Mappy FAQ Copyright Namco 1984 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 1.0 Dates Written: February 8th to February 16th, 2008 I dedicate this to the NES fans out there, as this one is part of the NES FAQ completion Project of 2004-2008, courtesy of the FAQ Contributor Board. We honour the most truly awesome and great system... the Nintendo Entertainment System! Never mind about Atari, Commodore 64, Colecovision, Sega Master System, Super Nintendo Entertainment System, Sega Genesis, or any of the newer systems, we all know that the good old NES is where true gaming is at! Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. ----------- Version 1.0 ----------- -Submitted guide on February 16th, 2008 ---------------------------------------------------------------------------- -----------------------------Table Of Contents------------------------------ ---------------------------------------------------------------------------- 1) Introduction 2) Controls 3) Enemies 4) Obstacles 5) Traps 6) Scoring 7) Stage Set-Ups 8) Final Word ---------------------------------------------------------------------------- ------------------------------Introduction---------------------------------- ---------------------------------------------------------------------------- 1) Goro and his Meowkies have been up to their old tricks, robbing people blind, taking anything of value, and stashing the goods in their Mansions. Mappy, the mouse policeman, has had enough of waiting around with nothing getting done about these criminal cats, so he has set out on a vigilante mission, entering into the various Mansions, seeking to recover the stolen merchandise himself, However, the Mewokies and Goro are onto his scheme, and once they know which Mansion he is in, they will try to call in their hired hitman Gosenzo to assist them while they attempt to get the intrepid copper themselves. Bounce wisely, open doors shrewdly, and make use of the traps available, and Mappy will be able to recover lots of loot in his one man anti-crime spree! ---------------------------------------------------------------------------- --------------------------------Controls------------------------------------ ---------------------------------------------------------------------------- 2) This section will list all of the controls you will need to raid the thief dens of the infamous Goro and his Meowkies! D-Pad : LEFT and RIGHT will move Mappy in the corresponding direction pressed. UP and DOWN and have no apparent use. SELECT : No apparent use. START : Pauses/unpauses the game. B Button: Open/closes doors. A Button: Open/closes doors. ---------------------------------------------------------------------------- ---------------------------------Enemies------------------------------------ ---------------------------------------------------------------------------- 3) This section will examine the enemies in the game, looking at how they behave and how they can kill Mappy. o----------o | Meowkies | o----------o These small kitties are the main body of Goro's gangs. They will run around and attempt to use their sheer amount of numbers to trap and destroy Mappy, pursuing in a reasonably intelligent manner. They are unable to get Mappy when they both are bouncing/falling in the trampoline corridors of the Mansions, so that is a temporary safe place for the police mouse to hide out in. o------o | Goro | o------o The fat cat in charge of the Meowky thief gangs, he is actually quite a bit stupider than his cronies. In fact, Goro will often get distracted by the treasure he and his gang have stolen, and he will wander off to look at and hide behind these objects instead of pursuing Mappy. Like his Meowkies, Goro is not able to get Mappy when he both are bouncing/falling in the trampoline corridors of the Mansions, so the police mouse can hide here from him... temporarily. o---------o | Gosenzo | o---------o After the hurry up warning has come into effect, Gosenzo will be summoned into the Mansion when the next hurry up alarm is heard. He will pursue Mappy around the Mansion like the Meowkies, but unlike the Meowkies and Goro, he is able to kill the police mouse even when Mappy is bouncing/falling in the trampoline corridors of the Mansions! Finish the treasure collection off quickly to avoid seeing this powerhouse in play. ---------------------------------------------------------------------------- --------------------------------Obstacles----------------------------------- ---------------------------------------------------------------------------- 4) This