Well,
that's actually a very good question.
“Scooby-Doo”
is a denotative phrase that has multiple levels of reference. It is
at once the name of the dog belonging to the group of four young
adults once known as the Mysteries Five and also that of the larger
franchise of television series, movies and merchandising they are all
a part of. Even though right now this phenomenon consists only of one
TV show, by sharing his name with it Scooby-Doo (and that is
his name, not Scoobert of the House of Doo, at least at this point)
is also, in a sense, being labeled from the very outset as sole
element of it worthy of note. We of course know it wasn't originally
meant to be like this, the dog in question originally intended only
as a comedy relief supporting character, but that is the artefact of
a show that no longer exists: Too Much may have been a supporting
character, but Scooby-Doo is the focal point of his series and who
Hanna-Barbera wants us to pay the most attention to.
If this
is to be the case however, then it's fitting Scooby-Doo should also
come to represent the core values and themes of his show. If he's
meant to be the most important innovation this series has, then it's
fair to expect him to in some sense embody its textual heart and
soul. Whether or not the rather charming dog onscreen is actually
capable of bearing this kind of metafictional weight (and I posit a
very convincing argument could be made he isn't) his name is the one
indelibly linked with whatever this show does from now 'till
eternity: He's the one and only irreducible part of the series now,
for better or for worse.
The
title, Scooby-Doo, Where Are You!, as is probably obvious, is
a question. More to the point, it is a locational question: The
questioner does not know where Scooby-Doo is and needs to find him.
Given the classic horror motif that permeates the series, no matter
how toothless it at times becomes, one could easily come to the
conclusion this question carries a twinge of urgency, as if the
situation has grown somewhat desperate and the dog's absence is a
matter of some stress. Does this mean Scooby-Doo is meant to come in
and save his friends from disaster, as his new-found centrality to
the narrative might now suggest? Not necessarily-they could just as
easily be trying to find him in order to protect him from something.
The only thing we can discern for certain without context is that
there is, at the moment, a pressing need to find Scooby-Doo.
Scooby-Doo, Where Are
You! is a question, but it is
also, thanks to the inexplicable grammatical error, a poorly phrased
one. For want of the traditional question mark, those in charge of
the show's branding made the puzzling decision, almost certainly a
mistake, of inserting an exclamation point at the end of the sentence
instead. This hinders reading; the formerly easily understandable
question now carrying muddying associations with excitement and
certainty. Are the gang meant to be shouting the question, an act of
abject despair? Are they subtly unnerved, half-giggling the question
because they're unsure what to make of an eerily disquieting, though
not necessarily despondent, situation? Or is the show trying to tell
us Scooby's disappearance isn't really an issue worthy of much
concern and that he'll be found soon, everything is going to be
alright and we should all just move along with our lives?
Earlier
I stated that invoking Scooby-Doo's earlier role as Too Much was
digging up the remains of a dead show and implied it probably bears
little relevance on reading the show as it exists now. However,
there's a sense in which this is unavoidable-Scooby-Doo,
Where Are You! brings enough
with it from its previous life as Mysteries Five
that comparisons between the two are almost a required starting point
for discussion, especially when the two things it does bring with it
are probably the two most important ideas either show ever had: The
characters and the visual iconography, both conveyed through Iwao
Takamoto's hauntingly beautiful art design and both used as the
halves of the fundamental juxtaposition that, in my view, just about
defines Scooby-Doo as a work of fiction. Both are also the very first
things viewers are hit with as the original theme song begins,
although it's the world we see first of the two. It's pretty clear
where I have to start then.
Still
the boldest and most intriguing decision Joe Ruby and Ken Spears made
when given the dictum to create a modern, hip supernatural-themed
mystery show was to, through the setting, deliberately invoke the
Expressionist films of Weimar cinema. It would have been very easy,
and indeed expected, to just do a tongue-in-cheek monster romp full
of Lon Cheney, Jr. Werewolves, Boris Karloff Frankenstein monsters
and Bela Lugosi Draculas, paying lip-service to the ubiquity of
Universal Horror (it's telling that when Scooby-Doo does eventually
do this, it does it with far more style, cleverness and layered
meaning than really should be expected of it). If they were feeling a
bit more adventurous, we might've expected Ruby and Spears to bring
in some Hammer influences, a tack employed even by Phillip
Hinchcliffe and Robert Holmes in their horror-movie-for-kids
interpretation of Doctor Who.
