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Scooby-Doo! Classic Creep Capers

From Wikipedia, the free encyclopedia

Scooby-Doo! Classic Creep Capers
Scooby-Doo! Classic Creep Capers box art.
Developer(s)Terraglyph Interactive Studios (N64)
Digital Eclipse Software (GBC)
Publisher(s)THQ
Platform(s)Nintendo 64
Game Boy Color
ReleaseNintendo 64
  • NA: November 30, 2000[1]
  • PAL: March 30, 2001
Game Boy Color
  • NA: February 20, 2001
  • PAL: March 30, 2001
Genre(s)Adventure game
Mode(s)Single player

Scooby-Doo! Classic Creep Capers is an adventure game published by THQ for the Nintendo 64 and Game Boy Color, based on the Hanna-Barbera cartoon Scooby-Doo, Where Are You!. The Nintendo 64 version, developed by Terraglyph Interactive Studios, was released in November 2000, while the Game Boy Color version was developed by Digital Eclipse Software, and released in February 2001. A PlayStation version, identical to the Nintendo 64 version, had been in development by Terraglyph Interactive Studios but was cancelled.

Plot

"What a Night for a Knight"

One night, while Shaggy and Scooby are walking home from a movie theater in the middle of a dark street during the night, they find a truck on fire.[2] Next to it is a shipping invoice for the County Museum with the name "R Necros", a tissue with the letter W printed on it, and a fire extinguisher Shaggy uses to put out the fire.[3][4][5] The two meet up with Fred Jones, Daphne Blake, and Velma Dinkley near the museum and show them the invoice.[6] The museum's curator, Mr. Wickles, walks in on the conversation and warns the gang that the driver may be a suit of armor that has recently become sentient and haunting the museum, named the Black Knight.[7]

This incentivizes the gang to investigate, beginning by entering the closed museum via an open window.[8] They meet up in a lit room of the building in an upstairs floor, before all the lights go out briefly and Velma disappears.[9] Scooby and Shaggy find Velma in the dinosaur area, and she describes the Black Knight as not being so "tough".[10] As Shaggy and Scooby traverse the other parts of the museum, a guard notices them and a chase ensues. Shaggy collects the guard's key in the ensuing chaos, which triggers various parts of the museum, including unlocking secret doors.[11][12] In the secret rooms, Shaggy finds a canvas, a paintbrush, a lamp, sandbag, and two copies of the same painting.[13][14][15][16][17]

Gameplay

Nintendo 64 version

The game follows the Mystery Inc. investigating a crime ring run by a mysterious ghoul king through four levels. The first three levels retell three episodes of Scooby-Doo, Where Are You!, while the fourth is an original mystery. The player controls Shaggy and Scooby as they find clues and trap pieces to complete the levels. Velma, Fred, and Daphne assist them.

When Shaggy is scared enough times, he leaves the area and the player must restart. The fright can come from simple things such as the opening of a mummy's case or complex dangers such a moving dinosaur display hitting the player. 'Courage' can be restored by finding food to eat in a cafeteria or in Scooby Snacks lying on the ground.[18]

Each room, or sometimes different sections of the same room, are presented as unmoving camera shots that the player moves through. Familiarity with the television show helps the player, as in one instance, the player must hide inside a two-dimensional painting to escape a villain.

The Villains are Black Knight, Snow Ghost, The Witch Doctor, and the game exclusive Ghoul King.

Game Boy Color version

The Game Boy Color version features the gang trying to solve the case of the ghost of Dr. Jekyll. The player controls all members of the gang. The Mystery Machine had run out of gas in front of the Jekyll Mansion. The gang goes through each area of the mansion and the lab. The player must pick up items for later use, such as a stool, a sausage, and a book with the code to get into the lab. The gang, except Shaggy and Scooby, investigates the mansion to look for clues. When Fred and Daphne see the ghost walk through a door, they go in to investigate. The ghost has vanished and Daphne is curious about a device called a "Tele-Pot," a teleporting toilet. Daphne disappears and is captured by Dr. Jekyll. Fred is worried and Velma studies the symbols in the house with the help of a book she found. She opens the door using a code from the book. Fred goes in to find Daphne and Velma decides to return the book.

Fred is captured by robot guards that look like Shaggy and are locked away. He thinks Shaggy has gone mad and has mutinied. Shaggy and Scooby are hungry and go inside to look for food. They find a wall of cheese. They eat it and find a way to fix the levers for the library. Shaggy and Scooby go to the lab and find the robot guards. They search for items needed to make a disguise. They succeed, shut down one of the guards, and sabotage Mr. Hyde's experiment on Daphne. Shaggy and Scooby save Fred and help save Daphne.