section will examine the various obstacles in the game, looking at how Mappy will have to interact with them. o-------------o | Trampolines | o-------------o Trampolines are the bouncy floors spread through out the Mansions. While bouncing on them, Mappy is not vulnerable to Mewokies or Goro, and they are the only way for Mappy to reach the highest ledges. They start out coloured green, and with each successive bounce, they will wear, going through the following coloured progression: green --> blue --> white --> red If a red trampoline is bounced upon, the trampoline will break, sending Mappy down to his doom (unless he lands on another trampoline, which is perfectly safe). When in the Mansions, stepping onto a platform will cause the trampoline to go back to being green. However, when in the bonus rounds, the wear on the trampolines can not be reset, so bounce carefully to avoid falling through the red coloured trampolines. o-------o | Doors | o-------o Doors are randomly distributed through out the Mansions, blocking the hallways. The doors can be opened/closed at quite a distance, and the side that has the handle on it will swing open to allow mouse or cat through. Note that the enemy are able to open regular doors (though not Microwave Doors... see the Traps section for details). If Mappy or a foe open a Door when they are too close to the side with the knob, Mappy will be knocked backwards, while the enemy will be knocked backwards AND be stunned for a few moments (unless they land directly onto a trampoline, which will mean they can keep moving), allowing Mappy to pass by without being defeated. ---------------------------------------------------------------------------- ----------------------------------Traps------------------------------------- ---------------------------------------------------------------------------- 5) This section will examine the various tricks that Mappy can use to temporarily disable any of the klepto cats that populate the Mansions. Note that Gosenzo is invulnerable to these tricks and traps. o----------------o | Microwave Door | o----------------o These thick, brown doors will send a microwave across the screen in the direction that the handle on the door points, and take note that only Mappy has the power to open them. Any Meowky or Goro caught up in the ensuing wave will be carried along with it, yielding Bonus Points (see the Scoring section for details). Once a Microwave Door has had the power it contained unleashed, the Microwave Door shall become a regular Door, meaning that any foe can open it as easily as Mappy can. o------o | Bell | o------o Located above the two extreme sides of the Mansion, Mappy must physically touch the bell to drop the heavy item down on the heads of the thieving cats below. This will cause the enemy to disappear for two seconds, followed by their returning at the exact same spot where they were struck. o----------o | Trapdoor | o----------o These flashing spots in the floor will become deadly to both Mappy and the enemy after Mappy walks past, which removes the plate. It remains open for three seconds, during which any enemy (or police mouse) that steps into the hole shall fall down to the next level. This will kill Mappy, and it will cause the enemy to lay there for two seconds while they are stunned, followed by their getting to their feet and resuming their chase of Mappy. ---------------------------------------------------------------------------- ---------------------------------Scoring------------------------------------ ---------------------------------------------------------------------------- 6) This section will examine the scoring found within the game. o---------------------o | Trampoline Bouncing | o---------------------o Each bounce on a Trampoline will yield 10 points, which sounds like a small amount, but Mappy will bounce on a lot of Trampolines through out the game. Just be careful to not break the Trampoline, as losing a life while farming points. o--------------o | Stolen Items | o--------------o Each item type has a base value, with two of each item found in each Mansion. Radio.....: 100 Television: 200 Computer..: 300 Painting..: 400 Safe......: 500 The game also awards a bonus for collecting the same item consecutively. The formula for the scoring is as follows: y = Item One value z = Item Two value y + (y x 2) = z + (z x 3) = The increase in the multiplier value will be by 1 for each set of Items collected, reaching a maximum bonus multiplier of 6 for the last pair of Items. By collecting the Stolen items from least