This is just what people who pastiche horror films do: Pick one of
the above and do a fun runaround full of family-friendly scares. This
is also explicitly not
what
Joe Ruby and Ken Spears do, and that choice has tremendous
ramifications.
The history of German Expressionism and the meaning behind its
distinctive and incalculably influential look is inexorably bound up
with the environment into which it was born. GreenCine has an
outstanding two-part introduction to the genre, and it really ought
to be required reading for anyone who has a passing interest in
teasing out what Scooby-Doo the work of fiction is really about. In
brief, German Expressionism is a reaction to the devastation The
Great War wrought across Europe and the ensuing runaway societal
breakdown that it left in its wake. This was particularly gruesomely
noticeable in Germany, the country deemed wholly responsible for the
war by a world sociopolitical order left shell-shocked by the scale
of the meltdown it had just lived through, bringing it face-to-face
with the limitations of Modernism for the first time and desperate
for someone, anyone, to hold accountable.
Though certainly not blameless during the war, the resulting effect
on German culture and morale was frankly horrific and it's a hard
person indeed who'd wish it on any people: In the lead-up to the
Treaty of Versailles approximately 700,000 German citizens died of
hunger partly as a result of a draconian military blockade that
surrounded the country. Thousands more died in the revolutions that
sprung up from both sides when protestors were shot dead in the
streets even as the new Weimar republic struggled to maintain some
semblance of legitimacy. Interwar Germany was defined by systemic and
catastrophic social collapse the likes of which it's hard for a
contemporary viewer to actually conceive of, let alone get a hold on.
In a bizarre mirror image of the bloodshed surrounding it, Berlin
became a cosmopolitan centre and served as a meeting ground for
artists, poets, philosophers and radical thinkers of all sorts, the
blend of music from the jazz clubs and the gunfire in the streets
providing an unnervingly constant background. For many of these
intellectuals, this nightmarish juxtaposition symbolized that the
world had ceased to make sense, instead revealing itself as a warped,
grotesque truism where abject horror was everyday reality, and they
felt their art had to reflect this.
And
reflect it they did: Films of the German Expressionism school had an
extremely unique look, utilising light and shadow to create stark
visual contrast, everyday objects warped and distorted almost beyond
the point of recognition and unorthodox set design techniques to make
utterly singular cinematic worlds that turned familiar settings into
threateningly alien and unearthly landscapes that instilled a
constant sense of foreboding. Nosferatu,
for example, adapts Bram Stoker's Dracula
in a way that would be unfamiliar to those only acquainted with the
Bela Lugosi film; overtly playing up the concept of the vampire as a
diseased undead neither of one world or the other in a permanent
state of decay. The best, most vivid example of German
Expressionism's link to the everyday life of Weimar Berlin is The
Cabinet of Dr. Caligari, taking
place in a haunting dream world comprised of unnatural shadow that
refuses to return to normalcy even after the protagonist awakes and
it's revealed to be a dream (because, of course, the grotesque dream
is normality)
and that concerns a silent killer who stalks the night. A
little-known fact about Caligari
is that the original ending would have revealed the titular doctor,
after having been revealed as the source of the murders, to be in truth a raving inconsolable lunatic who is literally an escaped
inmate running the asylum. The ending was changed, at the behest of
the studio, to make the protagonist the mental patient and the
obvious toothy commentary about the state of authority and social
structure in interwar Europe was lost. How fitting then that The
Cabinet of Dr. Caligari
is the work of German Expressionism that the visual aesthetic of
Scooby-Doo, Where
Are You! seems
the most inspired by.
So, you know, that sounds like the perfect thing to base a Saturday
Morning Cartoon Show aimed at 7-12 year olds off of.
