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Scooby-Doo, Where Are You!

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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 a.m. 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 1970-1971).



OverviewEdit

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 (Freddie, Daphne, Velma and Shaggy) and a large goofy Great Dane dog (Scooby Doo) solving supernatural-related mysteries—was always in place.

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:

  1. The Mystery, Inc. gang turn up in the Mystery Machine, en route to or returning from a regular teenage function–a dance, a rock festival, etc., 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).
  2. Their (unintended) destination turns out to be suffering from a "monster" problem (ghosts, Frankenstein, Yeti, etc.). The kids volunteer to investigate the case.
  3. 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 referred to as "Scooby Snacks" which are a favorite of both the dog and the teenage boy.
  4. Eventually, enough clues are found to convince the gang that the ghost/monster is a fake, and a trap is set to capture it.
  5. 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 akin to a real-estate scam (involving an attempt to buy the property at significantly reduced price–due to the "haunting" or "monster" depressing the market value of the property).
  6. After giving the parting shot of "And I would have gotten away with it too, if it weren't for you 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.


DVD ReleasesEdit

Warner Bros. have released 4 DVDs:

  • Scooby-Doo - Where Are You - The Complete First and Second Seasons (2004)
  • Scooby-Doo - Where Are You - Vol.1 - A Monster Catch (2009)
  • Scooby-Doo - Where Are You - Vol.2 - Bump in The Night (2009)
  • Scooby-Doo - Where Are You Vol.3 - Hello Mummy! (2009)


Episode ListEdit

Episode guideEdit

[edit] Season 1: 1969-1970Edit

# Title Villain Identity Original airdate Production code
SD-1 "What a Night for a Knight" The Black Knight Ghost Mr. Wickles September 13, 1969 (1969-09-13) 45-01

Series pilot. While walking home from the movies Shaggy and Scooby-Doo discover an ancient suit of armor called the "Black Knight" in the driver's seat of a pickup truck, and the gang delivers it to the local museum. The kids later break into the museum to search for clues, thinking that the archaeologist who was transporting the suit may be missing, and instead find that the suit of armor may be alive. The original opening credits sequence for this episode used Hoyt Curtin's instrumental theme instead of the familiar vocal theme. Older syndication versions and current broadcast masters use the vocal theme.

SD-2 "A Clue for Scooby Doo" The ghost of Captain Cutler Captain Cutler September 20, 1969 (1969-09-20) 45-02

At Rocky Point Beach, the gang encounter the ghost of an old sea diver. A sailor named Ebenezer Shark claims it to be the ghost of Captain Cutler, who, according to legend, died at sea many years ago. After first hunting for clues around the marina, the gang dons scuba gear to look for the ghost underwater. The original opening credits sequence for this episode used Hoyt Curtin's instrumental theme instead of the familiar vocal theme, accompanied by a laugh track. Older syndication versions and current broadcast masters use the familiar vocal theme.

SD-3 "Hassle in the Castle" The Phantom of Vázquez Castle Bluestone the Great September 27, 1969 (1969-09-27) 45-03

The gang goes out on a boating expedition, but get lost in a fog and runs aground on Haunted Isle. They decide to venture to the abandoned Vázquez Castle on the island for help, but instead encounter a transparent phantom who appears to be able to walk through walls. This was the first episode to open with the familiar vocal theme, sung by Larry Marks. All subsequent first season episodes open with Marks' version of the theme. This was also the first episode to use the standardized episode title card.

SD-4 "Mine Your Own Business" The Miner 49er Hank October 4, 1969 (1969-10-04) 45-04
Thanks to Shaggy's poor map reading (he read the map upside-down.), Mystery, Inc. find themselves lost on the backroads. They end up in Gold City, an Old West ghost town, where a guest ranch caretaker tells the kids the town is empty because of a ghost known as the "Miner 49er". The gang subsequently explores the city, and its vast abandoned gold mines, for clues.
SD-5 "Decoy for a Dognapper" A Native American witchdoctor and the Ghost of Geronimo Buck Masters October 11, 1969 (1969-10-11) 45-05
When a rash of local dognappings alarms prize-winning dog trainer Buck Masters, the gang offers to have Scooby-Doo pose as a decoy to catch the dognappers. However, their plan works too well as Scooby is himself dognapped, leading the gang to discover that the dognappers appear to be under the command of a ghastly witchdoctor.
SD-6 "What the Hex Going On?" The Ghost of Elias Kingston Uncle Stuart October 18, 1969 (1969-10-18) 45-06

The kids pay a visit to their friend Sharon Weatherby, whose Uncle Stuart is being haunted by the ghost of Elias Kingston. When Stuart disappears altogether, Mystery, Inc. ventures into the abandoned and allegedly haunted Kingston Mansion in search of him and the ghost. Things take a turn for the worse when Uncle Stuart is first aged by the ghost, and then turned into a skeleton. The first season opening credits feature the Kingston Mansion from this episode.

