Hey Arcaders!
Here we are- at the last Mr. Do Game.
Released in 1984, Do! Run Run marked the third entry in Universal’s Mr. Do series, following Mr. Do! (1982) and Mr. Do’s Castle (1983). While the earlier games experimented with different genres — digging action and platform puzzling — Do! Run Run pushed the franchise into a more open, free‑roaming maze format. The result was a fast, colorful, and surprisingly strategic arcade experience that blended elements of Qix, Pac‑Man, and Mr. Do! into something uniquely its own.
The game’s title is a playful nod to the 1963 pop song “Da Doo Ron Ron,” continuing Universal’s tradition of whimsical naming. Where Mr. Do! focused on vertical digging and Mr. Do’s Castle emphasized ladder‑based puzzle action, Do! Run Run introduced large, scrolling outdoor environments, multiple elevation levels, free movement rather than fixed lanes and a scoring system built around chaining fruit growth. One of the most distinctive innovations was the trail‑drawing system. As Mr. Do runs, he leaves a line behind him. Completing a loop around fruit causes it to “level up” — cherries become apples, apples become melons, and so on — increasing both point value and risk. It was a clever twist that gave Do! Run Run a strategic depth not seen in earlier entries.

Enemies in Do! Run Run are more aggressive and varied than in previous games. They can transform into stronger forms- but the snakes when in your eyesight can navigate slopes and terrain with blazing speed! The power ball is back! as you traverse the Powerball Plateau, gab the powerballs on the ground to reform them after using it! You can used the logs laying around to roll them over. enemies can be crushed by rolling logs. line them up for a huge bonus! The game’s AI was considered advanced for 1984, contributing to its reputation as the most challenging Mr. Do title.


It was available only as a conversion kit, making it easier for operators to upgrade existing arcade cabinets- But it was also because their next project- was absorbing a lot of Universal’s time.. and money. we’ll get into that game next time.
The game ran on Universal’s UVC hardware, the same platform used for Mr. Do’s Castle and Mr. Do’s Wild Ride. This allowed: for smooth scrolling, large, colorful sprites, and multi‑layered backgrounds. The hardware’s capabilities were pushed further here than in any previous Mr. Do title. Clear each stage by either collecting all fruit, or defeating all enemies. This gave Do! Run Run a sense of place and adventure that set it apart from most maze games of the era.
Unlike the original Mr. Do! — which received numerous home conversions — Do! Run Run saw very limited official ports. The only widely recognized home version is the Super Cassette Vision (1984, Japan only)
The game is so rare- I couldn’t find a picture or video of it. But here’s a sample of what the machine can do… it’s actually one of my holy grails!
Published by Epoch, it had simplified graphics. It’s considered one of the better ports for the system. Because the Super Cassette Vision was a niche console, this port remained obscure outside Japan.
The Atari ST got a pretty great port by Electrocoin!
Then in 2022- Colectorvision released a very solid port for the Colecovision for the super game module!
So- what do you think of the final entry in the Mr. Do! franchise?
While not my favorite- It was a great final run… for Mr. Do! I remember seeing this one at one of my favorite arcades growing up Mr. T’s Arcade (shout our to any of the old timer Arcaders like me- that used to frequent this amazing place up in Wappingers Falls and Poughkeepsie!) It always got the rare curiosity games that no one else would get… just like this one!
let me know in the comments!
Keep Playin’ Like It’s 1981!
