Somebody posted a longplay of this game a LOOOOOONG time ago, so here it is: the whole game in one video.
Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
Showing posts with label Scooby-Doo Mystery. Show all posts
Showing posts with label Scooby-Doo Mystery. Show all posts
Saturday, January 11, 2020
Scooby-Doo Mystery (Super NES) Longplay (by GEEKMEISTER)
Somebody posted a longplay of this game a LOOOOOONG time ago, so here it is: the whole game in one video.
Friday, January 10, 2020
PrinceWatercress plays Scooby-Doo Mystery (Super NES) - Part 6 of 6
Just like that, it's over. Well, at least those meddling kids solved some cases and made the local area a little bit better, wherever it is.
Leave the room, then head right. Go through the door in the background with the dog head about it. There will be a peg on the floor, but you won't be able to pick it up. The lantern to the right of it, however, can be picked up, so grab it. Leave the room.
Head further to the right. Talk to Freddy, who will tell you that the door at the top of the stairs is locked. Go to the right again, and Count Bagosi will show up and run to the right. You can now go upstairs. Go all the way to the right, then go up at the stairs. Go left, then go into the second foreground door that you see. Use the X Button near the bed to find a make-up set, then wait. Daphne will show up, and you can get a Scooby Snack from her. Leave the room, then head to the left. There will be a set of double doors in the background. Enter it to trigger a whack-a-mole mini-game.
After the mini-game, you'll meet Freddy. The plank to the right cannot be taken, but you can search to the left of it to find a fake bat. Go left again, and talk to Velma with the make-up. She will notice the make-up is actually stage paint. By giving her the fake bat, Velma will notice that she saw this bat before Count Bagosi appeared. For giving her the stage paint and the fake bat, you will get a key from Velma. There is a door to the far left, but it is locked, but if you have that key, you can open it.
Go inside the room, and to the right will be a door. Go inside and take the spare tuxedo, then head to the right and hand it to Velma. She will then ask you to help her open the door to the right. Just walk up to her, and you'll open it. Go inside. There will be a bright yellow suit of armor to the left that looks just like all the others, except it is alive. Run away to the right and enter the first door in the background that you see. You'll be in a bathroom. Search the toilet with the X Button to find the fangs, then get out after waiting a little while for the knight to leave. There will be some melons further to the right as well as a door, but if you enter that door, you'll be scared by Count Bagosi. Keep going to the right and enter the last door in the background.
Go right to Velma and grab the cheese, then show Velma the fangs. Go to the left and enter the door with the rhino head above it. Go left and jump on the bed, then get on the shelf with B and grab the brown book. Jump back on the bed and head right to leave, then go to the door on the far right, then enter the next door to your right to go back to the entry level to avoid the knight.
Go to the left and re-enter the door with the dog head. Freddy will be there. Jump over the crates to find another fast green rat. Throw the cheese to it to get a key to open the door to the right. You'll be in the library. Climb up the shelves by jumping out of the books that are sticking out and get the yellow book, then get on the right edge of the moving platform and keep pressing Up until you get the blue book. Go up another level and make a running jump to the right, then jump to the platform that drops down to the right. Go up, jump left, and take the next platform back to the bookcase. Use your melons to get rid of the rat, then use the three books at the right edge of the platform you just jumped to in order to use the three books that you have to create a makeshift platform to the level above you. Drop one, jump on it, drop another, jump on it, then use the third and get rid of the other rat that you see. Make a running jump to the platform on the left, then jump to the right and keep going in that direction to get the red book that you see, then go back to the book stack and pick up the books again. Go to the right to where the monster-sized books are and jump up them. Do the book stacking thing again, this time with all four books, then go up and then left to the door.
