Scooby Doo, Where Are You! is the first incarnation of the long-running Hanna-Barbera Saturday morning cartoon Scooby-Doo. It premiered on September 13, 1969 at 10:30 AM EST and ran for two seasons on CBS as a half-hour long show. Twenty-five episodes were produced (seventeen in 1969-1970 and eight more in 1970).

Scooby-Doo, Where Are You! was the result of CBS and Hanna-Barbera's plans to create a non-violent Saturday morning program, which would appease the parent watch groups that had protested the superhero-based programs of the mid-1960s. Originally titled Mysteries Five, and later Who's S-S-Scared?, Scooby-Doo, Where Are You! underwent a number of changes from script to screen (the most notable of which was the downplaying of the musical group angle borrowed from The Archie Show). However, the basic concept—four teenagers Fred, Daphne, Velma, and Shaggy, along with a large goofy Great Dane, Scooby-Doo, solving supernatural-related mysteries—was always in place. Character development was not a major focus of early sitcoms (especially animated cartoons), so little was offered about the personal lives of the Mystery Inc. members before the show, aside from the obvious (i.e. they are high school students). Also, each episode is a self-contained story, with connections to previous or future episode. (A story arc for the franchise did not exist until Scooby-Doo! Mystery Incorporated, which is essentially a reboot with everything that WAY didn't have or wasn't allowed to.)

Writing

  • Scooby-Doo creators Joe Ruby and Ken Spears served as the story supervisors on the series. Ruby, Spears, and Bill Lutz wrote all of the scripts for the seventeen first-season Scooby episodes, while Ruby, Spears, Lutz, Larz Bourne, and Tom Dagenais wrote the eight second-season episodes. The plot varied little from episode to episode. The main concept was as follows:

  • The Mystery Inc. gang turn up in the Mystery Machine, en route to or returning from a regular teenage function when their van develops engine trouble or breaks down for any of a variety of reasons (overheating, flat tire, etc.), in the immediate vicinity of a large, mostly-vacated property (ski lodge, hotel, factory, mansion, etc.).

  • Their (unintended) destination turns out to be suffering from a monster problem (ghosts, Frankenstein, Yeti, etc.). The kids volunteer to investigate the case.

  • The gang splits up to cover more ground, with Fred and Velma finding clues, Daphne finding danger, and Shaggy and Scooby finding food, fun, and the ghost/monster, who gives chase. Scooby and Shaggy in particular love to eat, including dog treats called Scooby Snacks which are a favorite of both the dog and the teenage boy.

  • Eventually, enough clues are found to convince the gang that the ghost/monster is a fake, and a trap is set to capture it.

  • The trap may or may not work (more often than not, Scooby-Doo falls into the trap and they accidentally catch the monster another way, usually if the plan is explained in detail before attempted execution it fails). Invariably, the ghost/monster is apprehended and unmasked. The person in the ghost or monster suit turns out to be an apparently blameless authority figure or otherwise innocuous local who is using the disguise to cover up something such as crime or a scam.

  • After giving the parting shot of "And I would have gotten away with it too, if it weren't for you blasted meddling kids" (sometimes adding "...and your stupid dog!"), the offender is then taken away to jail, and the gang is allowed to continue on their way to their destination.

Megathreads and spaces to hang out:

reminders:

  • 💚 You nerds can join specific comms to see posts about all sorts of topics
  • 💙 Hexbear’s algorithm prioritizes comments over upbears
  • 💜 Sorting by new you nerd
  • 🌈 If you ever want to make your own megathread, you can reserve a spot here nerd
  • 🐶 Join the unofficial Hexbear-adjacent Mastodon instance toots.matapacos.dog

Links To Resources (Aid and Theory):

Aid:

Theory:

now all fediverse discussion will be considered a current struggle session discussion and all comment about it are subject to be removed and even banning from the comm.

have all of you a good day/night meow-coffee

  • Abraxiel
    ·
    1 year ago

    I love spending hours intensely modding games, hunting down patches, resolving incompatibilities, following threads from years ago about niche issues, figuring out how to balance systems from different authors, and then when it finally works . . . I don't even know if I feel like playing the game anymore.

    Legit very fun though?

    • Ufot [he/him]
      ·
      1 year ago

      Its a puzzle game all in itself. Once it's done sometimes you already scratched the game itch and don't need to start another one.

    • Frank [he/him, he/him]
      ·
      1 year ago

      I've spent at least 1/3 to 1/2 as many hours modding Bethesda games as I have playing them. I once rebalanced every weapon in Oblivion to have a realistic weight and then started in on the armor. I had spreadsheets. It was glorious.

    • Commiejones [comrade/them, he/him]
      ·
      1 year ago

      I know this one. I did this with FO4. I played like 20 hrs didn't like it modded the eff out of it for like a week and played another 4 or 5 hours and never touched it again.

      • Frank [he/him, he/him]
        ·
        1 year ago

        Mod for 40 hours. Launch game to make sure mods are working and/or bugtest. Close game. Mod for 40 hours.

        One time I had a crash in a specific place every time I went there, so I found out how to turn on detailed logging, learned what GREP was, and isolated the problem down to one specific texture in one autumn season mod, and replaced the texture. Took like 12 hours. I don't remember anything from that play through except Piper is bae. tfw hot muckraker journalist gf who will definitely shoot numerous people to get the scoop.