Mappy guide

How to Play Mappy

Mappy is easy to learn: you move left and right and use one button. Here are the rules of the NES (Famicom) version, how scoring works, and the habits that keep Mappy alive longer.

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The goal

You play Mappy, a police mouse. Cats have hidden ten stolen items around their mansion, and you clear a round by collecting all ten. The items come in five matching pairs: in the arcade original they're stereos, televisions, Mona Lisa paintings, computers and safes. Getting caught by a cat costs a life, and the game ends when you run out.

Mappy NES round 1: the mansion's floors with doors, trampolines in the gaps, stolen items and cats
Round 1 of Mappy on the Famicom/NES: floors, doors, trampolines in the gaps, and the stolen goods.

Controls

Keyboard controls for Mappy
ActionKeyboardNES button
Walk left / right← →D-pad
Steer while bouncing← →D-pad
Open / close a doorZA
Start game / pauseEnterStart
Select (title screen menu)VSelect
B buttonXB

On phones and tablets, touch controls appear after the game starts. Gamepads work too. Details are in the Mappy controls section on the game page.

Trampolines: moving between floors

The mansion has several floors, and the only way up or down is a trampoline in one of the gaps. Walk off the edge to drop onto it and you'll bounce. Hold left or right as you pass a floor to step off onto it.

Each trampoline changes colour every time you bounce on it without landing on a floor. If you bounce on the same trampoline four times in a row it breaks and you fall. Landing on any floor resets the count, so don't ride a trampoline longer than you need to.

Doors and microwave doors

Stand next to a door and press the A button (Z) to open or close it. Cats open and close doors too. A door opened into a nearby cat stuns it briefly, which is your main way out of a tight spot.

A rainbow-coloured microwave wave travelling along a floor after Mappy opens a flashing door
Opening a flashing door releases a microwave wave that carries cats away.

Flashing doors are special. When Mappy opens one it releases a wave that travels along the floor and carries away any cats in its path. Only Mappy can open a flashing door, and it turns into an ordinary door afterwards. Waiting until several cats are lined up earns more points.

The cats

  • Meowkies are the small pink cats that chase Mappy around the floors.
  • Goro (Nyamco in Japan) is the big boss cat. He sometimes hides behind one of the stolen items. Grabbing that item while he's there stuns him and pays a bonus.

If you take too long on a round, a warning plays, extra cats appear and everyone speeds up.

Scoring

  • Every stolen item scores points.
  • Collecting the two items of a pair one after the other boosts the score for the second item. Chaining several pairs in a row raises it further.
  • Cats caught in a microwave wave give bonus points, more for several at once.
  • Later rounds add bells hanging over trampolines. Knock one loose to drop it onto the cats below.

Bonus round

Every so often a bonus round replaces a normal one. Instead of collecting items, you bounce around popping balloons for extra points. It's also good practice for steering on the trampolines.

Mappy tips

  1. Plan your route before you jump. Clear one side of the mansion at a time instead of crossing back and forth.
  2. Land often. Touching any floor resets the trampoline count.
  3. Keep a door between you and the cats. Stand beside a closed door and open it as a cat walks up.
  4. Save flashing doors for groups. One wave can carry away several cats.
  5. Take pairs back to back when it's safe, but don't risk a life for a pair bonus.
  6. Don't stall. Waiting too long brings extra, faster cats.