Do! Run Run
Do! Run Run, known as Super Pierrot in Japan, is the fourth and final incarnation of Mr. Do!, the Universal video game mascot. Returning to his Mr. Do! roots, the clown has a bouncing powerball with which to hurl at monsters. Mr. Do runs along the playfield picking up dots and leaving a line behind him, which the player is encouraged to create closed off sections with. Precariously balanced log traps, can be rolled crushing enemies; the resulting game is somewhat of a cross between Mr. Do!, Congo Bongo, Pac-Man, Qix. The title is a reference to the song "Da Doo Ron Ron"; the goal of Do! Run Run is to rack up points while completing screens. A screen is completed whenever all the fruits/dots are eaten, or when all of the regular monsters are defeated. Using the rope that follows Mr. Do to inscribe dots will convert them into cherries, a familiar fruit for Mr. Do to collect. Cherries are worth more points than dots, eating them restores the powerball more than eating dots would; each time Mr. Do inscribes fruit, they progress to a higher tier, dots become cherries, cherries become apples, apples become lemons and lemons become pineapples.
Eating a dot awards 10 points and 1/16 of a powerball recharge. Players are additionally encouraged to inscribe sections of the playfield by the letters E, X, T, R, A, a constant feature of the Mr. Do! games. Randomly, one of the inscribed fruits will turn into a flashing letter spot, corresponding with the movement of the Alpha-Monster at the top of the screen. If Mr. Do! runs over this spot, the monster sporting that letter will release from the top of the screen with three blue henchmen (which resemble the three ghost-like monsters from the original Mr. Do!, chase after Mr. Do. Defeating the Alpha-monster will lock in that letter, once all 5 letters are earned, the player earns an extra life. Points are awarded for defeating monsters. Directly firing the powerball at a monster awards 500 points and consumes the powerball, which needs to be replenished by eating fruit. More points are earned. Smashing monsters with a rolling log earns 1000 points. There is a 10,000 point bonus for smashing 5 monsters.
Like other Mr. Do! games, the monsters are nameless and defy easy description. Two types of monsters attempt to foil the clown's efforts, a green clam-like monster, a blue snake-like monster. Neither are sophisticated, although the clam monsters have some clever moments where they bumble into your path or out of the way of the powerball; the blue snakes will, if you linger too long on a direct path from them, convert into a fireball and charge across the playing field. In this state, they are immune to the powerball; as is common with arcade games, contact with monsters is fatal, with Mr. Do shown to be electrocuted, complete with visible flashing skeleton, reappearing as a black skeleton. After some time on each stage elapses, the music changes and any surviving monsters convert into a different form; the speed of each monster, the willingness to chase Mr. Do, are about the only other major changes. Instead, Mr. Do should climb up or down the terrain if too chased. Do gets a slight speed up for going downslope.
After a short duration, the music resumes, the monsters transform back into their old selves, with the pattern of transformation repeating. Alpha-monsters, when they are summoned by the letter circle, are released with three henchmen; the henchmen home in on Mr. Do! and precede the alpha-monster. Killing the Alpha-monster rids the playfield of the henchmen, although it is easier to lure all four into the path of a log and smash them. Alpha-monsters are released every time the score reaches increments of 5,000 points unless there is an alpha-monster on the playfield. While this can be configured by the ROM to not occur, infrequently, a bonus diamond worth 10,000 points will show up in the same manner as the letter circles when fruit are inscribed. If the player collects this, the stage ends and they are awarded a bonus credit in the fashion of the original Mr. Do! Versions were released for MSX in 1987 and Amiga and Atari ST in 1990. Ports to Amstrad CPC, Commodore 64, ZX Spectrum were cancelled during development.
Do! Run Run at the Killer List of Videogames Entry at arcade-history.com
Mr. Do! is an arcade game created by Universal in 1982. Mr. Do! was popular and saw release on a variety of home video game consoles and systems. It is the first game in the Mr. Do series, was released both as a standalone game and as a conversion kit for existing arcade cabinets, it was one of the first arcade games to be released as a conversion kit, went on to sell 30,000 units in the United States. Steve L. Kent, The ultimate history of video games: from Pong to Pokémon and beyond: the story behind the craze that touched our lives and changed the world, Prima, p. 352, ISBN 0-7615-3643-4, In 1982, Universal Sales made arcade history with a game called Mr Do! Instead of selling dedicated Mr Do! machines, Universal sold the game as a kit. The kit came with a customized control panel, a computer board with Mr Do! read-only memory chips, stickers that could be placed on the side of stand-up arcade machines for art, a plastic marquee. It was the first game sold as a conversion only. According to former Universal Sales western regional sales manager Joe Morici, the company sold 30000 copies of the game in the United States alone.
