Mappy FAQ
by Andrew Schultz [email protected]
Version 1.0.0

This FAQ is copyright Andrew Schultz 2000-2002.  Its main purpose is to
help other people remember a great game that really should have caught
on more in the U.S., and on a personal note it's my first real Arcade
Game FAQ.  Please do not reproduce for profit without my consent.  A
written request to me(please use my name) is usually enough for me to
grant you permission to do so.  Mappy and its name are copyright 1982,
1997 Namco.

****AD SPACE****

My home page:
http://www.geocities.com/SoHo/Exhibit/2762
My games page:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm

+++++++++++++++++++++++++++++++++++

              OUTLINE

INTRODUCTION

DRAMATIS PERSONAE

CONTROLS

SCORING

STRATEGIES(GENERAL)

LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

LEVEL 5

LEVEL 6

LEVEL 7

LEVEL 8

LEVEL 9

LEVEL 10

LEVEL 11

LEVEL 12

LEVEL 13

LEVEL 14

LEVEL 15

LEVEL 16 (impressions)

MAPS

 KEY

 LEVEL 1

 LEVEL 2

 LEVEL 3

 LEVEL 4

 LEVEL 5

 LEVEL 6

 LEVEL 7

 LEVEL 8

 LEVEL 9

 LEVEL 10

 LEVEL 11

 LEVEL 12

 LEVEL 13

 LEVEL 14

 LEVEL 15

VERSIONS AND CREDITS

+++++++++++++++++++++++++++

INTRODUCTION

 You control Mappy, a nightstick-wielding mouse who's a member of the
Micro Police and has the uniform to go with it.  He is hot on the trail
of Nyamco("Goro" in some versions,) the boss cat, and his "henchcats"
the Meowkies.  As the game begins Mappy is seen chasing Goro and three
Meowkies across the screen.  Then Mappy falls into the house, on a
trampoline, and onto a platform to the left.  A question mark appears
above his head.  Then the extremely catchy music starts as Mappy tries
to recover the loot--ten pieces per level--while avoiding the cats, who
can kill him in their own place.  He can open doors in their faces to
score more points, and if he catches them with a "microwave door" he can
score points and buy time into the bargain.  Meanwhile, catchy music
plays throughout in the background.  If you survive enough you get a
bonus round where even if Mappy falls through a trampoline he still gets
points.
 Trampolines are Mappy's main way to escape the cats, but bouncing on
one three times in a row causes Mappy to fall.  He can jump on a
platform quickly and back, fortunately, and he can even bounce off a
wall on the ascent if he is near the edge of the scrolling play fields.
Mappy's also a bit faster than the cats on later levels in the air, very
important because he is terrible on the ground.
 As the levels increase, more Meowkies appear, and they get faster than
Mappy, who could ditch that worthless nightstick for a bit of extra
speed but doesn't.  Later you get to climb into the attic, and the
"hurry" message that heralds new and faster cats kicks in sooner.  Every
four levels after the third, the bonus level heralds a change in gadgets
Mappy can use.
   3-6 : nothing new
  7-10 : bell drops on enemies and stuns them
 11-14 : flashing passage falls through, drops enemies down, reappears
as solid ground after a bit.
 After level 3, there is a 16-level cycle in gimmicks, bonus rounds,
etc., although the doors are differently placed.  I quit keeping track
of stuff around level 16, but there seem to be more doors at later
levels, which Mappy must try to use to his advantage as the cats get
quite fast.

