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Scooby-Doo! Classic Creep Capers

From Wikipedia, the free encyclopedia
2000 video game
2000 video game
Scooby-Doo! Classic Creep Capers
Scooby-Doo! Classic Creep Capers box art.
DevelopersTerraglyph Interactive Studios (N64)
Digital Eclipse Software (GBC)
PublisherTHQ
PlatformsNintendo 64
Game Boy Color
ReleaseNintendo 64
Game Boy Color
  • NA: February 12, 2001[4]
  • PAL: March 30, 2001
GenreAdventure game
ModeSingle player

Scooby-Doo! Classic Creep Capers is anadventure game published byTHQ for theNintendo 64 andGame Boy Color, based on theHanna-Barbera cartoonScooby-Doo, Where Are You!. The Nintendo 64 version, developed byTerraglyph Interactive Studios, was released in November 2000, while the Game Boy Color version was developed byDigital 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 later cancelled.

Gameplay

[edit]

The Nintendo 64 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 ofScooby-Doo, Where Are You! ("What a Night for a Knight", "That's Snow Ghost", and "A Tiki Scare is No Fair") while the fourth is an original mystery.[5][6] The player controlsShaggy andScooby as they find clues and trap pieces to complete the levels.Velma,Fred, andDaphne 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 as 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.[5] Each room, or sometimes different sections of the same room, are presented as unmoving camera shots that the player moves through. There are hiding places in the environment that, with the right disguise, Scooby and Shaggy use to avoid being noticed.[7]

TheGame Boy Color version is apoint-and-click adventure that lasts six chapters and gives the player control of all members of the gang, and is a retelling of theScooby-Doo, Where Are You! episode "Nowhere to Hyde". In it, theMystery Machine runs out of gas when the crew find out about a series of jewel heists with the supposed son ofDr. Jekyll, who runs Jekyll Labs, as the prime suspect.[8] 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.

Development

[edit]

Scooby-Doo! Classic Creep Capers was publicly announced in May 2000, with three levels that would each be based on three episodes of the originalScooby-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.[9] At that time, a PlayStation version was in development byTerraglyph Interactive Studios,[10][11] but was cancelled.[11] 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.[10] The Game Boy Color version, announced in June 2000, was developed byDigital Eclipse Software, with its release date initially scheduled for fall 2000.[12]

Nintendo 64

[edit]

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 withHanna-Barbera andWarner 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.[13]

Scott Innes, who was voice actor for Scooby and Shaggy at that time, provided his voice for the characters in the game.[14][13] The original theme song fromScooby-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.[13]

Reception

[edit]
Reception
Aggregate scores
AggregatorScore
GameRankings(GBC) 71%[15]
(N64) 59.33%[16]
Metacritic(N64) 53/100[17]
Review scores
PublicationScore
AllGame(N64)StarStarHalf star[18]
Consoles +(GBC) 78%[19]
GameSpot(GBC) 7.4/10[20]
IGN(GBC) 7/10[8]
(N64) 4.8/10[5]
N64 Magazine(N64) 23%[21]
Nintendo Power(GBC)StarStarStarHalf star[22]
(N64) 6.8/10[23]
Official Nintendo Magazine(N64) 51%[24]
Super Game Power(N64) 9/10[6]
64(N64) 78%[7]
Total Game Boy(GBC) 77/100[25]

Classic Creep Capers was met with average to mixed reception upon release.GameRankings andMetacritic gave it a score of 71% for the Game Boy Color version,[15] and 59.33% and 53 out of 100 for the Nintendo 64 version.[16][17]

AllGame journalist Tom Carroll described the "Scooby Shake", the scared character animation Scooby and Shaggy do while still, as "wearying after only a few instances". He also criticized Scooby as distracting to the player, especially during chases or attempts to collect items.[18] While stating the game may appeal toScooby-Doo fans, he also argued the gameplay lacked suspense and could be finished quickly due to clues and payoffs that were "so obvious".[18]Official Nintendo Magazine similarly argued the characters analyze from the clues, rather than challenging the player to do so.[24]

Mark Green ofN64 Magazine exclaimed thatScooby-Doo! Classic Creep Capers was "overflowing with inexcusable design faults that'll soon have you tearing the cart apart with your bare hands", and called it "devoid of gameplay".[21]

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.[5] However, IGN gave the GBC version a warmer review, rating it 7 out of 10.[8]

A major criticism was the movement control, particularly its relation to an abruptly-altering camera angle.[18][24] If the player holds the analog stick and the camera angle switches while the character moves, the direction will still relate to the previous angle until the player releases it; this can result in players unexpectedly moving the opposite of the intended way.[18][5][24] As a result, reviewers reported losing orientation, accidentally going back to a room they just exited, and chases from enemies being artificially difficult.[18][5][21][24]

Sources such asSuper GamePower andOfficial Nintendo Magazine were 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.[6][24]Super GamePower was also intrigued by the mysteries and appreciated the use of a fear meter as a life bar.[6]

