Mappy FAQ - Version 1.15
Copyright (c) 1997 by Scott Stone
Latest Version found at: HTTP://people.delphi.com/tafoid/mappy.htm
Mappy and all characters/game layout is a trademark of Namco, Ltd.
All rights reserved. This document may be copied, in whole or in part,
by any means provided the copyright and contributors sections remain
intact and no fee is charged for the information. Contributors
retain the copyright to their individual contributions.
The data contained herein is provided for informational purposes
only. No warranty is made with regards to the accuracy of the
information.
--------------------------------------------------------------------------------
Additional contributions always welcome! Please mail additional information,
opinions, playing strategies, corrections and comments to:
Scott Stone - tafoid@delphi.com
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Last update: July 29th, 1997
Contributors:
Scott Stone (tafoid@delphi.com)
Jim Lemons (lemons1940@aol.com)
TABLE OF CONTENTS
1.0) What is Mappy?
2.0) Game List - Known/Rumored Mappy Games
3.0) Mappy Arcade Info
4.0) Mappy Playing Strategies
5.0) High Scores
----------------------------------------------------------------------------
1.0) What is Mappy?
Mappy is a unique cat and mouse adventure game featuring Mappy the
micro-policeman, with cartoon graphics the fit the story line very well.
Mappy's job is to collect the loot that Goro and his gang of Meowky have
stashed in a series of strange houses. The cats chase Mappy around the
house, trying to catch him before he can collect all ten items. Mappy has
several possible methods of collecting the goods, which makes this game
MUCH more than just another Pac-Man rip-off.
Mappy was released and produced by NAMCO, creators of MANY arcade classics
including such hits as Pac-Man, Galaga and Xevious. Bally-Midway licensed
Mappy from Namco for U.S. release back in 1983. There have been a couple of
sequels, but none have seemed the capture the pure joy that is encountered
from playing the original! It is still enjoyed by many has a solid footing
of being an 'Arcade Classic', much in the same vein as Crazy Climber.
2.0) Game List - Known/Rumored Mappy Games
Title Released Platform
-----------------------------------------------------------------------
Mappy 1983 Arcade Both Standup and Cocktail versions
were produced. Standup is perhaps
best known for its oversized marquee!
Mappy 1983/1984 Nintendo Family Computer (Japanese) by NAMCOT
It is not known if this has been
released in the U.S. as a single cart.
It is available in Famicom Multi-carts
and can be played on a U.S. NES with
an adapter.
Mappy 1983/1984 MSX Computer (Europe/Japan) by NAMCOT
This computer was all but unseen in
the U.S but versions of many classic
arcade games were made for it.
Hopping Mappy 1985 Arcade Unknown if this was released in the
(Mappy 2?) U.S. Little is know about this game.
Can anyone help out???
MappyLand 1987 Nintendo Entertainment System (NES) by TAXAN
Variation on the original theme. You
must recover presents stolen by the
"Guchi Gang" intended for Mappy's
girlfriend, Mapico.
Mappy 1991 Japanese Game Gear
Doubtful if this was released in the
United States.
Mappy 1996 PSX (Japanese) / Sony Playstation (U.S.)
Namco Museum Volume #2. Also contains
flawless translations of Xevious,
Gaplus, Super Pac-Man, Grobda, Dragon
Buster. The very best version BY FAR!
Mappy 1997 PC - Windows 95 - Japanese
A translation of the original, now on
your PC. Part of a CD titled:
"Namco History #1". Xevious, Toy Pop
and others are also included.
An American release is not planned :(
Mappy 1997 Macintosh and PC Computers (Soon Amiga) via
MAME EMULATOR. Now... an authentic
EMULATION of the game is available!
Check out for screen shots at:
HTTP://people.delphi.com/tafoid/mpscreen.htm
and for more details!
3.0) Mappy Arcade Info
This information is for the ARCADE varion of MAPPY. I have collected this
information from various sites on the 'net and my hope is that this can be
used to possibly help in making a 100% emulation of this game for the PC!
I have access also to scanned schematics to the game and will send it to
those who are about to undertake an emulation.