to most valuable, each level has the potential for Mappy to score 8500 in each Mansion. o-----------------o | Microwave Doors | o-----------------o Microwave Doors send out a microwave which will ensnare any Meowky or Goro that gets in the way. The points scored will depend on the number of Meowkies and Goros ensnared (both will count towards the cat total): ___________ ________ | # of Cats | Points | |___________|________| | 1 | 200 | |___________|________| | 2 | 400 | |___________|________| | 3 | 800 | |___________|________| | 4 | 1200 | |___________|________| | 5 | 1600 | |___________|________| | 6 | 2000 | |___________|________| | 7 | 3000 | |___________|________| | 8 | 4000 | |___________|________| | 9 | 5000 | |___________|________| | 10 | 6000 | |___________|________| Goro will not only add to the Cat total for the points scored, but he will also add a multiplier of 2 to the bonus score. 6 Meowkies + 1 Goro = 7 Cats (3000 points) 3000 points x Goro bonus (2) = 6000 points o-------o | Bells | o-------o Dropping a Bell on the head of a Cat will yield the following point totals. Meowky: 300 Goro..: 1000 These point totals will just be added to your score, so getting multiple victims will not lead to multipliers. o-----------o | Trapdoors | o-----------o Removing the cover from the trapdoor will make it so Meowkies and Goro can fall through the opening to score Mappy the following point totals. Meowky: 300 Goro..: 1000 These point totals will just be added to your score, so getting multiple victims will not lead to multipliers. o-------------o | Bonus Round | o-------------o There are two collectibels in the bonus round, which yield the following point totals. Red Balloon.: 200 Goro Balloon: 2000 The points are only awarded at the end of the round. If all 15 Red Balloons and the single Goro Balloon are collected, a bonus of 5000 points will be added to Mappy's score, making the Bonus Round worth a cool 10000 points! o-------------o | Extra Lives | o-------------o Extra lives are obtained by reaching certain milestones in total score. ___________ ____________ | Milestone | Result | |___________|____________| | 20,000 | First 1-Up | |___________|____________| | 70,000 | Second 1-Up| |___________|____________| | 140,000 | Third 1-Up | |___________|____________| | 210,000 | Fourth 1-Up| |___________|____________| Every 70,000 point increment after the Second 1-Up will yield an additional extra life for Mappy to try and retake as many Stolen Items as he possibly can from the thieving cats. ---------------------------------------------------------------------------- ------------------------------Stage Set-Ups--------------------------------- ---------------------------------------------------------------------------- 7) This section will examine the basic stage layouts for the level groups and the Bonus Rounds. o------------------------------------------o | A Few Notes On the Mansions/Bonus Rounds | o------------------------------------------o The following thinks all apply to each Mansion: * The positions of the Stolen Items for each Mansion Type will be constant, including from stage to stage, so it is quite possible to have a pre-planned route to follow to get the multiplier bonuses with greater ease. * The positions of the Doors/Microwave Doors are randomized from stage to stage, so the maps will not denote their presence. However, they are there, so they require some on your feet planning to utilize them effectively. * Trapdoors are also randomized (like the Doors/Microwave Doors) for the 3 stages of every 16 that they appear in. Note their locations and make plans on how to lead a group of Meowkies to them to utilize them effectively. * On the first Hurry Up, two mroe Meowkies will join the fray. * On the second Hurry Up, the Gosenzo will enter to hunt down Mappy relentlessly. * On the wide open Trampoline lanes, sometimes a second trampoline can be inserted between higher floor sections/walls. * Falling through a trampoline off the screen or onto a solid ledge is fatal, except on the Bonus Round. Although the Bonus Round will end if this occurs, it will not cost Mappy a life reserve. ___________________ KEY | | B - Balloon | C - Computer | G - Goro Balloon | L - Bell Trap | P - Painting | R - Radio | S - Safe | T - Television | xxx - Trampoline | | ___________________| o-----------------o | Mansion Type #1 | o-----------------o +--------------------- ----------------------+ | C R | | ---------- ------------ ----------- | | S P | | ---------- ------------ ----------- | | T S | | ---------- ------------ ----------- | | R | | ---------- ------------ ----------- | | P C T | +xxx----------xxx------------xxx-----------xxx+ Stages.: 1-2 Enemies: 3 Meowkies/1 Goro Traps..: 4 Microwave Doors A simply enough layout, be sure to start off by going onto the Trampoline to the right of Mappy, as going left is a bad habit to get into (on the later levels, Mappy lacks the foot speed to get to the safety of the next Trampoline before a Meowky reaches him). Make use of the Microwave Doors to get the Meowkies as they pool behind Mappy, and just be careful to not start moving back and forth aimlessly on a ledge (allowing the Meowkies to get the police mouse in a run down). Finally, use the doors to stun the Meowkies, making this easy challenge even easier. o---------------------o | Bonus Round Type #1 | o---------------------o +---|---+---+---+---+---+---+---|---+ | B B | B | B | B | | B | B | | B | | B | | B | | | | | | | | | B | | | | | | | | | | | +xxx+ | | | | B +xxx| | | | | | | | B | | +xxx+ B +xxx+ | | | | B | | | | | | | | | G | | | | | + |xxx+xxx+xxx+xxx+xxx+xxx+xxx|xxx+ Stage: 3 Follow these steps to achieve a perfect Bonus Round: i) Bounce up to hit the first Balloon. ii) Hold LEFT to break the Trampoline Mappy lands on, falling through to collect the Balloon below. iii) Hop to the left and bounce straight up to hit the third Balloon. iv) Upon bouncing back up, time moving left to grab the Balloon while transferring to the next Trampoline. v) Bounce up to hit the next Balloon. vi) Fall down and bounce up again, moving left onto the next Trampoline, bouncing straight up to get the next Balloon. vii) Hole LEFT to break the Trampoline Mappy lands on in a fast manner, falling down through the next Balloon. viii) Immediately hop left onto the next Trampoline, bouncing high into the air to snag the next Balloon. ix) Fall and bounce up again, moving left to get the Balloon while transferring to the next Trampoline lane. x) Bounce straight up to pop the Balloon above. xi) Fall and bounce up again, moving left to get the Balloon while transferring to the next Trampoline lane. xii) Bounce straight up to get the next Balloon. xiii) Hold LEFT to break the Trampoline, falling down to the next one to move left one more Trampoline lane, bouncing upwards to hit the Balloon near the ceiling. xiv) Fall down and bounce up once more, moving left to pop the lower of the two Balloons. xv) Hold LEFT to quickly break the Trampoline below Mappy, sending him falling down into the Goro Balloon. xvi) Watch with great satisfaction as Goro goes flying up to pop the fifteenth and final Balloon of the Bonus Round for a perfect 10000 points! o-----------------o | Mansion Type #2 | o-----------------o + ----------------- ----------------- + | C R | | ----------------- ----------------- | | S P | | ------- -------xxx------- ------- | | T S | | ------xxx-------- -------xxx------- | | R | | ----------------- ----------------- | | P C T | +xxx-----------------xxx-----------------xxx+ Stages.: 4-6 Enemies: 4 Meowkies/1 Goro Traps..: 4 Mircowave Doors A few things to shake it up here, with some Trampolines partway through some of the elongated platforms (which are the ideal platforms to travel on to minimize the chance of a Meowky trap), some extra trampolines partway up the main Trampoline lanes, and the attic of the Mansion can be entered when bouncing in the main Trampoline lanes. Although it is quite possible to grab all the Stolen items and obtain great bonus multipliers, the length of the platforms will make it a difficult feat to pull off without endangering Mappy. Feel free to break the higher Trampolines that have a safety Trampoline underneath, as it will not cost Mappy a life. Make use of the Microwave Doors to clear away the Meowkies as they group together, and clean out the three stages to reach the Bonus Round. o---------------------o | Bonus Round Type #2 | o---------------------o +---|---+---+---+---+---+---+---|---+ | B B | B | B | | B | | B | | | | | | B | | | | B | | | | | | B | | | | | | | | | | +xxx+ | | | | B +xxx| | | B | | | | | B | | +xxx+ B +xxx+ | | B | | B | | | | | | | | | G | | | | | + |xxx+xxx+xxx+xxx+xxx+xxx+xxx|xxx+ Stage: 7 Follow these steps to achieve a perfect Bonus Round: i) Bounce up to hit the first Balloon. ii) Hold LEFT to break the Trampoline Mappy lands on, falling through to collect the Balloon below. iii) Hop to the left and bounce straight up to hit the third Balloon. iv) Upon bouncing back up, time moving left to grab the Balloon while transferring to the next Trampoline. v) Bounce up to hit the next