Who Designed Mr. Do!?

I am a fan of Mr. Do as well. I would like to be in this thread.

This is interesting, a cartridge box that shows a picture of the coin-op game.

570164-b_mrdo_front_large.jpg
 
I am a fan of Mr. Do as well. I would like to be in this thread.

This is interesting, a cartridge box that shows a picture of the coin-op game.

570164-b_mrdo_front_large.jpg

Yup - Coleco did that a lot, both for their Atari 2600 games and Colecovision games. I think for Intellivision, too.

It was a good idea.
 

In the original Mr. Do code the player was actually referred to as 'Super Pierrot' . Later in the 80's Universal also released a modern version of the game with that same 'Super Pierrot' title (AKA Neo-Geo Mr.Do!).


..

I still wonder why they ultimately changed the character from the snowman-like "thing" with a rake (presumably throwing snowballs?) with original BGM to the clown with the Can-Can BGM.......
 
you know, i still have yet to play mr. do. haven't seen one around here. i'll have to play some at cax.

I should have some free time towards the end of the month (brother's wedding coming up). I'll ensure that you get a chance to hit up some Mr. Do! next time you're over. :)

The info I found agrees with what Perf wrote, earlier:

Mighty Bomb Jack is actually the sequel to the sleeper hit Bomb Jack, which first debuted in arcades back in 1984. Created by Michitaka Tsuruta, who would go on to design the equally brilliant Solomon.s Key, and produced by Kazutoshi Ueta, responsible for Mr. Do!, Bomb Jack had the parentage to be a blockbuster hit.

http://www.1up.com/do/blogEntry?bId=9036826
 
Now that we have more or less found the guy who designed Mr. Do!, my long-term goal is going to be to either find or conduct an interview with him. The topics I'd like to cover are:

1) How awesome is it, being somebody so awesome to have made Mr. Do! and did any part of the team wear nightcaps when the slept?

2) What was the development process like, blah blah

3) Dig Dug: for babies, or literally for babies?

4) I was just kidding about the blah blah part. Serious questions would be, "Why is Mr. Do! designed to be 'upside down' on monitors - was that an error, or was there a funny story there?' "What was the inspiration behind the game, as it's basically a hardcore game for gamers that is presented with whimsy" and "How many programmers, audio guys, hardware guys, etc. were involved?"

Of course, he possibly doesn't speak English, and I definitely can't speak Japanese. I won't lie, it's going to make this tough. There are two languages we CAN converse in, though: Assembler and the international one about Love for Mr. Do!, but it might be tricky to get into specifics there.
 
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