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Scooby-Doo Mystery (SNES)

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Title Screen

Scooby-Doo Mystery

Also known as: Scooby-Doo (in-game title)
Developers: Sunsoft, Argonaut Software
Publisher: Acclaim Entertainment
Platform: SNES
Released in US: September 1995


MinigameIcon.png This game has unused modes / minigames.
TextIcon.png This game has unused text.


The SNES Scooby-Doo Mystery is a platforming adventure game based on the popular Hanna-Barbera franchise. You take control of Shaggy and Scooby and help them solve mysteries by finding items and clues.

Not to be confused with the point-and-click Genesis game of the same name.

Hmmm...
To do:
There's a prototype floating around.

Disabled Bonus Game

Scooby-Doo (SNES)-raft minigame0.png Scooby-Doo (SNES)-raft minigame1.png

A mini-game that was intended to be played after the Level 3 intro cutscene. Use Game Genie code DDD3-6767 or patch the ROM at 0x000EEE to value 0x00, then start from Level 3 either via password or after Level 2.

Notably, this game uses the regular level engine and has a lot of corresponding level map and object data. You move the raft with the D-Pad, and X or Y to use flippers. There are portals leading to other sections of the level. You can collect "bananas" and get stuck on the obstacles until all lives are out. The level is finished with the mini-game like screen with scores calculation.

There are some issues:

  • There are no sprite tile data at all in the ROM for this mini-game. Although the sprites themselves look fine, there are animations and stuff. The only sprites that display correctly are the "banana" bonuses and a swarm of bugs as enemies in one of the sections.
  • Hard controls, very difficult to move anywhere.
  • Some portals teleport to nonexistent locations with only garbage. Maybe this is because some background tiles are also missing there.
  • The game only ends when your lives run out.

Unused Graphics

Scooby-Doo (SNES) unused cut.png

There are some unreferenced cutscene routines, most of which are copy-pasted with dummy or incorrect graphics, but at least one has an otherwise unused bus picture from the back side. It seems they wanted some outro cutscenes at some point, but they dropped them very early into development. To see it in action, patch ROM location 0x27A8 with 0x90.

Hmmm...
To do:
A lot of unused sprites * 0x085100: policeman * 0x087380: ghost * 0x088C80: more hives * 0x089A00: another ghost * 0x124F80: the body in plastic bag

Unused Text

In a Message data resources there are a lot of unused or unreferenced dialogues for various characters.

LEVEL 1

At 0x16C745, the missing line for Scooby as a very first phrase when entering the ship.

R-R-R-RED RYAN!

At 0x16C891, same dialogue ends with Freddy's: "NO NEED TO BE SCARED,/GUYS! IT'S ONLY AN/EMPTY WRECK. THOSE..." и "...NEWSPAPER STORIES/ARE JUST HOGWASH./THERE AREN'T ANY/GHOSTLY PIRATES!", but there is another line missing here, but used instead in the Level 1 intro cutscene.

JUST BARNACLES AND
MAYBE SOME TREASURE!

At 0x16CD60, this message located next to the description of item "SCRAP OF PAPER" and it seems were intended to another item inside it as it were with "PIRATE TEDDY", but there is no other KEYS there in the final version.

LOOK, THERE'S A
KEY ROLLED UP
INSIDE IT...

At 0x16CDC9, there are two descriptions for item "POWER GENERATOR" used in Levels 1 and 3. Only one is used: "HEY GUYS, IT'S/ A GENERATOR!" at 0x16820F, since the corresponding item object and index is the same for both levels. The message is just a little bit different though.

HEY, GUYS. IT'S A
POWER GENERATOR!

At 0x16CE78, one more unused item description out of two, the used one is: "YOU FOUND SOME MATCHES/GUYS. YOU TWO BETTER/BE CAREFUL WITH THOSE!" at 0x16B247. Less difference than the previous one.

YOU FOUND SOME MATCHES!
YOU TWO BETTER BE
CAREFUL WITH THOSE.

At 0x16CEBD, unused item description rather for Shaggy, not Velma. Usually, such type of messages are used for locked items intended to be used in a Trap later. They aren't usable until then. There are no unusable keys for traps in the final version.