You'll be in a dark room, but the lantern will light it up. Go right to the lamp oil and pick it up, then make a running jump to the right to avoid the water below. Go into the first door you see for a Scooby Snack and even more lantern oil. There is a barrel here, but you cannot take it yet. Leave the room. Take out the rat from a distance, then take the platform to the right and take the next on that moves up and down to the top of the crates. Head right from here to drop down and find another room. Go in and you'll find a printing press. Search near the printing press with the X Button to find a printing plate that is clearly for money, then jump to the right onto the rocks. Keep going right and take the platforms nearby to get on a catwalk suspended in mid-air. Keep heading left and taking the platforms as you go, then jump over the rat and make a running jump to the left to get back to the beginning of this area. Leave. When you return to the library, you can drop all the way down - as apparently fall damage doesn't exist here - on your way back to where Freddy was.
Leave the "dog head" room and talk to Daphne - who will be to the left - for a Scooby Snack before going to the right and handing the printing plate to Velma. You've now solved this mystery, so now it's time to trap "Count Bagosi." Head left to find Freddy, who will have the barrel with him. For the final trap, you'll need a peg (in the study, aka "the dog head room"), a plank (behind the double doors) and another barrel (in the first room in the dark area). Once you have all three, go speak to Freddy and hand him the items.
From there, head all the way to the right and go up the stairs, then head left until you see Count Bagosi. Run to the right, then run to the left once you go down the stairs. You'll catch Bagosi, who turns out to be J.D. Morgan, who says that his business partner was the knight and that they printed their own money and faked the ghost stories to scare people away...and it would have worked had it not been for us meddling kids.
Once you've beaten this case, you'll get the SPNNR password that lets you watch the credits at any time and you'll have beaten this game! Congratulations!
PrinceWatercress plays Scooby-Doo Mystery (Super NES) - Part 5 of 6
Well, that didn't take long to complete the third mystery. Only one more case to go!
Grab the lantern and follow the footprints down. To the right is a beehive. Search below it for another pair of old boots, then immediately get away and go back to the previous screen to avoid being stung. Go back and pick up the boots, then run to the right.
Talk to Velma with the boots. You'll find out the boots are covered in tar. Go back to the platform you saw moving earlier and take it to the roof. You'll find a map; take it. Show it to Velma, who identifies it as a map of geological exploration of the area and asks why the area is being searched. Go back to the platform, but this time, go up where the ladder is. You'll meet Daphne again. Talk to her for a Scooby Snack, then go right and grab the tar-stained boiler suit. Leave the room and show the suit to Velma. Go back to Daphne, and this time, walk all the way to the left. Do not run, or else you will lose a life. Make a running jump to the left, jump left off the tires and land on the ground on the other side.
Grab the oil lamp as you head left on this new screen, then go into the nearby house. Pick up the paint can full of tar to your right, then leave and show the paint can full of tar to Velma. Go left again and you'll meet Daphne and Freddy. Talk to Daphne for another Scooby Snack, then go left and go up. If you go right, you'll meet the zombie, so get out of there and wait. Pick up the report, then go back. Walk to the right, and if the zombie shows up, go back to the other screen and leave.
Go back to Velma and give her the report. She will notices that Dean Drabwell commissioned the report, but the report is on old man Grumper's land, confirming that Drabwell is behind this. You've solved the mystery, so head back to Freddy to set up another trap that will dry out the tar monster. You'll need the gas, the generator and the fan. (This is why you need to pick up the fan and the generator again when you use them to blow away the leaves.) Since we have them and the gas can, we have everything. Freddy will tell you to find him on the far end of the plank bridge. Make a running jump over the swamp again, then head back through the basement area, run past the bee's nest, and cross the plank bridge near the footprints. Go right through the door at the other end to meet up with the rest of the gang. Talk to him with the fan, again with the generator and once more with the can of gasoline.
From here, head to the right, go down, and then right again. When the tar monster shows up, run left, go up, and run left again on the next screen to dry out the tar monster. Turns out the culprit was indeed Dean Drabwell, who says that old Grumper's land was worth a fortune and wanted to scare everyone else away while scaring Grumper into selling off his land along with the help of wife Nina, who dressed up as the zombie. He almost got away with it, and he would have if it weren't for us meddling kids.
Write down that password! You've got one more mystery to go!