Balloon. vi) Fall down and bounce up again, moving left onto the next Trampoline, bouncing straight up to get the next Balloon. vii) Hole LEFT to break the Trampoline Mappy lands on in a fast manner, falling down through the next Balloon. viii) Immediately hop left onto the next Trampoline, bouncing high into the air to snag the next Balloon. ix) Fall and bounce up again, moving left to get the Balloon while transferring to the next Trampoline lane. x) Bounce straight up to pop the Balloon above. xi) Fall and bounce up again, moving left to the next Trampoline, bouncing upwards to get the next Balloon. xii) Fall down and hold LEFT to quickly break the Trampoline below, falling through to get the Balloon. xiii) Move left to the next Trampoline lane, bouncing up to hit the lower Balloon. xiv) Do nothing to fall down and bounce up to obtain the higher Balloon. xv) Hold LEFT when descending towards the Trampoline below, which will send Mappy careening into the Goro Balloon, which will fly up to hit the final Balloon, finishing off the Bonus Round with a perfect performance! o-----------------o | Mansion Type #3 | o-----------------o + L ---------- ----- ---- ----------- L + | C R | | ---------- ------------ ----------- | | S P | | ---------- ----xxx----- ----------- | | T S | | ---------- ----xxx----- ----------- | | R | | ---------- ------------ ----------- | | P C T | +xxx----------xxx------------xxx-----------xxx+ Stages.: 8-11 Enemies: 5 Meowkies/1 Goro Traps..: 4 Microwave Doors/2 Bells The strategy here is to try and clean out one half of the lower/higher portions of each floor area (ignoring the bonuses), working across the screen, using the Bell on one side, followed by moving back across to repeat the Bell kill. The Meowkies will now be running at a great speed, so Mappy needs to get them gathered onto the Trampolines with him, faking them out so he has enough time to sprint across the ledges to the safety of the next Trampoline. Try to gather the Meowkies and Goro (if possible) onto the Trampoline where he is dropping the Bell, going right into the attic when releasing the Bell (this takes out the cats for a few moments while Mappy moves to the next area). Just stay out of the attic if a lot of Meowkies are still out and about when the Bell is dropped, as they are likely in position to cut Mappy off, trapping him for an easy kill. o---------------------o | Bonus Round Type #3 | o---------------------o +---|---+---+---+---+---+---+---|---+ | B B | B | B | | B | | B B | | | | | B | | | | | B | | | | | | B | | | | | | | | | | +xxx+ | | | | +xxx| | | B | | | | | B | | +xxx+ B +xxx+ | | B | | B | | | | | | | | | G | | | | | + |xxx+xxx+xxx+xxx+xxx+xxx+xxx|xxx+ Stage: 11 Follow these steps to achieve a perfect Bonus Round: i) Bounce up to hit the first Balloon. ii) Hold LEFT to break the Trampoline Mappy lands on, falling through to collect the Balloon below. iii) Hop to the left and bounce straight up to hit the third Balloon. iv) When Mappy touches down again, bounce up to go left to the next Trampoline lane, bouncing straight into the Balloon above. v) Land on the Trampoline below and hop up to go left again, bouncing straight up to hit the next Balloon. vi) When Mappy lands, hold LEFT to break the trampoline and fall into the Balloon below. vii) Bounce off the Trampoline and go up to move left to get the Balloon hovering over the column. viii) Land on the Trampoline and launch straight upwards to get the eighth Balloon of the Bonus Round. ix) After landing on the Trampoline, go left to get the next Balloon. x) Bounce straight up to pop the next red Balloon. xi) Move left through the opening in the column to use the next Trampoline to hit the Balloon above. xii) Hold LEFT when landing on the Trampoline below to bust it, falling into the next Balloon. xiii) Move left to the next Trampoline lane, bouncing up to hit the lower Balloon. xiv) Do nothing to fall down and bounce up to obtain the higher Balloon. xv) Hold LEFT when descending towards the Trampoline below, which will send Mappy careening into the Goro Balloon, which will fly up to hit the final Balloon, finishing off the Bonus Round with a perfect performance! o-----------------o | Mansion Type #4 | o-----------------o + ------------------ ------------------ + | C R | | ------------------ ------------------ | | S P | |xxx---- ----------- ----------- ----xxx| | T S | |------- ----------- ----------- -------| | R | | ----xxx----------- -----------xxx---- | | P C T | +xxx------------------xxx------------------xxx+ Stages.: 12-14 Enemies: 6 Meowkies/1 