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Article #31 (51 is last):
From: aa700@cleveland.Freenet.Edu (Michael Current)
Newsgroups: freenet.sci.comp.atari.product.8bit.tricks
Subject: Undocumented Feature in "Mr. Do!"
Reply-To: aa700@cleveland.Freenet.Edu (Michael Current)
Posted-By: xx004 (aa700 - Michael Current)
Date: Sat Apr 17 12:26:14 1993




 From: etxansk@garbo.ericsson.se (Anders Skelander)


 I've noticed that there seems to be some unexpected "enemy" behaviour
in Datasoft's adaption of "Mr.Do!" for the Atari computer. When the
nasties are after Mr.Do, right when they're about to get him, it's
possible to stop halfway through a chunk of the stuff he's 
digging, and the enemy stops too. It isn't possible to stay for too
long, since the nasties tend to turn into something even nastier if they
find out that the path ahead is blocked. But if the ball returns in time
to save Mr.Do it's a great way to get out of the urgent situation.

 I've assumed that the object detection logic in the Atari version of
this excellent game fails at certain times, the nasties seem to believe
that Mr.Do is an apple (sorry). Enemies stop at an apple and go mad the 
same way if they can't get around it.

 Has anybody else noticed this? Was this "bug" in the arcade version
as well. I can't believe it's a feature.
 
 Anders Skelander
-- 
         Michael Current, Cleveland Free-Net 8-bit Atari SIGOp
Carleton College, Northfield, MN, USA / UUCP: ...!umn-cs!ccnfld!currentm
      Internet: currentm@carleton.edu / Cleveland Free-Net: aa700





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