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* PublicDomainSoundtrack: In the first game, the main theme that plays throughout is taken from "Music/TheCancanSong" by Jacques Offenbach, while every three levels, Music/LudwigVanBeethoven's "Turkish March" from ''The Ruins of Athens'' (better known to Mexicans as the theme song to ''Series/ElChavoDelOcho'') plays for an intermission scene. Averted with the Game Boy version, which uses an original soundtrack.

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* PublicDomainSoundtrack: In the first game, the main theme that plays throughout is taken from "Music/TheCancanSong" by Jacques Offenbach, while every three levels, Music/LudwigVanBeethoven's "Turkish March" from ''The Ruins of Athens'' (better known to Mexicans as the theme song to ''Series/ElChavoDelOcho'') plays for an intermission scene. Averted with the Game Boy version, which uses an original soundtrack. Also averted with the prototype of the arcade version, which uses an original theme instead of the ''Can Can Song'', which the Colecovision port also uses.
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: Mr. Do wields a wooden hammer in ''Castle'', though it is only useful for knocking out blocks and can only knock the Unicorns back a short distance. Only when they're turned into Alphamonsters via collecting the Shield can Mr. Do directly kill them using the hammer.
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* PublicDomainSoundtrack: In the first game, the main theme that plays throughout is taken from "Music/TheCancanSong" by Jacques Offenbach, while every three levels, Music/LudwigVanBeethoven's "Turkish March" from ''The Ruins of Athens'' (better known to Mexicans as the theme song to ''Series/ElChavoDelOcho'') plays for an intermission scene.

to:

* PublicDomainSoundtrack: In the first game, the main theme that plays throughout is taken from "Music/TheCancanSong" by Jacques Offenbach, while every three levels, Music/LudwigVanBeethoven's "Turkish March" from ''The Ruins of Athens'' (better known to Mexicans as the theme song to ''Series/ElChavoDelOcho'') plays for an intermission scene. Averted with the Game Boy version, which uses an original soundtrack.
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* SuspiciouslySimilarSong: When the game was released on the [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]], this was done to the previously mentioned Astro Boy theme.
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* SequelDifficultySpike: ''Castle'', ''Wild Ride'', and ''Run Run'' sport a much higher difficulty than the original. The more restricted and open fields of ''Castle'' and ''Run Run'' respectively give the enemies a higher chance to ambush or corner you, while the alternate win conditions besides killing the enemies are much harder to accomplish.
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Moving to trivia.


* RealSongThemeTune: After you collect the "EXTRA" letters, the round is cleared, and you get an "extra" life. During this time, an intermission is played featuring the ''Tetsuwan Atom'' [''Anime/AstroBoy''] theme.
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Added DiffLines:

* BewareTheSillyOnes: Mr. Do may be a clown, but he's perfectly capable of killing monsters.
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Added: 299

Changed: 31

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* ArtificialStupidity: The monsters aren't very good at dealing with the apples, mostly running back and fourth in an attempt to dodge them.

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* ArtificialStupidity: The monsters in the first game aren't very good at dealing with the apples, mostly running back and fourth in an attempt to dodge them.them.
* DolledUpInstallment: Both ''Castle'' and ''Wild Ride'' were originally two games unrelated to ''Mr. Do!'' known as ''Knights vs. Unicorns'' and ''Go! Go! Coaster'' respectively. During development, they decided to add in the famous clown, completely turning both the original games into Vaporware.



** In ''Wild Ride'', Scene 7 is identical to Scene 1, Scene 8 is identical to Scene 2, and so on. To increase the difficulty, several additional hazards are added after each loop.

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** In ''Wild Ride'', Scene 7 is identical to Scene 1, Scene 8 is identical to Scene 2, and so on. To increase the difficulty, several additional hazards are added after each on the second loop.
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Added DiffLines:

* SuspiciouslySimilarSong: When the game was released on the [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]], this was done to the previously mentioned Astro Boy theme.
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** Nearly enemy enemy in the series are quick and ruthless hunters that ''will'' chase you down at every opportunity.

