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Scooby-Doo! Night of 100 Frights (GameCube, PlayStation 2, Xbox)/Developer Oversights

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This is a sub-page of Scooby-Doo! Night of 100 Frights (GameCube, PlayStation 2, Xbox).

Night of 100 Frights has many developer oversights due to the short amount of time the game was made in. Some are unique to certain versions, sometimes even as baked-in features.

These will be documented on an area-by-area basis, going in the order the areas are played.

General

Void Warps

Void Warps refer to what happens when Scooby-Doo goes out of bounds in a level: as a failsafe, the game sends you back to a designated entrance.

Likely due to the short development time, it's rather easy to exploit this feature during gameplay. Two interesting examples of this happening are in the following videos. This link has all the documented void warps.

Water

If you die once in a level with water, something changes in Scooby's collision that makes him more likely to die on your next try on the level. Dying also prevents you from doing water void warps unless you reload the level. The video at right goes into the subject in more detail.

Different Types of Water

This game uses two different types of water: one for the Ship, Coast, and Piers levels, and the other for Skull Cliff and Misbehavin' Cause a Cave In.

It's unclear why the water is different, but it's impossible to void warp through for whatever reason.

Framerate-Related Problems

Affects: GameCube EU, GameCube AU

The PAL GameCube versions run at 25fps instead of 30fps. This causes minor issues in Scooby's animations, as his physics weren't properly adjusted for the change in FPS, meaning it's easier to clip through objects. Certain void warps only work on PAL as well.

Moving During In-Game Cutscenes

There's a byte in the game's memory that controls whether Scooby can move or not. This byte is usually set to 0 during cutscenes or when in the hint magnifying glasses. In some cutscenes like Coast For Some Ghosts 1 or Tight Spot for a Graveplot 1, the game delays changing Scooby's state. This gives the player enough time to charge into a nearby pit, which skips the cutscene but disables the HUD until the next load.

Skidding Properties Carrying Across Load Screens

If you skid as you exit a room, the skid's momentum affects Scooby's movement distance if the next room starts with an in-game cutscene. The skid's momentum as you load will be greatly diminished.

This is why when speedrunners skip the One Way Trip to Crypt 1 cutscene, they make sure Scooby isn't running or charging before entering the room.

Pause Storage

Affects: GameCube US, GameCube EU, PS2

It's possible to warp from anywhere by unplugging your controller within a three-frame window of pressing the Quit option on the pause menu. You then press a certain button combination to then access the warp menu without a warp gate. There's a slight variation of this on the PlayStation 2 version where you do this on the Mystery Machine save menu instead of the pause menu.

The theory on why this happens is because the Quit function and warp functions are loaded in the same or similar part of game memory. When you unplug the controller it automatically brings up the pause menu, so if you do this while quitting you cancel the Quit process but still have the warp functionality remaining in memory.

Diagonal Movement Speed Cap

Affects: Xbox

It seems the developers didn't test analog movement properly, as Scooby's movement can sometimes "cap" when using the stick. Weirdly, this capping doesn't occur if the game is played on an Xbox 360.

Lag Clipping

Affects: GameCube US, PS2

If you spam the Pause Menu button, this causes the game to lag because the Pause menu is located in a separate level file to the main game. This level file also contains the warp menu, map, and the Mystery Machine save function, so everything becomes very laggy because it bottlenecks memory. This can allow you to clip through walls and gates.

Cutscene Triggers

Cutscene triggers tend to be big cubes that activate the cutscene when Scooby touches them. Normally these can't be avoided, but in Mind Your Manors 2 and Coast For Some Ghosts 1 you can jump over or around the triggers.

Miscellaneous

  • Holding R (or R1) while charging means you can infinetly spam charges.
  • You can animation cancel super smashes and charging into things (like buttons and enemies), meaning you can hit things a lot quicker.

Level-Specific

Shock On the Dock Part 2

  • You can actually jump on the box that solves the Shaggy puzzle without Shaggy.
  • The barrier that's meant to block your access to Fishy Clues for Scooby-Doo! wasn't made high enough, so you can jump on the barrel next to the barrier and then jump on top of it.

Skull Cliff Skip

In On Edge in The Hedge Part 3, you can clip through the gate that leads to Misbahavin' Cause a Cave In, getting to that area early. This happens because the solidity value assigned to the gate (0) interacts with Scooby in such a way so it's easy to clip in the gate.

Skipping The Shaggy Mower

It's possible to skip Shaggy while collecting all the snacks. This exploits iframes and invisible walls.

Greenhouse 1

  • You can clip through the stack of boxes on every version apart from Gamecube version 1 (it was patched). The momentum of the free chandelier causes Scooby to be able to go through the boxes without the football helmet.
  • You can skip the cutscene that shows in the secret area by squeezing through a tiny gap between the wall and the cutscene trigger.

Haunted Hill 1

  • You can jump onto the sign and then get on top of the trees, completely negating the need to come back with the gum or soap.

Haunted Hill 2

  • For whatever reason, perpendicular angles (using the D-Pad) can clip through a lot of invisible walls and bypass collision. In this instance, you can use it to get the area with falling platforms early.

Clamor In The Manor 4

  • If you jump just right you can get the key without activating the sprinklers. This exploits the developers' generous leeway with your double jumps.

Mind Your Manors 2

  • You can jump up the wall to skip the keys and half the room.