DRAMATIS PERSONAE

 Mappy--"Micro Police" and our hero.  A mouse with a nightstick that
vanishes mysteriously when he jumps.  He also lands on his head and his
eyes roll about when he dies.
 Goro(Nyamco in some versions)--"Boss the Big Bit" which seems like a
mistranslation.  A red cat about as big as Mappy who likes to hide
behind treasures(he doesn't hide very well or very long) and jump out at
you, but he's not big on chasing you.  Sometimes he even takes a break.
Some example for his followers!  He hides behind a big balloon in bonus
rounds.  If you dispatch him with the microwave door he doubles your
point total.  He moves across platforms in a snakelike pattern and can
even go into the attic on levels 4-6.
 Meowkies--"Naughty folks" who are small purple cats.  They can follow
Mappy vindictively.  Because there are several of them, they can corner
Mappy.  They never hide and are constantly on the move.  They never
switch directions unless they have just landed on a platform.  When
chasing Mappy they can often be thrown off while on a trampoline.  They
get faster with each set of levels.

CONTROLS

 You may move left or right, and there is a button to open/slam doors
in the Meowkies' faces and stun them a bit.  The button will also close
doors but will not restore "microwave doors--" they will become normal
doors.  In addition, when you are jumping on a trampoline, moving left
or right makes an attempt to land.  If you run into a door or wall you
hit it and bounce back down.  This can be useful to throw off the cats,
who follow the same rules of movement, although they are controlled by
the computer.  There are two exceptions--if you bounce three times on a
trampoline, it will break and you will fall to your death if there is
not another trampoline below, but the cats are not affected that way.
Also, cats cannot open microwave doors, and you can open doors from
either side, although Mappy or the cats will be stunned and pushed back
if they use the handle.  If you open a microwave door a sound blast will
pick up the cats and drag them across the screen.  They'll come back
through the chimney over the middle platform.
 One big help is that you can call up a microwave door from the same
platform it's on.  This can save you if cats are chasing.  You can also
call regular doors a bit early as well.

SCORING

--extra men are awarded at 20000 and then every multiple of 70000.
--you get 10 points for bouncing on a trampoline.
--you get 50 points if you open the door in a cat's face, but none if
you open it in your face and stun the cat too.
--100 points for picking up a radio.
--200 points for picking up a TV.
--300 points for picking up a computer.
--400 points for picking up a picture.
--500 points for picking up a safe.
--200, 400, 800, 1200, 1600, 2000, or 3000 for catching 1, 2, 3, 4, 5, 6
or 7 cats with the microwave door.  The point total is doubled if Goro
is one of the cats caught, but he doesn't count toward the cat total.
Meowkies reappear in the top center and fall through the non-window in
the roof.
--there is a multiplier if you pick up two of the same item in a row.
For instance, if you pick up two TV's in a row, you get 200x2=400 for
the second, which flashes to indicate it would be a bonus to pick up.
If you pick up two pictures in a row next, you get 400x3=1200.  The
multiplier is reset to one if you lose a life, and if you had picked up
one item before you died, you cannot pick up a bonus for the other item.
--maximum item points=100*3+200*4+300*5+400*6+500*7=8500.
--you get 1000 points for catching Goro behind an item, but beware.  He
doesn't stay there very long, although you get a bit of a grace period.
On the bonus level:
--still 10 points for each trampoline, only they are not reset to green
after you stop jumping on them.  You need a serious reason to re-visit a
trampoline after bouncing left from it, though(the second balloon under
the trampoline.)
--200 for each balloon(tallied afterwards)
--2000 for touching Goro's balloon, which also ends the bonus round
--5000 bonus for a perfect round
--If you die, the bells and doors are not replaced, and you lose your
bonus multiplier.

STRATEGIES(GENERAL)

