unused Areas
Boss Cutscene Level
S006, existing only in the GameCube version of the game, 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 create the ending cutscene, most likely this level is from a different version of the game engine so hence its corrupted looking nature. This level was also gutted unfortunately, meaning all the interesting model assets (like Professor Alexander Graham) no longer exist.
Unused Models
csd_tongue.dff
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 its self was associated with the unused hot sauce powerup.
rhtp0002.dff
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.
Unused Animations
- 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. [1]
- 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.
Unused Graphics
Textures
BOOT.hip
mnu3.hip
mnu3.hip has three unused posters, one presumably for Hot Wheels: Velocity X, one for Scooby-Doo and the Cyber Chase, and one for the 2002 live action film.
mnu5.hip
mnu5.hip exists only on the Xbox and PS2 releases.
h001.hip
Unused Text
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:
tick...tock...tick...tock....tick....tock....
When it stopped:
.......DONG!
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.
FLAME OFF!!!!
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.
Shaggy:
Scooby, I'm not going down that corridor alone. It's full of ghosts! Carry me?
Scooby:
Rokay Raggy. Ret's go!
Shaggy:
I guess I better wait here, alright pal?
Scooby:
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?
Sd2.ini
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.
Engine Differences
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.
Jumping
#--------------------------------------------------------- # 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
Headbutt
#---------- 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"
Missing Powerups
Hotsauce
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 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?)
Unused Debug Items
mnu3.hip
Text
- SKIPLEVELB
- SKIPLEVELC
- SKIPLEVELF
- SKIPLEVELG
- SKIPLEVELI
- SKIPLEVELL
- SKIPLEVELO
- SKIPLEVELP
- SKIPLEVELR
- SKIPLEVELS
- SKIPLEVELW
Unused Level PORTs
- SKIPLEVELPORTAL0
Destination = B001
- SKIPLEVELPORTAL1
Destination = C001
- SKIPLEVELPORTAL10
Destination = S001
- SKIPLEVELPORTAL11
Destination = W001
- SKIPLEVELPORTAL2
Destination = E001
- SKIPLEVELPORTAL3
Destination = F001
- SKIPLEVELPORTAL4
Destination = G001
- SKIPLEVELPORTAL5
Destination = I001
- SKIPLEVELPORTAL6
Destination = L001
- SKIPLEVELPORTAL7
Destination = O001
- SKIPLEVELPORTAL8
Destination = P001
- SKIPLEVELPORTAL9
Destination = R001
Unused Developer Text
mnu3.hip
- 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. [2]
PS2 Leftovers From Gamecube Development
- BONUS PRESS O TXT
- BONUS PRESS TRI TXT
- PRESS TRIANGLE TXT
mnu4.hip
- INTENTIONALLY BLANK TXT is funnily enough blank.
- MAP WORLD VIEW TXT reads:
View World
- USE D_PAD TXT
Use the Direction Pad to Navigate!
PS2 Leftovers From Gamecube Development
- TRIANGLE EXIT TXT
- MNU4 PRESS TRIANGLE TXT
readme.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) ---------------
The Scooby-Doo series | |
---|---|
ZX Spectrum | Scooby-Doo in the Castle Mystery |
SNES | Scooby-Doo Mystery |
Genesis | Scooby-Doo Mystery |
PlayStation | Cyber Chase (Demo) |
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 |
Windows | Monsters Unleashed |
Plug & Play | Mystery of the Castle |
PlayStation Portable | Who's Watching Who? |
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