paleface [sys=PCB; cat=Platformer; reg=UC] |
| | Playing the arcade version of Mappy in MAME 0.267, on default DIP switch settings! ROM extracted and converted from "Namco Museum 50th Anniversary" for PS2 with scripts from https://github.com/arpruss/xsr It finally dawned on me just before I started recording that you don't have to pick up paired items in a particular item order to keep the score multiplier increasing, ie you can pick up both safes, then both TVs, or both TVs, then both radios, and you'll get an increased multiplier for the second pair either way. BUT if you want max points you would want to save the inherently higher-scoring items for last to maximize their multiplier payoff--so if you had the brain capacity you could go for them in order, like this one from the FAQ at https://gamefaqs.gamespot.com/arcade/583829-mappy/faqs/9304: ~~~ --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. ~~~ In practice I found I can only manage going for pairs--even just in any order--on about the first two levels; after that you have to take increasingly circuitous routes to avoid picking up other items when going for the second part of a pair, and particularly as the kittens are getting faster and faster, I just get myself killed trying to do it. : P Points vs Playthrough aspect aside, what's really getting to me about Mappy is all-too-quickly super-fast cats chasing me down from behind! They're like little pink velociraptors! Too scary! ;=ooo; And I hate the bonus stage(s). = P Gotta give Mappy-Land another go, though. ; D (Like, I think the levels kinda loop in that, too, but more in a eh playthrough-compatible way? I don't know, it'll probably not work out great. ; D) (Sega's second name attempt for their Mappy copycat game was "Flippy"--after "Busty" and before what they ended up going with: "Flicky.") |
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