Scooby and the gang take a mystery-themed cruise through the Bermuda Triangle, but what starts out as staged hi-jinks soon turns into the real thing. Ghost pirates are prowling the ... See full summary »
The gang goes on a trip to check on Velma's younger sister, Madelyn. She's been studying stage magic at the Whirlen Merlin Magic Academy, where apparently there have been sightings of a giant griffin. The gang decides to investigate.
Scooby and Shaggy tell an Arabic Caliph two stories, the first about Aliyah-din, a young girl aided by two genies played Yogi and Boo-Boo and the second about Sinbad the Sailor played by Magilla Gorilla.
When Scooby and the gang visit a scientist at a university to check out the game he created about them, they get trapped in the game itself and have to play the game to get out of it once and for all, while they face an enemy known as the 'Phantom Virus'. Written by
The most popular Scooby-Doo animated movie of the decade. See more »
At the ending of the film when the gang meets their cyber counterparts, you can tell the real Scooby from the cyber Scooby by the color of their collars (red and blue). However, there are a couple of errors. In the scene where the monster goes over the water flume, both Scoobys wear a red collar in one shot. In a later scene, when the gang stands outside the arcade, Scooby's collar changes from red to blue between shots. See more »
[while riding in the "classic" Mystery Machine]
Wow, this is nostalgic! I miss this old van.
In Cyber World, things never get old. It's pretty cool. There's a lot to like in Cyber World. There's stores, theaters, and parks, and lots of tasty food.
But what about all the monsters and villains?
We haven't seen any. They're probably guarding the Scooby Snacks.
You mean, you guys don't know where the Scooby Snacks are?
We know where they are. There's just no reason go after them, because even if we ...
[...] See more »
After the credits are over, Daphne, Fred, Velma, Shaggy and Scooby-Doo talk to the audience about their adventure in Eric's Scooby-Doo game and this ends with Scooby and Shaggy visiting the Scooby from the game. See more »
Cross Neuromancer with In the Mouth of Madness, add a little bit of Tron, Terminator, and set it in the Scooby-Doo universe and you pretty much have the basis for Cyber Chase.
The Mystery Inc. gang go visit a college friend who has made a video game based on their exploits. But instead of enjoying the novelty they are terrorized by an entity born of a computer virus who has entered the real world. The gang are beamed into their own video game (called Scooby-Doo and the Cyber Chase) and are forced to play through the levels in order to catch the virus (so to speak), eventually encountering their digital selves and digital versions of classic villains from the past. Sharp viewers will recognize Cyber-Shaggy's alternate costume from the 13 Ghosts of Scooby-Doo and Scooby-Doo and the Reluctant Werewolf.
It's very clever, with loads of potential, most of which is not realized with the brisk run-time. At least you'll never get bored. It's certainly one of the most subversive and mind-bending Scooby adventures. A video game arcade featured towards the end of their titular Cyber Chase even features the Scooby-Doo and the Cyber Chase video game, thus making it self-referential meta-fiction within self-referential meta-fiction within self-referential fiction. Phew...get your head around that. And if that wasn't enough, it's the only Scooby-Doo animated feature to spawn its own real video game (for the PlayStation and Gameboy Advance), which would make that game self-referential fiction within...oh man, I'm getting dizzy.
Smart and tightly-written, Cyber Chase's lack of scope is the only thing preventing it from being a classic.
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