When the members of the gang are reunited, Fred makes a plan to trap the ghost. Velma rigs the clock to chime and then the ghost appears and chases Shaggy and Scooby. When Velma sees Shaggy and Scooby run to the ballroom, she throws a towel to the laundry room to signal Fred to hit the breaker and turn off the power. With the power out the ghost slips and is caught in a net. The ghost is revealed to be Dr. Jekyll, stealing jewelry to finance his projects. He originally used cheese to power his robot staff, until Helga, his maid, discovered him. He then used a Tesla coil to power his staff. Shaggy finds gas for the Mystery Machine, and the gang sends Jekyll to jail and head home.

Development

Scooby-Doo! Classic Creep Capers was publicly announced in May 2000, with three levels that would each be based on three episodes of the original Scooby-Doo, Where Are You! series, - "What a Night for a Knight", "That's Snow Ghost", and "A Tiki Scare is No Fair" as well as a fourth level featuring an original story.[19] At that time, a PlayStation version was in development by Terraglyph Interactive Studios,[20][21] but was cancelled.[21] Like the Nintendo 64 version, the PlayStation version also would have been based on the same three episodes of the series, as well as featuring a new story for its fourth level.[20] The Game Boy Color version, announced in June 2000, was developed by Digital Eclipse Software, with its release date initially scheduled for fall 2000.[22]

Nintendo 64

The Nintendo 64 version was developed by Terraglyph Interactive Studios. Development began in late fall 1999. To ensure that the game would have a style similar to the series, the developers worked closely with Hanna-Barbera and Warner Bros., and repeatedly watched dozens of old episodes of the series. Three episodes were chosen to be adapted into the game as levels, while an original story was created by the developers to serve as the fourth level of the game. Original 2D art from Hanna-Barbera was used for the game's characters and environments. The developers faced difficulty in creating perfect 3D models of the characters, which had previously only been seen in 2D form on television. Although backgrounds on the series were simple, the developers used highly detailed environments for the game, while ensuring that they still looked like settings from the series.[23]

Scott Innes, who was voice actor for Scooby and Shaggy at that time, provided his voice for the characters in the game.[24][23] The original theme song from Scooby-Doo, Where Are You! was recreated for the game. The rest of the game's music – meant to be similar to music from the series – was created exclusively for the game. Because violence was never featured in the Scooby-Doo franchise, the game's designers had difficulty designing the gameplay in a way so that the player would have to either hide from enemies or move past them, rather than fight them. Various jokes from the series were implemented into the game. Development had concluded by October 2000, at which point the game was in Nintendo's final approval process.[23]

Reception

Classic Creep Capers was met with average to mixed reception upon release. GameRankings and Metacritic gave it a score of 71% for the Game Boy Color version,[25] and 59.33% and 53 out of 100 for the Nintendo 64 version.[26][27]

Mark Green of N64 Magazine exclaimed that Scooby-Doo! Classic Creep Capers was "overflowing with inexcusable design faults that'll soon have you tearing the cart apart with your bare hands."[32]

IGN gave the N64 version a score of 4.8 out of 10 overall. The sound was criticized for a lack of authentic voice-overs and the graphics were blurry on the low resolution screen.[18] However, IGN gave the GBC version a warmer review, rating it 7 out of 10.[31]

Official Nintendo Magazine criticized the movement control for being based on the perspective of the abruptly-altering camera angle, unsuitable for trying to get away from enemies; if the player holds one direction and then the angle changes unexpectedly, the player will accidentally go the opposite of the intended way.[35]

Official Nintendo Magazine was very positive towards the graphics, such as the detailed backgrounds, character representations, and faithfulness to the source material, particularly the use of "Zoinks", "Jinkles", and Scooby's barks in the text.[35]

The magazine was less forgiving towards the audio, "rubbish" music, irritating sound effects, and lack of voices from the show.[35]

