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Found 3 results

  1. I tried to do this once, but I can't program my way out of a wet paper bag. It would be soooo awesome if there was a level editor hack for the arcade version of Mr. Do. I'm thinking of something really simple. Just start by selecting a screen-fill of a certain pattern and color. Then use the joystick to subtract the stuff you don't want on screen (almost like an eraser tool in a paint program). Set the number of baddies. Place the apples, cherries, and start position for the player. and that's about it. Player 1 button = Previous menu item Player 2 button = Next menu item Fire button = Select/confirm Joystick for placement Both Player 1 and Player 2 = Hide menu. Menu would include: - Save level - Load level into editor (and level select with up-down for previous/next item and left-right for previous/next page list of levels) - Select fill color and pattern - Select item (apple, cherry, earth, Mr. Do character) - Input number of enemies to be spawned from the center of the screen. I wouldn't want any extra features or power-ups or anything like that. Just what the arcade includes, since it's fun the way it is.
  2. It looks like the ColecoVision version of Mr. Do fits somewhere in-between the arcade prototype (Yukidaruma) version of Mr. Do! and the final arcade release version of the game. Here are some observations of the differences in play mechanics for the three versions of the game: Names of characters from ColecoVision manual: Mr. Do Badguy Alpha-Monster Digger Blue Chomper Power Ball Apples Cherries Treat E-X-T-R-A Path --- Mr. Do! 'prototype' (Yukidaruma): - Grabbing a treat does not result in blue chompers and it only spawns an alphamonster. - Alphamonsters do not turn into apples when shot. - Alphamonsters do not aggressively seek you out and do not eat apples that are in their way. Again, the blue chompers do not exist in this version of the game. - Enemy action stops when diamond appears. Mr. Do! final arcade release: - Grabbing a treat will spawn both an alphamonster and blue chompers regardless of the status of the letter at the time. - Alphamonsters turn into apples when shot. - Alphamonsters aggressively seek you out and can eat apples that are in their way. - Blue chompers cannot dig. - Enemy action continues when diamond appears (you have to fight your way to the diamond). - Alphamonster appears every 5,000 points. ColecoVision: - In-game music is the same as Yukidaruma. - Treat music is the same as Yukidaruma when you grab the treat when a letter is already filled in. - In-game behavior is the same as Yukidaruma when you grab the center treat when a letter is already filled in (with the exception that the alphamonster doesn't appear at all in this case -- only the enemies freeze). - In-game behavior is the same as the Mr. Do arcade version when you grab the treat when the letter is not already filled in. - Alphamonster does not turn into an apple when shot. - Alphamonster does not seek you out. However, blue chompers do. - Alphamonster cannot eat apples, even if dropped on him. - Blue chompers can dig. - Alphamonster appears every 10,000 points. - Enemy action continues when diamond appears.
  3. 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
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