SD-7 "Never Ape an Ape Man" The Apeman of the Forbidden Mountain Carl the Stuntman October 25, 1969 (1969-10-25) 45-07
Daphne's Uncle John Maxwell, a film producer, hires the gang as extras on the set of his latest picture The Apeman of Forbidden Mountain. However, trouble arises when the titular Ape-Man begins disrupting the set and endangering the cast and crew.
SD-8 "Foul Play in Funland" Charlie the Robot No identity November 1, 1969 (1969-11-01) 45-08
Funland, an abandoned local amusement park, appears to be haunted by a strange eerie robotic figure (source of the famous eerie laugh used in the credits). The gang goes to investigate, and instead find themselves defending each other against the strange-behaving humanoid.
SD-9 "The Backstage Rage" The Puppetmaster Mr. Pietro November 8, 1969 (1969-11-08) 45-09
Shaggy and Scooby-Doo find a violin case filled with money. While Scooby is distracted by a puppet, he leaves it by the curb, and it is stolen away. Shaggy, Scooby, and the rest of the gang follow this lead to the local theater, where they uncover a scheme masterminded by a shadowy figure.
SD-10 "Bedlam in the Big Top" The Ghost Clown Harry the Hypnotist November 15, 1969 (1969-11-15) 45-10
Mystery Inc. meets a strongman named Samson and a midget named Max, who were both on the run from a circus allegedly haunted by a ghost clown. The gang goes to the circus grounds to investigate, but one-by-one except Velma and Fred, fall victim to the Ghost Clown's powers of hypnotism. Scooby becoming a tight rope walker, Shaggy a lion-tamer and Daphne is hypnotized into wearing a tutu and to unicycle up a tightrope.
SD-11 "A Gaggle of Galloping Ghosts" The vampire, Frankenstein's Monster, the werewolf and the gypsy Big Bob Oakley, alias The Actor November 22, 1969 (1969-11-22) 45-11

On the road, the gang pulls up to an ancient Franken Castle, transported "stone-by-stone" from Transylvania. Upon entering the castle, however, they find that it is apparently haunted by three monsters: a vampire, a werewolf, and a Frankenstein's monster. The immortal catchphrase "I'd have gotten away with it, too, if it wasn't for those blasted kids and that dog!" was first uttered in this episode.

SD-12 "Scooby-Doo and a Mummy, Too" The Mummy Dr. Najib November 29, 1969 (1969-11-29) 45-12
The professors of archeology at the local college show the gang the school's latest acquisition: the mummy of Ankha, an ancient Egyptian ruler who placed a curse upon any who would violate his tomb. The curse appears to be valid, as the gang finds their professors apparently turned to stone, and a mummy figure roaming the grounds looking for a particular Egyptian coin.
SD-13 "Which Witch is Which?" The Swamp Witch and the Zombie Zeb Perkins and Zeke December 6, 1969 (1969-12-06) 45-13
On the way home from a fishing trip, Mystery, Inc. runs across the mystery of a witch and a zombie, two figures who, according to local myth, haunt the countryside. When Daphne is kidnapped by the witch and zombie, the gang trails them to an abandoned haunted riverboat.
SD-14 "Go Away Ghost Ship" The Ghost of Redbeard the Pirate and two other pirates C.L. Magnus and two henchmen December 13, 1969 (1969-12-13) 45-14
The newspaper reports that local shipping magnate C.L. Magnus's ships are being haunted by the ghost of the pirate Redbeard. After reading the story and consulting Magnus, the gang ventures out into the bay, but soon find themselves kidnapped by Redbeard and his crew.
SD-15 "Spooky Space Kook" The Space Kook Creature Henry Bascombe December 20, 1969 (1969-12-20) 45-15
A fluorescent alien figure terrorizes an old abandoned airfield. When the Mystery Machine runs out of gas not far from the airfield, Mystery, Inc. learns about the alien, and decides to explore the airfield and solve the mystery.
SD-16 "A Night of Fright is No Delight" The Phantom Shadows Mr. Creeps and Mr. Crawls January 10, 1970 (1970-01-10) 45-16
Scooby-Doo is a potential heir to the fortune of Colonel Beaureguard Sanders... provided he stays the night in the Colonel's allegedly haunted Southern mansion. This proves to be more difficult than first assumed when two green phantom figures do away with the other four heirs and set their sights on Scooby and the gang.
SD-17 "That's Snow Ghost" The Snow Ghost Mr. Greenway January 17, 1970 (1970-01-17) 45-17
A planned ski-trip to Wolf's End Lodge goes awry when it seems that a Yeti-like Snow Ghost is haunting the mountain ridge. In their search for clues, the gang eventually meet a frightened Tibetan Monk (who gives them information on the Yeti) and then turn up at an old abandoned saw mill, where they find both clues and danger.