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, is chased by red monsters called creeps,"Mr. Do!: The Do Dude Returns". Electronic Gaming Monthly. No. 88. Ziff Davis. November 1996. P. 252. and the player loses a life if Mr. Do is caught by one; the game is over. 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, all creeps are destroyed, "EXTRA" is spelled, or a diamond is found. Mr. Do can defeat creeps by hitting them with his bouncing "power ball" or by dropping large apples on them. While the power ball is bouncing toward a creep, Mr. Do is defenseless. If the ball bounces into an area where there are no creeps to hit, Mr. Do cannot use it again until he has retrieved it; when the power ball hits a creep, it reforms in Mr. Do's hands after a delay.
Mr. Do or the creeps can crush one or more creeps. If an apple falls more than its own height, it disappears. Mr. Do can be crushed by a falling apple causing a loss of life; the creeps transform into more powerful multicolored monsters that can tunnel through the ground. If one of these digs through a cherry, it leaves fewer cherries for Mr. Do to collect; when it digs under an apple, it crushes itself, other creeps, and/or Mr. Do; each time the score passes a certain threshold during play, a letter from the word "EXTRA" appears on the playfield as an Alphamonster, the player can defeat or be defeated by this monster in the same way as a creep. Defeating an Alphamonster awards that letter to the player, collecting all five letters of the word completes the level, goes to a cut scene playing the theme to Astro Boy, awards the player an extra life. Alphamonsters attempt to eat any apples they encounter, which makes them difficult to crush; the creeps spawn at the center of the screen. After they have all appeared, the generator will turn into a food item.
The latter can eat apples as well. The creeps stay frozen until the player either defeats all three blue monsters, defeats the Alphamonster, loses a life, or completes the stage. Dropping an apple will reveal a diamond which, if collected within about 15 seconds, completes the level and awards a bonus credit to the player, allowing him or her to play a free game. Mr. Do! was ported to the Atari 2600, Atari 8-bit computers, ColecoVision, Apple II, MSX, Tomy Tutor and Commodore 64. A handheld LCD version was released by Tomy in 1983. In the ColecoVision adaptation, the alphamonster and sidekicks are unable to eat apples, making them easier to crush, but the blue monsters eat the shrubbery and cherries. If an alphamonster is over a letter, acquired, the dinosaur monsters just freeze for a few seconds. Mr. Do! was followed by three sequels: Mr. Do's Castle in 1983, Mr. Do's Wild Ride and Do! Run Run both in 1984. An expanded 99-level version of Mr. Do! was developed for the arcades by Electrocoin in 1989.
Eugene, Lacey. "Computer And Video Games". Terry Pratt: 127. A new version of the game, Neo Mr. Do!, was developed by Visco and licensed by Universal for SNK's Neo Geo system in 1997."Neo Mr. Do! Review". Neo-geo.com. Retrieved 2008-05-09. Mr. Do! was adapted to Nintendo's Game Boy and Super Famicom/SNES, providing some new gameplay features. A rebranded adaptation of the game was released for the Game Boy Color in 1999, titled Quest: Fantasy Challenge, it was developed by Imagineer, published by Sunsoft in North America and by Virgin Interactive in Europe. It is branded as a Quest series game instead of Mr. Do!. The arcade version debuted on the Wii Virtual Console in Japan on April 27, 2010. Virtual Console releases April 2010 Dig Dug Digger Magic Meanies (
Mr. Do's Wild Ride
Mr. Do's Wild Ride was released in 1984 as the third game in Universal's Mr. Do! Arcade series. During development, it was titled Go! Go! Coaster and did not involve Mr. Do!. Mr. Do!'s scenario is a roller coaster, the object is to reach the top. As the cars speed around the track, the player must escape by using a super speed button, or by climbing up small ladders scattered about the track to dodge the hazards. Two icons at the end of the level range from cakes to EXTRA letters or diamonds change upon collecting cherries at the top of each letter; the game is timed, the timer ticks faster when the super speed button is held down. Collision with a roller coaster car or another object is fatal, knocking Mr. Do! off the coaster and costing a life. After the sixth level is completed, the game cycles back to the first with various obstacles and/or more roller coaster cars to avoid. Explaining why they chose not to include the game in their "Top 100 Games of All Time" list, Next Generation stated that "in order to make the list, the game had to be one that we would still play today, so nostalgia-tinged relics like Mr.
