Who's Watching WhoisYet Another''Scooby-Doo'' game that doesn't quite hit the mark.
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To do: |
Developer Notes#
strb_en.asc#
# All string entries are made up of a descriptor and the string itself.
# The descriptor is used to identify the string, so (as an example)
# when an object is picked up, its display message entry refers to the
# descriptor (e.g. "pickup"). The text that gets displayed is the string
# associated with that descriptor.
# Furthermore, it is possible to compound strings. If one string is
# to be displayed within another string, the place where that string
# is to be inserted is marked by %s.
# Example for pickup object message:
# string = "like" "I like %s a lot."
# string = "person" "Rubbing Myself"
#
# pickup_message = "like" "person"
#
# Results in "I like Rubbing Myself a lot."
#
# NOTE: It is important when constructing compound strings
# that the number of descriptors matches the %s count.
# This becomes especially relevant with nested compound
# strings (i.e. a string that contains a %s, which is filled
# by another string that contains a %s, etc.)
#
# Descriptor length limit is currently 16 characters.
# Scooby Doo
# IMPORTANT: Do NOT change the tabs in this file; there needs to be exactly one tab
# between the two columns in order to export cleanly to the localization
# spreadsheet.
#
This text is present at the top of each main text file for each language. The example used for compound strings is... fairly questionable.
hudpltfm.asc#
# ---------------------------------------------------------------
#
# SCOOBY HEALTH HUD ITEMS
#
# ---------------------------------------------------------------
# Some magic numbers to get the health bar working:
#
# POSITION: X = 16, Y = 33
# -- This is the number of pixels into the background that the
# meter needs to be placed. Because the size is scaled by
# this offset needs to also be scaled by 2. For example, the
# x position of the health bar is determined by: (3.0 + 16 * 2 = 35.0)
# SIZE: X = 24, Y = 56
# -- This is the width in pixels of the relevant portion of the
# health meter texture. Again, it's doubled because the
# background was doubled.
charzobj.asc#
# Ice File - exported from 3D Studio MAX R3
# Exporter written by Michael Starich of Swingin' Ape Studios
# Max filename = Character_Zoo07.max
wpcafpar.asc#
######skippy was here########
######so did wan ########
fxslpart.asc#
#############################################
## ---------------->BAS Was here<----------------##
#############################################
#############################################
## ---------------->PETE'S WORKSHOP<----------------##
#############################################
fxxplode.asc#
###########################################################
## --------------->JACK'S HANDY WORK<-------------------##
############################################################
(Source: Original TCRF research)
Unused Gag Videos#
There are 5 gag videos that go unused in the game's files. They incorporate Scooby-Doo and Shaggy doing some shenanigans with each world's boss. All 5 gag videos also use the music from the previously released 2005 Scooby-Doo game "Scooby-Doo! Unmasked" specifically from the level "Monstrous Fright and Magic".
Watch on YouTubeWatch on YouTubeWatch on YouTubeWatch on YouTubeWatch on YouTube
(Source: Original TCRF research)
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The Scooby-Doo series | |
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ZX Spectrum |
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SNES |
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Genesis |
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PlayStation |
Scooby-Doo and the Cyber Chase (Demo) • Night of 100 Frights |
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Nintendo 64 |
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Game Boy Color |
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Game Boy Advance |
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PlayStation 2, GameCube, Xbox |
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Windows |
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Adobe Flash |
Castle Hassle • Monster Sandwich • 1000 Graveyard Dash • Escape from the Coolsonian |
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Adobe Shockwave |
Bayou Scooby-Doo • Scooby's Alien Snapshot Game • The Ghosts of Pirate Beach |
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Plug & Play |
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PlayStation Portable |
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V.Smile |
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V.Flash |
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See Also | |