Create a remaster of Scooby Doo Night of 100 Frights for the PlaySation 4 and Xbox One

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Create a remaster of Scooby Doo Night of 100 Frights for the PlaySation 4 and Xbox One

This petition had 34 supporters

Brian Harper started this petition to Heavy iron studios

Scooby Doo Night of 100 Frights was a fun game when it was on PS2 and for Xbox back in the day. But now its in the  future of gaming. People would love to see this game to be remaster for the PlayStation 4 the Disc Version and also for Xbox One Disc Version as well. 

 

Gameplay

Night of 100 Frights is primarily a third-person game with action elements. The player controls the title character Scooby-Doo. The primary goal of the game is to hunt for the gang after they go missing at the mysterious Mystic Manor. Scooby has several abilities in the game as well as zany inventions he finds on the grounds of the mansion to aid him in his search.

 

he game's combat system allows the character to run, jump, and perform attacks to fend off enemies that are encountered. Various villains from the original Scooby Doo! show are met throughout the game, as well as other minor villains like bats and crabs. Scooby's health bar goes down when a villain or enemy scares Scooby, and it can only be restored by various food items (such as double-decker sandwiches and ice cream) that can be obtained throughout the game.

 

Easter Eggs that players can obtain, called "Monster Tokens" are large circles that have a picture of a Scooby-Doo! villain on them; when the player collects the token, the villain will be able to be viewed in a room in Mystic Manor, where trivia about the bad guy is given. Another character in the game known as The Professor has also scattered "inventions" throughout the terrain of the game, that can aid Scooby. Once obtained, the player can go back to a certain area that was not able to be entered before the invention was obtained. There are "warp gates", which are machines that teleport Scooby from check point to check point. The Boss fights consist of major Scooby-Doo! Villains, such as Redbeard or the Black Knight. Various secret passages which act as short cuts are scattered throughout the game, as well as trap doors. Outside levels also have various obstacles, such as moving platforms and mud-slides.

 

Also staying true to the Scooby-Doo fashion, Scooby must also collect all of the "Scooby Snack" treats scattered throughout the game in order to open "snack gates" that open almost every door. Although its optional to collect all of the snacks, bonus content is unlocked if the player does so. As the game progresses the Snack Gates demand more Scooby Snacks. The voice acting is complemented by sound effects taken straight from the cartoon, including a laugh track that reacts to Scooby's onscreen actions.

 

here are also Holiday easter eggs programmed into the game. When the game is played on certain days of the year, special decorations will appear in front of the Manor. For instance, on Christmas, it will be snowing, and on Halloween bats appear above the doors and windows. New Years, Saint Patrick's Day, Valentines Day and Fourth of July are other holidays that have special surprises as wel

 

Setting

Recreating the classic Scooby-Doo formula, a ghost/monster is terrorizing the locals of a town with Scooby and the gang being called away to solve a mystery. An eccentric villain known as "The Mastermind" kidnaps the gang, and Scooby must venture through Graveyards, Lighthouses, and secret passages in an effort to solve the mystery and find his friends. The game is mainly set inside a large mansion known as "Mystic Manor". The manor has dozens of rooms and floors, from the secret laboratory in the basement[5] to the haunted attic. The game is set during the late hours of the night. When it is time to venture outside of the Manor, players can explore the vast Graveyard section as well as the Sea Pier section. Each section has its own settings, such as Fishing Factories[6] and Haunted Crypts

 

Plot

Daphne's friend Holly calls the gang to the mysterious "Mystic Manor" to solve the mystery of her uncle's disappearance. He was a famous inventor who mysteriously vanished before he could reveal his new top-secret invention. Daphne, Fred and Velma agree to help but Scooby-Doo and Shaggy are reluctant. While the rest go into the mysterious Manor, Shaggy falls down a trap door in the floor, leaving Scooby alone outside. Scooby runs into the Manor and finds Holly locked in a hallway, who says The Mastermind took the gang and left her there.

