Scooby Doo And The Cyber Chase Now

(2001) was the fourth direct-to-video film in the franchise's "Mook Animation" era. It’s best remembered for its "meta" take on the series and its early-2000s tech aesthetic.

One of the more intimidating Scooby villains, known for his eerie laugh and ability to manipulate electricity. Scooby Doo And The Cyber Chase

For kids of the early 2000s, the "Cyber" aesthetic (glowing circuits, neon colors, and dial-up sound effects) was peak cool. (2001) was the fourth direct-to-video film in the

It was one of the first times the franchise poked fun at its own tropes (like how the "Classic" Velma always lost her glasses). For kids of the early 2000s, the "Cyber"

The movie was released alongside an actual PlayStation 1 and Game Boy Advance game of the same name.

This was the final film for many of the original voice actors before the 2002 What's New, Scooby-Doo? era began, making it a "swan song" for the classic direct-to-video style.

The Mystery Inc. gang visits an old friend, Eric Staufer, at a university where he’s developed a high-tech laser that can beam people into a video game. After a "Phantom Virus" is unleashed from the game and begins terrorizing the lab, the gang is accidentally zapped into the digital world. They have to play through ten levels of a Scooby-Doo video game to find a box of "Scooby Snax" in each level to escape. Key Levels & Highlights Low-gravity antics and dodging space rocks. Prehistoric Times: Dealing with digital dinosaurs. The Roman Empire: Gladiatorial chases.