Galaga pinouts. This also works on Midway's Mappy game
GALAGA/MAPPY
PARTS SIDE | SOLDER SIDE
------------------------------------|--------------------------------------
LOGIC GND | A | 1 | LOGIC GND
--------------------------------|---|---|----------------------------------
SPKR | B | 2 | SPKR (Not sure of polarity)
--------------------------------|---|---|----------------------------------
--- | C | 3 | COIN METER
--------------------------------|---|---|----------------------------------
--- | D | 4 | ---
--------------------------------|---|---|----------------------------------
| E | 5 |
--------------------------------|---|---|----------------------------------
+5v | F | 6 | +5v
--------------------------------|---|---|----------------------------------
LOGIC GND | H | 7 | LOGIC GND
--------------------------------|---|---|----------------------------------
CREDIT SW | J | 8 | TEST SWITCH (Tilt connected to this)
--------------------------------|---|---|----------------------------------
(2nd coin mech also) 1 COIN SW | K | 9 |
--------------------------------|---|---|----------------------------------
1P START | L | 10| 2P START
--------------------------------|---|---|----------------------------------
(To rapid fire brd #7) FIRE | M | 11|
--------------------------------|---|---|----------------------------------
MOVE LEFT | N | 12|
--------------------------------|---|---|----------------------------------
| P | 13|
--------------------------------|---|---|----------------------------------
MOVE RIGHT | R | 14|
--------------------------------|---|---|----------------------------------
| S | 15|
--------------------------------|---|---|----------------------------------
--- | T | 16| ---
--------------------------------|---|---|----------------------------------
--- | U | 17| ---
--------------------------------|---|---|----------------------------------
--- | V | 18| ---
--------------------------------|---|---|----------------------------------
--- | W | 19| ---
--------------------------------|---|---|----------------------------------
| X | 20|
--------------------------------|---|---|----------------------------------
| Y | 21|
--------------------------------|---|---|----------------------------------
LOGIC GND | Z | 22| LOGIC GND
---------------------------------------------------------------------------
On the CPU board there is an additional 3-part connector. This is power.
It's wired as follows:
1 - +12v
2 - GND
3 - +5v
On the Video board, there is an additional 6-part connector. This is
the video connector. It's wired as follows:
1 - RED
2 - BLU
3 - GRN
4 - SYNC
5 - VIDEO GND
6 - (Not used)
Galaga also has the option of a Rapid Fire board. This is a small board
that allows the fire button to be held down and your ship to continuously
fire shots at the enemy. Holding this board with the circuits facing you
and the connectors on the bottom, the pins are numbered 1-9 (with #3 missing).
The top set of connectors (J-1) is used for rapid fire, the bottom set (J-2)
is used for single fire. It's wired as follows:
1 - (Not used)
2 - (Not used)
3 - (Not present)
4 - (Not used)
5 - FIRE BUTTON (GND)
6 - LOGIC GND
7 - FIRE (From Galaga CPU board)
8 - FIRE BUTTON
9 - +5v
MAPPY OPTION SWITCH SETTINGS
dip switch A (5B)
SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8
Difficulty level
A (default, easiest) OFF OFF
B ON OFF
C OFF ON
D (hardest) ON ON
SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8
Sounds
provide sound during attract (default) OFF
do not make sound during attract ON
SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8
Round change
Normal operation (default) OFF
Rack advance (see below) ON
SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8
Freeze video
Normal (default) OFF
Freeze ON
Notes:
Switches 3 through 5 inclusive must always be OFF.
The Round Change setting allows you to advance through rounds, not picking
up points, while it is set to rack advance. To resume playing, turn it off
and it will continue from the beginning of the next rack.
The defaults mentioned are the factory recommended settings.
dip switch B (5E)
SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8
Coins per credit - coin switch number 1
1 coin, 1 credit (default) OFF OFF OFF
1 coin, 2 credits ON OFF OFF
1 coin, 3 credits OFF ON OFF
1 coin, 6 credits ON ON OFF
2 coins, 1 credit OFF OFF ON
2 coins, 3 credits ON OFF ON
3 coins, 1 credit OFF ON ON
3 coins, 2 credits ON ON ON
SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8
Bonus mice
1, 2, 3 mouse 5 mouse
start start
1st Mappy 20000 1st Mappy 30000
2nd Mappy 70000 2nd Mappy 80000 OFF OFF OFF
1st Mappy 20000 1st Mappy 30000
2nd Mappy 60000 2nd Mappy 100000 ON OFF OFF
1st Mappy 20000 1st Mappy 30000
2nd Mappy 80000 2nd Mappy 120000 OFF ON OFF
1st Mappy 30000 1st Mappy 30000
2nd Mappy 100000 2nd Mappy never ON ON OFF
1st Mappy 20000 1st Mappy 40000
2nd Mappy never 2nd Mappy never OFF OFF ON
1st Mappy 20000 1st Mappy 30000
and every 70000 and every 100000 ON OFF ON
1st Mappy 20000 1st Mappy 40000
and every 80000 and every 120000 OFF ON ON
1st Mappy never 1st Mappy never ON ON ON
SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8
Starting mouse count
3 (default) OFF OFF
5 ON OFF
1 OFF ON
2 ON ON
Notes:
The defaults mentioned are the factory recommended settings.