IT'S A KEY, SCOOB.
MAYBE WE COULD
USE IT TO OPEN
THE DOOR.
Scooby-Doo (SNES) projector item.png

At 0x16CEFF, missing unused item description. This is the intended last piece of mystery, checked after "SCRAP OF PAPER". A corresponding item still may be used in the game (item index 0x46, use Game Genie code 3A95-07D9 or patch ROM at 0x0A557C to value 0xEC to replace "TREASURE CHEST" near Daphne with it). Anyway, item description is not implemented at all.

PROJECTION GEAR...
HMMM, WITH FILM IN IT OF
THAT SWASHBUCKLING...

...SWORDSWINGING PIRATE!
THIS CLUE SHOWS US HOW HE
PLAYED GHOST, TO SCARE US!

At 0x16D1F9, one of the messages out of block for "POWER GENERATOR" and "POWER CABLE" items is not used. This may be used for any items put on the floor to use for something, but impossible to get back like two forementioned items. But both of them are not left on the floor after used, they're wiped off of the screen instead and can't be used another time.

IF WE NEED IT, THEN
WE'LL COME BACK FOR
IT, SCOOB....

At 0x16D3BB, once again "PROJECTOR" item leftovers this time for Velma "MISTERY UPDATE GUYS" message. Intended to be displayed after "SCRAP OF PAPER" line, but instead they just copied the same line for "PAPER" in scripts.

THE PROJECTOR SHOWS
SOMEONE IS UP TO NO
GOOD. THEY'RE PROBABLY..

...TRYING TO COVER UP
THEIR GOLD SMUGGLING!
WE HAVE TO CATCH THEM!

At 0x16D565, when you make a Pirate Trap, you need to bring it to Freddy first "TROLLEY", then "RUG" and then "PIRATE TEDDY". The script logic does not check the current item, instead it checks item presence in the inventory. No matter what you bring him first he will take only the needed item. If there is no such item in inventory he will tell the you corresponding line. However, "PIRATE TEDDY" item cannot be lost or thrown at this point. So this message for this case when you still do not have "TEDDY" never appear.

HEY, GUYS. WE NEED
A PIRATE TEDDY!

At 0x16DD21, either for Velma or Freddy there is an unused action line:

  GREAT SHOT!
WELL DONE, GUYS!

At 0x16DE24, it seems Daphne must have been more talkative at some point during developement. There are plenty of her message lines unused and unreferenced in the game resources:

HEY, GUYS. THIS SHIP IS
FULL OF YUCKY RATS!!

HEY, GUYS. THAT CRATE
LOOKS USEFUL!

HEY, GUYS. WE NEED A KEY
TO THAT DOOR! TRY
SHOWING THINGS TO VELMA.

HEY, GUYS. WE NEED TO
GET TO DECK THREE!!

HEY, GUYS. HELP FREDDY
OPEN THE ELECTRIC DOOR!

At 0х16E3A9, finally, the very last line after "Z-ZZ-Z" message for the electric door, completely unknown for what:

WAAAAH!

LEVEL 2

At 0x16B680, there are two KEY items with indexes 0x15 and 0x16, both share the same script for item description message with text at 0x1681C0: "IT'S AN OLD KEY, TRY/TO FIND WHERE IT FITS". However, there is another script for item description with another message which presumably were intended for KEY with index 0x16 but never used.

HEY GUYS, YOU FOUND A
KEY! NOW GO AND SEE
FREDDY!

At 0x16B814, in this Level the Trap construction does not involve Freddy, all items must be placed with Shaggy and used. However, there are sets of messages for Freddy accepting items as in other stages, they aren't used at all:

GREAT JOB, GUYS!
THIS BETTER WORK!

CAREFUL WITH THAT STUFF,
  GUYS. WE DON'T WANT
YOU STICKING TOGETHER!

THOSE CAN BE
DANGEROUS, GUYS!
GIVE THEM TO ME.

I'LL LOAD UP THE
CANNON WITH THIS
STUFF, GUYS!

At 0x16BA07, also in this level no need to go and lure him to the trap, the Evil Clown is already walking around Trap. So all these Trap specific messages are not used either:

GREAT, GUYS.
NOW I CAN
BUILD THE TRAP!

NOW FIND THE EVIL
CLOWN AND LURE HIM
INTO OUR TRAP.

...BE CAREFUL YOU
  TWO DON'T GET
STUCK IN THE TRAP!

ZOINKS FREDDY! WHY
DO WE HAVE TO BE THE
ONES TO L-L-LURE HIM?

BECAUSE YOU'LL BE THE
ONES TO GET THE SCOOBY
SNACK FOR BEING BRAVE!

