Do! Run Run

Mr. Do runs along the playfield picking up dots and leaving a line behind him, which the player is encouraged to create closed off sections with.

Randomly, one of the inscribed fruits will turn into a flashing letter spot, corresponding with the movement of the Alpha-Monster at the top of the screen.

Neither are particularly sophisticated, although the clam monsters have some seemingly clever moments where they bumble into the player's path or out of the way of the powerball.

The blue snakes will, if the players linger too long on a direct path from them, convert into a fireball and charge across the playing field.

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.

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.

While this can be configured by the ROM to not occur, infrequently, a bonus diamond worth 10,000 points will show up in the same manner as the letter circles when fruit are inscribed.

If the player collects this, the stage ends and they are awarded a bonus credit in the fashion of the original Mr. Do!.

Gameplay