 You'll need to decide whether you are going for points or levels.  If
you are going for points, the best way to pick them up is to pick up the
stolen goods in order.  It is not really that inconvenient, and it's a
good way to develop a plan to outfox your opponents, whom you are
initially slightly faster than.  When you first start playing, it's a
bit risky to try to figure out which way Goro will go once he's been
behind an item.  But with some practice you should be able to catch him
just as he hides.  Of course you still want to keep track of the purple
cats, but this sort of thing adds excitement and total points to your
game.
 In any case, be sure to use the microwave doors to clear out cats.
Developing timing can be a big help.  Often opening the doors on
cats(doors always hit out on the side with the handle) can send them off
the platform and down, meaning you may not be able to catch them with a
microwave.  Also you may want to bounce off a wall or jump quickly on a
platform and off(to avoid trampoline breakage) in order to distract
Meowkies.  They will often follow the platform you just jumped on, and
they cannot change direction.  You can also catch cats as they are
bouncing on a trampoline above with the microwave.  It often nails cats
it doesn't look like it can.
 Don't panic if a Meowky looks like he's going to catch you.  If you're
close to the edge and you seem to touch(i.e. one of you is about to jump
off,) you'll often pass by.  Also remember that the Meowkies' main
weapon is to trap you from each side, so the more you can keep track of
them, the better.  What you really need to watch out for is when you are
overlapping a Meowkie and try to jump off.  He'll blanket you, and
you're dead meat.
 The painting is probably the easiest item to get the bonus multiplier
on, followed by the television, radio, computer and finally the
safe(each is on the opposite side of the board.)
 Note in general that there are four microwave doors per level, placed
two on each opposite side.
 Bouncing on trampolines, if you are about to break it, wait until you
are not overlapped by a cat, and bounce quickly off and on if you don't
think you can make it to the next trampoline over.  The trampoline will
be recharged and the cats may even walk off away from your trampoline,
although they will probably turn around quickly and bounce back on.  It
also seems cats can track you less accurately if you wait until the last
instant to jump onto a floor.  You can also throw them off by bouncing
off a wall at the last instant, although I'd rather bounce off a top
wall to give the cats more time to mess up.
 Take advantage of not having to be near the microwave doors to
activate them.
 One thing you do not want to do at the start of a level past #3 is to
veer left before it begins.  It seems the meowky detects this and runs
straight at you, resulting in a rather quick death.

LEVEL 1

 Three Meowkies challenge Mappy on this level and on level two.
 I prefer to go immediately left, jump on the trampoline, and pick up
the other television on the left.  I usually have to duck back right to
avoid a meowky, after which it is easy to pick up the radio below the
second TV.  Then pick up the other radio, and the rest should not be too
tough.  I recommend drawing the Meowkies all to the top(bouncing twice
on a trampoline seems to fool them) and then picking up the painting in
the lower left and waiting behind the microwave to get them before
jumping up to get the painting to the right.  In the meantime getting
the safes and the computer should not be too tricky.  You should try for
10000 points in each of the first two levels to consider yourself a
master of the early parts.  This will likely include hitting all the
cats with a microwave door or finding Goro behind a treasure.

LEVEL 2
 The strategy is very similar here, since the treasures are still all
in the same places.  The doors are moved around a bit, though, and the
two extra trampolines next to each wall seem to hamper your movement.
Bust them out if you can--the one on the left is particularly nasty,
since it may put you in a tight spot when you get the painting in the
lower left as the Meowkies will be hard to shake.  Still, starting off
the same way as level one(wait a bit first to take out a Meowkie) should
give you something to build on.  And if after picking up the second TV
you pick up the radio below it next, you will miss the Meowky below.
Then jump to the top right platform, open the microwave door, and bust
the trampoline to the right.

LEVEL 3(BONUS STAGE)
 This is a lot harder than the first two, since good timing is
required, and there are no second chances.  On the bright side you can't
lose a life.  I want to mention a few pitfalls and general tips below.

  Most of the balloons in the bonus stages appear in the same parts, so
the strategy is pretty similar each round, with a twist to pick up a
stray moved balloon or two.