Goro Traps..: 4 Microwave Doors/2 Trapdoors This is by far the most aggravating Mansion design, as the floors are all over the place, leaving Mappy in situations where he will have to sprint across wide open floor areas, leaving him vulnerable to the Meowkies and their now great speed. Added onto that are the tough to snag Safes, as they are locate don dead end floors, so only go after them when the coast is clear or it is the final Stolen Item left in the level. Make careful use of the Microwave Doors, trying to take out enough Meowkies to buy Mappy a few seconds where he can be aggressive in going after the Stolen Items. Try to save the Trapdoors for when a large group of Meowkies are in hot pursuit of the police mouse, as sending multiple Meowkies down for a few seconds really throws off their game plan. Although the attic is open here, it is not a desirable place to go very often, so it is likely best to forget that it even exists. Compounding the issues here is that the Hurry Up times will arrive with minimal time to run around, so Mappy will have to face-off with two extra Meowkies in addition to the Gosenzo (if it gets that far). Going for the bonus multipliers is not a good idea at all, so just grab the Stolen Items as the opportunities spring up for him to do so. o---------------------o | Bonus Round Type #4 | o---------------------o +---|---+---+---+---+---+---+---|---+ | B B | | B | | B | | B B | | | B | | B | | | | | B | | | | | | B | | | | | | | | | | +xxx+ | | | | +xxx| | | B | | | | | B | | +xxx+ B +xxx+ | | B | | B | | | | | | | | | G | | | | | + |xxx+xxx+xxx+xxx+xxx+xxx+xxx|xxx+ Stage: 15 Follow these steps to achieve a perfect Bonus Round: i) Bounce up to hit the first Balloon. ii) Hold LEFT to break the Trampoline Mappy lands on, falling through to collect the Balloon below. iii) Hop to the left and bounce straight up to hit the third Balloon. iv) When Mappy touches down again, bounce up to go left to the next Trampoline lane, bouncing straight into the Balloon above. v) Land on the Trampoline below and hop up to go left again, bouncing straight up to hit the next Balloon. vi) When Mappy lands, hold LEFT to break the trampoline and fall into the Balloon below. vii) Bounce off the Trampoline and go up to move left to get the Balloon hovering over the column. viii) Land on the Trampoline and launch straight upwards to get the eighth Balloon of the Bonus Round. ix) After landing on the Trampoline, go left to get the next Balloon. x) Bounce straight up to pop the next red Balloon. xi) Move left through the opening in the column to use the next Trampoline to hit the Balloon above. xii) Hold LEFT when landing on the Trampoline below to bust it, falling into the next Balloon. xiii) Move left to the next Trampoline lane, bouncing up to hit the lower Balloon. xiv) Do nothing to fall down and bounce up to obtain the higher Balloon. xv) Hold LEFT when descending towards the Trampoline below, which will send Mappy careening into the Goro Balloon, which will fly up to hit the final Balloon, finishing off the Bonus Round with a perfect performance! o------------------o | Stage 16 Onwards | o------------------o The stages will loop after the first 15 stages are completed, following this pattern: i) Mansion Type #1 (3 stages) ii) Bonus Type #1 iii) Mansion Type #2 (3 stages) iv) Bonus Type #2 v) Mansion Type #3 (3 stages) vi) Bonus Type #3 vii) Mansion Type #4 (3 stages) viii) Bonus Type #4 This means that every 16 stages will be another complete loop, and the Meowkies will number 7 for each Mansion, right from the start. if you manage to finish 255 stages, the stage counter will reset back to 1, at which Mappy will be back on the initial loop of the game (ie 3 Meowkies, enemies move at sloth like speeds, Hurry Up takes forever and a day to be announced). ---------------------------------------------------------------------------- --------------------------------Final Word---------------------------------- ---------------------------------------------------------------------------- 8) As is the usual, this walkthrough is copyright property of Brian P. Sulpher, 2008. The only website, group, person, etc. to have access to post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and www.honestgamers.com. You must ask for permission before posting this, as doing so without consent is a violation of international copyright law. If you liked it, hated it, have anything to add, then please E-mail me at briansulpher@hotmail.com. You can also contact me through MSN messenger through the same E-mail address.