Do! Run Run - Monsters

Monsters

Like other Mr. Do! games, the monsters are nameless (except Alpha-monsters) and defy easy description. Two types of monsters attempt to foil the clown's efforts, a green clam-like monster, and a blue snake-like monster. Neither are particularly sophisticated, although the clam monsters have some seemingly clever moments where they bumble into your path or out of the way of the powerball. The blue snakes will, if you linger too long on a direct path from them, convert into a fireball and charge across the playing field. In this state, they are immune to the powerball. As is common with arcade games, contact with monsters is instantly fatal, with Mr. Do shown to be electrocuted, complete with visible flashing skeleton and then reappears as a black skeleton.

After some time on each stage elapses, the music changes and any surviving monsters convert into a different form; the clam monsters become blue and armored with spines, the snake monsters essentially become different looking snake monsters. The speed of each monster, and the willingness to chase Mr. Do, are about the only other major changes; they can be fairly easily eluded so long as the player does not simply run away from them. Instead, Mr. Do should climb up or down the terrain if too closely chased; monsters lose a lot of time changing levels on the playfield whereas Mr. Do gets a slight speed up for going downslope. After a short duration, the music resumes, and the monsters transform back into their old selves, with the pattern of transformation repeating.

Alpha-monsters, when they are summoned by the letter circle, are released with three henchmen. The henchmen home in on Mr. Do! and typically precede the alpha-monster. Killing the Alpha-monster rids the playfield of the henchmen, although it is easier to lure all four into the path of a log and smash them. Alpha-monsters are also released every time the score reaches increments of 5,000 points unless there is already an alpha-monster on the playfield.

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