1.  Never go back for a balloon if you miss it unless it will be very
easy.  Goro's balloon is worth 2000 bonus points and should become top
priority if you miss something.  On the first bonus round you can afford
to make mistakes, but not later.
2.  If you jump directly left from the lower left trampoline, you will
miss Goro's balloon.
3.  To break through a trampoline quickly, you should try to jump left a
lot if there is a wall to the west.  It's quicker than jumping right.
4.  For the quickest solution, you want to break all trampolines not at
the bottom level, if they have balloons below them.  This does not apply
in level 7+ where breaking a trampoline may take more time than going
back under and getting the balloon.  If there is a balloon above you,
then obviously you can lay off the controls and touch it.
5.  You'll be more likely to under-jump a balloon than over-jump it, but
there is a pretty good margin for error.
6.  The stage doesn't end with the last note of music.  You've got a
grace period, but abuse it and you may get stuck about a half-inch from
Goro.  A warning if you try to cram one more balloon it.
7.  Be sure not to break one of the bottom trampolines, since you'll
almost certainly lose some free points that way.

LEVEL 4

 Four meowkies enter the fray now.
 There is a solid floor beneath one trampoline which will kill
Mappy(the trampolines with trampolines beneath them can be broken,) and
the platforms are not as evenly divided.  It's a considerable jump up in
difficulty.  Watch the meowkie to the left.  Whichever way he runs,
you'll have an opportunity to go left and pick up the TV.  Then back
right and pick up the TV.  Try to use trampolines as that gives Mappy a
break from the cats' speed and even lets him edge out a bit.  The bottom
two and top two platforms are particularly harsh on him.  I include the
attic in this equation.  Note that meowkies nailed by the door now get
back into the action immediately as they are always dropped out of the
center of the attic.
 You seem to get kicked more by the door now, but fortunately you
aren't killed if you blast back into a cat.  It's tougher to pick up the
x6 bonus getting all five treasures in order but still possible.
 I don't recommend using the attic extensively, as you can't see
yourself too well up there, and there are no treasures.  Still I guess
it's fun to try.
 If you must go on one of the lower two levels for transport be sure 1)
to use the microwave doors and 2) to make sure no-one's behind you.
 You can still probably get 10000 points per level here although
following Goro is a bit of a task.

LEVEL 5

 Few strategies altered from level 4, although again you may want to
pick up the two TV's quickly.

LEVEL 6

 See above.

LEVEL 7

 There's a slight wrinkle here compared to level 3.  The second area
where you have a balloon under a trampoline is a bit tricky.  You can't
quickly bounce left a bunch, fall through, and pick it up, so do the
following.  Bounce left to pick up the balloon in the
intersection(timing is critical here but not too tough.  Still you can
miss it) and then bounce back right and when you have the balloon,
bounce left and continue as you did in level 3.
 This is tough to get the hang of and you may not get through it the
first few times, but keep working at it.

LEVEL 8

 Five cats now.
 I found levels 8-10, especially level 8, to be a break compared to 4-
6.  You actually have a way to neutralize the cats.  The bells drop down
on them.  Goro's a bit tougher to nail since he has the predetermined
pattern that means he won't follow you, but he's worth more.  If there
are not enough monsters under the bell and you are about to reach it,
bounce off the wall so as not to waste it.  I consider nailing three
cats to be okay, but four is what you'd like to search for.  The time
gained is much more important than the points amassed.  You may want to
break the top two of the middle trampolines to make back-and-forth
moving easier.  Cats will lose more time this way.  The nastiest item to
pick up is the computer at the bottom.  You may wish to nail the cats
with the bell before picking this one up.

LEVEL 9

 That trampoline changed to a floor is nasty to deal with.  It makes
getting the television harder(you may want to use one bell to get the
computer in the middle, one for the TV, or maybe you can get lucky with
the microwave door to the right) and going through the center to get the
painting may require some lucky bouncing as well.

LEVEL 10

 With one less door this is slightly tougher than level 9.  But the
similar strategies apply here, although "HURRY" seems to be coming
rather quickly now.

LEVEL 11

 Follow the pattern for level seven, but ignore the balloons in the
leftmost column.  That's right, Goro bounces all the way up through the
trampoline and knocks them out for you.  Remember not to bounce left
immediately to get him when you're at the next-leftmost trampoline, or
you'll fall off the board.

