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

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Title Screen

Scooby-Doo! Night of 100 Frights

Developer: Heavy Iron Studios
Publisher: THQ
Platforms: PlayStation 2, GameCube, Xbox
Released in US: May 20, 2002 (PS2), September 16, 2002 (GCN), August 27, 2003 (Xbox)
Released in EU: August 16, 2002 (PS2), November 22, 2002 (GCN)

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.

PrereleaseIcon.png 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's next title Battle for Bikini Bottom is considered the better game, Night of 100 Frights is appropriately charming, fun, and accurate to its source material.


Read about prerelease information and/or media for this game.
Prerelease Info
Developer Oversights

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 Areas

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. [2] 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.

Unused Audio


Sound Name Sound Transcription
Oh yeah..nothing peps up a landscape like sharp pointy thorns. Really beauties ain't they?
Yep, did this all myself made the cover of haunted house and gardens for the past 10 years runnin'
Try double jumpin' ya dang idiot.
That crazy inventor has been burying boxes of his gag blasted gizmos all over the place, it's ruining my landscapin'
Don't bother me mutt I'm workin' here.
Blasted monsters! They're messing up my shrubs, get em outta there.
From little acorns come more nuts.
What are you doing? Hedging your bets? Get it? That's Groundskeeper humor you blasted idiot.
Roses are red violets are blue, this place is haunted, boogedy boo!
Alternate Take of: Roses are red violets are blue, this place is haunted, boogedy boo!


Sound Name Sound Transcription
Oh, Scooby-Doo! I'm so glad I found you!
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.


Sound Name Sound Transcription
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.
 Scene Missing <Developer> 
 Scene Missing <License> 
Scene Missing <Publisher>
  • For whatever reason a Monster Gallery Selector exists within the menu but the text asset it shows is ON TXT.[3]

PS2 Leftovers From GameCube Development



  • INTENTIONALLY BLANK TXT is funnily enough blank.
View World
Use the Direction Pad to Navigate!

PS2 Leftovers From GameCube Development



A readme file is present only in the vn folder from the Xbox release.

Proposed Villain HIP files.

To reduce the amount of raw data which must be read from disk/CDROM/DVD/etc.
when switching between "rooms" in the game engine.

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)


+ 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.

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:

  '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.

    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)

Unused Enemies

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.

Unused Functions

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

  • eHudModelDivingHelmut
  • eHudModel_err
  • eHudModelFlowerPot
  • eHudModelHotSauce
  • eHudModelScoobyCollar (model for chances)
  • eHudModelSphere


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.

Unused Graphics




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 exists only in the Xbox and PlayStation 2 versions.


Unused Models


Scoobyfright csd tongue.PNG

csd_tongue.dff in boot.hip was meant to be associated with Scooby 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 [4]


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.


# 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"

Missing Powerups


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?)

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:


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?

Version Differences

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:

  • US PS2
  • PS2 Greatest Hits (US only)
  • English EU PS2
  • German PS2
  • French PS2
  • GameCube US Version 0
  • GameCube US Version 1
  • English GameCube EU (Version 1)
  • French GameCube (Version 1)
  • German GameCube (Version 1)
  • Xbox (US 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 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

Scooby Xbox shares its base level assets with the Playstation 2 version but has architecture more in line with the GameCube version. Xbox has its 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.

Creepy Early

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 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.

Unreleased Versions

There is evidence to suggest that the GameCube was meant to have a Japanese Version [1]. 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.