the cutting room mirror

Scooby-Doo! Night of 100 Frights (PlayStation)

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.

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.

General#

  • 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.

AZ01#

Not a level, but rather the pause menu, UI, and items.

MISSING.STR#

SD_N100F_Proto_MISSING.mp4

A placeholder video that would play when a cutscene can't be found. Used in the theater on the Main Street level.

Intro Differences#

INTRO.STR

CG_INTRO.STR

SD_N100F_Proto_INTRO.mp4
SD_N100F_Proto_CG_INTRO.mp4

There are two versions of the intro video inside the MOV folder.

Levels#

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:

levellist=:aa00:ad00:ag00:aj00:am00

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.

Cutscenes#

These are fully-animated cutscenes done by Media Vision Animation, and the storyboards for them were done in-house at Hanna-Barbera.

SC01.STR

SC02.STR

SC03.STR

SC04.STR

SD_N100F_Proto_SC01.mp4
SD_N100F_Proto_SC02.mp4
SD_N100F_Proto_SC03.mp4
SD_N100F_Proto_SC04.mp4

SC05.STR

SC06.STR

SC07.STR

SC08.STR

SD_N100F_Proto_SC05.mp4
SD_N100F_Proto_SC06.mp4
SD_N100F_Proto_SC07.mp4
SD_N100F_Proto_SC08.mp4

SC09.STR

SC10.STR

SC11.STR

SC12.STR

SD_N100F_Proto_SC09.mp4
SD_N100F_Proto_SC10.mp4
SD_N100F_Proto_SC11.mp4
SD_N100F_Proto_SC12.mp4

SC13.STR

SC14.STR

SC15.STR

SC16.STR

SD_N100F_Proto_SC13.mp4
SD_N100F_Proto_SC14.mp4
SD_N100F_Proto_SC15.mp4

SC17.STR

SC18.STR

SC19X1.STR

SC19X2.STR

SD_N100F_Proto_SC17.mp4
SD_N100F_Proto_SC18.mp4
SD_N100F_Proto_SC19X1.mp4
SD_N100F_Proto_SC19X2.mp4

SC20X1.STR

SC20X2.STR

SC21.STR

SC22.STR

SD_N100F_Proto_SC20X1.mp4
SD_N100F_Proto_SC20X2.mp4
SD_N100F_Proto_SC21.mp4
SD_N100F_Proto_SC22.mp4

SC23.STR

SC24.STR

SC25.STR

SC26.STR

SD_N100F_Proto_SC23.mp4
SD_N100F_Proto_SC24.mp4
SD_N100F_Proto_SC25.mp4
SD_N100F_Proto_SC26.mp4

SC27X1.STR

SC27X2.STR

SC28X3.STR

SC28X2.STR

SD_N100F_Proto_SC27X1.mp4
SD_N100F_Proto_SC27X2.mp4
SD_N100F_Proto_SC28X1.mp4
SD_N100F_Proto_SC28X2.mp4

SC28X3.STR

SC29X1.STR

SC29X2.STR

SC30X1.STR

SD_N100F_Proto_SC28X3.mp4
SD_N100F_Proto_SC29X1.mp4
SD_N100F_Proto_SC29X2.mp4
SD_N100F_Proto_SC30X1.mp4

SC30X2.STR

SC31X1.STR

SC31X2.STR

SC32X1.STR

SD_N100F_Proto_SC30X2.mp4
SD_N100F_Proto_SC31X1.mp4
SD_N100F_Proto_SC31X2.mp4
SD_N100F_Proto_SC32X1.mp4

SC32X3.STR

SC34.STR

SC35.STR

SC36.STR

SD_N100F_Proto_SC32X3.mp4
SD_N100F_Proto_SC34.mp4
SD_N100F_Proto_SC35.mp4
SD_N100F_Proto_SC36.mp4

SC38X1.STR

SC38X2.STR

SC38X3.STR

SC39X1.STR

SD_N100F_Proto_SC38X1.mp4
SD_N100F_Proto_SC38X2.mp4
SD_N100F_Proto_SC38X3.mp4
SD_N100F_Proto_SC39X1.mp4

SC39X2.STR

SC40X1.STR

SC40X2.STR

SC40X3.STR

SD_N100F_Proto_SC39X2.mp4
SD_N100F_Proto_SC40X1.mp4
SD_N100F_Proto_SC40X2.mp4
SD_N100F_Proto_SC40X3.mp4

SC41X1.STR

SC41X2.STR

SC42X2.STR

SC42X2.STR

SD_N100F_Proto_SC41X1.mp4
SD_N100F_Proto_SC41X2.mp4
SD_N100F_Proto_SC42X1.mp4
SD_N100F_Proto_SC42X2.mp4

SC43.STR

SC44.STR

SD_N100F_Proto_SC43.mp4
SD_N100F_Proto_SC44.mp4

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