4.0) Mappy Playing Strategies
Mappy is a pattern game, but patterns aren't too easy to use. In each round,
at the beginning, the cats can go either right or left. Instead of trying to
remember numerous possible patterns, the best way to succeed is to use a
pattern for the very first part of a given round, then improvise using more
of a "system" than a pattern.
GENERAL PLAYING TIPS
--------------------
1.) Get greedy, especially in the first 6 rounds!
Get the less valuable items first and pick them up in pairs. Your first
pair is valued at 2X. The best order is Radio (100 points), Television
(200 points), Computer (300 points), Mona Lisa (Painting) (400 points) and
Safe (500 points). If you collect all the items in order up to the Safe, the
final Safe will be 500 X 6 = 3,000 points! A perfect score for items each
round would be:
100+100X2+200+200X3+300+300X4+400+400X5+500+500X6 = 8,500 points! Wow!
2.) Always try to get the Boss cat in the microwaves!
Simply put, it will more than double your score.
The following table shows the number of cats caught in a microwave and the
score derived from it:
Cats Score
-------------
1 200
2 400
3 800
4 1200
5 1600
6 2000
7 3000
8 4000
9 5000
10 6000
(Example: Get 6 cats, you get (200+200+400+400+400+400)= 2000 points.
If also catch the Boss cat with the 'wave, you will net 2000+1000 Times 2!
=3000 X 2 = 6000 points. Not a bad chunk of points...
NOTE: 6000 X 2 = 12,000 is the maximum you can get with a single microwave
door, as there are never more than 10 cats on the Round at one time. You can
only get this if you reach Round 16! (on the standard game). If the
difficulty is juiced up, you can get that many cats as early as Round 8!
3.) Lose those cats!
If you are bouncing up off a trampoline and a cat is right under you, most
of the time, you can land on a level and the cat will not get time to react
and will land on the level above yours. This is a very important technique
to learn to help you lose a cat and be able to cross a level untouched.
Be careful about cats that are bouncing and are RIGHT ON YOU... try to mix it
up. Personal observation suggests they like to jump more often to the left
off the trampoline. They also like to bail out more often on levels connected
to the trampolines.
4.) Keep a count on those cats!
If you KNOW there are only 4 cats on the Round and they are all on your
screen, that allows you to reach the other side of the screen with confidence.
This also allows for proper microwave door management :)
5.) Use all doors to your advantage!
Doors are VERY powerful weapons. It can be used to both whack down a cat,
it can also be used to 'propel' you along. Closing an open door, if closing
your way, will 'throw' you. If a cat is also near the door in front of you,
it will be knocked down! Also, if you have a door near a treasure and the
Boss cat is behind it, you can get the 1000 points for tagging him and not
have to pick up the treasure until you want to. (i.e. when flashing) :)
6.) Save the Microwave doors until ABSOLUTELY needed or HURRY bell rings!
****** This is what separates a good score from a GREAT score. ******
When HURRY comes, 2 cats are added to the fray. Just work from one microwave
to the next, waiting for the cats to bunch up and ready themselves for your
onslaught! The cats are much faster when HURRY shows which makes collecting
treasures in pairs a bit harder. The SUPERCAT (looks like a coin) will
visit after HURRY has been going on for a bit. You cannot kill it.
If memory serves, you can stun it with a trap door, but it is of little
help in the long run. It will kill you, even on the trampolines.
If you hear his bell ringing, dart for your last treasures and hope-n-pray!
7.) Uses the house edges!
You can bunch a lot of cats together if used properly. This is also good for
getting a lot of points when dropping Bells in Rounds 8-10. Just make sure
you jump off the trampoline before it breaks!