The
undiluted Expressionism of the show's art style is just the half of
it, of course: In a juxtaposition worthy of Weimar Berlin itself,
Scooby-Doo, Where
Are You! stars
four cheerfully groovy youths and a goofy dog who travel around
together with no immediately clear motivation beyond trying to have a
good time and to enjoy being young, seemingly oblivious to the
shambling disarray and general disorder that apparently surrounds
them. Except they're not. In fact, the real genius at work here is
how Ruby and Spears quietly made the cast of their show some of the
most blatantly radical and progressive characters to ever appear on
US television, and it's in truth their revolutionary interaction with
the world around them that's the entire point of Scooby-Doo,
Where Are You!.
Perhaps we should finally meet them, then.
One
thing should be made perfectly clear from the outset: The gang are
not
hippies. They are in no way, shape or form designed to resemble
hippies, nor does anything about their appearance, mannerisms or
general look invoke the hippie subculture of the late-1960s United
States at all. For a supposedly-timely shout-out to the youth this
might at first seem puzzling, though I have a theory as to why this
may be the case I'll outline later. The bottom line for the moment is
that no-one in the core five is meant to represent hippie culture: In
fact, really the only thing in Scooby-Doo,
Where Are You!
that remotely calls to mind the hippies or psychedelic street
performance is the Mystery Machine itself, with its flower-power
paint job. If not hippies though, who are our protagonists and what
are they supposed to symbolize?
Comics
and animation veteran Mark Evanier is on record saying the gang was
based on the main cast of The
Many Loves of Dobie Gillis,
with Fred as Dobie, Daphne as Thalia, Velma as Zelda and Shaggy as
Maynard. This would of course fit with the information we have from
Ruby's and Spears' earliest brainstorming sessions with Fred
Silverman. However, and with all due respect to Mark Evanier, who
knows more about Hollywood and the cartoon business than I could ever
hope to and who actually wrote for the show and ran its comic
adaptation for a time, if this was the intention than, the way I see
it Ruby and Spears pretty decisively missed the boat: The gang no
more resemble the teens-by-committee of Dobie
Gillis
than they do the hippies. No, the gang are something far different
and far more interesting than either of those.
Let's
take them one at a time, starting with our new star. Scooby-Doo, as
we know, was from the beginning written as a large, silly, cowardly
Great Dane. However, as easily spooked as he is, the core of his
character is that he'll always summon up the courage to do the right
thing and help save the day in the end. He was, in truth, modeled off
of Bob Hope's various comedy performances in the “Road To...”
films in which he starred alongside Bing Crosby. So Bob Hope then:
Not other cartoon dogs or a calculated metaphor for drug culture or
whatever, Bob Hope. Not exactly radical youth movement material
there, but let's remember he was supposed to be a comedy relief
supporting character and what we see now is what happens whenever
comedy relief supporting characters are suddenly thrust into the
spotlight and given the responsibility of carrying the whole show.
Not much good, in other words. But Scooby's charming enough and
because much of his initial characterization carries through he works
(at this point at any rate), so let's move on.
More interesting is Scooby-Doo's evergreen companion and now second
half of a shared double act, Shaggy-The character subject most
frequently to lazy readings that write him off as a mere hippie, or,
more recently, a representative of cannabis culture. It should be
clear by now none of these were actually intended by Ruby and Spears
(the fact that it's become easy to read him this way is another
story). No, what Shaggy is, as can best be determined by the larger
social climate in which Ruby and Spears could reasonably be expected
to have been working, is a Beat. Crucially however, Shaggy is not a
“beatnik”, that hegemonic parody designed to marginalize Beats
and render them irrelevant who is exemplified by Maynard G. Krebbs;
Shaggy is closer to the actual spirit and ethos of the Beat
Generation than really anything seen on US TV before, and arguably
since.
If
we look at Shaggy in the earliest episodes of Scooby-Doo,
Where Are You!
(later developments move the character, like everything else, further
and further away from the original ideals) we might be surprised to
find that his defining character trait is not, as we perhaps might
expect, cowardice, but rather a world-weary and tired cynicism and a
dry, jaded sense of humour. In fact, he's often the one who is
tasked, to his exasperation, with coaxing the nerve-wracked Scooby
into action. Shaggy's role here is to appeal to caution and try to
prevent his friends from making any rash decisions, shockingly
speaking as if from a position of age and experience. He's proven
wrong as often as he's proven right of course, though this doesn't
take away from what he seems to be doing, and he freely goes along
with whatever the rest of the gang comes up with and is just as
useful and willing part of the team as anyone else. In other words,
Shaggy isn't just a token Beat, he seems to be a deliberate, if
caricatured for animation, stand-in for, say Jack Kerouac.
