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Scooby-Doo: Night of 100 Frights is an early 2000s, licensed, 3D platforming game. Lots of Scooby Snacks, Powerups and Tokens to collect, many familiar foe from the classic "Scooby-Doo! Where are You?" cartoon to take down, and surprisingly metroidvania style progression. Scooby and the gang visit this spooky mansion known as Mystic Manor, where Daphne's friend Holly, invites them to solve the mystery of the disappearance of her uncle. As the gang enters the manor, they all mysteriously disappear, leaving Scooby-Doo all alone. It's up to Scooby-Doo to find his friends and solve the Mystery behind the disappearance of the professor.
Scooby-Doo: 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 many inventions he finds on the grounds of the mansion to aid him in his search.
This Tool Assisted Speedrun is a 100% run of the game. The goal of 100% in this game is collecting every Scooby Snack (around 6,700ish), collecting all 20 monster tokens, obtaining all the inventions (the powerups of the game), defeating each boss, triggering the final cutscene after defeating Mastermind, and entering every room in the game at least once.
Throughout the run, you'll see Scooby walking on water, jump out of bounds, stand on hundreds of invisible walls, manipulate RNG from boss fights to his advantage, zoom through stages in a breeze, and warp anywhere he wishes from the menu.
This TAS was created by Harsh, played on USA Version 1.0 (Disc 00), run on a modified version of Dolphin Lua Core + TASStudio, with no specific emulator settings. The modified version of the Dolphin I use is required to run the DTM file without breaking the TAS file. You can download here: https://www.dropbox.com/home?preview=N100F+Hundo+TAS+Files.zip (Please DM me email address to access download)
This modified build contains support a trick heavily utilized in the run known as Pause Storage. Pause storage is an exclusive glitch only possible in the GameCube version of the game that allows Scooby to warp from any level in the game, using the map, without the use of a warp gate. In this run, the trick saves roughly 3 minutes of backtracking, used over 14 times. At first glance, it looks like I'm quitting the game, and then performing some strange menu stacking. What's actually happening is that on console, if you disconnect your controller at the same time you press YES to quit the game, the game freaks out, plays a very loud noise, and then when you plug the controller back in and hold START, it opens the menu back. One difference is that when you go into the Map, instead of taking you to the actual Map in the game, it opens up a Warp Gate version of the map, while the other menu is displayed on screen. You've essentially performed menu stacking.
In the TAS, I ran a script made by HDBSD, to basically disconnect the controller and reconnect fast. I then use the fast menu/mashing scripts to perform absurdly fast menu-ing. One limitation to this trick is that you cannot go to ANY level you want, you can only warp to levels with a warp gate that you have previously activated.
While this trick works perfectly fine by normal gameplay means, the DTM file format unfortunately does not support controller unplug tricks such as this. As a result, my friend modified that Dolphin build to support DTM Playback with the trick on it, using scripts. All scripts, DTM file, movie, and specific Dolphin build are included in the zip file and must be used in order to run the movie file without it breaking.
With the major glitch out of the way, you'll often see me frame perfect hit enemies quite a lot. A frame perfect hit is when I charge at an enemy and bash then, without triggering the stop animation, and keep moving. I utilize this with enemies, bosses and even switches. A few other TAS exclusive tricks can be seen within the first 2 minutes of the run. I perform a trick known as Hedge Key Early, where I stand on specific collisions on a tree to obtain a key to enter the Hedge Levels without needing the double jump. This trick is extraordinarily difficult to perform on consoles due to the lack of reaction time a human will have when landing on the collisions. Afterward, I enter the Hedge Level and perform what is known as a Lag Clip. This Lag Clip allows me to enter what is an in-game shortcut only accessible from the opposite side, early, and as a result, I can obtain the Helmet invention early. Getting this invention early completely changes the routing from a normal run where we'd obtain the Double Jump, and then play through a series of levels to get the powerup. The Lag Clip is performed by simply running at the gate at a specific angle, and then mashing Pause and A to lag the game, thus allowing Scooby to clip through. This is the only instance of a Lag Clip utilized in the run.