LIKE, THAT SOUNDS
REASONABLE, DOESN'T
IT SCOOB?

REAH! RIGHT RAGGY!

HIT THE LIGHTS, DAPHNE!

At 0x16BEC7, here is an unused line about WELDING GEAR as a separate item in message block used by Freddy. But he only gets both items at once and speaks another message at 0x6C071: "HEY GUYS, THAT WELDING/GEAR WILL ALLOW US TO/BREAK THE LOCK!!!". It seems, this line may belong to Velma, but she is not at this location at that time. Worth nothing, but script for Freddy in this location uses message subroutine of Velma. If you talk to him without WELDING GEAR he will speak Velma's line "MYSTERY UPDATE GUYS!".

HEY GUYS, WITH THIS
WELDING GEAR WE CAN
BREAK THE LOCK!

At 0x16BFF1, as an evidence of previous implication, the BIG TOP entrance door as any other locked doors has a corresponding script which is set inside main Velma script and must display a message spoken by Velma itself. However, you never see this message even if you get close to that door because there is no Velma in this location. But Freddy talk her other lines instead!

HEY GUYS, WE NEED
SOMETHING TO OPEN
THIS LOCK!

At 0x16C0EF, this line is located between two lines for Freddy and Velma and may belong either to them or to Daphne but never used by anyone.

HEY GUYS, IT'S A TEST-
YOUR-STRENGTH MACHINE!

At 0x16C1A4, once again, after single spoken message by Daphne there are a whole bunch of other messages for additional locations presumably for her but never used.

SOME OF THESE TENTS
ARE REALLY DARK!!

THE CRAZY SLIDE LOOKS
LIKE FUN. WHY DON'T YOU
TRY IT OUT!

HEY GUYS, TRY AND HELP
FREDDY BREAK THE LOCK
ON THE BIG TOP!

HEY GUYS, SOLVE THE
MYSTERY SO I CAN HAVE
MY PALM READ!

HEY GUYS, COLLECT THE
ITEMS TO TRAP THE EVIL
CLOWN!!!

At 0x16C41D, between CLOWN NOSE and CLOWN COSTUME clues there is a JANITOR'S LETTER clue that must be obtained. The corresponding item index is 0x27 (sniff it near SHOT-THE-DUCK boot). It has a description message and checked by most of the script logic as a valid item. But Velma's script for "MYSTERY UPDATE..." after CLOWN NOSE checks for item index 0x23, which is not present on the level at all and has no description script. Since there is no possible way to obtain such item, two "MISTERY UPDATE..." messages scripts never gets its branch executed: for the JANITOR'S LETTER ITSELF and for CLOWN COSTUME, final one. Also worth noting, but item 0x27 has the same item picture as LOCAL NEWSPAPER for some reason, but if you try to hack item 0x23 into your inventory (in RAM put 0x23 at 0x7EFF14-0x7EFF24 above any other item value present there) it will look like sheet of paper, more like some LETTER.

THE MYSTERY IS COMING
TOGETHER... THAT
LETTER WAS GOOD CLUE!

I KNOW WHO OWNS
THIS CLOWN COSTUME.
LET'S TRAP HIM!

At 0x16C54C, at the end of other used CLOWN'S messages there is one unused, maybe intended to be spoken in scenario when you need to lure him into the Trap which is not used here.

YOUR FEEBLE TRAP WILL
NOT CATCH ME!!!

LEVEL 3

At 0x169FB8, presumably, description for locked item intended to be used later for building a TRAP. In the final version, to refill power GENERATOR you just need to find a half empty GAS BARREL, and this item is not locked. It seems at some point in the development, final trap quest for this level were little bit different.

SOME OIL BARRELS. I
DON'T THINK I CAN DO
ANYTHING WITH THEM!

At 0x16A229, item with index 0x56 not used in this game, however, it has an object and item icon graphics as well as item description script with a corresponding text. Since item never used, message also unused.

COME ON GUYS, LOOK
FOR SOME CLUES!
THAT'S JUST A PLANK.

At 0x16A467, some more messages corresponding to an unused item quest for a TRAP involving refilling the GENERATOR:

THIS WILL FILL
THE GENERATOR!

THIS IS A POWERFUL
GENERATOR, GUYS!

GREAT WORK GUYS!
I'LL TAKE THIS.

