Scooby-Doo

Scooby-Doo! – A Tiki Scare is No Fair

  • Title: Scooby Doo, Where Are You! – A Tiki Scare is No Fair
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Throwback Tuesday takes us back to Scooby-Doo, Where Are You! for another mystery involving some meddling kids and their talking dog. While on vacation in Hawaii (where they also brought the Mystery Machine suggesting they somehow drove it to Hawaii?), Mystery, Inc. takes a case involving a Witch Doctor (John Stephenson), the disappearance of several locals, and a giant statue of Hawaiian god Mano Tiki Tia come to life. In the end, the reason behind the Witch Doctor and statue are explained by crooks looking to scare away both locals and tourists in order to hide their pearl-poaching operation.

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The Batman & Scooby-Doo Mysteries #9

The recently salvaged pirate ship of Captain Black Jack Paddywhack which was shipwrecked in 1764 along with a treasure map to the pirate’s stash of gold brings out Mystery, Inc., various treasure hunters, and the Riddler. Oh, the ghost of Black Jack Paddywhack shows up as well to scare off all but the most determined of the treasure hunters, forcing Scooby and the gang to team with the villain to try and find the treasure and solve the mystery by deciphering a list of clues and riddles.

Batman only makes a cameo at the end to take the Riddler into custody, while leaving Scooby and the gang working with the super-villain for most of the issue in an unexpected twist. Daphne is able to discover the source of the ghost while Velma uncovers the trick the Riddler has played on them all, but in the end it takes all of them to find the treasure.

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The Batman & Scooby-Doo Mysteries #8

While attempting to eat at one of the few businesses still open on the rundown Gotham Waterfront, the gang runs into a ghost. The search leads Batman and Mystery, Inc. to investigate a former villain lair which has been bought out, along with much of the abandoned land, by a lottery winner with plans for revitalization… or that’s at least what the city wants to believe.

JH Development turns out to be Joker and Harley Quinn constructing a Joker World amusement park which they use to try and kill Batman and those meddling kids. While it’s unclear what the park is for (other than feeding the Joker’s vanity), the creepy super-villain attraction meshes well with Scooby-Doo themes. The villains are caught, and like all classic Scooby-Doo stories, the ghost has a rational explanation as well, leaving Batman the decision of what to do with Joker Land. Thankfully, a little branding goes a long way.

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The Batman & Scooby-Doo Mysteries #7

While Batman, Robin, and Mystery, Inc. deal with a giant cat attacking the top of Wayne Tower (which turns out to be a distraction for Catwoman‘s latest break-in and jewel theft), Alfred, Daphne, and her butler Jenkins search for the missing Scooby-Doo and Ace who were dognapped from Wayne Manor.

There’s quite a bit of fun to be had in The Batman & Scooby-Doo Mysteries #7 with Alfred and Daphne working together to solve the main story while giving us an appearance of Catwoman, in her original Batman: The Animated Series costume (a personal favorite).

The real surprise comes from the reveal of the identity of the villain behind the abduction and ransom of more than 30 dogs in Gotham City as The Batman & Scooby-Doo Mysteries gives us my favorite Bat-villain of all time: Catman!

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The Batman & Scooby-Doo Mysteries #2

The Batman & Scooby-Doo Mysteries #2 comic reviewAfter helping the Dynamic Duo investigate a haunted fun house at a carnival which turns out to be the work of the Joker and his henchmen, Mystery, Inc. earns a trip to the Batcave as a reward with their latest trophy in tow. However, shortly after arriving in the Batcave, the Caped Crusaders are threatened by the sudden appearance of a ghost (which for Shaggy is only slightly more scary than every other piece of the Batcave).

Although it takes a little while for Batman and Robin and the gang to figure out what is causing the ghost, especially given the large clue that both the bats and Scooby-Doo deliver, eventually the cause of the craziness leads back to the item the group brought into the cave..

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