Decades
ago, I rented an NES game called Mappy Land, an intentionally cute
platformer about an athropomorphic mouse evading cats in a variety of
settings. In retrospect, I suspect this game wasn't all that good, but
it was one of the first platformers I ever played that wasn't Super
Mario Bros. Some years later, when I came into possession of a copy of
Microsoft Revenge of Arcade, I tried out Mappy, wrongly thinking this
was the same game, and quit once I realized that Mappy had only one
setting which would be repeated with variations in the stage layout.
Cutesy
aesthetic aside, Mappy plays like another variant on the Pac-Man
formula that Namco often returns to one way or another. You're a
policeman tasked with recovering stolen property from a gang of kittens;
your natural predators even though they're smaller than you. Mappy has
no sidearm, no pepper spray, no handcuffs, zipties, or cords, doesn't
use the little baton he carries, and has no means of detaining or
subduing the literal cat burglars. Except for slamming doors in their
faces.
The
big obvious difference between Mappy and Pac-Man is the perspective,
with Mappy taking on the format of the side-view platformer that was
becoming all the rage in the early 80's, though without any jumping or
ladders, verticality doesn't play quite as big a role here. Your only
means of ascending or descending floors are trampoline shafts throughout
the level, which also provide invulnerability from the Meowky gang
until you leave the shaft, which you must do before the trampoline
breaks.
Your
other means of defense are the doors, which can be opened and shut from
surprisingly far away, and can knock down pursuing cats if opened or
shut right into them. Later levels introduce bells at the top of the
trampoline shafts which can be knocked down the shaft, stunning any cats
there, though the stun is so short relative to the time it takes to do
this that it is more useful for scoring points than buying you time.
Certain doors also emit a shockwave that can blow multiple cats off the
screen, potentially scoring big points, especially if the gang boss Goro
is among them. Goro himself is actually the least dangerous cat, as
rather than pursuing you, he mostly just runs around and does his own
thing. Sometimes he hides behind objects, and if you can snatch them
very quickly (and unless you anticipate his move you probably can't),
it's worth 1000 points.
Further
bonus points can also be collected by recovering the loot in an optimal
sequence. Each level has two radios, two televisions, two computers,
two paintings, and two safes, and early on you will want to collect them
in that order; the loot is worth ascending values, and each pair you
collect in a row increases a multiplier. Done perfectly, the final safe,
worth 500 points normally, will be worth 3,000 points instead. Later
on, when the cats can outrun you and stage time limits are tight, you
probably want to focus on collecting the loot as quickly as possible,
but you'll still want to grab pairs when the opportunity presents
itself, and may want to save the safes for last if you can.
Mappy
also features bonus rounds challenging you to quickly pop all of the
balloons in a trampoline-filled level, finishing with a big one that
Goro hides behind for a bonus. I could never find a way to pop them all
in time, and learned to settle for popping most of them as long as I got
Goro in the end.
My
best attempt reached level 10 and scored almost 68,000 points. Around
this point I hit a wall, as I couldn't keep outmaneuvering the cats
reliably enough. I'd also, thanks to the scrolling format, get
blindsided by cats popping in from off-screen, which felt rather unfair.
GAB rating: Average.
Mappy's an okay time waster, looks great, and is perfectly functional
and deeper than it looks, but it gets monotonous pretty fast.
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