Another
thing that makes Shaggy such a strong character is that his
disheveled appearance is just universal enough he can be co-opted and
championed as an icon of any number of subcultures that have cropped
up over the years in the wake of the Beat Generation. Just compare
him with, for example, the likes of John Carmack or Thurston Moore.
However, the character with hands-down the most blatant broadness of
appeal has to be Shaggy's one-time sister Velma. Unlike Shaggy, Velma
doesn't seem to represent any specific youth movement or philosophy,
instead going for generically and cheerfully bookish (though it is
worth mentioning she wears a miniskirt, which ought to, in 1969, make
her allegiances clear). Her looks, unorthodox for a woman on US
television, paired with her unabashed nerdiness and cool competence
has rightly made her a hero for generations of feminists and other
academics, and that alone makes her an iconic character. In
Scooby-Doo, Where
Are You!
Velma is often cast as the third wheel to Shaggy's and Scooby-Doo's
buddy comedy act, but not in the sense of the trite and sexist
disparaging (and arguably repressed Freudian) female straight man:
More often than not she gets wound up in the shenanigans as often as
her friends do and contributes her fair share to them as well (cheap
nearsightedness gags are her specialty, naturally, as are gratuitous
technobabble and comedic miscalculations). This is no mistake-Ruby,
Spears and Silverman felt Shaggy, Scooby and Velma were the most
inherently funny characters in the cast and took every opportunity to
put the spotlight on them as often as possible.
The
biggest myth surrounding Velma is that she's the only really
productive member of the cast, finding all the clues, putting them
together and solving the mystery. While this may be true in later
incarnations, it's important to stress that in Scooby-Doo,
Where Are You!
every character has a dedicated role to play: If Scooby is the comic
relief main character and Shaggy is the voice of reason, Velma is the
analyst. She makes observations and inferences and helps to formulate
deductions. She's also the primary expositor, using her wealth of
book smarts to help the gang in situations involving science and
engineering. She's not, it should be stressed, chief investigator, at
least not yet, She's more James Bond's Q than The
Avengers'
Emma Peel, if you will. That role falls to someone else.
Then there's Daphne. The character everyone says is objectively
useless; a piece of late-1960s eye candy with no sense of self
preservation or spatial awareness who exists solely to hang off of
Fred's arm, fret about her clothes and hair and get stupidly
kidnapped every episode to drag the plot out a little longer. Or, as
I like to say, the most abjectly brilliant character on the whole
show, a triumph of both feminism and youth utopianism and quite
possibly the best idea Scooby-Doo ever had. I could write an entire
essay on how criminally misinterpreted Daphne is and how she's the
one thing in the entire franchise who consistently embodies its core
ideals with unwavering elegance but oh look, it appears that I am.
Lets table Daphne for now then and come back to her when we can
really give her the justice and redemption that she's long overdue.
Which brings me to Fred who is, I'll be honest, difficult to read.
He's the character who poses the greatest challenge to my redemptive
interpretation of the series, but let's see what I can do with him
anyway. For one it seems clear Fred was meant to be the protagonist
before he was usurped by Shaggy and Scooby-Doo, which makes sense if
we take Mark Evanier's word and posit he was based on Dobie Gillis.
It's just too easy to claim this when looking at his design: youth
subculture? Well, I suppose we could say he looks vaguely Mod; He's
certainly got the ascot for it and the colours are right, but I'm
pretty sure we're meant to read that top as a white sweater over a
polo shirt and those look suspiciously like blue jeans to me. Not
quite a slick Italian suit, then. No, what Fred looks the most like
is a generically clean all-American prep school jock or university
Ivy Leaguer which, annoyingly, he'd most likely have to be if he was
created as the protagonist of a series meant, at least in part, to
appease fanatical moral guardians.