 

Scooby returns to the courtyard outside the manor, where a mysterious groundskeeper (Don Knotts) gives him a shovel that enables him to dig up a key to enter the nearby fishing village. Upon exploring the village, Scooby finds the professor's many inventions, which are scattered throughout the game.

 

Scooby returns to the manor and travels through the backyard and then fights his way to the roof top, where he encounters The Mastermind for the first time. He reveals that he is the one who resurrected all of his old foes, and that he also has Velma, who is locked in a cage near by. The Mastermind then brings the Black Knight Ghost back to fight Scooby and he departs. After Scooby defeats him, he saves Velma. However, after Velma reclaims her glasses, she begins to shriek as she thinks The Creeper is right behind her. A befuddled Scooby stays behind, as there was nobody chasing her.

 

Scooby then ventures to the Graveyard where he finds more inventions and collects more Monster Tokens. He eventually saves Daphne from the Green Ghost, only to have her (and Holly) fall through a trap door. Scooby then goes on to the shipwrecks. There, Scooby reaches a pirate ship where he is greeted by Fred and the ghost of Redbeard. Scooby defeats Redbeard, then Fred and Scooby begin a conversation, but are interrupted by Velma, still seeing Creepers. Fred notices that the lenses in her glasses have The Creeper imprinted on them. Curious, Fred and Velma head to the Professor's secret lab. Shaggy then arrives and the two begin to eat, but Shaggy flees after he sees a ghost diver.

 

Scooby heads for the secret lab, and he discovers the gang waiting for him. They tell him the Mastermind has been using holograms the whole time- thus the recreated monsters and the creepers on Velma's glasses. Fred devises a plan, but needs Scooby to distract the Mastermind so that it will succeed. Scooby reluctantly agrees and confronts the Mastermind, and after the final boss battle is complete, The Mastermind is then sucked up a strange tube that descends from the ceiling. The gang rushes back to the Manor's parlor.

 

Back in the Manor's parlor, they unmask the Mastermind. Fred unmasks the Mastermind, and it's the professor himself (at first, Shaggy thinks it is Don Knotts). Velma, confused, says that the clues do not add up. "If you ask me, someone's playing a nasty trick – a trick of the light!" she announces. She holds her glasses up to a mirror to reveal Holly working the controls of a machine behind a wall. Shaggy is puzzled, as Holly is standing right next to him. He reaches for her, but when his arm goes through her, the gang realizes that Holly is a hologram - the real Holly was the Mastermind all along. Holly was in the Mastermind costume the entire time- she used one of the Professor's inventions to get back to the Mansion from the Secret Lab and put the Professor into the costume. Because Daphne kept Holly "up to date on all of their cases," it was fairly simple to recreate all of their old foes. Holly admits that she wanted Mystery Inc. to come, arrest her uncle as the Mastermind, and leave so she could take the credit for his hologram machine and become rich. Scooby and the gang successfully close another case while Shaggy goes to a table full of food only to find out that it's a hologram controlled by Scooby.

 

Power-ups/Collectibles

Scooby must collect all of the professor's inventions to progress further into the game.

Map - after opening the very first snack gate in front of the Mystic Manor, Scooby enters the haunted house and finds Holly behind a door, who gives him a map of the areas.

Shovel - after obtaining the map from Holly in the manor and returning to the courtyard, Scooby must talk to Don Knotts, who will give him a shovel.

Double-Jump Springs - At the end of the Fishing Village, Scooby finds this invention inside a mini-lighthouse, which allows him to jump higher and farther, and get the too-high-to-reach key to the hedge maze.

Football Helmet - On the top of the hill in the hedge maze, Scooby finds a helmet that allows him to charge through spider webs or walls, or defeat recurring enemies. He uses this to progress through Mystic Manor by smashing the spider webs blocking his way.

Anti-Stick Galoshes - Appearing in the professor's box of inventions that is knocked over by Velma after Scooby defeats the Black Knight, these yellow boots let Scooby run, jump, and use the football helmet in the sticky black tar. In the professor's video, he mentions that they are banana flavored.

