Mr. Do!'s Castle - Atari 2600 Game Instruction Manual
PARKER BROTHERS
Mr. Do!'s Castle
R
U
L
E S
ATARI 2600 & COMPATIBLE SYSTEMS
MR. DO!'S CASTLE is a trademark of Universal USA,
Inc. Rules (c) 1984 Parker Brothers, Division of CPG Products Corp., Beverly,
MA 1915. Printed in U.S.A.
Object
To keep MR. DO! safe and moving to the next scene in his castle. To do
this, help him eliminate as many unicorns as possible by hammering out floor
blocks directly above them.
Setting the Console
Controls
1. Place the cartridge firmly into the cartridge
slot.
2. Turn the ON/OFF switch to the ON position.
3. Scene #1
will appear on the screen. Simply press the FIRE button and you're ready to
start the action.
The Joystick
Because this is a
one-player game, plug the joystick firmly into the LEFT jack only.
Use
your joystick to move MR. DO! through the castle. To make MR. DO! move left or
right, move the joystick in those directions. To make MR. DO! climb up a ladder,
push forwards on the joystick; to climb down, push backwards.
The
Fire Button
Press the FIRE button any time you want MR. DO! to swing
his hammer. NOTE: Whenever you want MR. DO! to swing his hammer, try to position
him so that his lead foot is between two blocks. MR. DO! must stop moving before
he can swing his hammer.
Playing
This hammer-happy game
begins as MR. DO! enters his humble home through the basement. With hammer in
hand, he's ready to confront his invaders head-on. Guide MR. DO! up and down
ladders, down hallways -- evendrop him off landings or through openings in the
floor. But above all, keep him a safe distance from all the deadly unicorns. One
bite and he's a goner!
The Screen
In this game, there
are 4 different scenes (or screens) -- each one somewhere in MR. DO!'s Castle.
In each scene, there are 6 floors in the castle, including the top and basement
floors.
Directly above the castle you'll see a set of numbers. These
numbers represent your score throughout the game. At the end of each scene (or
when you lose a MR. DO!) the number of MR. DO!s remaining and the type of Bonus
Letters earned will briefly appear in this same space.
Those
Pesky Unicorns
Whether they're red, yellow, or green -- these
unicorns are deadly. And they're all after MR. DO!.But there are a few things
about each color unicorn you'll find helpful:
Red
Unicorns You'll meet these hot little guys first. But not to worry -- you
should have little trouble eliminating them. Drop blocks onto these unicorns. Or
hammer them through openings in the floor once they've become trapped in a hole.
The catch is: when you hammer a red unicorn through a hole, you may find
yourself facing more fearsome and numerous YELLOW UNICORNS.
Yellow
Unicorns As you know, yellow unicorns come from red unicorns. But what
you may not know is that GREEN UNICORNS can come from yellow ones! If you hammer
a yellow unicorn through a hole, you may just see one or two green unicorns
enter the picture to take its place.
Green Unicorns You'll
notice that green unicorns are a bit more feisty than red unicorns, and just as
tricky as yellow ones. So be prepared. If you hit green unicorns through a hole,
one or two more green unicorns will appear.
Each time you eliminate a
unicorn, you earn bonus points! When you eliminate ALL unicorns in a particular
scene, you'll automatically advance to the next scene. NOTE: Whenever
you hammer a unicorn through a hole, it will reappear at the top of the screen
and begin moving through the castle. Also, in some situations, unicorns may not
find their way to MR. DO! When MR. DO! proceeds to a different floor, however,
they'll be back in hot pursuit!
Bonus Letter Unicorns Unlike
the rest of the unicorns in MR. DO!'s Castle, these critters run AWAY from MR.
DO! instead of running after him. That's because you earn Bonus Letters for each
one you clobber. When you've collected all 3 keys in a scene, AND reached the
door at the top of the castle, the unicorns will change to Bonus Letters. In the
next few seconds, clobber as many Bonus Letters as possible with your hammer or
with falling blocks. For each one you eliminate, you'll earn the next letter in
the word "EXTRA." Spell EXTRA and you win an extra MR. DO! and advance to the
next scene. NOTE: When time is up, Bonus Letter unicorns will change back
into normal unicorns.
Mr. DO!'s Castle
MR. DO!'s Castle
is not your average home. But then, MR. DO! is not your average clown. In any
case, as you move about the castle, you'll need to know the following
things:
Ladders For the most part, MR. DO! (and the unicorns)
use the many ladders throughout the castle to travel to different levels. But
the ladders at mid-floor are the ones to watch. These ladders swing left or
right whenever MR. DO! "kicks" them. Just guide MR. DO!over to the swinging
ladders. When his foot touches them, away they'll swing. You may want to swing
ladders away from a particular floor when there are unicorns hot on your heels!
NOTE: This trick doesn't work when a unicorn has already begun climbing
the ladder.
Floor Blocks You'll notice that there are 6 floors
in MR. DO!'s Castle -- including the top and basement floors -- and that both
MR. DO! and the unicorns can travel on any of them. However, the middle 4 floors
(excluding the top and basement) are made of several blocks featuring different
items. These items are:
* Cherries -- Cherries happen to be MR. DO!'s
ffavorite treat. So, of course, his hallways are going to be filled with them.
For each cherry block you knock out, you earn 20 points. Knock out all the
cherry blocks in a scene and you'll automatically advance to the next scene.