LEVEL 12

 That floor above you is really nasty, isn't it?  It breaks up where
you are allowed to go to start.
 In my opinion it is now nearly impossible to get all the treasures in
order to get the x6 bonus at the end.  It's actually tough enough just
to get out of the gate.  Quick right, up, quick left, and get to the
microwave door.  You probably won't be able to go left after you open
it, but you should be able to go back right, get the safe, go up and
right and around as you have bought a little time and should make it
past the falling floor with the door to protect you on the left.  The
microwave door in the upper left can help you pick up the safe if used
as a defensive measure.  If you just want to get through the level, I'd
leave the bottom right for last.

LEVEL 13

 The extra trampoline here may make your life a bit easier, but that
door in the opper right doesn't.  Your previous route of escape has been
blocked, and now a better option may be to open the microwave door to
the left.  You also might want to pick up the safe early although there
is a risk a meowky will jump on the platform just after the floor re-
appears.  Fortunately many items are close to trampolines and the top,
which may look daunting, has two microwave doors to help you get those
treasures.

LEVEL 14

 Uh-oh.  There's no regular doors to be seen anywhere.  Level 12's
strategy should work here, and at least the microwave doors are somewhat
useful to clear the top.

LEVEL 15

 This bonus level is a lot like level 11 only Goro winds up in a
different place.  Follow the strategy for 11, but this time, ignore the
second-left balloons and get the ones on the left.  Goro bounces right
to finish the job for you.

LEVEL 16

 Now you are almost back to the beginning although there is a small
detail.  The roof is painted blue, not red.  Note that the roofs are in
general painted blue/red/green for any set of three scenes after a bonus
round.  There was no blue to start out for levels 1-2.

MAPS

 KEY

C=computer, P=picture, R=radio, S=safe, T=television.
-=trampoline
X=platform
>=door with handle facing right
<=door with handle facing left
} =microwave door with handle facing right
{=microwave door with handle facing left
! = treacherous floor(levels 12-14)
B=balloon(bonus level)
b=balloon Goro pops if he bounces(bonus level)
Each level seems to have ten doors, four being microwaves, and ten
items.  On your death the open doors are reset to plain doors.

 The first couple of levels are easy to draw at a cut-down size, so I
did so.  However after them I did not make such small maps even though
the levels are the same size.

 LEVEL 1
 C>           {R
XXXXX XXXXX XXXXX
  }    P>
XXXXX XXXXX XXXXX
 S       T    <S
XXXXX XXXXX XXXXX
  >    R<
XXXXX XXXXX XXXXX
              {
XXXXX XXXXX XXXXX
P }     < C    T
-XXXXX-XXXXX-XXXXX-

 LEVEL 2
"Innovations:"  non-microwave doors may be on the edge, blocking Mappy's
attempts to jump.  Trampolines are not all on the bottom.
>C            {R
XXXXX XXXXX XXXXX
       P  <
XXXXX XXXXX XXXXX-
 S}     {T     S
XXXXX XXXXX XXXXX
  >    R     >
-XXXXX XXXXX XXXXX

XXXXX XXXXX XXXXX
P }     > C   {T
-XXXXX-XXXXX-XXXXX-

 LEVEL 3

+-+-+-+-+-+-+-+-+-+
|B|B| |B|B| |B| |B|
|B| |B| | |B| |B| |
|   | | |   | |   |
|   | | |   | |   |
|~| | B |     | |~|
| | | |   |~| B |B|
|   |~| B  B|   | |
|     | | | | |   |
|~|~|~|~|~|~|~|~|~|

 LEVEL 4

"Innovations:"  fewer doors overall.  Long stretches of platform which
are very dangerous to Mappy because the cats are faster.  Roof now has
12 closed windows.  Watch for the trampolines not on the bottom--break
them and die.