Lightning Smash Power-up - When Scooby breaks the light at the top of the lighthouse, he will find this power up, which allows him to smash on the ground after doing a jump in the air, which can break floors, press buttons, or defeat enemies. Later, in the sea cliffs area, he will find an advanced power up based on the lightning smash, called the thunder smash. This allows him to create a smash that will stun all nearby enemies when he performs the move.

Plunger - Professor Graham's plunger invention allows Scooby to walk on steep slopes and slippery surfaces without falling.

Umbrella - Found when Scooby defeats the Green Ghost, lets him float in the air after doing a double jump, which allows him to cross large chasms or ride updrafts (or "sidedrafts").

Bubblegum - After defeating Redbeard's Ghost in the shipwrecks, Shaggy finds a bubblegum invention for Scooby that lets him spit wads of gum that will stop enemies in their tracks, letting Scooby bounce off of them.

Soap Bubbles - Found in the basement of Mystic Manor, these inventions, similar to the bubblegum, trap an enemy in a bubble of soap. They are more useful than the bubblegum because they will keep an enemy still wherever it is, even in the air, while the gum wads would make it fall and stick to the ground. Instead of bouncing off of the enemy, Scooby will simply walk on top of the bubble to his advantage or disadvantage. However, the gum wads last longer than the bubble.

Diving Helmet Originally designed to allow Scooby Doo to swim in certain areas of water, but was never put into the final game. Hackers have been known to find this invention in the game's code, but crashes the game when used.

Warp Gate - Professor Alexander Graham has placed these around to get places. When you use the warp gate, you can go places where you have already activated one.

Black Knight Armor - This suit of armor replaces the lampshade and slippers; this allows Scooby to fool the slightly clever monsters as well.

Bunny Slippers and Lampshade - Allows Scooby to sneak past particularly the dimwitted monsters.

Monster Tokens - These unlock facts about the monster as you collect them.

Magnifying Glass - When you find a magnifying glass, you will find a hint.

Food - Food gives Scooby courage.

Scooby Snacks - Found in almost every level of the game, Scooby Snacks are used to open snack gates and unlock bonus content in the Monster Gallery.

Snack Gates- The snack gates block important doorways and can only be opened with a specific number of Scooby Snacks, which can range from 25 to 800+.

Flower Pot- No Information For Now.

 

Monsters

Boss Monsters[edit]
The Mastermind
The main villain who brought back all the old enemies.

The Black Knight (Scooby-Doo, Where are You!: What a Night for a Knight)
A living suit of armor, he guards Velma in a cage.

The Green Ghost (Scooby-Doo, Where are You!: A Night of Fright is No Delight)
A ghost, who is summoned by the Mastermind to attack Daphne and Scooby. Although he resembles the Phantom Shadow from one of the Scooby Doo, Where Are You! episodes, the Monster Gallery incorrectly mentions it being from the later series, A Pup Named Scooby Doo, in the first episode, "A Bicycle Built For Boo."

The Ghost of Redbeard (Scooby-Doo, Where are You!: Go Away Ghost Ship)
The ghost of an old pirate, who is summoned by the Mastermind to guard Fred from Scooby.

Common enemies[edit]
The Ghost (The Phantom of Vázquez Castle) (Scooby-Doo, Where are You!: Hassle in the Castle)
The ghost is the only villain that cannot be killed, it can only be stalled by the "bubblegum" and "soap box" inventions. The ghost is also one of the only villains who cannot talk, but simply moans. It appears in the Mansion and the Graveyard, and also in the Redbeard boss battle.

The Ghost Diver (Captain Cutler's Ghost) (Scooby-Doo, Where are You!: A Clue for Scooby Doo)
The ghost diver can be killed by any one of Scooby's inventions, and he appears in the Seaside levels. He simply moans, rather than talking.

