
MAPPY
Chase · Trampolines · Mappy (Namco, 1983)
Bounce on the trampolines and win back what the cats stole.
Free play does not count for the leaderboard: it keeps your best on this device only. Today's challenge is one run per person.
HOW IT PLAYS
Mappy, the police mouse, recovers what the cats stole in their five-storey mansion: radio, TV, computer, painting and safe, two of each. He can't jump: to change floors he drops into a shaft, bounces on the trampoline at the bottom and, as he passes the floor he wants, presses to one side to step off. In mid-air nobody touches anybody; on a floor, a cat that catches you costs a life.
Each bounce in a row changes the trampoline's colour (green, blue, yellow, red) and the fourth one breaks it: get off before that, and stepping onto any floor turns it green again. Doors slam open with A and send any cats behind them flying; an open door blocks everyone and closes by itself after 12 seconds. The pink one, the microwave door, releases a wave that sweeps the whole floor. If a round runs past 75 seconds the bell rings (more cats, and faster), and at 105 the ghost comes down: it goes through everything and can catch you even in mid-air.
CONTROLS
Left and right to walk. In a shaft, hold one side and you step off at the first floor with ground on that side. A, one step from a door and facing it, slams it open; A again closes it.
On screen: BOUNCE, L/R TO EXIT A: DOORS
HOW POINTS ARE SCORED
TO SCORE MORE
· Collect the items in pairs: the second of a pair, taken right after the first, is worth double, and a round played that way tops 4,000. The icon in the score bar reminds you which one pays double now.
· Count your bounces: with the trampoline on red, the next one breaks it and you fall into the basement. Stepping onto any floor for a moment turns it green again.
· Cats bounce too, and one passing your floor jumps off towards you. As it lands it crouches for an instant and can't hurt you: that's your moment to step away or drop into the shaft yourself.
· Wait for the cats behind a closed door and open it when they're one step away: they go flying, stay dazed for four seconds and, if two or three go down in one slam, it's worth 200 or 400. Save the microwave door for when several are on that floor.
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