   C}                  < R
 XXXXXXXXXXXX  XXXXXXXXXXXX
 >         P            {
 XXXXX  XXXXX--XXXXX  XXXXX
  S            T         S
 XXXXX  XXXXXXXXXXXX  XXXXX
            R
 XXXXX--XXXXX  XXXXX--XXXXX
                        {
 XXXXXXXXXXXX  XXXXXXXXXXXX
  P }           C     T<
--XXXXXXXXXXXX--XXXXXXXXXXXX--

 LEVEL 5

 No innovations here, but notice the different door placement.  There's
also one more door here than in level 4, a slight advantage for you.

   C   >                 R
 XXXXXXXXXXXX  XXXXXXXXXXXX
   }       P            {
 XXXXX  XXXXX--XXXXX  XXXXX
  S            T         S
 XXXXX  XXXXXXXXXXXX  XXXXX
 >          R             <
 XXXXX--XXXXX  XXXXX--XXXXX
   }                    {
 XXXXXXXXXXXX  XXXXXXXXXXXX
  P    <        C     T<
--XXXXXXXXXXXX--XXXXXXXXXXXX--

 LEVEL 6

 Another extra door from level 5.

   C}                  < R
 XXXXXXXXXXXX  XXXXXXXXXXXX
 >         P            { <
 XXXXX  XXXXX--XXXXX  XXXXX
  S            T        <S
 XXXXX  XXXXXXXXXXXX  XXXXX
            R
 XXXXX--XXXXX  XXXXX--XXXXX
                        {
 XXXXXXXXXXXX  XXXXXXXXXXXX
  P }           C>    T<
--XXXXXXXXXXXX--XXXXXXXXXXXX--

 LEVEL 7

+-+-+-+-+-+-+-+-+-+
|B|B| | |B| |B| |B|
| | |B| | |B| |B| |
|  B| | |   | |   |
|   | | | B | |   |
|~| |   |     | |~|
| | | |   |~| B |B|
|   |~| B  B|   | |
|    B| | | | |   |
|~|~|~|~|~|~|~|~|~|

 LEVEL 8

"Innovations:"  You can actually see yourself a bit better across the
attic, at least near the edges.  Also meowkies can't fall through the
hole at the top center so they have to walk a bit before really entering
the action.  Note that there are bells at the top left and right.

   C                    <R
 XXXXX  XXXXXXXXXXXX  XXXXX
 >         P              <
 XXXXX  XXXXX--XXXXX  XXXXX
  S>           T        {S
 XXXXX  XXXXX--XXXXX  XXXXX
   }        R           >
 XXXXX  XXXXX--XXXXX  XXXXX
          }
 XXXXX  XXXXXXXXXXXX  XXXXX
  P}            C     T <
 XXXXX  XXXXXXXXXXXX  XXXXX

 LEVEL 9

"Innovations:"  Watch for the one middle trampoline that is now changed
to a floor.

   C                    {R
 XXXXX  XXXXXXXXXXXX  XXXXX
           P            }
 XXXXX  XXXXX--XXXXX  XXXXX
  S>           T        {S
 XXXXX  XXXXXXXXXXXX  XXXXX
            R
 XXXXX  XXXXX--XXXXX  XXXXX
 >         {            >
 XXXXX  XXXXXXXXXXXX  XXXXX
  P}         <  C     T
 XXXXX  XXXXXXXXXXXX  XXXXX

 LEVEL 10

   C                    <R
 XXXXX  XXXXXXXXXXXX  XXXXX
   {       P            {
 XXXXX  XXXXX--XXXXX  XXXXX
  S>           T        {S
 XXXXX  XXXXXXXXXXXX  XXXXX
            R           >
 XXXXX  XXXXX--XXXXX  XXXXX
 >         {
 XXXXX  XXXXXXXXXXXX  XXXXX
  P          {  C     T
 XXXXX  XXXXXXXXXXXX  XXXXX