Most of the other glitches are walking on water, jumping on invisible collisions, jumping through walls, and even utilized the skid move to attain extra jump height or sometimes lower the height. Finally, a few death abuses are utilized in the run in order to skip cutscenes and reduce backtracking. The most infamous death abuses in this game are at the Coffin Stage (Gloom & Doom Down in the Tomb Part 2), where getting snacks is entirely RNG dependent. In order to get the other snacks, death abusing is required to rest the room, and hit the switches to collect other boxes.
This run was completed in 1h33m56 seconds, timed from pressing New Game on the title screen to ending at the final hit on the final boss, the Mastermind (when he is shocked by electricity). Afterward, there is 8 minutes of cutscene and credits, and my verifying that I 100%'d the game by saving post credits and loading my save file on the title screen. If I am timing from bootup to final input, the time would be 1h34m34s.
Note that the first few seconds in the run are a black screen, due to a glitch with recording with Dolphin frame dumps. It's normally just a bunch of copyright logos and general warning things games pop up. It runs normal on the DTM file however.
With that, I am quite content with how this run turned out, so many great highlights. The Scooby-Doo speedrunning community did a reaction video if you are interested in watching https://www.youtube.com/watch?v=00NcdUcxQWU

feos: Claiming for judging.
feos: We're working on getting this movie to replay on something more official than a custom patch, but it is going to be a slow process. Delaying.
feos: Even with the setup taken from the author I couldn't get this run to sync past several levels. Needs more info.
feos: The author is not replying to me, and nobody else was able to get this to sync, yet I want to leave the room to bring it back if sync info is provided. Canceling. HarshESC, if you figure out how to make it sync, uncancel or just post in the thread.


TASVideoAgent
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run on a modified version of Dolphin Lua Core + TASStudio, with no specific emulator settings. The modified version of the Dolphin I use is required to run the DTM file without breaking the TAS file. You can download here: https://www.dropbox.com/home?preview=N100F+Hundo+TAS+Files.zip (Please DM me email address to access download)
I don't agree with these sync requirements. We don't want to rely on casual patches to Dolphin that we don't even know what code they change and how, because they may disappear after a while and the run would be impossible to sync (and we can't verify legitimacy of the patch itself). Dolphin Lua Core seems popular and reliable enough, so if they merged this patch I'd have no issue with accepting a movie that relies on it (provided it meets Wiki: MovieRules).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
fsvgm777
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Additionally, one shouldn't be required to DM the e-mail address to the author just to get access to the download in the first place. I'd prefer having it as a public download (no DM'ing the email address required) instead.
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Samsara
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If it isn't a public download, preferably open source on Github so we can verify what the new code is actually doing, we can't accept this run in any form. Apart from the privacy concerns, there's a very real possibility that the build could just disappear, or that access is no longer granted to it. Without that build, there's no way to verify this run syncs at all, which makes maintaining it into the future impossible. I don't want to risk that. I don't have qualms with the build being used in the first place, though we can't formally publish the run unless that controller disconnection patch is merged into Dolphin officially. Lua Core would be fine as well. We can have the run in Playground for now, though, assuming that we get a readily available public link.
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GMP
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I am making this post in the hopes that it may help whomsoever tries to sync it in the future. I will provide detailed steps for how this movie is intended to be played. * Download https://github.com/SwareJonge/Dolphin-Lua-Core/releases/tag/v3.5.1 * Download the modified emulator exe and the scripts from here. * Replace the Dolphin.exe file. * Place the scripts in "Sys/Sripts" folder. * Open the emulator. Disable Dual core and Idle skipping. Set JIT Recompiler, LLE Audio, Direct X11 renderer. Right click the game and enable "Sync GPU thread". * Run the game. You will be prompted to format the memory card, do it. Close emulation as soon as it finished writing to the card. * Run the movie. If all goes well, the movie should sync atleast for 60000 or so frames. After that it desyncs for me. I suspect that the cause is either some SRAM shenanigans or some emulator setting, but I couldn't pin down what it is.
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