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    FAQ by BSulpher

    Version: 1.0 | Updated: 02/16/08 | Search Guide | Bookmark Guide

    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.
    

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