The Ghost of Captain Moody (The New Scooby-Doo Movies: Guess Who's Knott Coming to Dinner?)
Moody's Ghost appears only in the Sea Side and Secret Lab/Secret Passageway levels, but unlike the other ghost, he talks, saying things like "Beware!" and "I'm coming for you!". Also appears in the Redbeard boss battle. This villain can be killed.

The Creeper (Scooby-Doo, Where are You!: Jeepers, It's the Creeper)
The Creeper is one of the bigger villains, as he needs to be hit two times in order to be killed. As in the original cartoon, he only grunts "Creeper!". The Creeper appears only in the Mansion and the Secret Passageway levels.

The Space Kook (Scooby-Doo, Where are You!: Spooky Space Kook)
The Space Kook only appears in the Secret Lab/Secret Passageway levels. He is the only villain who can regenerate on a regular basis after dying.

The Gargoyle (The New Scooby-Doo Movies: A Good Medium is Rare)
The Gargoyle appears in the Mansion, Graveyard, and the Sea Cliff levels, and he can fly and breathe fire. Rather than talking, he laughs menacingly.

The Wolfman (Scooby-Doo, Where are You!: A Gaggle of Galloping Ghosts)
The game mentions him being from the episode "Who's Afraid of the Big Bad Werewolf", but his design is taken from the Wolfman in "A Gaggle of Galloping Ghosts". The Wolfman appears in the Mansion, Graveyard, and Hedgemaze levels, and he can only growl.

The Zombie (Scooby-Doo, Where are You!: Which Witch is Which)
The Zombie appears in the Hedgemaze, Graveyard, and Mansion levels, and he can grunt and mutter sayings like "..I guess he isn't here.." and "ah-ha!".

The Headless Specter (Scooby-Doo, Where are You!: Haunted House Hang-Up)
The Headless Specter appears in the Mansion levels, and he can only grunt and laugh, despite being headless.

The Scarecrow (The New Scooby-Doo Movies: The Frickert Fracas)
The Scarecrow only appears in the Hedgemaze and the Greenhouse, and when he does not see Scooby, he can be heard humming. Many have said the Scarecrow is the most humorous of the villains, due to his humming and screaming.

The Witch Doctor (Scooby Doo Where are You!: A Tiki Scare is No Fair)
The Witch Doctor appears in the Manor. He can speak, and he can shoot fireballs from his stick.

The Funland Robot (Charlie the Robot) (Scooby-Doo, Where Are You!: Foul Play in Funland)
The Robot appears in the Super Secret Lab levels, and he requires two hits in order to die. He can speak and laugh, and he makes mechanical noises when he walks.

The Ghost of Geronimo (Scooby-Doo, Where are You!: Decoy for a Dognapper)
The Ghost of Geronimo appears in the Manor, and when Scooby's presence is unknown to him, he is heard chanting some sort of spell. When Geronimo is killed, he exclaims "Geronimo!"

The Caveman (Scooby-Doo, Where are You!: Scooby's Night With a Frozen Fright)
The Caveman appears in the Manor, Seaside levels, and Sea Cliff levels, and he requires two hits in order to die. He is armed with a club and he cannot speak, but he can grunt.

The Swamp Witch (Scooby-Doo, Where are You!: Which Witch is Which)
The Witch is one of the very few villains to appear in every level of the game (except the Secret Lab levels). She flies on a broomstick and casts spells, and she can also speak. On rare occasions she will regenerate after dying.

The Sea Monster (The Creepy Heap from the Deep) (The Scooby Doo Show: The Creepy Heap from the Deep)
Unlike in the series, the creature is female, and she requires two hits in order to die. She can speak and appears only in the Seaside levels.

The Tar Monster (The Scooby-Doo Show: The Tar Monster)
The Tar Monster appears in every level of the game, he can throw tar balls at Scooby. He sometimes exclaims "Don't do dat!" when he spots Scooby.

The Ghost of Mr. Hyde, from the Scooby-Doo, Where Are You! episode "Nowhere to Hyde" appears in paintings in Mystic Manor.

 

 

 

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This petition had 34 supporters