Season 2: 1970Edit

# Title Villain Identity "Chase Song" Original airdate Production code
SD-18 "Nowhere to Hyde" The Ghost of Mr. Hyde Dr. Jekyll "Recipe for My Love" September 12, 1970 (1970-09-12) 45-18

On their way home from the Malt Shop, the gang encounters "The Ghost of Mr. Hyde", a known jewel thief, sneaking into a spooky house. The house turns out to be the home of Dr. Jekyll (great-grandson of the fictional character), who fears he may be transforming into the Ghost of Mr. Hyde. The gang begins searching the house for clues, pegging the maid as a likely suspect, but are pursued at every turn by the ghost. All second season episodes open with Austin Roberts' version of the title theme song. This is the first episode to feature a chase sequence set to a song; all of these songs are also performed by Roberts. This episode also marks the first time Mystery Inc. had guessed wrong when unmasking the villain.

SD-19 "Mystery Mask Mix-Up" The Ghost of Zen Tuo and his henchmen Mr. Fong and his henchmen "I Can Make You Happy" September 19, 1970 (1970-09-19) 45-19
Daphne buys a decorative, and purportedly cursed, mask in Chinatown, and is subsequently kidnapped by a pair of ghastly ancient Chinese figures. The rest of the gang trail the kidnappers to the temple of the evil Zen Tuo, who is apparently haunting the temple and wants to do away with the gang.
SD-20 "Scooby's Night with a Frozen Fright" The Caveman Professor Wayne "Seven Days a Week" September 26, 1970 (1970-09-26) 45-20
Sea-fishing Shaggy catches, of all things, an ancient caveman frozen in a block of ice. The kids take the frozen caveman to Oceanland, the local aquarium. When they come back to the aquarium later that night to retrieve Shaggy's fishing pole, they find that the ice has melted and the caveman is now apparently alive and roaming the grounds.
SD-21 "Jeepers It's the Creeper" The Creeper Mr. Karswell "Daydreamin" October 3, 1970 (1970-10-03) 45-21
A school dance at a rural barn is disrupted by The Creeper, a zombie-like figure who has been seen robbing banks at night in town. The gang searches the woods and countryside for clues, encountering an insane old hermit and a newborn baby chick, who comes to think Scooby-Doo is its mother.
SD-22 "Haunted House Hang-Up" The Headless Spectre and a ghost (man simply wearing a sheet) Penrod Stillwall and Asa Shanks "Love the World" October 10, 1970 (1970-10-10) 45-22
The Mystery Inc. gang gets lost on the way to a rock music festival, and their Mystery Machine breaks down right in front of an allegedly haunted mansion. The gang enters the mansion looking for a bucket of water for their van's radiator, but find a headless spectre figure, who attempts to drive them off of the grounds.
SD-23 "A Tiki Scare is No Fair" The Witchdoctor and Mano Tiki Tia John Sims and his henchman N/A October 17, 1970 (1970-10-17) 45-23

Mystery, Inc's package vacation of Hawaii is interrupted by a witchdoctor, who warns the tourists and natives of the coming wrath of the god Mano Tiki Tia. The gang explores the area for clues, running repeatedly into the witchdoctor and a fifty-foot stone idol of Mano Tiki Tia. This is the only episode in Scooby-Doo, Where Are You! 's second season not to feature a chase sequence set to a song.

SD-24 "Who's Afraid of the Big Bad Werewolf" The Werewolf Ghost Unnamed sheep rustler "Tell Me, Tell Me" October 24, 1970 (1970-10-24) 45-24
Mystery, Inc's camping expedition is ruined by the presence of what appears to be the ghost of a werewolf Ghost. The gang pursues the werewolf, who haunts a local mill and the areas surrounding it, hoping to solve the mystery of its appearance.
SD-25 "Don't Fool with a Phantom" The Wax Phantom Roger Stevens "Pretty Mary Sunlight" October 31, 1970 (1970-10-31) 45-25

Johhny Sands' dance-contest TV show, on which Fred, Daphne, Shaggy, and Scooby-Doo are contestants, is interrupted by a figure identified as the Wax Phantom. The gang trails the Phantom to the local wax museum, hoping to find clues and solve the mystery of the Wax Phantom before he causes more trouble. Following this episode, reruns of the first season were broadcast alongside those from the second season.

Scooby-Doo Saturday Night of FrightsEdit

  1. Who's Afraid of The Big Bad Werewolf?
  2. Foul Play in Funland
  3. A Tiki Scare is No Fair
  4. Which Witch is Which?
  5. Jeepers! It's The Creeper
  6. What A Night For A Knight
  7. A Gaggle of Galloping Ghosts

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