NOTE: You need not knock out all cherry blocks located in between skulls
(see SKULLS section).
* Keys -- Keys are definitely the key here! MR. DO!
must knock out all the blocks featuring keys if he's to open the door at the top
of the castle and earn a chance to win Bonus Letters. For each key block you
knock out, you earn 20 points. NOTE: When you knock out the first key
block in a scene, some unicorns may change color and speed up.
* Skulls
-- Skulls mean trouble for these troublesome unicorns. You'll notice that in
some cases, there are skulls at either end of a particular section of a floor.
If there are unicorns somewhere in the middle of that section, and you knock out
BOTH skull blocks, the entire section will drop -- and will be replaced by a
slatted bridge. This is a good way to eliminate several unicorns in one fell
swoop. You earn 20 points for each skull block you knock out.
* Unicorn
Blocks -- When any unicorns fall into a hole in any of the floors, they like to
fill it in (so they won't get trapped the next time around)! You can still knock
these blocks out at any time, earning 20 points for each.
Castle
Door On the very top of the castle, directly in the center, you'll see a
door. At the start of each scene, two unicorns will appear at the top of the
castle -- the rest will enter through the castle door. When MR. DO!'s knocked
out all the key blocks, you'll hear a change in the background music. If MR. DO!
reaches the door without being bitten, he earns bonus points and a chance to
collect Bonus Letters.
Game Difficulty
In this game,
there are 4 scenes and 8 Difficulty Levels -- each more difficult then the one
before. In general, as you progress through the various scenes, the following
things will happen:
* Unicorns will become more aggressive.
*
Ladders and floor blocks will change positions, making MR. DO!'s journey more
challenging.
End of Game
When you lose all of your MR.
DO!'s, the game ends.
To play again, simply press the FIRE button. The
game will begin at scene 1 and you'll receive 5 MR.
DO!'s.
Scoring
Eliminating Unicorns
Red Unicorns . . . . . . . . . . . . . . . . . 500 points each
Yellow Unicorns . . . . . . . . . . . . . . . . 1000 points each
Green Unicorns . . . . . . . . . . . . . . . . 1500 points each
Bonus Letter Unicorns . . . . . . . . . . . . . 500 points each
Knocking out floor blocks . . . . . . . . . . . . 20 points each
Opening the castle door . . . . . . . . . 1,500 points (scene 1)
500 additional each successive scene
(Maximum of 3000 points)
180-Day Limited Warranty
PARKER
BROTHERS warrants, subject to the conditions below, that if the compo- nents
of this product prove defective because of improper workmanhship or material
during the period of 180 days from the date of original purchase, PARKER
BROTHERS will repair the product or replace it with a new or repaired unit,
without charge, or will refund the purchase price. CONDITIONS: 1. Proof of
Purchase: The retail sales receipt or other proof of purchase must
be provided. 2. Proper Delivery: The product must be shipped prepaid, or
delivered to PARKER BROTHERS (address: 190 Bridge Street, Salem, MA 01970,
Attention: Quality Control Dept.) for servicing, either in the original
package or in a similar package providing an equal degree of
protection. 3. Unauthorized Repair, Abuse, etc.: The product must not have
been previ- ously altered, repaired, or serviced by anyone other than PARKER
BROTHERS; the product must not have been subject to an accident, misuse or
abuse.
REPAIRS AFTER EXPIRATION OF WARRANTY: If the product
malfunctions after the 180-day warranty period, you may ship the product
prepaid and enclosed with a check or money order for $8.00 to Parker
Brothers. Parker Brothers will, at its option, subject to the
conditions above, repair the product or replace it with a new or repaired
unit, subject to availability of parts. If replacement units or required
parts are not available, the $8.00 payment will be refunded.
EXCEPT TO
THE EXTENT PROHIBITED BY APPLICABLE LAW, ALL IMPLIED WARRAN- TIES MADE BY
PARKER BROTHERS IN CONNECTION WITH THE PRODUCT, INCLUD- ING THE WARRANTY OF
MERCHANTIBILITY, ARE LIMITED IN DURATION TO A PERIOD OF 180 DAYS FROM THE
DATE OF ORIGINAL PURCHASE; AND NO WAR- RANTIES, WHETHER EXPRESSED OR IMPLIED,
INCLUDING THE WARRANTY OF MERCHANTIBILITY, SHALL APPLY TO THIS PRODUCT AFTER
SAID PERIOD. SHOULD THIS PRODUCT PROVE DEFECTIVE IN WORKMANSHIP AND MATERIAL,
THE CON- SUMER'S SOLE REMEDY SHALL BE SUCH REPAIR, REPLACEMENT OR REFUND AS
IS HEREIN ABOVE EXPRESSLY PROVIDED, AND UNDER NO CIRCUMSTANCES
SHALL PARKER BROTHERS BE LIABLE FOR ANY LOSS OR DAMAGE, DIRECT OR
CONSE- QUENTIAL, ARISING OUT OF THE USE OF, OR INABILITY TO USE, THIS
PRODUCT.
SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED
WAR- ANTY LASTS, OR THE EXCLUSIONS OR LIMITATIONS OF INCIDENTAL OR
CONSE- QUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS OR EXCLUSIONS MAY
NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND
YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY FROM STATE TO
STATE.
PARKER BROTHERS
This manual was transcribed by Ben Valdes on May 5, 2001 for the AtariAge
2600 Game Manual Archive.
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