Mystery 4
This time, the gang drives through a graveyard on the way to Bradshaw Manor, which Daphne's aunt has told Daphne about and has been abandoned for years. They make it there, and Daphne explains that her aunt Mabel works here and that the house is haunted by the ghost of Count Bagosi, and that the owner of the manor, J.D. Morgan, went insane to to the point that his business nearly went bankrupt. Now we have to find out what is going on for Daphne and her family's sake. As everyone talks, however, the lights go dim and the ghost of Count Bagosi shows up, threatening to curse everyone if they do not leave.
Head to the right. Freddy will tell you to help Velma, then leaves. Go further right and Velma will tell you to look for clues again. Head further to the right and enter the first door in the background that you see. There will be two sofas and a chandelier. Leap on one until your high enough, then leap into the chandelier and onto the other one to break the chandelier. Search with the X Button on the left side of the right sofa to find some papers to pick up, then jump over the left sofa to leave. Hand the papers to Velma, who notices that this is bank note quality paper. When you go to the right after that, Count Bagosi will show up to scare you, then he will unlock the door in the foreground to the right. Go through it.
Jump to the tables to move around on them. Run to the left on the left one to get the chandeier to fall, then pick up the melon afterward. The melon will be used as a throwing weapon much like the tin can and the stick from the last mystery. Jump onto the right table and run all the way to the right to open the door at the end and trigger another fridge mini-game. After this, you'll be at the refridgerator. There is nothing in this room. Head to the right. Remember that the chandeliers re-spawn every time you come into this room.
Search the room with the X Button to find a bottle. Head back to Velma with it and you will find out it is green printing dye, which further confirms that somebody is making counterfeit money.
Thursday, January 9, 2020
PrinceWatercress plays Scooby-Doo Mystery (Super NES) - Part 4 of 6
The second mystery has come to a close...and we are now halfway through the game. However, the game is only going to get harder from there.
Before you forget, search between Velma and Freddy with the X button at this point to find a clown nose. Give it to Velma, who will ask why a ghost clown needs a spare red nose. She will give you a key. Freddy will go down two "rooms". Go right and avoid the rat - and take care of the unicycle, and continue to follow Freddy up past the unicycle. Use the key that Velma just gave you on the door to the trailer Freddy stops at, and go right to find a clown costume. When you exit the trailer, you'll have the mystery solved, and it's time to build the trap. This time, you'll need glue (south of the cannon), cannon ball (north of the cannon), matches (left of the entrance to the clown costume trailer) and gunpowder (near the wild west game at the area where you found the clown nose). As you find these items, talk to Daphne when you see her for a Scooby Snack.
Once you have all four items, the evil clown will be near the cannon. Use the platforms to make a running jump over him and use the glue on the X on the ground. Get the clown to step on the glue by standing on the X afterwards and running away when he gets close. Make a running jump over the clown - as he can still damage you - and use the platforms to use the gunpowder and the cannonball on the cannon. Go up to the beginning of the nearby trail of gunpowder and use the matches, and you'll beat the evil clown. It's none other than Mickey Mindang, the ex-janitor, who says that the funfair was part of a family tradition which was wiped out when he grandfather died trying to save his job. He admits that his nephew helped with the hauntings and that they planed to close the funfair and buy it back at a reduced price if it weren't for us meddling kids.
Two down, two to go. We have another password, too.
Mystery 3
This time around, the gang heads to a lake, but the fog is getting worse. The gang then finds out they are near a swamp, and some sort of swamp monster approaches the back of the Mystery Machine. Freddy punches the engine to get away from it, and realizes this all seems a bit fishy. The gang heads to the ranch of Dean Drabwell, where the third mystery begins.
You'll find out that Drabwell is trying to buy an old man's land, and Shaggy wants to know why somebody would want to buy such a creepy place.
When you head right, you'll run into the tar monster and get scared, then you'll run into Freddy, who notices that the general store is abandoned. You'll see a platform of crates that moves up and down, and while you can't do much on the porch, you can get on the roof. You won't be able to do much here, so head down.
