
ITEM No. 67785
Ages 4 and up
OBJECT OF THE GAME -- UNMASK ALL SIX VILLAINS!
There are five stages of play. You always play as Scooby-Doo, checking out 
the mysteriously creepy castle. You begin each stage with a full energy bar. 
You lose energy whenever you are hit by a bad guy! Lose all your energy and 
you lose the game! To restore your energy, spin Scooby-Doo's back legs! When 
you spin the back legs, you add energy to your energy bar AND you move faster! 
You will begin each new stage (if you last that long!) restored to full energy!
As soon as you enter the castle, you are separated from your friends. You will 
face different monsters in each stage. But to bait you into falling for sneak 
attacks, someone has left you a steady path of Scooby snacks! You can't resist 
the Scooby snacks and you try to eat every one of them, which of course, 
leads you to more dangers!
You also have to find a missing friend in each of the first four stages. You'll 
actually HEAR Scooby-Doo call out the name of the friend he is looking for as 
each of the first four stages begins!
611020001IWTI-01
IT'S A FUN TIME GAME!
Your game cabinet is shaped just like Scooby-Doo! In addition to the play 
buttons, you can play with Scooby-Doo's FRONT AND BACK LEGS!
When you rotate the front legs of the Scooby-Doo game, 
his head will move left and right and his mouth will 
open! You also use the front legs of the game to steer 
the on-screen Scooby-Doo left and right!
When you spin the back legs, Scooby-Doo will run faster!
In addition to the great video game, you can also play 
with Scooby-Doo in toy mode!
THE TOY MODE
Toy mode lets you play with your Scooby-Doo as a great toy without playing 
the video game. To play in the toy mode, just be sure you have turned the 
unit OFF.
* Press the SOUND button (when the unit is OFF) to enter the toy mode!
* Turn the front legs to the LEFT
(when the unit is OFF) to play all 
the sound effects from your 
Scooby-Doo video game in order, 
cycling through them backward.
* Turn the front legs to the RIGHT
  in order, cycling through
* Press the EAT button (when the unit is OFF) and you'll hear Scooby-Doo say,
"Gulp!"
* Press the JUMP button (when the unit is OFF) and you'll hear Scooby-Doo say,
"Scooby-dooby-doo!"
* Press the PAUSE button (when the unit is OFF) and you'll hear Scooby-Doo
say, "Help!"
THE STORY
He's afraid of ghouls, vampires, zombies, mummies...even his own shadow. And 
when the going gets tough, Scooby-Doo gets going...as far away as possible! 
This is the story of Mystery Inc. and four teens (Shaggy, Velma, Daphne, and 
Fred) and their dog (Scooby-Doo!), who drive around the country in their 
psychedelic van called "The Mystery Machine," solving mysteries.
The gang has just pulled into a town where something creepy is happening. 
There is a very creepy castle, that legend has it, was once owned by Dracula. 
Now a young scientist, whose name is Dr. Frankenstein, has bought the castle. 
Dr. Frankenstein seems like a nice young guy, who is just trying to investigate 
the legends of the castle. But at night, there have been strange sightings in 
the countryside. The townspeople are beginning to think that this young 
Dr. Frankenstein is evil and that he has found a way to bring Dracula back to 
life as well as the Frankenstein monster, and other ghastly ghouls including 
Wolfman, Zombie, The Ghost of Redbeard and The Creeper!
Is it possible? Hold on to your Scooby Snacks and let's find out together!
INSTRUCTION
(when the unit is OFF)
 to play all the sound effects
them forward.
* Turn the back legs
(when the unit is OFF) 
to repeat the last 
sound heard.
At the end of
stage 1, you will
find SHAGGY.
Then at the end of the fifth and final stage, you will find 
your way out the castle door -- and you will discover the 
villains you have "unmasked". The more points you score, 
the more villains you will unmask!
At the end of
stage 2, you will
find VELMA.
At the end of
stage 3, you will
find DAPHNE.
At the end of
stage 4, you
will find FRED.
HOW TO PLAY
Off
Sound
EAT
JUMP
Front Legs
ON/START  - Press to turn on the game.
SOUND  - Press to control sound on/off.
PAUSE/MAX SCORE - Press to pause the game.
OFF  - Press to turn off the unit.
JUMP  - Press to jump up to escape dangers.
EAT  - Press to eat Scooby snacks.
