player's score reaches a multiple of 5,000 points, the highlighted letter enters the playfield as an Alphamonster, which can be defeated in the same manner as a creep. Defeating the Alphamonster awards its letter; collecting all five letters ends the level, plays a cut scene accompanied by the theme to Astro Boy, and awards the player an extra life. Alphamonsters attempt to eat any apples they encounter, which makes them difficult to crush. The creeps spawn at the center of the screen. After they have all appeared, the generator will turn into a food item; picking this up scores bonus points, freezes all the creeps, and calls out an Alphamonster (if one is not already on the field) and three large blue monsters. The latter can eat apples as well. The creeps stay frozen until the player either defeats all three blue monsters, defeats the Alphamonster (in which case any remaining blue monsters are turned into apples), loses a life, or completes the stage. Rarely, dropping an apple reveals a diamond which, if collected, completes the level and awards a bonus credit to the player. Development Mr. Do! was created by Kazutoshi Ueda. It was inspired by the gameplay in Namco's Dig Dug game, similar to how many of Universal's other games took license from other companies' more successful games; i.e. Lady Bug (also designed by Ueda) being similar to Pac-Man. The idea for the power ball, came from Mr. Ueda observing a Super Ball stuck on the roof of a home near the Universal office in Japan. Ports Mr. Do! was ported to the Atari 2600, Atari 8-bit family, ColecoVision, Apple II, MSX, Neo Geo, Tomy Tutor, and Commodore 64. A handheld LCD version was released by Tomy in 1983. In the ColecoVision adaptation, the Alphamonster and sidekicks are unable to eat apples, making them easier to crush, but the blue monsters eat the shrubbery and cherries. Also, if an Alphamonster is over a letter that has already been acquired, the dinosaur monsters just freeze for a few seconds. The Apple II and Atari 8-bit computer versions were released in May 1985. Reception In Japan, Mr. Do! was one of the top ten highest-grossing arcade games of 1982, on the annual Game Machine chart. Game Machine later listed Mr. Do! on their June 15, 1983 issue as being the 21st highest-earning table arcade cabinet of the month. The arcade