Pick up the can, then talk to Daphne. The can is one of two weapons you'll be using in this stage. Daphne will ask if any of the garbage here will come in handy. Go all the way to the right and go up to talk to Velma, then go back to Daphne and talk to her for a Scooby Snack. Go back to Freddy and use the X Button to search near the beginning of the level for a pair of old boots. Show them to Velma to make some progress, as Velma will notice the boots are covered in tar. She will then go right and go up, and Daphne will follow her there. There is a platform that takes you to the roof here, but there is nothing on the roof.
Follow Velma and Daphne, then go right and then up to meet Daphne again. Talk to her to get another Scooby Snack, then make a running jump onto the platform to the right. On the left side of the roof is an electric fan; just avoid that quick-running rat. Leap Get off the platform and go up from where it is to meet Freddy. Talk to Freddy, and he will tell you that you will need to blow some leaves away to continue on. You have a fun, but you need something that will generate power. If you go left, you'll find a generator, but you'll also find a zombie. Run away from him and wait a few seconds, then go back, get the generator and talk to Freddy twice, once with the fan and again with the generator. You'll get the leaves out of the way and you can continue on. Be sure to take the generator and the fan afterwards, as you will need them again even though you'll need more gas to power the generator.
Search the left gas pump with the X Button to get a can of gasoline. Daphne will show up. Talk to her for a Scooby Snack. To the right is a bunch of tires you can leap on with B to reach a platform that is straight above you. On the left side of the roof is a bunch of tires that acts as an item, so pick it up. Get back on the platform, drop down to the tires on the ground and go up in the opening to the right.
You'll meet the tar monster. Run to the right, and jump to the right before he catches you to avoid raising the fright meter. Freddy will tell you that he needs to find a way to get to the tree nearby, but he cannot even reach the lowest branch. Head to the right of where you met Freddy, and grab the soil sample kit on the ground. Give the soil sample kit to Velma, who will hypothesize that somebody is interested in the land here.
Go back to the right, and this time, use the tires on the edge of the cliff. Leap to the branch to the right, then ride the nest platform up. Throw the can to take out the jumping jack-'o-lantern, then make a running jump to the right off the nest platform that will fall under your weight to the branch to the right. Get on the plank platform, which will move to anotehr nest platform. Jump right to the next branch and grab the stick, which also acts as a weapon much like the can. Go right to the branch below it, then go left to an even lower branch. Go right and drop straight down. Head to the right, then go back through the door when you see the zombie and wait a little while before going back. As soon as you see a path in the background, go up.
You'll meet Freddy here. Search the area with the X button for some extra Scooby Snacks, then leave. Go all the way to the right and then go down. You'll see Daphne here, and if you talk to her, she will tell you that she thought she saw something here. Search this area with the X Button to find a tar monster mask. Talk to Daphne again for another Scooby Snack, then take the tar monster mask to Velma.
Go left from Velma and get rid of the jack-'o-lantern - or make a running jump over it - to find a lantern and a bunch of footprints leading down.
Wednesday, January 8, 2020
PrinceWatercress plays Scooby-Doo Mystery (Super NES) - Part 3 of 6
Be careful on the second mystery; you can lose a life when you least expect it.
Talk to Freddy, and he will tell you to "play the machines." Go up from here. If you go up again, you can meet Daphne and get a Scooby Snack. If you go right from there, you'll meet the evil clown. Go back down and wait a little while for the evil clown to disappear. Go right to the bounce house and bounce up with B to get the lantern, then drop down - don't jump - and continue right to the trailer. Grab the oil can that is there, then use the keys on the trailer door. You'll also want to go back to the oil can you saw earlier and pick it up too.
Be careful as you move around past the first section of the funfair. There is a werewolf that will suddenly poof into existence, and he will raise the fright meter if he catches up to you. Thankfully, he disappears after a little while, but you'll still want to take it slow at times and not go too fast.
After another sandwich mini-game, you'll be in the trailer. Search the sink with X to get another key, then collect the newspaper to the right. Leave the trailer and head back to Velma with the newspaper in the center slot. The paper has a headline that reads "Funfair Failing Due To Falling Attendance." Why would a ghost need a newspaper, and who wants to close the funfair?