BACK LEGS  - Turn Scooby-Doo's back legs to make him run faster.
FRONT LEGS  - Turn Scooby-Doo's front legs to the LEFT to move left.
RESET  - to reset the game if the unit malfunctions.
Press the ON/START button to turn on the game. The maximum score is 
displayed.
Press the ON/START button again. Then you're automatically inside the castle 
and stage 1 begins!
The six villains will all try and grab you! Grab-a-hold of 
Scooby-Doo's front legs -- turn the front legs to the left 
and he moves left on screen. Turn the front legs to the 
right and he moves right on screen! Pretty neat stuff. 
Turn the back legs to make Scooby-Doo run faster! With 
your help, Scooby-Doo can stay clear of the monsters!
The energy meter also functions as a speedometer. As 
you turn Scooby-Doo's back legs to make him run faster, 
you will see the energy meter increase! But when you 
stop turning the back legs, the speed level will drop off. 
When the energy meter drops to zero, you not only stop 
moving, but you are also out of energy and will receive a 
GAME OVER! You gain your energy (and speed) back by 
turning Scooby-Doo's back legs some more!
Reset
On/Srart
- Press to exit pause.
- Press to start each stage.
- Press to examine the maximum score.
- Turn Scooby-Doo's front legs to the RIGHT to move right.
Pause/ 
Max Score
Back Legs
 

You will also lose energy when you are attacked by monsters inside the castle. 
You'll also get a GAME OVER if the monsters knock your energy level down 
to zero. Remember to turn Scooby-Doo's back legs to regain lost energy -before it's too late!
For strategy and extra points, steer 
onto staircases to go up and down, 
and into the holes in the walls to 
get around!
You also will score big-time 
for dodging clear of the bad guys. 
So be quick!
Speaking of quick, you
can run faster by turning
 the back legs of the
 Scooby sculpt!
As we mentioned in the "object of the game" section, at 
the end of each stage, you will find a friend at the end 
of the first four stages and at the end of stage 5, you 
find your way out of the castle!
If you score well enough, you will also see villains "unmasked" at the end of 
play. The more points you score, the more villains you will see unmasked -and the more mysteries you will have solved! So do your best to unmask all 
six villains!
When you complete a stage, press the ON/START button to begin the next 
stage.
Press the SOUND button once to shut off the melody. Press it again to shut 
off all the sound effects and speech. Press the SOUND button again to turn 
all the sound (including the melody) back on.
You can also pause the game with the PAUSE/MAX SCORE button. Press 
ON/START to exit pause.
Press the ON/START button to start a new game when you finish stage 5.
Press the OFF button to turn off the game. But don't worry if you forget 
because the ghosts of the castle will shut off the game automatically after 3 
minutes of no play!
SCORING
20 POINTS for each Scooby snack you find. 
40 POINTS for dodging The Creeper and Zombie and for climbing up or down
60 POINTS for dodging The Ghost of Redbeard and Wolfman, for crawling into
80 POINTS for dodging Frankenstein's Monster. 
100 POINTS for dodging Dracula.
You gain 60 POINTS each time you step into a trap door in the floor, which 
sends you to another room -- filled with waiting monsters!
You lose 40 POINTS each time when you are hit by a monster!
The more points you score, the more monsters you will "unmask": 
2000 POINTS unmasks Redbeard. 
4000 POINTS unmasks Redbeard and Dracula. 
6000 POINTS unmasks Redbeard, Dracula, and Wolfman. 
8000 POINTS unmasks Redbeard, Dracula, Wolfman, and Frankenstein. 
10,000 POINTS unmasks Redbeard, Dracula, Wolfman, Frankenstein,
12,000 POINTS unmasks Redbeard, Dracula, Wolfman, Frankenstein,
INSERTING THE BATTERIES
To insert the batteries, have an adult open the 
battery compartment cover at the bottom of the 
game. (Remove the screw holding the battery 
door onto the back of the game unit and remove 
the door.) Insert 2”AAA”/LR03 batteries or 
equivalent (not included) as shown.
TO ENSURE PROPER FUNCTION:
– Do not mix old and new batteries. 
– Do not mix alkaline, standard or rechargeable 
batteries. 
– Battery installation should be done by an adult. 
– Non-rechargeable batteries are not to be recharged. 
– Rechargeable batteries are to be removed from the 
toy before being charged (if removable). 