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** Nearly enemy every enemy in the series are quick and ruthless hunters that ''will'' chase you down at every opportunity.
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* PublicDomainSoundtrack: In the first game, the main theme that plays throughout is taken from "Music/TheCancanSong" by Jacques Offenbach, while every three levels, Creator/LudwigVanBeethoven's "Turkish March" from ''The Ruins of Athens'' (better known to Mexicans as the theme song to ''Series/ElChavoDelOcho'') plays for an intermission scene.

to:

* PublicDomainSoundtrack: In the first game, the main theme that plays throughout is taken from "Music/TheCancanSong" by Jacques Offenbach, while every three levels, Creator/LudwigVanBeethoven's Music/LudwigVanBeethoven's "Turkish March" from ''The Ruins of Athens'' (better known to Mexicans as the theme song to ''Series/ElChavoDelOcho'') plays for an intermission scene.

Added: 283

Changed: 93

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None


* DropTheHammer: Mr. Do wields a wooden hammer in ''Castle'', though it is only useful for knocking out blocks and can only knock the Unicorns back a short distance. Only when they're turned into Alphamonsters via collecting the Shield can Mr. Do directly kill them using the hammer.



** In ''Castle'', the castle layouts are reset after Scene 8.

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** In ''Castle'', the castle layouts are reset after Scene 8.8 while the colors of the stages go in the pattern Green, Magenta, Orange, and Blue.



* GenderBender: ''Neo Mr. Do!'' has a powerup that turns the title character into a woman, marked with he female symbol.

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* GenderBender: ''Neo Mr. Do!'' has a powerup that turns the title character into a woman, marked with he a female symbol.



* SequelDifficultySpike: ''Castle'', ''Wild Ride'', and ''Run Run'' sport a much higher difficulty than the original. The more restricted and open fields of ''Castle'' and ''Run Run'' respectively give the enemies a higher chance to ambush or corner you, and the alternate win conditions besides killing the enemies are much harder to accomplish.

to:

* SequelDifficultySpike: ''Castle'', ''Wild Ride'', and ''Run Run'' sport a much higher difficulty than the original. The more restricted and open fields of ''Castle'' and ''Run Run'' respectively give the enemies a higher chance to ambush or corner you, and while the alternate win conditions besides killing the enemies are much harder to accomplish.
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None


* SequelDifficultySpike: ''Castle'', ''Wild Ride'', and ''Run Run'' sport a much higher difficulty than the original. The more restricted and open fields of '"Castle'' and ''Run Run'' respectively give the enemies a higher chance to ambush or corner you, and the alternate win conditions besides killing the enemies are much harder to accomplish.

to:

* SequelDifficultySpike: ''Castle'', ''Wild Ride'', and ''Run Run'' sport a much higher difficulty than the original. The more restricted and open fields of '"Castle'' ''Castle'' and ''Run Run'' respectively give the enemies a higher chance to ambush or corner you, and the alternate win conditions besides killing the enemies are much harder to accomplish.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SequelDifficultySpike: ''Castle'', ''Wild Ride'', and ''Run Run'' sport a much higher difficulty than the original. The more restricted and open fields of '"Castle'' and ''Run Run'' respectively give the enemies a higher chance to ambush or corner you, and the alternate win conditions besides killing the enemies are much harder to accomplish.

Added: 414

Changed: 241

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None


* ArtificialStupidity: The monsters aren't very good at dealing with the apples, mostly running back and fourth in an attempt to dodge them. Otherwise they are [[ArtificialBrilliance quick and ruthless hunters]] that ''will'' chase you down at every opportunity.