From here, go into the tents, now that you have the lantern. If you press Up and Shaggy goes up, you'll be able to enter that tent. Be sure to search when in them, as you'll be able to find a coin. Press Down to leave the tent, then go to the claw machine near Velma to get a doll. Pick it up, and Velma will look at it and find a pass, which will now be part of your inventory. Talk to Freddy, and you'll be able to access more of the fun fair. You can now go down from Win-A-Fish.
Equip the mallet, and go into the tents in this new section of the funfair. Search around with the X button and you'll find a clown mask. Take it to Velma, for it is a clue. If you run into any unicycles that are moving on their own, hit them with the mallet. Be careful, as there is some delay between you hitting the hammer Another tent will be lit up when you go inside, and not only will you find Daphne - and a Scooby Snack - there, but you can also get some clown shoes. Take those to Velma as well, and she will mention that they are covered in ice cream and that the clown must hide in the ice cream van.
Head down from where Velma is. You'll find a big slide and Freddy. Go into the door, and you'll go down the slide. When you see an arrow pointing up on the right side of the screen, be ready to jump over spiked balls. If the arrow is pointing, stay down so you don't jump into the spiked balls that will soon be above you. (Why is this happening, given the source material? This makes no sense.) If you can somehow touch a box of Scooby Snacks, you can decrease your fright meter immediately. If you can jump over the exit sign, you'll be able to get four boxes of Scooby Snacks that will bring your fright meter way down.
When you get off the slide, there will be a key on the floor to the left of Freddy. Pick it up. It opens another area of the funfair. Just go down from the big slide, and there you go.
Watch out for the rats that move around, as the second is faster than the first. Daphne should follow you here, and you can get a Scooby Snack from her. If you go left and then up, you'll meet Velma and you'll see a big truck. This is where the key you found in the sink in the trailer comes in. Also, there is a mop and bucket to the left. Grab it and take it to Velma, and you'll find out that the mop head was the evil clown's hair. You'll also find pieces of balloon caught in it. Why does a ghost need a makeshift wig?
Use the key you found in the trailer sink to unlock the door of the truck. Jump up the crates, then get on the platform that moves back and forth. Jump on to the crates to the right when you see them, then go right and drop down. Use the mallet - or the coconut - to defeat the rat, then grab the welding torch on the floor. Go further right, jump the crates, take the nearby platform left, then make your way back to the crates. Jump up some crates and jump up some platforms , then go right when you can't go up anymore. Take the platform right and jump to the right when the platform starts moving in the other direction. Make a running jump to the right to another platform, then make a running jump to the right again to get to a platform. Ride it up and jump right to the top of the stack of crates, then go right, ride the platform down. The exit is there, but there is a red diving helmet to the right of it. Grab it, then take the exit back to the padlock at the start of the level. Freddy will be there. Give him the welding gear and you'll be able to break the padlock.
You'll be in a big tent with a cannon. Go all the way to the right, then head up for a whack-a-mole mini-game. It should be mentioned that after playing the whack-a-mole mini-game often enough, you can memorize whole rounds and know where not to strike and when, and get far in the mini-game, which loops after the ninth round . After the mini-game, you'll be at a row of lockers, there will be a cannonball. Shaggy will mention that it is not mysterious and we won't be able to take it until later.
Leave the room, then go down. Freddy and Velma will be here. To the right of Freddy is another TNT barrel. You won't be able to pick it up yet, as it's really gunpowder and is not suspicious in any way. Going further down is where Daphne - and a Scooby Snack - is, as well as a bucket of glue further to the right. Going down again leads to a rat and a box of matches that you can't pick up until later to the left, as well as the evil clown to the right. Leave the area and wait a while for the evil clown to disappear before going back. Further to the right is a fast-moving unicycle, and if you search near the tree to the left of where you see the unicycle, you'll find another newspaper to take to Velma. It's actually a letter address to the old janitor of the funfair, and that it states that he was fired for putting visitors' lives in danger. Watch out for the werewolf as you go, as the werewolf can show up wherever the gang is.