– Rechargeable batteries are only to be charged 
under adult supervision (if removable). 
– Only batteries of the same or equivalent type as 
recommended are to be used. 
– Batteries are to be inserted with the correct polarity. 
– Exhausted batteries are to be removed from the toy. 
– The supply terminals are not to be short circuited.
stairs to get to another room.
a wall to get to another room, and for stepping into trap doors in 
the floor which will send you into another room filled with monsters 
waiting just for you!
and The Creeper.
The Creeper, and The Zombie Try to unmask them all!
RESET BUTTON: 
After battery insertion, the RESET switch may be pushed 
only if the game doesn’t work properly. (Use a ball-point 
pen.) The display should appear as shown in the diagram 
at the right.
CAUTION
High temperature will 
destroy the unit. 
Do not leave unit in 
direct sunlight.
Do not press the liquid 
crystal display and avoid 
heavy shock or the 
display may fail.
Replace batteries at the first sign of erratic operation.
DEFECT OR DAMAGE
If a part of your game is damaged or something has been left out, DO NOT 
RETURN THE GAME TO THE STORE. The store doesn’t have 
replacement parts. Instead, write to us at:
In your note, mention the name of your game, the game’s model number, and 
tell us briefly what the problem is. Also include sales slip, date, place of purchase 
and price paid. We will do our best to help.
90-DAY LIMITED WARRANTY
Tiger Electronics, Ltd. (Tiger) warrants to the original consumer purchaser of 
this product that the product will be free from defects in materials or workmanship 
for 90 days from the date of original purchase. This warranty does not cover 
damages resulting from accident, negligence, improper service or use or other 
causes not arising out of defects in materials or workmanship.
During this 90-day warranty period, the product will either be repaired or replaced 
(at Tiger’s option) without charge to the purchaser, when returned with proof 
of the date of purchase to either the dealer or to Tiger.
Product returned to Tiger without proof of the date of purchase or after the 
90-day warranty period has expired, but prior to one year from the original date 
of purchase, will be repaired or replaced (at Tiger’s option) for a service fee 
of U.S.$7.25. Payments must be by check or money order payable to Tiger 
Electronics, Inc.
The foregoing states the purchaser’s sole and exclusive remedy for any breach 
of warranty with respect to the product.
All product returned must be shipped prepaid and insured for loss or 
damage to:
The product should be carefully packed in the original box or other packing 
materials sufficient to avoid damage during shipment. Include a complete written 
description of the defect, a check if product is beyond the 90-day warranty 
period, and your printed name, address and telephone number.
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER 
REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR 
OBLIGATE TIGER IN ANY WAY. ANY IMPLIED WARRANTIES APPLICABLE TO 
THIS PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS 
FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD 
DESCRIBED ABOVE. IN NO EVENT WILL TIGER BE LIABLE FOR ANY SPECIAL, 
INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, 
USE, OR MALFUNCTION OF THIS TIGER PRODUCT.
Some states do not allow limitations as to how long an implied warranty lasts 
and/or exclusions or limitations of incidental or consequential damages, so the 
above limitations and/or exclusions of liability may not apply to you. This 
warranty gives you specific rights, and you may also have other rights which 
vary from state to state.
For more information about Tiger Electronics, our products and special promotions, 
please visit our Web Site at: www.tigertoys.com
SCOOBY-DOO and all related characters and elements are trademarks of 
Hanna-Barbera © 2000. CARTOON NETWORK and logo are trademarks of 
Cartoon Network © 2000.
®, TM, & © 2000 Tiger Electronics, Ltd. All Rights Reserved. 
980 Woodlands Parkway, Vernon Hills, Illinois 60061, U.S.A.
®, TM, & © 2000 Tiger Electronics UK Ltd. All Rights Reserved. 
Belvedere House, Victoria A venue, Harrogate, North Yorkshire, England HG1 1EL
www.tigertoys.com                               
TIGER REPAIR DEPARTMENT 
1000 N. Butterfield Road, Unit 1023, 
Vernon Hills, IL 60061, U.S.A.
TIGER REPAIR DEPARTMENT 
1000 N. Butterfield Road, Unit 1023, 
Vernon Hills, IL 60061, U.S.A.
RESET
Do not use a pencil or pin 
to press the RESET switch. 
 Use a ball-point pen.
Clean only with a piece 
of soft dry cloth.
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