Kase Iemochi paced
the dull, sterile boardroom. A blank whiteboard at his back, he
scowled intensely at his partners as they met his gaze like a cow
might stare at an oncoming train. He tapped a marker impatiently on
the table.
“So we have
nothing? Kazutoshi Ueda is going to walk through those doors any
minute expecting the next big arcade hit and we have nothing to
give him! We have been here all day! Just give me something!”
“Space
Invaders!” Mitzusaka Katai blurted out, shifting his eyes nervously
down to his hands as if he knew this was a stupid answer. “Different
space invaders. It'll be in color and the enemies will fly down and
attack you”
“No,
we've been through this a million times. It's been done, It's all
been done. Space Invaders, Pong, Pac-Man, everything.” Iemochi
replied rubbing his eyes with aggravation.
“There's
nothing left! Video games have reached their limit! Everything that
can be thought of has already been thought of!” Katai wheezed
through panicked breaths.
“You
can't think like that.” Tsutomu Yoshimochi said finally speaking up
to reassure his comrade.
“C'mon
guys work with me here! Okay who's the protagonist?” Iemochi said
marching over to the whiteboard.
“A
blue hedgehog!” Katai blurted out again, fidgeting uncomfortably in
his seat.
“Shut
up Katai” Iemochi snapped not even bothering to look at him.
“How
about a clown?” Yoshimochi asked.
An
awkward pause filled the room as every man looked to one another,
trying to judge whether or not the idea was a serious one.
“Really?
A clown?” Iemochi procured, a look of uncertainty on his face.
“Um,
yeah.”
“Okay!
Clowns are creepy but we got nothing else!” Iemochi proclaimed
scribbling the idea down on the whiteboard. “Okay, he's a clown,
what do clowns do?”
“They
eat things” Yoshimochi replied, almost too quickly.
“Really?”
Katai started “Is that what clowns are known for? I've never heard
of that bef-”
“Alright
alright, we'll have him dig for them” Yoshimochi interrupted
“I
love it.” Iemochi stated. His hand flying across the whiteboard.
Katai
glanced at the whiteboard, a look of bewilderment on his face,“I'm
not sure I'm following your logi-”
“Hey
don't worry.” Yoshimochi interrupted again “There'll be weird
dragon like creatures to balance it out.”
“You
have a gift my friend.” Iemochi gushed giving Yoshimochi intense
eye contact.
“I'm
sorry” Katai chuckled “But this is actually starting to sound
like another game, has anyone played Dig Dug?”
“Katai
I swear to god if you don't shut up. This is nothing like Dig Dug,
it's about a clown. Now if you're not going take this seriously-”
Iemochi hissed through gritted teeth.
“What
if we make a game about an Italian Plumber” Katai's nervousness
cracked in his voice “And he need to save the princess from a giant
spiky turtle?”
“Katai
you're fired get the hell out of my sight! Now, let's put it all
together. We have a clown, he digs through tunnels for food and must
avoid dragon like creatures. What do we call it? It must be something
catchy, something to do with the fact that he digs, or is a clown.
Something...”
“I
got it!” Yoshimochi suddenly sprang from his chair so fast that it
fell behind him “We'll call it... Mr. Do.”
Yeah,
that's is how I imagine the idea for this game came up. Today we're
looking at Mr. Do, a strange arcade made in 1982 by Universal, and
winner of the “Weirdest Idea for a Game So Far” award.
Mr.
Do is about a clown, who must dig through the ground to collect
cherries while avoiding being attacked by weird dragon like
creatures. You must either collect all the cherries, kill all the bad
guys, or spell “EXTRA” by killing the alphabet monsters or
whatever they're called in order to advance. You can kill monsters by
either dropping apples on their heads, or throwing a ball at them.
When you throw your ball, however, you can't throw it again until it
either hits a monster, or you catch it again. Once per level, a
monster with a letter will appear, either E, X, T, R or A. If you
collect them all and spell extra, you instantly advance to the next
level and earn an extra life.
At
first glance this really does look like Dig Dug's ugly cousin. I
mean, you dig through the ground, you kill bad guys, and... Drop
things? Honestly, once you actually start getting into the game, you
start to realize that this game resembles Pac-Man more than it does
Dig Dug.
In
Dig Dug, your goal is to kill the enemies, period. You have a
reliable weapon that is useful for doing this. In Mr. Do, your ball
is more of a last resort type weapon as when you use it, you don't
always get it back. Most of the time you're trying to run from the
bad guys, digging mazes that confuse them, and eating in order to
advance to the next level. Sound familiar?
The
game is polished fairly well. The concept, while bizarre, works to
create a hybrid of several games that together create a very unique
maze experience. It's like playing Pac-Man, except you create the
maze rather than just navigating it. It adds another level to a very
solid concept and the game is stronger for it. The music is catchy
and the colors are bright without being obnoxious.
If
I had to find a flaw, it would definitely be with the ball weapon. I
know it's to make the game balanced so it's not just a Dig Dug clone,
but when you're cornered the ball is nearly worthless. Also, I would
have liked more variety in the level design. Changing colors just
doesn't give me enough variation to want to keep playing. Maybe
adding different features to each new level or new enemies would
definitely make the game much better.
Overall,
it's not bad. You really have to get past the whole Dig Dug thing and
just appreciate it for what it is, no matter how weird it might be.
Honestly, I say give it a shot and at the very least play a game that
you might not have even heard about.
Up
Next: Q*Bert
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