PrinceWatercress plays Scooby-Doo Mystery (Super NES) - Part 2 of 6
In this entry, we complete the first case and go on to the second.
Go through the door that One-Eyed Matt flew through. You'll trigger another mini-game.
This time around, it's a Whack-A-Mole game. There are three pots, and you'll have to press Left, Right or Down to whack the enemies you see. The ghosts, knights, ghouls and vampires are the things you need to whack; if you hit Scooby, Daphne or Velma, you'll lose time. If you whack a mallet icon, you'll speed up for a few seconds, while a clock will give you more time and a clock under ice will stop the timer for a few seconds. If you do well enough, you can reduce your fright meter or even get extra lives.
You'll end up on Deck 3, and Freddy and Daphne will follow you. Freddy goes down, while Daphne goes left. Go left and talk to Daphne for another Scooby Snack, then go further left and pick up the box of matches. Down from that area is Velma - who tells you it is time to shed some light on this mystery, meaning that you'll need the lantern soon - as well as a TNT barrel you'll also need to pick up. Right of Velma is Freddy - who will tell you to open the locked door to Deck 3 - and a scrap of paper. Give the scrap of paper to Velma; it is a list of places near the shipwreck that have been robbed.
If you have the box of matches and the TNT barrel when you talk to Freddy, you'll be able to open the locked door. Go up two doors, then go left three doors. When he stops, you'll be able to blow up the door leading down on the far left end. You'll be able to go through it.
Freddy will tell you that the door to the right is electric and that you'll need to find a way to open it. Velma will show up and go to the left when you enter the room; follow her and go all the way to the left to get the generator, then go up near the door near the generator to see Daphne, who will not only give you another Scooby Snack at this point, but will be standing near a power cord that you'll need to pick up. There is a red rug all the way to the right in this room, but Shaggy will say that it is not mysterious in any way if you try to pick it up. Remember that rug for later.
Go back to Freddy when you have the generator and the power cord. You'll be able to power the door lock with the generator and the power cable, and the lights will flicker before you can go to the right. You'll find a submarine, but you won't be able to enter it yet. Instead, go down. If you have the lantern, you'll be able to continue to the right, pick up a key and talk to Daphne for another Scooby Snack. Go back to the submarine, as the key will be able to open it. This time, however, you'll need to have the key in the center slot of your inventory to open it.
In the submarine, go left and pick up the gold bar, then leave the submarine and give it to Velma, who will be nearby. She will tell you that it is still warm, and that the pirate is melting down stolen gold. She'll then tell you that the mystery can be solved and that you need to see Freddy. Freddy will be to the left. Talk to him, and he'll tell you to set up the trap. You'll then see a screen of Freddy holding a blue scroll showing the plan for the trap. You'll have the teddy bear and the trolley (assuming you haven't used the trolley on the rats), but you'll need the rug. Thankfully, it should be easy to remember where the rug is (the room where you found the generator), but if you used the trolley on the rats and lost it, you'll have to backtrack a little bit to get it again.
If you go down from Freddy, then go right and enter the first door you'll see, you'll find an eyepatch. Get away from the rat, then get out of there. This is obviously a clue, but we won't be
When you get the things for the trap, talk to Freddy. You'll give him every item - one at a time - then you'll be able to go to the left. When you go all the way to the left-hand wall, One-Eyed Matt will show up. Hold Y and run to the right, and you'll spring the trap. You just beat the first level! Turns out One-Eyed Matt was really Captain Porter, who wanted to scare everyone away from the shipwreck so he could have the treasure for himself and not have it be displayed in a museum, where he says the treasure would be of no use to anybody. As a result, he came up with the One-Eyed Matt idea, and he would have gotten away with it if it weren't for us meddling kids.
Interestingly, all the culprits are named after some of the people who worked on the game.
When you beat a level, you'll get a password.
Mystery 2
This mystery takes place at the Bing Bong Bros. Funfair, where the gang decides to take a break. When they go over there, they find out that a nearby tent is padlocked. Shaggy has a bad feeling about this, and everyone else realizes that the place is empty and suddenly closed. The gang finds out the funfair is closed due to a ghost, and they strike out to solve yet another mystery.
