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Super Mr. Do!


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I am wondering if Coleco ever played around with the possibility of making Mr. Do! into a Super Game a la Donkey Kong (and its sequel), Zaxxon and Buck Rogers?

 

Should that have come to light, this Mr. Do! port would have been truer to the arcade game, both audibly and visually.

 

With the existing 24K cartridge port, much of the music heard within was taken from the snowman version of the game, called Yukidaruma. This includes the main level music and the life lost jingle. Even with this much memory (8K away from the max 32K) we still didn't get the following tunes and intermissions:

* The charge fanfare heard when you complete a level in the arcade version (whether by collecting all cherries, eliminating the last Badguy, or hitting the last Alphamonster needed to spell out "EXTRA" for an extra life, or obtaining the rare diamond)

* The "Very Good" intermission (and fanfare) that appears after you complete three boards in a cycle of nine out of ten (scenes 1-3, 4-6, 7-9, 11-13, 14-16, 17-19, etc).

* The "Wonderful!" intermission (same fanfare as "Very Good" intermission) that appears after you complete ten boards (scene 10, 20, 30, etc)

 

Differences in the CV version:

* Main background music is same as the "snowman" version.

* Life lost fanfare - ditto

* Alphamonster+Munchers fanfare is just noise-channel beeping. . . despite being in the same key of B-flat as the tune for the final arcade version

* When you grab the treat on a letter in the word EXTRA that has already been collected (red), the short fanfare from the snowman version plays. For the final arcade version, the Alphamonster and Munchers still appear together.

* Also when you grab the treat on a white letter, the background scenery does not stay red for the duration of the Munchers' appearance on the playfield like the arcade version.

* The Alphamonster and Munchers do not eat apples like in the arcade version, nor do they turn into them when hit.

 

Even the Tomy Tutor port (only available in Japan), which shares the same Texas Instruments VDP and sound chips as the CV, has music that is truer to the original arcade version.

 

What do you think?

 

~Ben

Edited by ColecoFan1981
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  • 7 months later...

I am wondering if Coleco ever played around with the possibility of making Mr. Do! into a Super Game a la Donkey Kong (and its sequel), Zaxxon and Buck Rogers?

 

What do you think?

 

~Ben

 

 

No idea, but I dream that it could be arranged with todays skillful programmers. I'm a huge Mr Do fan and so far my personal 8-bit favorite is the Commodore 64 port that even includes the intermissions (when you spell the word extra etc.). But I love the Colecovision port too and played it just half an hour ago.

Edited by sunn
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  • 2 weeks later...
  • 2 weeks later...

Come on, Retroillucid, don't leave us hanging. You have fans interested as evidenced here- http://retrogamingmagazine.com/2015/12/31/mr-do-collection-could-by-collectorvision-could-be-coming-for-colecovision-console/

 

What you want me to say?

Some of the our games has been planned since 2009, wich include Mr Do's Collection

It may takes months or years to make

 

In example, Rip Cord has been planned since 2008

It should only get released this year

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I know man, I am just pulling your leg letting you know you have fans out there that are still interested in these things. I know you can't comment officially (I am supposed to go through your PR agent for that stuff) so I won't bug you too much on this. Just letting you know fans are still excited for Collectorvision works.

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I know man, I am just pulling your leg letting you know you have fans out there that are still interested in these things. I know you can't comment officially (I am supposed to go through your PR agent for that stuff) so I won't bug you too much on this. Just letting you know fans are still excited for Collectorvision works.

 

Thanks! :)

 

I think it's safe to say there's alot of great games coming up!

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Thanks! :)

 

I think it's safe to say there's alot of great games coming up!

I know, that is why I dedicate so much time to following your company and the developments you guys are creating. We have a large fanbase that are vocal in keeping RGM following you guys and giving our opinion on how things are shaping up. That is a great sign. There is nothing worse than doing something only to see no one cares. Collectorvision doesn't have that problem. Great work.

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I know, that is why I dedicate so much time to following your company and the developments you guys are creating. We have a large fanbase that are vocal in keeping RGM following you guys and giving our opinion on how things are shaping up. That is a great sign. There is nothing worse than doing something only to see no one cares. Collectorvision doesn't have that problem. Great work.

 

Thanks sir!

It means alot!

 

:)

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  • 1 month later...