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* ArtificialBrilliance:
** Nearly enemy enemy in the series are quick and ruthless hunters that ''will'' chase you down at every opportunity.
** In the original game and ''Run Run'', the Alphamonsters will hunt you like any enemy if Mr. Do isn't holding his Power Ball, and will back off if he does.
* ArtificialStupidity: The monsters aren't very good at dealing with the apples, mostly running back and fourth in an attempt to dodge them. Otherwise they are [[ArtificialBrilliance quick and ruthless hunters]] that ''will'' chase you down at every opportunity.
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Added DiffLines:

* SongsInTheKeyOfPanic: In the first game, if a Monster spots Mr. Do, the music will speed up as the Monster(s) swiftly pursue(s) the player.
* TimeStandsStill:
** Collecting the bonus food item in the center of the play field after all the Monsters depart in the original game, and said Monsters will suddenly freeze in their tracks, releasing the Alphamonster (unless it is already out on the prowl) and three Munchers.
** ''Do! Run Run'' causes a similar effect, but it only slows the two main monsters instead of completely stopping them.
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* TurnsRed: All of the series' monsters, except for the Alpha Monsters and the ghosts they release, are capable of transformation. In the first game, the red monsters could turn blue to tunnel through dirt (with said action being used more often on higher levels or if the player stalls for too long in the current stage). In ''Castle'', the Unicorn's final evolutionary stage gives it faster/smarter movement and eventually the ability to multiply, which seems to also be the case for the two monster types in ''Run Run'', except less rare and lacking the ability to multiply.

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* TurnsRed: All of the series' monsters, except for the Alpha Monsters and the ghosts they release, are capable of transformation. In the first game, the red monsters could turn blue to tunnel through dirt (with said action being used more often on higher levels or if the player stalls for too long in the current stage). In ''Castle'', the Unicorn's final evolutionary stage gives it faster/smarter movement and eventually [[AsteroidsMonster the ability to multiply, multiply]], which seems to also be the case for the two monster types in ''Run Run'', except less rare and lacking the ability to multiply.
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** In ''Wild Ride'', Scene 7 is identical to Scene 1, Scene 8 is identical to Scene 2, and so on. To increase the difficult, several additional hazards are added after each loop.

to:

** In ''Wild Ride'', Scene 7 is identical to Scene 1, Scene 8 is identical to Scene 2, and so on. To increase the difficult, difficulty, several additional hazards are added after each loop.



* FastTunnelling: In the first game.

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* FastTunnelling: In the first game. ''Neo Mr. Do'' also features it, but since the game is played from a top-down perspective with the floor as dirt it resembles kicking away the sand as opposed to plowing through it with Mr. Do's hands. The mobile recreation of Mr. Do! instead has Mr. Do plowing through fields of tall grass and wheat.
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* ArtificialStupidity: See above. The monsters aren't very good at dealing with the apples, mostly running back and fourth in an attempt to dodge them.

to:

* ArtificialStupidity: See above. The monsters aren't very good at dealing with the apples, mostly running back and fourth in an attempt to dodge them.them. Otherwise they are [[ArtificialBrilliance quick and ruthless hunters]] that ''will'' chase you down at every opportunity.
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None


''Mr. Do!'' is a 1982 video game from Universal (no, not ''[[Creator/Universal that]]'' Universal). You are a clown who moves around a maze. You can dig new paths to avoid monsters and collect cherries. Kill monsters with a 'powerball' or drop apples on them. Kill them all or eat all the cherries to go up a level.

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''Mr. Do!'' is a 1982 video game from Universal (no, not ''[[Creator/Universal ''[[Creator/{{Universal}} that]]'' Universal). You are a clown who moves around a maze. You can dig new paths to avoid monsters and collect cherries. Kill monsters with a 'powerball' or drop apples on them. Kill them all or eat all the cherries to go up a level.
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''Mr. Do!'' is a 1982 videogame. You are a clown who moves around a maze. You can dig new paths to avoid monsters and collect cherries. Kill monsters with a 'powerball' or drop apples on them. Kill them all or eat all the cherries to go up a level.

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''Mr. Do!'' is a 1982 videogame.video game from Universal (no, not ''[[Creator/Universal that]]'' Universal). You are a clown who moves around a maze. You can dig new paths to avoid monsters and collect cherries. Kill monsters with a 'powerball' or drop apples on them. Kill them all or eat all the cherries to go up a level.
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* NintendoHard: All the games exhibit this due to being arcade games, though the original game

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* NintendoHard: All the games exhibit this due to being arcade games, though the original gamegame is slightly easier than the three games that followed.