There will be a coconut at your feet to the left. Pick it up; you'll need it to fight the enemies. From there, go up and head right. An evil clown shows up and tells you to leave now or never leave again. There will be a bell to the right of where the clown showed up; pick it up. Everyone else will be nearby. If you talk to Freddy, he will tell you that there are some clues somewhere and that you'll need to sniff them out. If you go all the way to the left and press X, you'll find a book. If you talk to Velma when it is in the center slot of your inventory, she will tell you it is a manual on how to improve your strength.
If you go all the way to the right to pick up the oil can, Shaggy will say that lamp oil is no use without a lamp. You won't be able to pick the lamp oil yet, but you will soon enough. For now, head up near the oil can and talk to Daphne for a Scooby Snack, then go left and pick up the hammer. Go up to the left side of the strength game near Daphne and use the bell, then equip the hammer and press A. A key will land between Daphne's legs, even though it is hard to see. Pick it up, and Daphne will notice you have a key and tell you to go see Freddy. Go back to where Freddy is, and he'll tell you that you can investigate more of the funfair.
Tuesday, January 7, 2020
PrinceWatercress plays Scooby-Doo Mystery (Super NES) - Part 1 of 6
Here's one game for Super Nintendo that I never thought I would play. It's a late entry for the system, but it's fairly faithful to the show.
Mystery 1
The game begins with the Mystery Machine crew going to a shipwreck, as there is a ghost pirate that is seemingly protecting whatever treasure is inside. Undaunted, Freddy and the gang head there anyway. Of course, Shaggy and Scooby don't like the look of this.
You'll then be inside the ship. As you move right, you'll meet One-Eyed Matt, the ghost pirate, who tells you to leave. When he disappears, your scare meter in the top center will fill up a little bit. If the fright meter fills up, you'll lose a life.
To the left side of the fright meter is your current amount of lives as well as your score. To the right side is your inventory. Press Select to cycle through items, then press A to use the one in the center. You can have up to eight items at any time, and if your inventory is full, you'll have to use some items to get rid of them.
By talking to Freddy, Daphne and Velma with the R Button, you'll get some dialogue and also some hints. Freddy will tell you that if we can find clues for Velma, she can solve the mystery.
Press Up at the door near Freddy to meet Daphne. Daphne will give you Scooby Snacks if you talk to her, but you'll have to go through the stage and get stuff done to get more. There will also be a treasure chest near Daphne; walk up to it and pick it up with Up on the Control Pad. To the right of Daphne is a rat that walks around and raises your fright meter if it touches you, so don't go there.
Leave the room and go to the next door, then press Down to enter the door. To the right is a parrot that moves back and forth frantically; don't go there. Instead, go left and you'll meet Velma. She will tell you to bring suspicious objects to her and she will tell you if they are clues. If the treasure chest you found earlier is in the center slot of the inventory when you talk to her, she will recognize it as a clue. Giving Velma clues gives you points. Velma will tell you that the coins inside have been corroded by the sea.
To the right of Velma is a skull trolley. Take it, then press A when it is in the center slot to send it at the parrot and get rid of it.
After taking out the parrot and leaving the room, you'll meet One-Eyed Matt. Freddy will tell you to bowl him over with the trolley, and if you use it right then and there, you'll send One-Eyed Matt flying through the door to the far right and open up more of the ship. When you go right, you'll be able to get the trolley back and use it as a weapon again.
Go up through the door with the "Deck 1" sign above it. Deck 2 to the left will require a key, so you can't go there yet. However, if you go further to the left, you'll get a message in white text saying "search here." Go up to that area and hold the X Button to find a treasure map. Head back to Velma. On the way, Freddy will tell you it is indeed a clue. Give the map to Velma, and she will tell you that it is a map of all the cave used by smugglers. She also tells you that the caves could be used for smuggling right now. Go right, and Freddy will tell you to look outside for clues.