There are 30 different variations of colored backgrounds per level in the arcade version (scene 31 is exactly the same as scene 1; scene 32=2, etc.), but the ColecoVision only has 10 variations before cycling back to the level 1 design and background. I really don't know if the CV port, at 24K, could accept all 30 of these background designs.

 

Scenes 1 and 2 (and 31 & 32, 61 & 62, 91 & 92, etc.) are respectively the same colors/patterns in both versions (yellow short horizontal lines over light green for 1 and light blue diagonal vertical lines over dark blue for 2), but scene 3 in the CV version has a different color background (diagonal green plaid over yellow; whereas the arcade version had this as diagonal purple plaid over light blue).

Scene 4 (34, 64, 94, etc.) on the CV is like scene 1 except magenta background/purple lines (arcade was like scene 3 but had yellow plaid over magenta).

Scene 5 (35, 65, 95, etc.) on the CV is vertical yellow waves over light blue (arcade was like scene 3 but had light blue plaid over yellow).

Scene 6 (36, 66, 96, etc.) on the CV is like scene 3 but with diagonal light red plaid over yellow (arcade: same colors as scene 3)

Scene 7 (37, 67, 97, etc.) on the CV is like scene 5 except horizontal light green waves over darker green background (arcade: orange horizontal waves over yellow)

Scene 8 (38, 68, 98, etc.) on the CV is like scene 1 except light blue background/dark blue lines (arcade: gray horizontal waves over light green)

Scene 9 (39, 69, 99, etc.) on the CV is like scene 3 but diagonal yellow plaid over dark blue (arcade: yellow horizontal waves over gray)

Scene 10 (40, 70, etc.) on the CV is like scene 5 but with magenta waves over medium green (arcade: like scene 8 on the CV version)

 

Arcade version only:

Scene 11: like scene 4

Scene 12: like scene 5

Scene 13: like scene 3

Scene 14: like scene 7

Scene 15: like scene 8

Scene 16: like scene 9

Scene 17: like scene 2 except diagonal horizontal dark blue lines over green

Scene 18: like scene 2

Scene 19: like scene 2 except diagonal horizontal light green lines over dark green

Scene 20: like scene 1

Scene 21: like scene 7

Scene 22: like scene 8

Scene 23: like scene 9

Scene 24: like scene 17

Scene 25: like scene 8

Scene 26: like scene 19

Scene 27: like scene 4

Scene 28: like scene 5

Scene 29: like scene 3

Scene 30: like scene 1 except brown background with red short horizontal lines

 

Sounds very complicated, doesn't it?

 

~Ben

Edited by ColecoFan1981
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  • 2 weeks later...
  • 2 weeks later...

The main problems I had with the CV version were:

 

1) Mr. Do! was single-colored. At the very least he should have been two-colored, like the ship in Cosmic Avenger or in Mr. Do!'s Castle.

 

2) You would "stick" under an apple if not careful.

 

3) The enemies could have looked better even if single-colored, as in Ladybug.

 

 

Like many 1983 games, it had a rushed-out feel to it, but everything else was quite good even if a few details were different (Chompers do not become apples or eat apples). If I knew how I would do these things myself, but Javascript game programming is not CV game programming. If a regular version of Mr. Do! with these improvements came out I'd get it.

 

 

Those screenshots look fantastic!

Edited by CV Gus
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  • 5 months later...

As of right now, I have gotten the Virtual ColecoVision emulator to run, as well as Daniel Bienvenu's tools and a compiler. I've already programmed-semi-hacked a minor CV ROM. Not too impressive, but it's more than I could have done last week.

 

 

One thing I want to do is to improve Mr. Do!. I would redraw the Bad Guys and maybe the Alphamonsters (the latter looking like those from another hack here); they'd all still be single-colored, just better drawn.

 

Possibly change the apples' colors in certain screens so they stand out more. Yellow, blue as well as red. In the green screens, for example, they'd be yellow.

 

If possible, add drawings to the EXTRA MR.DO! screen- small and static, just pleasant. Nothing spectacular.

 

The real tricky part: Make Mr. Do! a two-color character. This would mean adding a sprite to the game (hard or easy?) and altering the existing character by removing the parts where the red sprite would be superimposed.

 

But if that Mr. Do! game above is going to be a reality, and it does not require the Super Game Module, then count me in for it. It looks GREAT.

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