References

  1. ^ "Scooby-Doo: Classic Creep Capers". IGN. Archived from the original on 2010-10-30. Retrieved 2010-09-07.
  2. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: That was one scary movie. We should have picked an afternoon matinee. / Scooby: Ruh-huh! / Shaggy: We just need to walk up this road so we can meet up with the rest of the gang. / Shaggy: (Gulp) Like, the sooner we got off this spooky road, the better! / Scooby: Reah! / Shaggy: Zoinks! That sounded like a car crash up the road! Let's go check it out! / Shaggy: Hey! That truck is on fire! Maybe we should do something.
  3. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: This looks like a shipping invoice for the County Museum. The name says R Necros. It might be a clue.
  4. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: It's a handkerchief with the letter "W" embroidered on it. We should show this to the gang.
  5. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: It's a fire extinguisher. Like, it might come in handy.
  6. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: ...Found an invoice...and then we put out the fire, but the driver was gone!
  7. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Mr. Wickles: What are you kids doing here? I'm the museum curator, Mr. Wickles. I'm sorry but the museum is closed. / Velma: Our friends found a truck with a missing driver and a delivery notice. It is addressed to this museum. / Mr. Wickles: It must be him. These parts aren't safe at this time of night. He might catch you. / Shaggy: (Gulp) Like, who is he? / Mr. Wickles: One of our suits of armor has come to life in the form of a black knight. He has been haunting the museum grounds. You kids had better be on your way.
  8. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Fred: Sounds like we got a mystery to me. We need to get inside that museum! / Daphne: Since the museum is closed, the front door is probably locked. / Velma: Maybe there's another way in. / Fred: Hey look, an open window! There must be something we can use to get up there.
  9. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Velma: It's spooky in here. / Scooby-Doo: Reah! / Shaggy: You should have seen it when the lights were off. Really spooky! [Lights goes off] Like, who turned out the lights? / Fred: Nobody move. / Shaggy: I couldn't move even if I tried. / Scooby-Doo: Rhaggy?! / Daphne: Boy, it sure is dark in here! [Loud footsteps and all the gang screaming before lights turn back on] / Fred: Velma? Velma! She's gone. / Shaggy: It must have been the Black Knight!
  10. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Velma: My glasses! Thanks guys. Let's go find Fred and Daphne. / Velma: That Black Knight isn't so tough. I want to find out what he's up to.
  11. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: The guard's key, Shaggy! This will definitely help unlock this mystery.
  12. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: Hey Scoob, you stay here while I look around. / Scooby: Rokay.
  13. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: A canvas. I wonder who left this here?
  14. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: Groovy. A paintbrush.
  15. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: It's a copy of that other painting.
  16. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: Hey, a lamp! That's good because I don't like the dark.
  17. ^ Terraglyph Interactive Studios (November 2000). Scooby-Doo! Classic Creep Capers. THQ. Shaggy: It's a bag of sand.
  18. ^ a b c Mirabella III, Fran (December 5, 2000). "Scooby-Doo: Classic Creep Capers (N64)". IGN. Retrieved June 9, 2008.
  19. ^ Blache III, Fabian (May 13, 2000). "E3: Scooby-Doo!: Classic Creep Capers". IGN. Retrieved December 3, 2016.
  20. ^ a b "Zoinks! Yes, it's a little corny, but we all have our vices". IGN. May 11, 2000. Retrieved December 3, 2016.
  21. ^ a b "Scooby-Doo! Classic Creep Capers (PlayStation)". IGN. Retrieved December 3, 2016.
  22. ^ Harris, Craig (June 27, 2000). "Mystery Machine? Check. Scooby Snacks? Check. Game Boy Color? Check". IGN. Retrieved December 3, 2016.
  23. ^ a b c "Ready for a Scooby Snack?". IGN. October 3, 2000. Retrieved December 3, 2016.
  24. ^ "Scooby-Doo! Classic Creep Capers - Credits (N64)". AllGame. Archived from the original on November 15, 2014. Retrieved December 3, 2016.
  25. ^ a b "Scooby-Doo! Classic Creep Capers for Game Boy Color". GameRankings. Retrieved June 9, 2014.
  26. ^ a b "Scooby-Doo! Classic Creep Capers for Nintendo 64". GameRankings. Retrieved June 9, 2014.
  27. ^ a b "Scooby-Doo! Classic Creep Capers for Nintendo 64 Reviews". Metacritic. Retrieved June 9, 2014.
  28. ^ Carroll, Tom. "Scooby-Doo! Classic Creep Capers (N64) - Review". Allgame. Retrieved June 9, 2014.
  29. ^ "Scooby-Doo Classic Creep Capers". Consoles + (in French). No. 112. p. 104. Retrieved July 23, 2021.
  30. ^ Provo, Frank (March 12, 2001). "Scooby-Doo! Classic Creep Capers Review (GBC)". GameSpot. Retrieved June 9, 2014.
  31. ^ a b Griffith, Jon (April 4, 2001). "Scooby-Doo: Classic Creep Capers (GBC)". IGN. Retrieved June 9, 2014.
  32. ^ a b Green, Mark (April 2001). "Scooby-Doo! Classic Creep Capers". N64 Magazine. No. 51. p. 45. Retrieved November 9, 2021.
  33. ^ "Scooby-Doo! Classic Creep Capers (GBC)". Nintendo Power. 142: 125. March 2001.
  34. ^ "Scooby-Doo! Classic Creep Capers (N64)". Nintendo Power. 139. December 2000.
  35. ^ a b c d "Scooby Doo! Classic Creep Capers". Official Nintendo Magazine. No. 104. May 2001. pp. 34–35. Retrieved July 23, 2021.
  36. ^ Marjorie Bros (February 2001). "As confusoes de Salsicha e seu Amgia Scooby". Super GamePower (in Portuguese). Vol. 7 no. 83. p. 44. Retrieved July 23, 2021.
  37. ^ "Scooby-Doo: Classic Creep Capers". 64. No. 50. February 2001. pp. 54–59. Retrieved July 23, 2021.
  38. ^ Nick (May 2001). "Scooby-Doo: Classic Creep Capers". Total Game Boy. No. 17. pp. 52–54. Retrieved July 23, 2021.

External links

This page was last edited on 28 November 2021, at 21:01
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