The Full Wiki

Mr. Do!: Wikis

  

Note: Many of our articles have direct quotes from sources you can cite, within the Wikipedia article! This article doesn't yet, but we're working on it! See more info or our list of citable articles.

Encyclopedia

From Wikipedia, the free encyclopedia

Mr. Do!
Screenshot from the game Mr. Do! (Mr. Do is on the right-hand side of the screen here)
Developer(s) Universal
Publisher(s) Taito
Platform(s) Arcade
Release date(s) December 1982
Genre(s) Maze
Mode(s) Up to 2 players, alternating turns
Input methods Joystick
Cabinet Upright
Arcade system Main CPU: Z80 (@ 4 MHz)
Sound Chips: 2x SN76496 (@ 4 MHz)

Mr. Do! is an arcade game created by Universal in 1982.  Remotely similar in gameplay to Namco's popular Dig Dug title, Mr. Do! was also popular and saw release on a variety of home video game consoles and systems.  It is the first game in the Mr. Do series, and was released both as a standalone game and as a conversion kit (released by Taito Corp.) for existing arcade cabinets.

Contents

Game play

The object of Mr. Do! is to score as many points as possible by digging tunnels through the ground and collecting cherries.  The title character, Mr. Do (a circus clown), is constantly chased by red monsters resembling small dinosaurs, and the player loses a life if Mr. Do is caught by a monster.  The game is over when the last life is lost.

Cherries are distributed throughout the level in groups of eight.  500 bonus points are awarded if Mr. Do collects eight cherries in a row without stopping.  A level is complete when all cherries are removed or all monsters are destroyed.

Mr. Do can defeat the monsters by hitting them with his bouncing "power ball" or by dropping large apples on them.  While the power ball is bouncing toward a monster, Mr. Do is defenseless, leaving him vulnerable.  If the ball bounces into an area where there are no monsters to hit (such as behind a fallen apple), Mr. Do cannot use it again until he has retrieved it.  When the power ball hits a monster, it then reforms in Mr. Do's hands after a delay that increases with each use.

If an apple lands on a monster, or falls more than its own height, it breaks and disappears.  If an apple drops a short distance and does not break, Mr. Do or the red monsters can push it off the edge of a vertical tunnel and crush one or more monsters.  Mr. Do can also be crushed by a falling apple.

Occasionally, the red monsters transform briefly into slower, more powerful multicolored monsters that can tunnel through the ground.  If one of these digs through a cherry, it leaves fewer cherries (and fewer points) for Mr. Do to collect.  When it digs under an apple, it often crushes itself, other red/blue monsters, and/or Mr. Do.

Each time the score passes a certain threshold during play (5000 points), a letter from the word "EXTRA" appears on the playfield as an Alphamonster, and the player can defeat or be defeated by this monster in the same way as a red monster.  Defeating an Alphamonster awards that letter to the player, and collecting all five letters of the word completes the level, plays a cut scene inexplicably playing the theme to Astro Boy, and awards the player an extra life.  Alphamonsters eat any apples they encounter, which makes them difficult (but not impossible) to crush.

The red monsters pop up from a generator at the center of the screen. After they have all appeared, the generator will turn into a food item; picking this up scores bonus points, freezes all the red monsters, and calls out an Alphamonster and three large blue monsters. The latter can eat apples as well. The red monsters stay frozen (but still deadly) until the player either defeats the Alphamonster, defeats all three blue monsters, loses a life, or completes the stage.

Rarely, dropping an apple will reveal a diamond which, if collected within about 30 seconds, completes the level and awards a bonus credit to the player (as well as 8000 points), allowing him or her to play a free game.  (This feature is relatively uncommon among arcade video games, though it is a standard feature of many pinball machines.)

Ports and sequels

Neo Mr. Do!, the Mr. Do! Remake for the Neo-Geo.

Mr. Do!, like many games of its time, has been ported to a variety of computer systems and video game consoles, including the Atari 2600, several Atari 8-bit home computers, the ColecoVision, Apple II, MSX, Tomy Tutor and the Commodore 64 series of computers.  The game has also been adapted to more advanced systems, including Nintendo's Game Boy and Super NES (providing some new gameplay features), and a standalone handheld LCD adaptation was released by Tomy in 1983.  Each port offers varying differences in gameplay from the arcade version, the most common of which is the fact that the bonus credit awarded by the diamond has been removed.  The game has also seen numerous unauthorized clones released for various hardware platforms.

A completely new version of the game, Neo Mr. Do!, was released for SNK's Neo Geo system in 1996[1].

References

External links and sources


Strategy wiki

Up to date as of January 23, 2010

From StrategyWiki, the free strategy guide and walkthrough wiki

Mr. Do!
Box artwork for Mr. Do!.
Developer(s) Universal
Publisher(s) Taito Corporation
Release date(s)
Genre(s) Action
System(s) Arcade, Apple II, Atari 2600, Atari 8-bit, Commodore 64/128, ColecoVision, Game Boy, MSX, Sharp X68000, SNES
Players 1-2
Followed by Mr. Do's Castle
Series Mr. Do
This is the first game in the Mr. Do series. For other games in the series see the Mr. Do category.
Mr. Do! marquee

Mr. Do! is an arcade game developed by Universal in 1982. Rather than force arcade owners to buy an entirely new arcade cabinet, Universal gave Taito the rights to manufacture and sell Mr. Do! as a conversion kit. A conversion kit was meant to replace the circuitry inside existing cabinets of less popular, or perhaps broken machines, substantially reducing the cost of a new game for the owner. Mr. Do! was wildly successful as a cheap alternative to more expensive competing titles, and ushered in the popularity of conversion kits in general.