Official Nintendo Magazine was less forgiving towards the audio, "rubbish" music, irritating sound effects, and a lack of voices from the show.[24]

References

[edit]
  1. ^"PR - 11/29/00 - THQ SHIPS SCOOBY-DOO!™ CLASSIC CREEP CAPERS FOR NINTENDO® 64". 2001-02-10. Archived fromthe original on 2001-02-10. Retrieved2023-03-18.
  2. ^I. G. N. Staff (2000-11-30)."Scooby and the Gang Head to Retail".IGN.Archived from the original on 2023-03-18. Retrieved2023-03-18.
  3. ^IGN Staff (2000-11-03)."N64 Games of November".IGN. Retrieved2023-06-08.
  4. ^"PR - 02/12/01 - THQ SHIPS SCOOBY-DOO! CLASSIC CREEP CAPERS FOR GAME BOY COLOR". 2004-04-16. Archived fromthe original on 2004-04-16. Retrieved2023-03-18.
  5. ^abcdefMirabella III, Fran (December 5, 2000)."Scooby-Doo: Classic Creep Capers".IGN.Archived from the original on January 15, 2015. RetrievedJune 9, 2008.
  6. ^abcdMarjorie Bros (February 2001)."As confusoes de Salsicha e seu Amgia Scooby".Super GamePower (in Portuguese). Vol. 7, no. 83. p. 44. RetrievedJuly 23, 2021.
  7. ^ab"Scooby-Doo: Classic Creep Capers".64. No. 50. February 2001. pp. 54–59. RetrievedJuly 23, 2021.
  8. ^abcGriffith, Jon (April 4, 2001)."Scooby-Doo: Classic Creep Capers (GBC)". IGN.Archived from the original on March 1, 2014. RetrievedJune 9, 2014.
  9. ^Blache III, Fabian (May 13, 2000)."E3: Scooby-Doo!: Classic Creep Capers".IGN.Archived from the original on December 20, 2016. RetrievedDecember 3, 2016.
  10. ^ab"Zoinks! Yes, it's a little corny, but we all have our vices".IGN. May 11, 2000.Archived from the original on December 20, 2016. RetrievedDecember 3, 2016.
  11. ^ab"Scooby-Doo! Classic Creep Capers (PlayStation)".IGN.Archived from the original on December 20, 2016. RetrievedDecember 3, 2016.
  12. ^Harris, Craig (June 27, 2000)."Mystery Machine? Check. Scooby Snacks? Check. Game Boy Color? Check".IGN.Archived from the original on December 20, 2016. RetrievedDecember 3, 2016.
  13. ^abc"Ready for a Scooby Snack?".IGN. October 3, 2000.Archived from the original on December 20, 2016. RetrievedDecember 3, 2016.
  14. ^"Scooby-Doo! Classic Creep Capers - Credits (N64)".AllGame. Archived fromthe original on November 15, 2014. RetrievedDecember 3, 2016.
  15. ^ab"Scooby-Doo! Classic Creep Capers for Game Boy Color".GameRankings.Archived from the original on July 20, 2013. RetrievedJune 9, 2014.
  16. ^ab"Scooby-Doo! Classic Creep Capers for Nintendo 64". GameRankings.Archived from the original on May 16, 2013. RetrievedJune 9, 2014.
  17. ^ab"Scooby-Doo! Classic Creep Capers for Nintendo 64 Reviews".Metacritic.Archived from the original on July 19, 2014. RetrievedJune 9, 2014.
  18. ^abcdefCarroll, Tom."Scooby-Doo! Classic Creep Capers - Review".AllGame. Archived fromthe original on November 15, 2014. RetrievedJune 9, 2014.
  19. ^"Scooby-Doo Classic Creep Capers".Consoles + (in French). No. 112. p. 104. RetrievedJuly 23, 2021.
  20. ^Provo, Frank (March 12, 2001)."Scooby-Doo! Classic Creep Capers Review (GBC)".GameSpot.Archived from the original on May 21, 2019. RetrievedJune 9, 2014.
  21. ^abcGreen, Mark (April 2001)."Scooby-Doo! Classic Creep Capers".N64 Magazine. No. 51. p. 45. RetrievedNovember 9, 2021.
  22. ^"Scooby-Doo! Classic Creep Capers".Nintendo Power. Vol. 142. March 2001. p. 125. RetrievedFebruary 6, 2022.
  23. ^"Scooby-Doo! Classic Creep Capers".Nintendo Power. Vol. 139. December 2000. RetrievedFebruary 6, 2022.
  24. ^abcdefg"Scooby Doo! Classic Creep Capers".Official Nintendo Magazine. No. 104. May 2001. pp. 34–35. RetrievedJuly 23, 2021.
  25. ^Nick (May 2001)."Scooby-Doo: Classic Creep Capers".Total Game Boy. No. 17. pp. 52–54. RetrievedJuly 23, 2021.

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