Videogame Review, Mr. Do!’s Castle for the Atari 5200 Console (Arcade Port)
You’ll see gamers post videos on Mr. Do!’s Castle. They praise it for less-than-possible controls because it’s not understood well by any of them that they’re not actually playing the game; instead, they are just doing stuff in a game of this nature. I’ve never played a game in my life that had such bad controls with a hammer until now since Mr. Do!’s Castle is more about insanity than perfection and, boy, it does get pretty ugly out there- red, blue, and green unicorns chasing me around a castle that resembles a lot of the same good visuals to be expected from Castlevania for the Nintendo Entertainment System. Do you like that game’s frustrating controls? Well, here’s a taker: as long as you know about the ladders and how to switch your goofy little clown between ladders there’s a mighty chance for an even bigger storm of conflict among the unicorns during a hammer’s punch into more-than-several cherry blocks. In fact, it can get fun when I pull the strings from some blocks with skull images only to see the bridge totally collapse on a unicorn. “Take that My Little Pony!” Still there’s lots to consider on the joystick controls due to the fact it doesn’t really qualify for a game of this magnitude (if I can call it powerful) plus terror awaits at every corner in Mr. Do!’s castle. My enemies cling too much on those ladders when I’m trying to whack each horn-wielding creature with a hammer that’s extremely subtle and gives off mystified collision detection. “Ow! A unicorn bit me in the butt!” Graphics won’t disappoint at least! Each level of Mr. Do!’s castle is riddled with colorful bricks which add plenty of tension for well-defined ladders and bridges as far as Mr. Do! (exclamation mark) goes through 8-bit-like worlds, hat clinging and fluttering over his upper back while he approaches green unicorns in dismissal of a bridge landing over its head. Ha ha! Atari 5200 controllers are not digital except for the dial-pad and start/pause/reset feature. Otherwise, you’ll have to contend with the analog joystick. It’s a good joystick. The problem is that Mr. Do!’s Castle is one of those games that NO analog controller can handle. Quite often I’ll find myself missing ladders just because I was a couple of degrees off of the 360-degree joystick and it can get very unfair. On a modern portable by Nintendo I’ll find the direction pad to be stiff; on the Atari 5200 I’ll find the joystick to be loose. Everything about this poorly controlled beauty is an illustration of why I don’t like mixed bags- too unpredictable, too weird, and too insane. Chaos must work in enough functioning bits of programming to lay the path down in sheer numbers with victory that I can’t find in this puzzling arcade game of course. Wait. You like The Legend of Zelda for the Nintendo Entertainment System and want to play a similar game with impossible controls? Then by all means.
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