While Mr. Do! appears to be simple at first glance, the game has considerable strategy. A majority of the gameplay seems to have been inspired directly by Dig Dug. A clown must dig tunnels through dirt while avoiding enemies, and perhaps dropping large objects on their head, giant apples in this case as opposed to boulders. Mr. Do! differed by present the player with a weapon that ricocheted all over the tunnels and had to return to Mr. Do before he could fire again. Mr. Do could also clear a stage by consuming all of the groups of eight cherries arranged throughout the screen, by spelling "EXTRA" by killing Alphamonsters, or by collecting a diamond, rather than just by defeating all of the enemies.

Due to Mr. Do!'s popularity and presence in the arcade, a few companies sought the rights to bring the title home to console and computer players. Coleco secured the rights for the home console conversion, and released it for its own ColecoVision, as well as for the Atari 2600. Datasoft on the other hand, purchased the rights to bring the game home on diskette to computers, and released it on the more popular systems available in North America and Europe. Mr. Do! saw a small revival in the mid 90s, being released as one of the last titles on the SNES, as well as a combo release for the Sharp X68000 computer along with it's sequel, Mr. Do's Castle (known in Japan as Mr. Do vs. Unicorns). In addition to Mr. Do's Castle, Mr. Do went on to star in two more games, Mr. Do's Wild Ride and Do! Run Run before his series came to a close.

Table of Contents

Title screen

Gameplay Summary

  • You guide Mr. Do through existing tunnels, or you can direct him to create new tunnels in one of four directions.
  • You can clear each stage by collecting every cherry on the screen, or defeating every enemy.
  • If Mr. Do touches an enemy, or if a giant apple falls on his head, he loses one life.
  • Mr. Do can destroy an enemy by hitting them with his bouncing power ball, or by dropping an apple on them.
  • Once Mr. Do fires his power ball, he must either wait for it to bounce back, or to reform in his hands before he can fire it again.
  • Letter monsters appear, containing the letters E, X, T, R, and A. If he shoots one of each, he will be awarded an extra life and advance to the next stage.
  • Once all of the monsters arrive in the stage, a bonus prize appears in the center. If you collect it, a letter monster will appear with some monster escorts.

Gaming

Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

Mr. Do!

Developer(s) Universal
Publisher(s) Universal
Arcade
Coleco
Atari 2600
ColecoVision
Datasoft
Home Computers
Ocean Software
Gameboy
Black Pearl
Super Nintendo
Release date Atari 2600:
1983 (NA)
Genre Maze
Mode(s) Single player
1-2 players alternating
Age rating(s) N/A
Atari 2600
Platform(s) Arcade
Atari 2600
Atari 8-bit
ColecoVision
Apple II
MSX
Commodore 64
Game Boy
Super Nintendo
Input Atari 2600 Joystick
Credits | Soundtrack | Codes | Walkthrough

Mr. Do! is an arcade game released in 1982. It was ported to the Atari 2600, the ColecoVision, and home computers. It is followed by Mr. Do!'s Castle, Mr. Do!'s Wild Ride, and Mr. Do! Run Run.

Gameplay

The object is to clear each level of cherries and/or monsters. The monsters may be killed by hitting them with your powerball (which bounces through the paths, taking unpredictable directions at junctions) or dropping an apple onto them. The level is also over if you complete the EXTRA box or collect the diamond which appears very infrequently ('Special', awards an extra credit).

You can dig extra paths through the solid parts of the maze in whatever shape you like. The apples will be found dotted around the screen in the solid parts. To construct traps for monsters, it is important to dig just under them so they fall into the path behind Mr. Do., then turn around and push the apple back to a path which turns downward, preferably just over the edge, and you have a trap! Wait for a monster (or a few) to appear in the path below, and push! If the monsters wait too long under the apple, they can become 'diggers' and dig away at the maze towards you! Sometimes they go under the apple and squash themselves. An improvement is if two apples can be lined up, so you are protected against a 'digger'.

The central target, where the monsters appear from, may be collected once all the monsters have appeared. This is noticed by it becoming a 'prize', (e.g. ice cream, biscuits, etc.). When you collect the prize, the Alphamonster and his four henchmen appear. The Alphamonster may be in the EXTRA box at the top or moving around the screen. The Alphamonster and his henchmen cannot easily be crushed under apples because they usually eat them! They can be killed individually with the powerball or, if the Alphamonster is killed, all the henchmen turn into apples.

After every three levels there is an intermission where a tune is played and a larger more detailed animated picture of Mr. Do and the monsters is shown. The time to complete each level and the method (monsters, cherries, EXTRA or Diamond) is shown. The paths in the first level resemble a 'D', after this each level is laid out as the digit, i.e. '2', '3', '4' etc., up to '0' for level 10.

Scoring

  • Cherry -- 50 points each, plus 500 points for gathering 8 cherries consecutively
  • Monster hit by power ball -- 500 points
  • Monster hit by apple -- 1000 points for one monster, 2000 for two monsters, 4000 for three monsters, and so on
  • Bonus treat -- 1000 points; value increases by 500 points with each screen until Screen 18, where it stays at 9500 points
  • Diamond -- 8000 points

This article uses material from the "Mr. Do!" article on the Gaming wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







Got something to say? Make a comment.
Your name
Your email address
Message