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Scooby-Doo! Night of 100 Frights (PlayStation)

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Title Screen

Scooby-Doo! Night of 100 Frights

Developer: Heavy Iron Studios
Platform: PlayStation

DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.

This game was stuffed away in a cardboard box and found 30 years later in a garage
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

The PS1 Scooby-Doo!: Night of 100 Frights has almost nothing in common with the game eventually released for next-gen consoles. It has level concepts that share similarities to that game, but nothing concrete apart from the name and developer.

A build dated October 26, 2000 was released on May 29, 2021.


  • 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 file SC16.STR doesn't seem to work properly. Its file size is much smaller than the other cutscenes at 846 KB. It seems to contain audio files, but they're all one second long and don't work.
  • What would presumably be the files "SC33.STR" and "SC37.STR" are not present.
  • The game is unbeatable.


Not 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.

Intro Differences

There are two versions of the intro video inside the MOV folder. The video above is a comparison of them.


Only five levels are playable, though more were evidently planned given that 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.

LEVELS.INI contains the order in which the available levels are intended to be played:


Level 1 (Old Mining Town)

Known as AA00 internally.

Enemies Featured

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 texture.

Level 2 (Mystic Manor)

Known as AD00 internally.

This location ended up being completely reused in the next-gen version as the hub world, with the only difference being that the gazebo was removed (though it was going to be used at one point, as seen in concept art that can be unlocked in the Monster Gallery).

Level 3 (Wolf's End Lodge)

Known as AG00 internally.

Level 4 (Frightland Amusement Park)

Known as AJ00 internally.

Unfortunately, the level appears to be heavily unfinished: it has major desync issues with the hitboxes, and the game will crash shortly after gameplay begins unless GameShark code 80043D9E 3000 is enabled.

Level 5 (Main Street/The Secret Lab)

Known as AM00 internally.

This is the base of the Phantom, the PS1 iteration's version of the Mastermind, who had 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. Below is a small selection of the cutscenes, as there's over 50 of them in total.

Build Info

Present 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