Mr. Cool

Walkthrough



Object of the game

The object of the game is to match the color of the flickering plates with the color of the top border of the playing field before the end of the round. You change the color by jumping on them. It may require multiple jumps to turn a plate to its correct color. When all plates have the matching color, the player moves on to the next more difficult round.

Enemies

There are two types of enemies: hot springs and fireballs. Touching either one of them will result in the loss of a cube (life). Hot springs come from the top and hop to the bottom in random directions and at a constant speed. Fireballs move horizontally, either from the left to the right or from the right to the left, and have different speeds. Each layer of the pyramid, except for the top, has at most one fireball crossing it at a time.

Super Cool Time

Get Super Cool Time by pressing the action button. Super Cool Time lasts 15 seconds during which fireballs turn into snowballs and springs lose their tails, stop glowing and turn green. During this time Mr. Cool can absorb the enemies for points and potentially an extra cube (life). When absorbed, enemies will stay away for a longer period of time than when they normally would reappear. While in Super Cool Time, the player can not jump on invisible plates (from round 6 on). The player can use Super Cool Time from 1 to 3 times per round, indicated by the asterisks at the bottom of the screen.

Rounds and Levels

Each level consists of 15 rounds with rounds increasing in difficulty. Each next level increases in speed and levels go on forever.

Round 1: Plates turn to the correct color with a single jump. Only fireballs appear. One Super Cool Time.
Round 2: Plates turn to the correct color with up to 3 jumps. Springs are added from now on.
Round 3: Plates turn to the correct color with 2 jumps.
Round 4: Plates turn to the correct color with an unknown number of jumps (some plates may take 5 or even 6 jumps).
Round 5: Plates turn to the correct color with 3 jumps.
Round 6: Plates are invisible at the start and turn visible and to the correct color with a single jump. Two Super Cool Times available from now on.
Round 7: Plates are invisible at the start and turn visible and to the correct color with up to 3 jumps.
Round 8: Plates are invisible at the start and turn visible and to the correct color with 2 jumps.
Round 9: Plates are invisible at the start and turn visible and to the correct color with an unknown number of jumps (some plates may take 5 or even 6 jumps).
Round 10: Plates are invisible at the start and turn visible and to the correct color with 3 jumps.
Round 11: Now things get REALLY tough. Plates switch on and off and the player needs to jump on them when they're on. Plates turn to the right color with a single jump. Three Super Cool Times available from now on.
Round 12: ??
Round 13: ??
Round 14: ??
Round 15: ??


Scoring

Landing on a hot plate
Plate locked in 0 points
Plate two colors away from target color 10 points
Plate one color away from target color 20 points
Plate is target color 30 points

Absorption
1st snowball 100 points
2nd snowball 200 points
3rd snowball 300 points
4th snowball 400 points
5th snowball 500 points
6th snowball 600 points + extra cube
Springs 200 points per spring

Bonus Value
Bonus value counts down like a timer - you lose a life when the bonus value runs out.
Round 1: 1000 points
Each next round +200 points
Maximum 9000 points

Dissolved spring (within time clock)

1000 points
Round finished (within time clock) Bonus value
For every 20,000 points One bonus cube (up to 9 cubes can be stored)