Mr. Do's Castle (older)

Arcade 1983 Universal Platform Run Jump
For the second game in the Mr. Do! series, the clown finds himself in a traditional platforms and ladders game. Each level is made up of six floors (seven including the castle's ramparts) and all are joined by a number of inter-connecting ladders. The ladders come in two different varieties: vertical ladders, which are fixed and cannot be moved; and diagonal ladders, which can be pushed left or right from the top of the ladder. This allows Mr. Do to reach other areas of the level and is sometimes necessary to redirect the path of any pursuing enemies.

The enemies in Mr. Do's Castle come in the form of unicorns, and as with the enemies of the first game, they will hunt down and try to kill Mr. Do. Replacing the 'Powerball' weapon of the original game, Mr Do is now armed with a mallet. This can be used to temporarily stun the unicorns and buy Mr. Do some time to escape; but its primary function is to knock out the floor blocks that form each level's platforms.

Most blocks are marked with a cherry and collecting all of these will complete the level (on later revisions only, see Updates below). A level can also be completed by killing all of the unicorns. This is achieved by using the mallet to remove blocks and knock holes in the platforms. The unicorns will fall into any holes that the player has created; some simply fall through to the platform below, whereas others are trapped. Trapped unicorns can be hit with Mr. Do's mallet and knocked to a lower platform - useful for buying a few extra seconds for the player. If left alone, however, the unicorns will climb out, filling the hole in behind them, and transform into much nastier enemies. These new enemies cannot be stunned with the mallet and must be killed by dropping blocks onto them from the platform above.

Some sections of a platform have two 'skull' blocks at either end of them, with normal blocks in between. When both skull blocks are knocked out with the mallet, all of the blocks in between will fall to reveal wooden floorboards. This is highly effective in killing several enemies at once.

Each level also has three 'key' blocks. If Mr. Do knocks out all three key blocks, a large door opens at the top of the screen to reveal a shield which, when collected, turns the unicorns into 'Alphamonsters'. The Alphamonsters flee from Mr. Do and can be killed either with the mallet, or by dropping a floor block onto them from above. When Mr. Do kills an Alphamonster, its letter appears on a flagpole at the top of the screen. If the players collects all five letters, an extra life is awarded.
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Mr. Do's Castle (older)

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Technical

CPU
  • maincpu Z80 (@ 4 Mhz)
  • slave Z80 (@ 4 Mhz)
  • cpu3 Z80 (@ 4 Mhz)
Chipset
  • SN76489A (@ 4 Mhz)
  • SN76489A (@ 4 Mhz)
  • SN76489A (@ 4 Mhz)
  • SN76489A (@ 4 Mhz)
Display
  • Orientation Tate
  • Resolution 240 x 192
  • Frequency 59.6 Hz
Controlers
  • Number of players 2
  • Number of buttons 2
  • Kind of controler joy (4 ways)

Mr. Do's Castle (older) Screenshots

Mr. Do's Castle (older) - Screen 1
Mr. Do's Castle (older) - Screen 2
Mr. Do's Castle (older) - Screen 3
Mr. Do's Castle (older) - Screen 4
Mr. Do's Castle (older) - Screen 5

Clones of Mr. Do's Castle (older)

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Scoring for Mr. Do's Castle (older)

Knocking a block onto a red unicorn below so it falls one level : 500 points.
Knocking a block onto a red unicorn below so it falls two levels : 1000 points.
Knocking a block onto a red unicorn below so it falls three levels : 1500 points.
Knocking a block onto a red unicorn below so it falls four levels : 2000 points.
Killing a green unicorn : x2 points.
Killing a blue unicorn : x3 points.
Killing 2, 3 or 4 unicorns with one block : x2, x4, x6 points.
Collecting the free credit diamond (later versions only) : 8000 points.

Tips on Mr. Do's Castle (older)

* Make use of the rows of blocks marked with a skull at each end. Knock out one skull block and all of the middle blocks, wait for unicorns to fall into the gaps and knock out the other skull block. This will cause the whole row of blocks to fall, killing all unicorns in the holes and below.

* Use your hammer to briefly stun a pursuing unicorn, allowing you to escape.

* If a unicorn is chasing you up a diagonal ladder, push the top of the ladder away when you reach the top so the unicorn ends up on a different platform.

* Blue unicorns are quite dangerous, and after a certain amount of time they duplicate themselves, so kill them as fast as you can if you don't want to be outnumbered!

* You can kill a unicorn on the same level as you if he is standing on a block when you hit it. The unicorn will fall and you will be awarded the same score as if you had knocked the block down onto the unicorn.

* If a unicorn is filling a hole vacated by a block, you can hammer it to knock the unicorn down to the next level. Note you CANNOT do this to a blue unicorn.

* Wait until all unicorns are as close as possible before collecting the cross to turn them into Alphamonsters, giving you more chance to kill more of them.

* You can fall from any height and will not die so jump down through gaps to avoid unicorns.

Mr. Do's Castle (older) and M.A.M.E.