PLAYING STRATEGIES
------------------
Round 1-2:
- These rounds are simple. A seasoned Mappy player should be able to
consistently score over 20,000 points before the end of the 2nd round.
- Rounds 1+2 start with 3 cats + the Boss cat.
- You should be able to get most items in pairs on these rounds, possibly
ending with a 6X.
- Get all of your treasures except the last one (or pair) before the HURRY
comes. This allows you to spend time getting points. (please refer to GREED
in the general playing tips) :)
Round 4-6:
- A bit more difficult. A score of 60,000 points after round 6 is not
uncommon.
- Try your best to get the pairs of treasures. Remember: They don't HAVE to
be in ORDER (100-500) to gain 6X, just in pairs.
- 4 cats + Boss cat are on these rounds.
- You should get a LOT of points off microwaves (at least 5-10k per round).
- Remember, you can walk up in the attic. Use this to your benefit.
- The Supercat comes out deceptively early on these rounds. Be cautious!
It will begin moving IMMEDIATELY after it's alarm rings, where on other
screens, it lands on a level and gets stunned before it starts.
Round 8-10:
- 5 cats + Boss cat are located here.
- Getting treasure in pairs is not recommended unless you are VERY GOOD :)
- Use bells to bunch together cats for a nearby microwave for BIG POINTS.
- Pick up treasures as quickly as possible, due to HURRY time coming quicker.
- Scores of 100,000 after Round 10 is about normal.
Round 11-14:
- 6 cats + Boss cat at start of rounds.
- HURRY occurs VERY QUICKLY, as does the coin. There is little to no time
to spend on getting pairs unless you are very brave (or greedy) :)
- ON these rounds are 'TRAP DOORS'. They are flashing sections of level when
you walk over them, it disappears and all the cats that follow will fall to
the level below and be stunned like they were hit with a door. They have been
known to stun Supercat (Coin). Also, use trap doors to 'bunch' cats together
for maximum microwave points.
- The Safes on these rounds are located on a dead-end. You must have a clear
shot at the Safe before even attempting. The best times to get these are
right after a microwave or using a TRAP DOOR. Leaving one for last also
helps.
- Not much time for scoring (unless you are lucky). Shoot for 150,000 before
end of Round 14.
Round 16:
- 7 cats + Boss cat at start of round
- A lot like level one, with modifications to the location of the doors.
- VERY FAST cats, even before the HURRY rings (which is usually within 10-20
seconds).
- Basically, do whatever you can to survive, using any/all techniques shown
above.
Round 17+:
- Same as Round 16 except this level starts your sequence of boards again.
(Level 17 = Level 1, 18=2... etc)
- ABSOLUTELY NO GREED is suggested nor endorsed up here... you'll get enough
points just running away :)
BONUS ROUNDS
------------
Round 3:
Bust the balloons and work your way to the left ASAP. You must get all the
the red balloons yourself.
Round 7:
Again, quickly bust the balloons. Breaking some trampolines will be needed
to complete.
Round 11:
Bust all of the balloons except the one on the very top left of the screen
above the Big Cat balloon. When you get the Big Cat, he will travel up and
bust the last balloon for you.
Round 15:
Bust all of the balloons except the one on the very top, right of the Big Cat.
When you get the Big Cat, he will travel the to the right, jump on the
trampoline, and get the last balloon for you.
5.0) High Scores
The following are MY Personal High Scores for Mappy.
All High Scores are for the Standard (default) difficulty settings.
Mappy (Arcade) - 357,370 (Round 26)
* Achieved on June 23rd, 1997 at FUN SPOT - Merideth, NH
Mappy (Playstation) - 336,180 (Round 21)
* Achieved on July 16th, 1997 at my home - Milton, Vermont
Mappy (MAME-PC) - 240,840 (Round 17)
* Achieved on July 20th, 1997 at my home - Milton, Vermont
Mappy (NES/Famicom) - 303,920 (Round 28)
MappyLand (NES) - 310,240 (Round 3-3)
I would like information as to the NATIONAL HIGH SCORE on the game (a
big thing back in 83-84 in magazines like Joystik, Electronic Games).
I'm pretty sure the National High Score for this game is about 600,000
but if you can find something in print, anything will be appreciated.
If you have some information or would like to start a 'TOP 5' of sorts,
please send in your scores. I will depend on the honor system for this,
unless your score outrageously high, a screen scan or photo might be
needed :)
END DOCUMENT