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The New Scooby and Scrappy Doo Show is the sixth incarnation of the Hanna-Barbera Saturday morning cartoon Scooby-Doo. It premiered on September 10, 1983, and ran for one season on ABC as a half-hour program made up of two eleven-minute short cartoons. The show is a return to the mystery solving format and reintroduces Daphne after a four-year absence. The plots of each episode feature her, Shaggy, Scooby-Doo, and Scrappy-Doo solving supernatural mysteries under the cover of being reporters for a teen magazine.
The original thirty-minute version of Scooby-Doo and Scrappy-Doo constitutes the fourth incarnation of the Hanna-Barbera Saturday morning cartoon Scooby-Doo. It premiered on September 22, 1979 and ran for one season on ABC as a half-hour program. A total of sixteen episodes were produced. It was the last Hanna-Barbera cartoon series to use the studio's laugh track. Cartoon Network's classic channel Boomerang reruns the series.
The Mystery Inc. gang solve bigger mysteries while also encountering many memorable celebrities.
When the Justice League goes missing and villains overrun Metropolis, there's only one team that can solve this mystery: Scooby-Doo and the gang! But wait, there's a new dog in town – Krypto – Superman's Superdog with Super Powers. Mystery Inc. will need all the help it can get when phantoms menace the Justice League's headquarters.
Scooby-Doo and the Mystery Gang visit Oakhaven, Massachusetts to seek strange goings on involving a famous horror novelist and his ancestor who is rumored be a witch.
Get ready to Rock! Scooby-Doo and the Mystery Inc. Gang team up with the one and only KISS in this all-new, out-of-this-world adventure! We join the Gang at KISS World – the all-things-KISS theme park, as they investigate a series of strange hauntings. With help from KISS, they discover that the Crimson Witch has returned to summon The Destroyer from the alternate dimension of Kissteria! The evil duos ghastly plan, to destroy the earth! Can the Gang's cunning and KISS's power of rock save the day?!
While the gang travel to Scotland to visit Daphne's cousin and witness the annual Highland Games, they find themselves terrorized by the legendary Loch Ness Monster.
The Yowie Yahoo starts kidnapping musicians at a concert attended by Scooby and the gang in Vampire Rock, Australia.
Scooby-Doo and the rest of the ghost-busting gang visit a quiet farm town where everyone is preparing for the annual Halloween harvest celebration.
3 robot-themed episodes from various Scooby-Doo series. First stop is Cyber Gulch, where the Mystery, Inc. gang must solve the riddle of the man-a-trons or get terminated in Go West, Young Scoob. En route to Florida, Freddy runs into a real Monster Truck at a championship stock car race in Gentlemen, Start Your Monsters. Buckle up for a roller-coaster ride of fun and fear in Foul Play in Funland when the gang discovers a fully operated amusement park...with nobody in it! Will they find the phantom in the Hall of Mirrors? Stay tuned for more escapades with Scooby-Doo - and watch out for those robots!
Scooby-Doo and Shaggy must go into the underworld ruled by The Goblin King in order to stop a mortal named The Amazing Krudsky who wants power and is a threat to their pals: Fred, Velma, and Daphne.
Shaggy is turned into a werewolf, and it's up to Scooby, Scrappy and Shaggy's girlfriend to help him win a race against other monsters, and become human again.
When Scooby and the gang get trapped in a video game created for the gang, they must fight against the 'Phantom Virus.' To escape the game they must go level by level and defeat the game once and for all.
An evil sorceress transports the gang back to the age of chivalrous knights, spell-casting wizards, and fire-breathing dragons.
Scooby, Shaggy and Scrappy are on their way to a Miss Grimwood's Finishing School for Girls, where they've been hired as gym teachers. Once there, however, they find that not only is it actually an all-girl school of famous monsters' daughters but there's a villainess out to enslave the girls.
The Mystery Inc. gang takes a trip to Japan and finds themselves circling Asia and the Pacific in a treasure hunt, racing against the vengeful Black Samurai and his Ninja warriors to find the legendary Sword of Fate, an ancientblade fabled to possess extraordinary supernaturalpowers.
Mystery Inc. withdraws from solving crimes after botching a case. When Vincent Van Ghoul contacts the gang about an unfinished investigation from Daphne, Shaggy and Scooby's past, the gang springs into action to finish the job that involves catching the 13th Ghost that escaped from the Chest of Demons and is still at large.
A cosmic case of flying saucers, intergalactic intrigue and out-of-this-world romance launches Scooby-Doo! and the Mystery Inc., Gang into their most unearthly adventure ever.
As counselors in a lakeside sleepaway camp, Scooby and Shaggy don’t know much about canoes and archery, but they do know how to solve a mystery!
A friend of Fred's, Alejo Otero, invites the Scooby gang to Veracruz, Mexico. There they find a monster, El Chupacabra, terrorizing the town.