Head to the right, then keep going right to go to an optional area. Run to the right and jump over the rats to get to some optional Scooby Snacks, then run and jump all the way back. If you need to, use the Scooby Snacks to bring the fright meter down afterwards. Head out, then press Up at the nearby door to the left. Head to the right this time, and you'll go outside. You'll meet Daphne again, and she will give you another Scooby Snack. Grab the nearby crate, then go left to leave.
Head back to where you started the level. and go through the door on the left. You'll be outside. If you go left, you'll see a message saying "drop crate here." Place it there with A, then jump onto the nearby moving platform and go up and get the fish. The fish will get rid of the rats, since the trolley will disappear if you use it against them. Make your way to the right, then get on the platforms to get around. You'll have to walk to the right off the second platform to continue on, but the rest of it should be easy. Take care not to fall too far down, as big falls will cause your fright meter to fill up quite a bit. The last platform will move back down to the deck of the ship, and you'll be able to go up and get some optional Scooby Snacks. Go all the way to the right and jump up the crates to find a teddy bear. Pick it up, then drop down and take the platforms back to the inside of the ship. You'll have to be careful as you get to the teddy bear and then make your way back, as fall damage exists in this game and Shaggy's jump is poor. To be fair, Shaggy is far from an athlete even if he can pretty fast.
Give Velma the teddy bear. She will find a key inside, and you'll get the key. This is the Deck 2 door. Go back to the Deck 2 door and you'll go through. On the way, Freddy will tell you the key will unlock the door to Deck 2. You do not have to have the key in the center slot of your inventory; you must simply have it in your possession to use it. Daphne won't be able to give you another Scooby Snack until later.
Go through the door to the right of Daphne. Velma and Daphne will follow. Take out the parrot with the trolley, then head right. There will be a door in the foreground as you head right; go in. Daphne will be inside. Take the bucket near her, then talk to her to get a Scooby Snack. Freddy is to the right; he will tell you to get something to cover the rat in the next room so that Daphne can go further.
Head to the right from where Freddy is. There will be a fast green rat in the next room. Jump on the oil drum to the left of where the rat is running around, face the right, and use the bucket. The rat will be in the bucket and will not harm you. Go to the right, grab the key on the ground, and enter the door on the right.
Freddy and Velma will follow you in. Use the trolley on the parrot to the right, then follow Freddy into the nearby door. There will be a lantern to the left; pick it up. Scooby-Doo will carry it in his mouth in case you enter a dark room. If you talk to Freddy here, he will tell you to sniff out some clues. Use the search function near the pit to the right, and you'll find an oxygen tank. This is definitely a clue that you'll want to show Velma, so pick it up (and use a Scooby Snack if you need the room).
Head back down to Velma and show her the oxygen tank. She will think that someone is diving around here. Why does a ghost pirate need an oxygen tank?
Anyway, go back to Freddy and go left. You'll enter a mini-game where you have to catch food on one of two plates. watch where the food goes and watch the balance of food. If Scooby has a concerned look on his face and one of the plates is lower than the other, you'll need to re-balance the weight of the two sides to be equal, or else you will drop everything if you have too many things on one side. If you can get enough food on both plates, you'll get a ton of bonus points and you'll empty the fridge meter. Otherwise, Shaggy will tell you the sandwich you're making is too small.
When you come out of the mini-game, you'll be in the kitchen of the ship, complete with a refrigerator. Pick up the green bar of soap in front of the fridge, then use the map to find where Daphne is. Go to her, and she will tell you to clean up the mess on the floor. Head to the right to meet One-Eyed Matt, then Daphne will tell you to use the bar of soap. Move to the left a little bit, then throw the bar of soap so it hits One-Eyed Matt. If you use it right away, you'll throw it over his head. When the soap hits One-Eyed Matt, you'll send him flying into a door to the right, opening even more of the ship up.
Controls
Control Pad:
- Left and Right: Move around
- Up and Down go through doors/paths
A Button: Throw object
B Button: Jump
Y Button: Run (when held)
X Button: Search (when held)
L Button: Map (when held)
R Button: Talk (when near a person)
Select Button: Cycle through inventory
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