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Scooby-Doo start screen (Commodore 64).png

You will first have to connect your Sinclair ZX Spectrum, Amstrad CPC, Commodore 64, or Commodore Plus/4 and cassette recorder to your television, then switch all three of them on; you shall then have to place the cassette of Elite Systems's Gargoyle Games-developed 1986 platform game, Scooby-Doo, into the cassette recorder, rewind it unless this is your first time playing it, type LOAD "" without leaving a space between the quotation marks and press Enter (in the case of the ZX Spectrum version), RUN "ELITE" and press Enter (in the case of the Amstrad CPC version), press Shift and RunStop together (in the case of the C64 version), or type LOAD "ELITE" and press Enter (in the case of the Commodore Plus/4 version) to load the program into the console. You can then press R to redefine the default keys (but only in the ZX and CPC versions, because you'll have to use a Kempston joystick for the C64 and Commodore Plus/4 versions), or press Enter again to start the game - and even if you do choose to redefine the keys in the ZX and CPC versions, you shall still have to press Enter to begin afterwards. The full views of the levels below are from the ZX version.

Level 1 (Velma)[edit]

SD Level 1.png

Ghosts and demons will approach Scooby from both sides and even emerge from doorways to keep him from rescuing Velma, who is trapped in a bottle on the left side of the third floor; however, he can punch out at them to kill them, for 50 and 150 points apiece respectively, and he will also have to jump over the skulls on the ground. The correct path to Velma is to start running to the left, then climb a staircase, continue running to the right, climb another staircase, continue running to the left, then jump over two skulls and a hole in the ground, before coming to her - and the text "SCOOBY DOOBY DOO!! VELMA IS FREE - AND YOUR SCORE IS XXX0" (XXX0 being your score) will appear, as the text "GET READY FOR LEVEL 2" scrolls past beneath it.

Level 2 (Freddy)[edit]

SD Level 2.png

The ghosts and demons will approach Scooby by bouncing, as opposed to flying, towards him on this level; the correct path to Freddy, who is trapped in a bottle on the left side of the fourth floor, is start running to the left, then jump over two skulls, climb a staircase, continue running to the right, jump over a hole in the ground, and a third skull, climb up another staircase, continue running to the right, jump over a fourth skull, climb a third staircase, continue running to the left, jump over a fifth skull, drop down another hole in the ground, continue running to the left, climb a fourth staircase, continue running to the left, then jump over three more skulls and a third hole in the ground before coming up to him - and the text of "SCOOBY DOOBY DOO!! FREDDY IS FREE - AND YOUR SCORE IS XXXX0" (XXXX0, again, being your score) shall appear as the text "GET READY FOR LEVEL 3" scrolls past beneath it.

Level 3 (Daphne)[edit]

SD Level 3.png

Some of the demons shall approach Scooby by flying down towards him through the holes in the ground on this level while others are too high for him to punch and he will have to crouch under them as they fly towards him; the correct path to Daphne, who's trapped in a bottle on the right side of the fourth floor is start running to the right, jump over a skull, climb a staircase, continue running to the left, jump over another skull and a hole in the ground, climb up a second staircase, continue running to the left, climb up a third staircase, continue running to the right, jump over a third skull and four more holes in the ground, drop down a sixth hole in the ground, continue running to the right, jump over a seventh hole in the ground, a fourth skull and an eighth hole in the ground, climb up a fourth staircase, continue running to the left to jump over two more holes in the ground, and a ninth skull, before coming to her. The text "SCOOBY DOOBY DOO!! DAPHNE IS FREE - AND YOUR SCORE IS XXXX0" (XXXX0, once again, being your score) will appear, as the text of "GET READY FOR LEVEL 4" scrolls past beneath it - and this is the last unique level in this game, for the next four are palette-swaps of the first four.

Level 4 (Shaggy)[edit]

SD Level 4.png

Some of the demons are too low for Scooby to punch in this level and he will have to jump over him as they roll towards him; the correct path to Shaggy, trapped in a bottle (on the right side of the fifth floor), is to start running to the left, then jump over two skulls, climb down a staircase, continue running to the right, climb down second staircase, continue running to the right, climb down a third staircase, continue running to the left, jump over two more skulls and a hole in the ground, climb down a fourth staircase, continue running to the right (and jump over five more skulls), climb up a fifth staircase, continue running to the left, jump over an eighth skull, climb up a sixth staircase, continue running to the right, jump over two more holes in the ground, climb up a seventh staircase, continue running to the right, climb up an eighth staircase, continue running to the left to jump over a fourth hole in the ground, a tenth skull, a fifth hole in the ground, an eleventh skull, two more holes in the ground, a twelfth skull and an eighth hole in the ground before coming up to him. The text "SCOOBY DOOBY DOO!! SHAGGY IS FREE - AND YOUR SCORE IS XXXX0" (XXXX0, yet again, being your score) will appear as the text of "FIND THE MAD SCIENTISTS · GET READY FOR LEVEL 5" scrolls past beneath it - remember the next four levels are "palette-swaps" of the first four.

Levels 5-8 (Mad Scientists)[edit]

As mentioned above, the next four levels are palette-swapped versions of the first four, and feature the mad scientists instead of the human members of Mystery Inc.; when Scooby comes to them, the text "SCOOBY DOOBY DOO!! 1/2/3/4 MAD SCIENTIST(S) AND YOUR SCORE IS XXXX0" (XXXX0, for the fifth and last time, being your score) will appear on the screen as the text "FIND THE MAD SCIENTISTS · GET READY FOR LEVEL X" (X being the next level's number, as the eighth level is not the last and it will loop back to the fifth one after you come to the fourth mad scientist) scrolls past beneath it. The game will continue until Scooby either runs out of lives, or you get tired of playing and turn the Sinclair ZX Spectrum, Amstrad CPC, Commodore 64 or Commodore 16/Plus 4 off - and Scooby shall later return to the ZX, CPC and C64 for Scooby-Doo and Scrappy-Doo in 1991 (a 16-bit version was also released for the Commodore Amiga, but it is very different from the 8-bit versions given that it was not originally meant to be a Scooby-Doo game).