Mr. Do's Wild Ride
Mr Do's third arcade outing is another platform game, following on from the superb "Mr. Do's Castle", released a year earlier. The synonymous Mr. Do! cherries are present and correct, but are not used in the same way as in other games in the series. In both "Mr Do!" and "Mr. Do's Castle", collecting all of the cherries available was a way of completing a level. In Wild Ride, however, collecting them merely changes the 'prize' awarded upon reaching the level's goal. This can be one or two letters from EXTRA, or other items which simply award bonus points. When Mr. Do reaches his goal, he waves a flag while the bonus counter is added to his score.
The gameplay is similar to that of Nintendo's legendary "Donkey Kong", with Mr. Do starting each level at the bottom of the screen, trying to make his way to the exit at the very top. Mr. Do doesn't have either his Powerball or mallet in this game, but holding the ACTION button makes him run faster along the track. The trade-off of this is that his bonus points deplete much quicker. When all of the EXTRA letters are collected, the player is awarded with an extra life.
Each of the game's six levels is set on a roller coaster, with each having its own theme, traps and pitfalls. Wild Ride doesn't feature the intermission screens that appear in previous Mr.Do games.
The levels are :
Level 1, Roller Coaster.
Level 2, Pirate Ship.
Level 3, Three Elevators.
Level 4, Castle on Screen.
Level 5, Multiple Columns.
Level 6, Six Rings.
After level six the levels are repeated.
The gameplay is similar to that of Nintendo's legendary "Donkey Kong", with Mr. Do starting each level at the bottom of the screen, trying to make his way to the exit at the very top. Mr. Do doesn't have either his Powerball or mallet in this game, but holding the ACTION button makes him run faster along the track. The trade-off of this is that his bonus points deplete much quicker. When all of the EXTRA letters are collected, the player is awarded with an extra life.
Each of the game's six levels is set on a roller coaster, with each having its own theme, traps and pitfalls. Wild Ride doesn't feature the intermission screens that appear in previous Mr.Do games.
The levels are :
Level 1, Roller Coaster.
Level 2, Pirate Ship.
Level 3, Three Elevators.
Level 4, Castle on Screen.
Level 5, Multiple Columns.
Level 6, Six Rings.
After level six the levels are repeated.
Télécharger Mr. Do's Wild Ride
Contents of the ROM :
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 Yoko
- Resolution 240 x 192
- Frequency 59.6 Hz
Controlers
- Number of players 2
- Number of buttons 2
- Kind of controler joy (4 ways)
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Scoring for Mr. Do's Wild Ride
Sundae : 100 points.
Cocktail : 200 points.
Umbrella : 300 points.
Sword : 400 points.
Money bag : 500 points.
Trophy : 600 points.
EXTRA letter : 500 points.
Diamond : 10000 points.
Climbing a ladder above a roller coaster :
1 coaster : 100 points
2 coasters : 300 points
3 coasters : 500 points
Cocktail : 200 points.
Umbrella : 300 points.
Sword : 400 points.
Money bag : 500 points.
Trophy : 600 points.
EXTRA letter : 500 points.
Diamond : 10000 points.
Climbing a ladder above a roller coaster :
1 coaster : 100 points
2 coasters : 300 points
3 coasters : 500 points
Mr. Do's Wild Ride and M.A.M.E.
0.26 [Mirko Buffoni, Nicola Salmoria, Gary Walton]
Artwork available
TEST MODE:
- Keep LCTRL pressed and hit F3 to enter Test-Mode.
Bugs:
- Side-by-side test. Gary Walton (ID 01022)
WIP:
- 29th January 2012: Mr. Do - I cleaned up and added the marquee for Mr. Do's Wild Ride, scan courtesy from the BYOAC / CAG artwork. After the work I spent on it, I picked up a better version of the marquee. Well, I'm adding it anyway for now, and I'll go back and improve it later; leaving it in as a reminder to not "rush stuff out the door."
- 0.138u2: Changed Z80 CPU1 clock speed to 4MHz.
- 0.136u2: Corrado Tomaselli changed Mr. Do's Wild Ride to use the 76489A variant (verified on PCB).
- 17th February 2009: Mr. Do - Kiltron got extra busy this past month: Mr. Do's Wild Ride artwork.
- 0.129: MooglyGuy added savestate support to Mr. Do's Wild Ride.
- 0.126u4: Fabio Priuli added DIP locations to Mr. Do's Wild Ride.
- 0.124u2: Changed Z80 CPU1 clock speed to 3980000 MHz.
- 0.115u4: Replaced SN76496 sound with SN76489.
- 0.95u6: Added missing cpu3 rom ($0).
- 0.79u1: Fixed dipswitches.
- 0.71u2: Added 2nd button and removed 3rd coin slot.
- 0.56: Added 3rd Z80 CPU (function not clear).
- 0.34b1: Added color prom.
- 0.33RC1: Changed description to 'Mr. Do's Wild Ride'.
- 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.
- 0.27: Nicola Salmoria increased the maximum number of digital audio channels from 8 to 16, so there are no more missing voices in Mr Do! Wild Ride.
- 0.26: Support for Mr Do! Wild Ride (Universal 1984). 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.
- 23rd July 1996: Gary Walton dumped Mr. Do's Wild Ride.
LEVELS: 6 (endless)
Romset: 97 kb / 12 files / 41.1 zip
Artwork available
TEST MODE:
- Keep LCTRL pressed and hit F3 to enter Test-Mode.
Bugs:
- Side-by-side test. Gary Walton (ID 01022)
WIP:
- 29th January 2012: Mr. Do - I cleaned up and added the marquee for Mr. Do's Wild Ride, scan courtesy from the BYOAC / CAG artwork. After the work I spent on it, I picked up a better version of the marquee. Well, I'm adding it anyway for now, and I'll go back and improve it later; leaving it in as a reminder to not "rush stuff out the door."
- 0.138u2: Changed Z80 CPU1 clock speed to 4MHz.
- 0.136u2: Corrado Tomaselli changed Mr. Do's Wild Ride to use the 76489A variant (verified on PCB).
- 17th February 2009: Mr. Do - Kiltron got extra busy this past month: Mr. Do's Wild Ride artwork.
- 0.129: MooglyGuy added savestate support to Mr. Do's Wild Ride.
- 0.126u4: Fabio Priuli added DIP locations to Mr. Do's Wild Ride.
- 0.124u2: Changed Z80 CPU1 clock speed to 3980000 MHz.
- 0.115u4: Replaced SN76496 sound with SN76489.
- 0.95u6: Added missing cpu3 rom ($0).
- 0.79u1: Fixed dipswitches.
- 0.71u2: Added 2nd button and removed 3rd coin slot.
- 0.56: Added 3rd Z80 CPU (function not clear).
- 0.34b1: Added color prom.
- 0.33RC1: Changed description to 'Mr. Do's Wild Ride'.
- 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.
- 0.27: Nicola Salmoria increased the maximum number of digital audio channels from 8 to 16, so there are no more missing voices in Mr Do! Wild Ride.
- 0.26: Support for Mr Do! Wild Ride (Universal 1984). 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.
- 23rd July 1996: Gary Walton dumped Mr. Do's Wild Ride.
LEVELS: 6 (endless)
Romset: 97 kb / 12 files / 41.1 zip