Changed: 11

Removed: 83

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Moved a trope to YMMV tab


** In the original, the layouts of the levels repeat starting from Scene 11, and the colors of the dirt the player digs through repeat starting form Scene 31.

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** In the original, the layouts of the levels repeat starting from Scene 11, and the colors of the dirt the player digs through repeat starting form from Scene 31.



* FollowTheLeader: ''Mr. Do!'s Castle'' is a variation of ''VideoGame/SpacePanic''.



** Like ''Videogame/DigDug'', Mr. Do can wind up crushing himself under the apples laid out underground.

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** Like ''Videogame/DigDug'', As in ''VideoGame/DigDug'', Mr. Do can wind up crushing himself under the apples laid out underground.

Changed: 571

Removed: 462

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Not an example of Dolled Up installment.


* ArtificialStupidity: See above. The monsters aren't very good at dealing with the apples.
* DolledUpInstallment:
** This game was ported to the GameBoyColor under the name of ''[[VideoGame/{{Quest64}} Quest Fantasy Challenge]]''.
** ''Mr. Do [[UsefulNotes/NeoGeo Neo]]'' was an official reboot.
* EdibleCollectible: There are cherries that can be eaten for points. They are laid out in batches of eight because 500 points are awarded for every eight cherries eaten. In ''Do! Run Run'', you can run laps around patches of pellets to convert them into fruits of increasing value.

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* ArtificialStupidity: See above. The monsters aren't very good at dealing with the apples.
* DolledUpInstallment:
** This game was ported
apples, mostly running back and fourth in an attempt to the GameBoyColor under the name of ''[[VideoGame/{{Quest64}} Quest Fantasy Challenge]]''.
** ''Mr. Do [[UsefulNotes/NeoGeo Neo]]'' was an official reboot.
dodge them.
* EdibleCollectible: There are cherries that can be eaten for points. They are laid out in batches of eight because 500 points are awarded for every eight- collect all eight cherries eaten.in sequence and you're rewarded with 500 additional points. In ''Do! Run Run'', you can run laps around patches of pellets to convert them into fruits of increasing value.



* FamilyUnfriendlyDeath: ''Do! Run Run'''s death animation. Mr. Do collapses onto his back and electrocuted, leaving only his burnt skeleton. Thankfully it's not present in the Japanese version (''Super Pierrot'').

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* FamilyUnfriendlyDeath: ''Do! Run Run'''s death animation. Mr. Do collapses onto his back and electrocuted, is electrocuted out of nowhere, leaving only his burnt skeleton. Thankfully it's not present in the Japanese version (''Super Pierrot'').



* GenderBender: ''Neo Mr. Do!'' has a powerup that turns the title character into a woman.

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* GenderBender: ''Neo Mr. Do!'' has a powerup that turns the title character into a woman.woman, marked with he female symbol.



** The monsters in the first game can push the apples onto Mr. Do. You can also crush yourself using your own apples.

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** The monsters in the first game Like ''Videogame/DigDug'', Mr. Do can push wind up crushing himself under the apples onto Mr. Do. You can also crush yourself using your own apples.laid out underground.



* NintendoHard: All the games exhibit this due to being arcade games.

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* NintendoHard: All the games exhibit this due to being arcade games.games, though the original game
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* UndergroundLevel: The first game is set entirely in one. Averted in Namco's mobile remake, where the game instead takes place in the fields of tall grass next to a nearby carnival.

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* UndergroundLevel: The first game is set entirely in one. Averted in Namco's mobile remake, where the game instead takes place in the fields of tall grass next to a nearby carnival.carnival (after all, Namco had already done [[VideoGame/DigDug its own game about digging undeground]]).
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** ''Mr. Do [[NeoGeo Neo]]'' was an official reboot.

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** ''Mr. Do [[NeoGeo [[UsefulNotes/NeoGeo Neo]]'' was an official reboot.
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Properly alligned the image.


[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/1181242138254.png]]

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[[quoteright:300:http://static.[[quoteright:192:http://static.tvtropes.org/pmwiki/pub/images/1181242138254.png]]

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