However,
this reading runs into issues once we realise that Mysteries
Five
always seemed like it was intended as an ensemble show with no one
main character, focusing instead on the dynamic interaction of the
gang as a whole (not to mention I think trying to read Fred as the
most cheekily Mod thing about Scooby-Doo is frankly insane). There's
certainly enough of that in Scooby-Doo,
Where Are You!
that it seems like it renders this take on Fred's role too
problematic to hold. So what does Fred do in the show as broadcast?
Mostly he just makes decisions and issues orders when it comes time
to inevitably split the gang up. He's usually credited as the one who
designs he traps used to catch the villain, but Velma has just as
much input and on many occasions its implied the entire gang works
together on them. He exposits the plot, but not as much as Velma, he
finds clues, but not as many as Daphne and he works with Scooby and
comments on the situation, but not as well or as frequently as
Shaggy. Really, he seems just like a balanced, well-rounded member of
the team with no real specialty, symbolism or particular purpose.
Puzzlingly, still just like a generic leader would be.
This
may very well be the underlying point of Fred though, that he plays
the role of leader even when it's not required. After all,
Scooby-Doo, Where
Are You! absolutely
needed to not arouse the ire of the media watchdogs again, so what
better way to do that than have a token character designed to look as
white bread as they come to contrast with the manic antics of our
loveable clown troupe leads? Looking more carefully however, and it
could be assured media watchdogs absolutely would not, it becomes
clear Fred's leadership is redundant, but he doesn't really care
because he's only playing the role halfheartedly. After all, he's
hanging around with three overt symbols of 1960s subculture, so he
must not mind them all that much. What Fred does then is, through his
superficial displays of blandness, textually and metatextually allow
his friends to be as wild, crazy and countercultural as they can get
(it's telling when Fred eventually gets his one major character
revision he is overtly assigned a subculture: Conspiracy theorists).
The way Fred seems to play with his narrative role segues nicely into
the other major thing Scooby-Doo is known for: A formulaic style of
storytelling and characterization that is not just a major aspect of
the way it tells stories but fundamentally imbued into the very core
of how the show works and what it does. Among the many things that
could be said about this approach, included here the minor fact
Scooby-Doo seems to have introduced programmatic Glam-style spectacle
television several years ahead of the curve, the really interesting
thing from my perspective is what ramifications this holds for the
show's basic themes and values. For one thing, Fred, Velma, Daphne
and Shaggy are not characters in the sense we now understand them: As
I've argued (or will argue in the case of one), they're really
representatives of specific youth movements and crucially, youth
movements from the late-1950s to mid-1960s-Several years before the
show's actual airdate. They're caricatured for television animation,
of course, but it's very clear what these characters are meant to
stand for. What we have is, far from the original brief of a show
overtly about everyday teen issues against the backdrop of a
detective story or, for that matter, a modern character-driven drama,
a show about characters who represent ideals tossed into the world of
a supernatural thriller.
What
of that world again? Having our 1960s ideals wander through a
nightmarish Expressionistic alien wasteland is an essential decision
and may just be the central pillar of the entire philosophy of
Scooby-Doo, Where
Are You!. In
terms of explaining why, the critical year is 1968-The year Joe Ruby
and Ken Spears spent creating Mysteries
Five
and, by association, the fundamental themes this show inherits from
it. The year that also, by any measure of argument, marked the death
knell for any kind of hope the countercultures of 1960s United States
had for mainstream acceptance. Although arguably beginning with
Robert Kennedy's assassination in Los Angeles, the shockwaves of
collapse reverberated most strongly throughout Chicago where brutal
riots sprung from attempts to do psychedelic street theatre at the
Democratic National Convention. Mayor Richard Daley proceeded to
order the Chicago police force to use whatever means necessary to
clamp down on the rapidly deteriorating situation after already
issuing a “shoot-to-kill” order on Martin Luther King, Jr. As a
result of the ensuing bloodbath, which Daley was able to pin on the
protestors despite it being entirely his fault and that of the riot
squad, the tide of public opinion was swayed irrevocably away from
youth groups leading centrist Vice President Hubert Humphrey (seen by
the young left as too close to then-President Lyndon Johnson, whose
actions during the Vietnam War made him an enemy of the
progressives) to easily secure the Democratic ticket over antiwar
favourite Eugene McCarthy and, eventually, to lose spectacularly in
the general election to Richard Nixon due in no small part to the
young left bailing out of mainstream politics entirely in the
aftermath of 1968, retreating in equal parts to third party
candidates and cold bitterness.