0.33b7 [Nicola Salmoria]
0.12 [Brad Oliver]

Artwork available

TEST MODE:
- Keep LCTRL pressed and hit F3 to enter Test-Mode.

WIP:
- 6th September 2012: 3D ARCADE - New Universal 3D cabinet model for Mr. Do's Castle.
- 31st October 2011: Mr. Do - Thanks to inspiration from kelly, I gave the Mr. Do bezel the proper treatment. I taught myself how to use the pencil tool properly in Photoshop, and based on the scan from the BYOAC/CAG artwork, and various photos, I'm finally happy with the end result. We also learned that the original Mr. Do bezel had a pink border around the screen; the blue border version is for conversions. This updates the files for mrdo, docastle, sraider and jjack. Mr. Do also includes the marquee, which is based on zorg's vector work, the BYOAC/CAG version, and photos, to make sure that I got the colors and alignment on the inside of the marquee correct. I'll add the control panel and instruction sticker later, once I finish them correctly.
- 0.138u2: Changed Z80 CPU1 clock speed to 4MHz.
- 22nd February 2010: Mr. Do - Until such time that Zorg finishes up vectoring the Mr. Do bezel, I figured I could at least semi-correct the current vector version, so the Universal bezel has been brightened up and replaced for Mr. Do, Mr. Do's Castle, Jumping Jack and Space Raider.
- 0.136u2: Corrado Tomaselli changed Mr. Do's Castle to use the 76489A variant (verified on PCB).
- 0.133u1: Renamed (docastl2) to (docastle2) and (docastlo) to (docastleo)
- 0.129: MooglyGuy added savestate support to Mr. Do's Castle and clones.
- 0.126u4: Fabio Priuli added DIP locations to Mr. Do's Castle.
- 0.124u3: Nicola Salmoria adjusted Mr. Do's Castle refresh rate to match PCB measurement. Changed VSync to 59.6 Hz.
- 0.124u2: Changed Z80 CPU1 clock speed to 3980000 MHz.
- 0.115u4: Replaced SN76496 sound with SN76489.
- 4th August 2006: Mr. Do - Fixed Mr. Do's Castle bezel (it was bugging me that it was off center). Addy may fix this one even better later.
- 0.99u5: Corrado Tomaselli removed GAME_NO_COCKTAIL flag in Mr. Do's Castle and clones.
- 0.92: Workaround for dipswitch problem in Mr Do's Castle [Nicola Salmoria].
- 0.79u1: Fixed dipswitches.
- 0.72: Added 'Advance Level on Getting Diamond' dipswitch.
- 0.71u2: Added 2nd button and removed 3rd coin slot. Added 'Automatic Screen Renewal' dipswitch.
- 0.69: Lee Taylor added clone Mr. Do's Castle (older).
- 0.56: Added 3rd Z80 (4MHz) CPU (function not clear) and changed prom 01d.bin to cpu3.
- 0.34b6: Added unknown prom 01d.bin.
- 0.33b7: Changed 'Mr. Do's Castle' to clone '(set 2)' and clone '(alternate version)' to 'Mr. Do's Castle (set 1)' and 'Mr. Do VS The Unicorns' to 'Mr. Do vs. Unicorns'. Renamed (docastle) to (docastl2) and (docastl2) to (docastle).
- 0.31: New timer-based event scheduler. This is a major change which is used throughout the code. See timer.c and cpuintrf.c to get an idea of the many things it does. One of the many benefits this has is that dip switches in Do's Castle now work, but there's an endless list of things affected [Aaron Giles].
- 0.30: Tatsuyuki Satoh and Nicola Salmoria cleaned up the SN76496 emulation, now it is similar to the 8910 one and all games use Tatsuyuki's code. This affects several games, most notably the Mr. Do! series.
- 0.29: Test mode in Mr. Do's Castles & family works correctly (CPU execution is interleaved), dipswitches in Do's Castle still don't work [Nicola Salmoria].
- 0.28: Nicola Salmoria added clone Mr. Do's Castle (alternate version).
- 0.27: Added clone 'Mr. Do VS The Unicorns'. It's a different (probably earier) version and has significant differences in the gameplay. Thanks to Lee Taylor for info. Nicola Salmoria increased the maximum number of digital audio channels from 8 to 16, so there are no more missing voices in Mr Do's Castle.
- 0.26a: Thanks to Gary Walton, Nicola added 100% correct colors in Mr Do's Castle.
- 0.26: I'm proud to announce I've beated Mr Do's Castle [Mirko Buffoni]. Done one, done all. So now we have also Mr Do! RunRun and Mr Do! Wild Ride. Thanks to the invaluable help of Nicola, they are also arcade colors perfect, very fast (!) and each game has audio support and high score saving saving! Control: Arrows = Move around and CTRL = Fire. Known issues: Colors are wrong unless I find a correct color prom
- 0.12: Brad Oliver provided a preliminary version of the Mr. Do's Castle driver. Not working yet!

LEVELS: 10 (endless)

Other Emulators:
* VAntAGE

Romset: 97 kb / 12 files / 33.6 zip
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