|This needs a stretch.|
|The Mystery Machine Mystery|
|Release date||July 2000|
|Part of||Scooby-Doo! #36|
The gang decides it's time for a new car. Unfortunately, an enemy has rigged the new one with an unexpected surprise.
|Car house owner|
|Philip Screwdriver||Revenge for his former boss Stanley Testarosa.|
- Creepy old mansion
- Spooky old steamboat
- Luxery hotel
- Car house
Plot: The gang investigate two crimes with familiar perpetrators.
Why can't more books be like Scooby-Doo? It may sound like a broken-record question, but just look damn it! John Rozum produces two stories by deconstructing Mystery Inc. In the first story, their myth becomes motive and signature. In the second story, the cliche' from the series propels the gang head-long into a strong self-contained fair-play enigma that makes you go back and re-read what you have missed. The characterization delineates them and keeps them strong. The crimes committed are realistic and original yet tied into the steps of their formula.
Joe Staton captures the gang easily and creates the illusion of animation through Daphne's flowing red-hair. In the second mystery, he renders a hilarious sight-gag that also alludes to a particular old Scooby toy, and his pacing demonstrating the passage of time shows just how much skill can be involved in illustrating an so-called funny book.
The second reprint "Mystery Machine Mystery" is one of Rozum's cleverest examples of playing with Scooby continuity, and for some reason, I kept thinking that there were more pages added to this tale than previously seen. I don't remember the little throwaway gag of Scooby getting "ruck" in a tiny car as being part of the tale. Beautifully staged by Joe Staton, you cannot help but enjoy this fun romp even if it is a retread.