The "Mystery Inc." gang find themselves stranded near an old farmhouse adjacent to an apparently abandoned amusement park.
The park is divided into nine sections, each with a different theme or main attraction, such as a Ferris wheel or a roller coaster.
Whenever a player has any Scooby snacks, he is given the option of spinning the wheel at the beginning of their turn.
Once the suspect is trapped, they are unmasked and a Full motion video (FMV) clip describes their motive.
Designed by Rick Raymer, the game was originally slated to be called Scooby Doo: Mystery of the Gobs O' Fun Ghoul, but was changed by SouthPeak during development.
SouthPeak, with an arrangement with Time-Warner, provided the team with videotapes of all 25 original half-hour episodes of Scooby-Doo to help them inject the game with an authentic feel.
The development team brought in a group of the target demographic, children between the ages of seven and eleven, in order to test the game.
Raymer acted as the gamemaster, performing the management of the game that would eventually be handled by the computer.
One member of the development team paired up with each player and acted as a mentor, helping them know what could and couldn't be done each turn.
The focus group loved the gameplay, the rewards and the general feel of the game.
With this feature enabled, the game evokes a mysterious, creepy tone authentic to the cartoon series.
The development team for Mystery of the Fun Park Phantom was almost identical to that for Clue, also by EAI, but published by Hasbro Interactive.
The one addition to the team was Romalus Taylor, who programmed some AI and network code for the game.
In the United States, Mystery of the Fun Park Phantom appeared on PC Data's computer game sales rankings at #20 for June 2000, with an average retail price of $17.