Behind
the scenes the climate was even more dire: All throughout his
campaign Nixon, it has since been revealed, was working clandestinely
with the Saigon government to sabotage peace talks initiated by the
Johnson administration in an effort to use the worsening state of the
Vietnam War as political leverage. The information was relayed to
Christian Science Monitor reporter Beverly Deepe in October, 1968 by
her contacts in South Vietnam. Although the story was heavily edited,
then buried by Deepe's editors, it eventually reached as far as
Johnson himself who threatened to go public with the story before it
was decided by his aides that it would be too destabilizing on the
morale of the country to publish it and that it was now too late to make
a difference in the outcome of the election anyway. Consortium News'
Robert Parry outlines the full timeline of events here. While it may
not have been a matter of public knowledge at the time, Nixon's
unabashed acts of treason fit into the general zeitgeist of 1968
chillingly well.
What
we have in 1968 then is the youth subcultures of the United States in
just about as bad a shape as they possibly could be. Suffering a very
public fall from grace bolstered by very powerful political forces
who had it in their best interests to silence them, the youth were
once again forced underground and, seemingly, forever. Here though,
fascinatingly, is where the ethos of Scooby-Doo,
Where Are You!
reasserts itself and finally becomes cohesive enough to read; Its
fundamentals laid down during the darkest days of youth utopianism in
the US, threatened by hegemonic forces both overtly and implicitly
and finally making it to television in a tamed, though still vibrant,
form long after the youth had died and faded away. And the thing that
makes it such a powerful work given all this context is the very
repetitiveness it's so often criticized for.
I've already mentioned how the gang are basically programmatic
representations of youth subcultures: Not only are they, but the
specific choices of movements to assign the characters are very
telling-Beat, Geek, Mod and, arguably, Glam. Two of these date from
long before the rise of the hippies and Yippies, let alone their
collapse and public shunning, one is timeless and the other hasn't
even really coalesced into a visible movement as of this point.
Although part of this is most likely due to the creators' need to
distance their hip, young modern sleuths from the antiwar activists
who had just been jackbooted by the Chicago police force for the
benefit of the moral guardians, there's another side to this. The
gang not only embody youth movements, they overtly hearken back to a
time when youth movements were more accepted. The wisdom behind this
choice becomes apparent when factoring in the other great
programmatic aspect of Scooby-Doo: “And I would have gotten away
with too, it if it wasn't for those Meddling Kids”.
People
like Richard Dawkins tend to love pointing out how Scooby-Doo is
essentially a show for arch-rationalists: The ghosts and monsters
always turn out to be criminals in disguise, ergo the show is
teaching us that the supernatural is all make-believe and mass
hallucinations. I would humbly suggest Dawkins and his ilk are
completely wrong in this assertion-Scooby-Doo, I argue, not only has
nothing to do with arch-rationalism or the supernatural, in point of
fact the supernatural exists
teleologically within the series to such an extent it's taken for
granted. Later series canonize this by doing stories overtly about a
physical supernatural world, but this is really a strong undercurrent
that dates back to the show's origin. It's the favourite tool of the
New Atheists themselves, Occam's Razor: How many paranormal-themed
mysteries have the gang solved in their time? How many turn out to be
a dude in a rubber mask in the midst of a land-grab job? How often
are they surprised
by this revelation? (I'm mostly looking at the original series here;
Anything post-A
Pup Named Scooby-Doo
is a different matter).
The
answer is always-Every single time the gang, and not just Shaggy and
Scooby, treat the situation as incredibly grave and do nothing that
would suggest they think something suspicious or earthly is going on
until the clues start piling up. They remain convinced, or at least
very open to the possibility of a paranormal explanation up 'till the
very end, and are usually frightened to the point of despair as a
result. If the gang were truly arch-rationalist skeptics why wouldn’t they go into every case with the
presupposition that it's going to be a guy in disguise from the
get-go? Are they really that thick? The answer, it turns out, is very
clear and very simple: The gang are not arch-rationalists because pretending to be an otherworldly manifestation
to hide your unethical tracks is an extremely
effective
criminal plan. The reason? The realm of the supernatural is very real and
something to respect and fear. This ties into a thread I really ought
to cover more regarding how Scooby-Doo overtly operates according to
and within the parameters of horror movie logic, but that's for
another day (oh, let's say, round about “Hassle in the Castle” at
the earliest, though most likely in more detail during “A Gaggle of
Galloping Ghosts”?).