At 0x16A63A, when Freddy waiting for the items to BLOW the LEAVES, there are three options: first he waits the FAN, then gets the GENERATOR and starts to BLOW the LEAVES. The third option is for the case when Freddy still at that door but leaves are blown. However, the script that actually BLOWS the leaves switches immediately Freddy's script to a walk to the next location, the Third option has no chance to be activated at all then, so message is unused.

BUT I'VE ALREADY
BLOWN AWAY THE
LEAVES.

At 0x16A6F9, s aganist any other Levels, this one has an oddity: Velma does not speak "MISTERY UPDATE GUYS!" messages. All she doing is that informing you about items with only dedicated descriptions. So, when you give her a CLUE you just see the item description once, but can't ask for current MYSTERY status. However, all corresponding "MYSTERY UPDATE" messages are present in the game resources, but there are no any corresponding scripts at all.

WE HAVEN'T FOUND
ANY CLUES YET, GUYS!

THERE'S A LOT OF
OIL AND TAR ON THE
GROUND IN THIS AREA!

SAMPLING KITS TEST
TOP SOIL TO SEE WHICH
CHEMICALS ARE THERE!

THE TAR MONSTER
IS A PLOY TO
SCARE PEOPLE AWAY!

THIS GEOLOGICAL MAP HAS
THE LANDSCAPE MARKED
OUT FOR DRILLING!!

THIS REPORT
INDICATES WHO IS
BEHIND THIS MYSTERY!

At 0x16ABBE, one more locked description for item that used differently in the final version and never has been locked:

  WHAT DO WE NEED A
CAN OF GAS FOR, SCOOB?

LEVEL 4

At 0x1680CC, this is a most detailed description for Daphne role in the game, looking like this must be the first ever game briefing for Daphne (the rest of the messages of her are less informative). Junging from the internal Level indexes, this one must be go as Level 1 instead, so Daphne here must have the very first SNACK description, however, since the level goes as the Last one, such description does not needed anymore, and completely removed from scripts, only texts left.

HI GUYS, I HAVE
SOME SCOOBY SNACKS
FOR YOU....

THEY'LL HELP TAKE
YOUR FRIGHTS AWAY!

DON'T BE GREEDY
THOUGH, I ONLY
HAVE A FEW...

YOU'RE BOTH
SO BRAVE. KEEP
IT UP, GUYS.

At 0x168233, some more unused idle speech messages eighter for Velma or Freddy, hard to say, they are in between messages for both characters:

HEY GUYS,
LOOK AROUND
FOR SOME CLUES.

DON'T FORGET
TO SEARCH FOR
HIDDEN ITEMS!

At 0x1682B6, one more same as above:

YOU'RE DOING A
GREAT JOB, GUYS..
..KEEP LOOKING!

At 0x1683B7, unused copy of messages for Freddy at 0x169626, they are mostly identical except missing colon in the first message:

  HOW'S IT
GOING GUYS?

THIS PLACE IS
REALLY SPOOKY.

HAVE YOU FOUND
ANY CLUES YET?

KEEP SEARCHING
CLUES COULD BE
ANYWHERE...

At 0x1695B2, unused version of final speech for villain, completely unused, the final speech for this level completely different.

 AND I WOULD HAVE
GOTTEN AWAY WITH IT

IF IT WASN'T FOR
 YOU PESKY KIDS.

At 0x16980D, here is the message near the Velmas speech which asks for help to open the door, but this one is not for Velma obviously. Maybe at some point someone else should ask Velma for help instead:

 HEY! VELMA, WILL YOU
HELP ME OPEN THIS DOOR?

FIRST WE HAVE TO SEARCH
  THIS AREA CAREFULLY.

At 0x169CB3, random unused messages for unknown TRAP scene, never used:

QUICK TURN OUT THE
LIGHTS!!...

WELL DONE GUYS!
YOU GOT HIM!...

At 0x169D00, one more final villain speech message, but rather obscene to be used:

IF IT WASN'T FOR
YOU DAMN PESKY
KIDS!!...

Misc Messages

At 0x001D45, debug leftover:

THIS IS A TEST

At 0x00F561, some unused messages for also unused RAFT mini-game

 SCOOBY DOO
  WHERE ARE YOU ?

At 0x10E50B and 0x10E523, unused texts for WACK-A-MONSTER mini-game:

OOPS!
MAX SPEED

Unused Password

The ROM data lists the password RHGHRWB alongside the others, but entering it doesn't do anything. It was probably meant for the raft minigame, as two other passwords allow you to play the minigames that do exist.

(Source: Ragey)