Do's Wild Ride were lost immediately." The game was cloned for the Commodore 64 and the ZX Spectrum by Ocean Software as Kong Strikes Back!, which incorporates cosmetic aspects of Donkey Kong. Mr. Do's Wild Ride at the Killer List of Videogames Entry at arcade-history.com
Video game crash of 1983
The video game crash of 1983 was a large-scale recession in the video game industry that occurred from 1983 to 1985 in America. The crash was attributed to several factors, including market saturation in the number of game consoles and available games, waning interest in console games in favor of personal computers. Revenues peaked at around $3.2 billion in 1983 fell to around $100 million by 1985. The crash was a serious event which abruptly ended what is retrospectively considered the second generation of console video gaming in North America. Lasting about two years, the crash shook the then-booming industry, led to the bankruptcy of several companies producing home computers and video game consoles in the region. Analysts of the time expressed doubts about the long-term viability of video game consoles and software; the North American video game console industry recovered a few years mostly due to the widespread success of the Nintendo Entertainment System in 1985. Prior to 1982, the most significant home console was the Atari VCS.
The Atari VCS was launched in 1977. In 1980, Atari's licensed version of Space Invaders from Taito became the console's killer application. Spurred by the success of the Atari VCS, other consoles were introduced, both from Atari and other companies: Atari 5200, ColecoVision, Odyssey² and Intellivision. In addition to this and Coleco created devices that allowed them to play Atari 2600 games on their consoles; each of these consoles had its own library of games produced by the console maker, many had large libraries of games produced by third-party developers. In 1982, analysts noticed trends of saturation, mentioning that the amount of new software coming in will only allow a few big hits, that retailers had too much floor space for systems, along with price drops for home computers could result in an industry shakeup. In addition, the rapid growth of the video game industry led to an increased demand for video games, but which the manufacturers over-projected. An analyst for Goldman Sachs had stated in 1983 that the demand for video games was up 100% from 1982, but the manufacturing output increased by 175%, creating a surplus in the market.
Raymond Kassar, the CEO of Atari, had recognized in 1982 that there would become a point of saturation for the industry, but did not expect this to occur until about half of American households had a video game console. In 1979, Atari unveiled the Atari 400 and 800 computers, built around a chipset meant for use in a game console, which retailed for the same price as their respective names. In 1981, IBM introduced the IBM 5150 PC with a $1,565 base price, while Sinclair Research introduced its low-end ZX81 microcomputer for £70. By 1982, new desktop computer designs were providing better color graphics and sound than game consoles and personal computer sales were booming; the TI 99/4A and the Atari 400 were both at $349, the Tandy Color Computer sold at $379, Commodore International had just reduced the price of the VIC-20 to $199 and the C64 to $499. Because computers had more memory and faster processors than a console, they permitted more sophisticated games. A 1984 compendium of reviews of Atari 8-bit software used 198 pages for games compared to 167 for all other software types.
Home computers could be used for tasks such as word processing and home accounting. Games were easier to distribute, since they could be sold on floppy disks or cassette tapes instead of ROM cartridges; this opened the field to a cottage industry of third-party software developers. Writeable storage media allowed players to save games in progress, a useful feature for complex games, not available on the consoles of the era. In 1982, a price war began between Commodore and Texas Instruments, home computers became as inexpensive as video-game consoles. Dan Gutman, founder in 1982 of Video Games Player magazine, recalled in 1987 that "People asked themselves,'Why should I buy a video game system when I can buy a computer that will play games and do so much more?'" The Boston Phoenix stated in September 1983 about the cancellation of the Intellivision III, "Who was going to pay $200-plus for a machine that could only play games?" Commodore explicitly targeted video game players. Spokesman William Shatner asked in VIC-20 commercials "Why buy just a video game from Atari or Intellivision?", stating that "unlike games, it has a real computer keyboard" yet "plays great games too".
