Scooby Doo (Encore) Review | Crash - Everygamegoing


Scooby Doo
By Encore
Spectrum 48K

Published in Crash #58

Scooby Doo

This cartoon tie-in took a long time to appear, but when it eventually arrived in October 1986 (from the Follis/Carter team), it was thought by most to have been well worth the wait.

You play the comic canine himself, fighting off the ghosts and mad monks which inhabit the haunted castle that your van just happened to break down by. Scooby uses his fists (or should that be paws?) to eliminate the nasties while he searches for his lost friends; Fred, Shaggy, Velma and Daphne. These captured colleagues are each held on one level.

Apart from the many nasties after Scooby's blood, there are bowling balls rolling down the corridors and dumbells flying overhead. So it's a good job there are a few tasty Scooby snacks lying around to give extra lives.

Well-animated characters help to make this a great tie-in, with a particularly good representation of Scooby. But most grabbing is the thoroughly addictive gameplay which consists of some simple ideas cleverly bound together for some frantic action.

If you missed out on this Scooby Smash first time around, a couple of quid will buy you plenty of amusement in this classic cartoon caper.

Phil King

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