 LEVEL 11

+-+-+-+-+-+-+-+-+-+
|b|B| | |B| |B| |B|
| | |B| | |B| |B| |
|  B| | |   | |   |
|   | | | B | |   |
|~| | B |     | |~|
| | | |   |~|   |B|
|   |~| B  B|   | |
|    B| | | | |   |
|~|~|~|~|~|~|~|~|~|

 LEVEL 12

"Innovations:"  the pointy varied roof with the different winows is cute
here, isn't it?  I don't recommend getting up there, though, as it's
probably a quick death.  There are also flashing floors that you can
walk over.  They are replaced with normal floors after they fall, but
anything trying to walk over falls down a level.  You're killed, the
meowkies are stunned.  There are also floors at the edge.  This level's
tough to get around.  Doors are also getting a bit scarce right about
now.

   C}            <       R
 XXXXXXXXXXXX  XXXX!XXXXXXX
          P      }
--XXXX  XXXXXX  XXXXXX  XXXX--
  S       {    T         S
XXXXXX  XXXXXX  XXXXXX  XXXXXX
            R    >
 X!XX  XXXXXX  XXXXXX  XXXX

 XXXX--XXXXXX  XXXXXX--XXXX
  P       }     C>    T
--XXXXXXXXXXXX  XXXXXXXXXXXX--

 LEVEL 13

"Innovations:"  none, although this level may be slightly easier as the
flashing floor allows easier access to the right safe.

   C    }              { R
 XXXXXXXXXXXX  XXXXXXXXXXXX
          P         <
--XXXX  XXXXXX  XXXXXX  XXXX--
  S    >       T         S
XXXXXX  XX!XXX  XXXXXX  !XXXXX
 >          R    }
 XXXX  XXXXXX  XXXXXX  XXXX

 XXXX--XXXXXX  XXXXXX--XXXX
  P       {     C>    T
--XXXXXXXXXXXX  XXXXXXXXXXXX--

 LEVEL 14

"Innovations:"  No doors whatsoever.  Darned near impossible level.

   C      }      }       R
 XXXXXXXXXXXX  XXXXXXXXXXXX
          P
--XXXX  XXXXXX  XXX!XX  XXXX--
  S            T         S
XXXXX!  XXXXXX  XXXXXX  XXXXXX
            R    }
 XXXX  XXXXXX  XXXXXX  XXXX
          {
 XXXX--XXXXXX  XXXXXX--XXXX
  P             C     T
--XXXXXXXXXXXX  XXXXXXXXXXXX--

 LEVEL 15

+-+-+-+-+-+-+-+-+-+
|B|b| |B|B| |B| |B|
| | |B| | |B| |B| |
|  B| | |   | |   |
|   | | | B | |   |
|~| |   |     | |~|
| | | |   |~|   |B|
|   |~| B  B|   | |
|    B| | | | |   |
|~|~|~|~|~|~|~|~|~|

+++++++++++++++++++++++++++++++++++

VERSIONS AND CREDITS

1.0.0 2/17/2002 completed through level 15(before looping begins) and
submitted complete version to GameFAQs with many strategy brush-ups as
well.
0.1.0 10/23/2000 sent to GameFAQs with first four levels information

Thanks to http://www.download.net/win95/3arcade_games95.shtml
...for a good link to download an executable Mappy!  NAMCO released
this for free as a promotion, so you can check this out with a free
conscience.  Too bad the game crashed after level 3.  It seems to have
been a trial version and cut the game off--some Japanese double-byte
characters popped up in a dialog box, which closed Mappy.
Thanks to rabid doctor for pointing out that this document(and the
review I wrote) had flaws, but no thanks for the tone of his e-mail,
which went in my trash bin.  Review revamp would've been quicker too.
Thanks to the sites [ethically] hosting this FAQ.
Thanks to NAMCO for a charming game.
Thanks to the MAME folks for the big cheats.