For another example that also shows off this series' bewildering
half-failure to launch, consider the fact that video at the top of
the page is not the original intro sequence to Scooby-Doo, Where
Are You!-This was. Notice how the jazz and funk melodies
(beloved, of course, by the Mods) are superimposed on top of a darker, moodier refrain. Notice also the lingering emphasis on
Velma's gasp, the unearthly moans of the monsters and Shaggy's
repeated invocation of the title question. Additionally, when paired
with the identical video reel, the music does seem to cause us to pay
more attention to the fact the gang are constantly running back and
forth in fear. The effect is muted, of course, by the later iconic
bubblegum pop theme song (good bubblegum though it may be), of which
I will surely have more to say in the future.
Look also at how the show treats adults in general: They're either
criminals (and always criminals motivated by some kind of financial
or otherwise personal gain), victims or, in the case of the police,
hopelessly incompetent. In any world that subscribes to our model of
logic, lawmakers and lawkeepers who are regularly and embarrassingly
upstaged by a group of inexperienced young adults who can do their
job better than them and effortlessly so would be sacked in a
heartbeat, but, in the world of Scooby-Doo, these are the only kinds
that exist. The gang are the only proactive characters in the entire
show-Authority figures are not to be trusted because they're either
evil and corrupt or weak and apathetic. The whole point of
Scooby-Doo, Where Are You! then, is that the world is full of
manipulative, unscrupulous people who will callously play on people's
fears to increase their lot in life at the expense of everyone
else's. The only way to live justly and freely in it is to jump in
with the spirit of the youth, live our life according to our terms
damn what anyone else thinks of us, and expose the wrongdoers for
what they are. Perhaps most importantly, we have to take up arms
ourselves, because no-one will do it for us. And this became CBS'
tentpole series for its Saturday Morning Cartoon lineup.
This then at last is when we can finally see the true genius behind
juxtaposing the show's visual aesthetic and its narrative structure:
The chaotic and surreal nightmare world of Weimar Germany related by
the German Expressionists and that Scooby-Doo, Where Are You!
so consciously invokes now reflects the traumatic disarray brought
upon the United States in the late 1960s by the hegemonic revolution
that left the utopian ideals of youth movements in tatters. Those
same lost ideals embodied by our main characters, who at the same
time express a nostalgic regret for an age long since past even as
they seem to subconsciously create an alternate universe around them
where the 1960s not only never died, but in fact won by bringing down
the same forces that sought to crush them. Of course it's a crook in
disguise all the time: After all, there will always be someone
cleverly hidden just out of plain sight who will use power, fear and
intimidation to harm others, and that person will always be stopped
by the youth rising up to point out the injustice of it all. That
dream-atmosphere surrounding all the great German Expressionist works
is plainly on display here to remind us it is all, in fact a dream.
The best dreams, we know, are always made of a beguiling mix of light
and dark; that's what makes them so memorably haunting.
A very strong case could be made Joe Ruby, Ken Spears and Fred
Silverman had none of this in mind when they first set about creating
Mysteries Five, but given the context of 1968, the way the
show works at a very basic level and the plethora of evidence on
display I find it very difficult to argue they had no idea what they
were doing. Even if they didn't though, the fact remains: Ruby,
Spears and Silverman have made, almost by complete accident, one of
the most enduringly triumphant symbols of the youth and the promises
of a better life they can stand for ever created. This is Candide
by way of The Cabinet of Dr. Caligari reimagined for the
downtrodden youth of the 1960s and anyone with a fixation on the
macabre and a desire to see the world become a better place. All that
and a box of Scooby Snacks.
This is amazing. I salute you, Mr. Marsfelder.
ReplyDeleteThank you very much for the kind words! This was a fun one to write.
DeleteThis is an amazing read. Iam doing a short-research project on Scooby-Door. This is so helpful.
ReplyDelete