Commodore's ownership of chip fabricator MOS Technology allowed manufacture of integrated circuits in-house, so the VIC-20 and C64 sold for much lower prices than competing home computers. "I've been in retailing 30 years and I have never seen any category of goods get on a self-destruct pattern like this", a Service Merchandise executive told The New York Times in June 1983. The price war was so severe that in September Coleco CEO Arnold Greenberg welcomed rumors of an IBM'Peanut' home computer b
An arcade game or coin-op game is a coin-operated entertainment machine installed in public businesses such as restaurants and amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games or merchandisers. While exact dates are debated, the golden age of arcade video games is defined as a period beginning sometime in the late 1970s and ending sometime in the mid-1980s. Excluding a brief resurgence in the early 1990s, the arcade industry subsequently declined in the Western hemisphere as competing home video game consoles such as the Sony PlayStation and Microsoft Xbox increased in their graphics and game-play capability and decreased in cost; the first popular "arcade games" included early amusement-park midway games such as shooting galleries, ball-toss games, the earliest coin-operated machines, such as those that claimed to tell a person's fortune or that played mechanical music. The old Midways of 1920s-era amusement parks provided the inspiration and atmosphere for arcade games.
In the 1930s the first coin-operated pinball machines emerged. These early amusement machines differed from their electronic cousins in that they were made of wood, they lacked plungers or lit-up bonus surfaces on the playing field, used mechanical instead of electronic scoring-readouts. By around 1977 most pinball machines in production switched to using solid-state electronics both for operation and for scoring. In 1966 Sega introduced an electro-mechanical game called Periscope - an early submarine simulator and light gun shooter which used lights and plastic waves to simulate sinking ships from a submarine, it became an instant success in Japan and North America, where it was the first arcade game to cost a quarter per play, which would remain the standard price for arcade games for many years to come. In 1967 Taito released an electro-mechanical arcade game of their own, Crown Soccer Special, a two-player sports game that simulated association football, using various electronic components, including electronic versions of pinball flippers.
Sega produced gun games which resemble first-person shooter video games, but which were in fact electro-mechanical games that used rear image projection in a manner similar to the ancient zoetrope to produce moving animations on a screen. The first of these, the light-gun game Duck Hunt, appeared in 1969; that same year, Sega released an electro-mechanical arcade racing game, Grand Prix, which had a first-person view, electronic sound, a dashboard with a racing wheel and accelerator, a forward-scrolling road projected on a screen. Another Sega 1969 release, Missile, a shooter and vehicle-combat simulation, featured electronic sound and a moving film strip to represent the targets on a projection screen, it was the earliest known arcade game to feature a joystick with a fire button, which formed part of an early dual-control scheme, where two directional buttons are used to move the player's tank and a two-way joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen.
In 1970 Midway released the game in North America as S. A. M. I.. In the same year, Sega released Jet Rocket, a combat flight-simulator featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit. In the course of the 1970s, following the release of Pong in 1972, electronic video-games replaced electro-mechanical arcade games. In 1972, Sega released an electro-mechanical game called Killer Shark, a first-person light-gun shooter known for appearing in the 1975 film Jaws. In 1974, Nintendo released Wild Gunman, a light-gun shooter that used full-motion video-projection from 16 mm film to display live-action cowboy opponents on the screen. One of the last successful electro-mechanical arcade games was F-1, a racing game developed by Namco and distributed by Atari in 1976; the 1978 video game Space Invaders, dealt a yet more powerful blow to the popularity of electro-mechanical games. In 1971 students at Stanford University set up the Galaxy Game, a coin-operated version of the video game Spacewar.
This ranks as the earliest known instance of a coin-operated video game. In the same year, Nolan Bushnell created the first mass-manufactured game, Computer Space, for Nutting Associates. In 1972, Atari was formed by Ted Dabney. Atari created the coin-operated video game industry with the game Pong, the first successful electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledgling coin-operated video game market. Taito's Space Invaders, in 1978, proved to be the first blockbuster arcade video game, its success marked the beginning of the golden age of arcade video games. Video game arcades sprang up in shopping malls, small "corner arcades" appeared in restaurants, grocery stores and movie theaters all over the United States and other countries during the late 1970s and early 1980s. Space Invaders, Pac-Man, Battlezone and Bosconian were popular. By 1981, the arcade video game industry was worth US$8 billion. During the late 1970s and 1980s, chains such as Chuck E.
Cheese's, Ground Round and Busters, ShowBiz Pizza Place and Gatti's Pizza combined