Scooby-Doo

Scooby-Doo! Team-Up #20

Scooby-Doo! Team-Up #20The latest issue of Scooby-Doo! Team-Up takes Scooby-Doo and Mystery, Inc. into space! While at the Department of Astrophysical Research, the Scooby Gang is surprised by the sudden appearance of Space Ghost and his sidekicks. Once he gets Shaggy and Scooby calmed down and convinces Mystery, Inc. that he is neither a ghost nor a villain, Space Ghost enlists the help of the gang to investigate a mysterious transmission coming from the moon where the villains Zorak and Moltar are preparing an invasion army.

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Scooby-Doo! Team-Up #16

Scooby-Doo! Team-Up #16When Captain Marvel, Mary Marvel, and Captain Marvel, Jr. go missing while investigating the latest plans of the Monster Society of Evil, Uncle Dudley and Tawnky Tawny call in Mystery, Inc. to help find the missing members of the Marvel Family.

With it’s add assortment of villains and heroes, Fawcett City proves to be a perfect destination for Scooby-Doo and friends. My only real complaint here (other than not loving the look of Tawny who I want to look a little more cuddly) is that we only get one issue here when there’s such fertile ground to cover (including teasing the one member of the Marvel Family which Scooby doesn’t meet). I’m hoping the team can find an excuse to come back to Fawecett in the near future.

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Scooby-Doo! Team-Up #15

Scooby-Doo! Team-Up #15Scooby-Doo! Team-Up #15 takes Mystery, Inc. from Central City to the darkest jungles of Africa for a team-up with the Flash. After helping the Scarlet Speedster take down the Mirror Master, Scooby and the gang hitch a ride to Gorilla City where everyone, even Grodd, needs their help in dealing with a Gorilla Ghost haunting the city of telepathic apes.

Sholly Fisch and artist Dario Brizuela certainly have fun playing with the Flash’s super-speed (while making note of how everyone involved really should have their own television show). Choosing to make Grodd a victim rather than the gorilla behind the haunting of Gorilla City proves to be a nice twist.

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Scooby-Doo! Team-Up #14

Scooby-Doo! Team-Up #14Mystery, Inc. leaves dry land for an ocean adventure in the latest issue of Scooby-Doo! Team-Up as the Scooby Gang teams up with Aquaman. The adventure is broken up into three separate storylines.

The first involves the gang exposing a group of mermen robbing cruise ships as nothing more than thieves in costumes working for one of Aquaman’s oldest foes. The second has Scooby-Doo and the gang step-in to help Aquaman defeat Black Manta who has kidnapped the prince of Atlantis. And the final storyline involves stopping Ocean Master from seizing the throne by taking advantage of the chaos.

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Scooby-Doo! Team-Up #13

Scooby-Doo! Team-Up #13Curious as to why the ghosts of the DCU have been disappearing, the Phantom Stranger and Deadman pay Mystery, Inc. a visit choosing to hire the group to get to the bottom of the mystery which leads to a deserted town in Nevada where an old enemy Tannarak is collecting ghosts to gain their power.

In terms of Scooby-Doo! I’m usually in favor of the classic set-up in which no ghost the team investigated was ever real. The original cartoons all featured a very human, and never supernatural, reason behind the apparent ghostly business that drew the Scooby Gang in. However, the very nature of Scooby-Doo! Team-Up allows for some leeway with that set-up outside of what can truly be considered Scooby-Doo! canon as ghosts and spirits do indeed exist in this shared universe.

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