Mappy Arrangement/Gameplay

Controls

 * Joystick: Use the horizontal movements of the 8-way joysticks to direct Mappy (or Mapiko if you are 2P) left and right; the sticks' other six directions do not have any effect in this game and Galaga Arrangement and are only used for moving the Solvalou around the screen in Xevious Arrangement.
 * First Button: Use this button to make Mappy (or Mapiko, if you are 2P) open or close a door in front of him; when they are standing on a lever in the "down" position it can also be used to spring them up to the platform above. The second button has no effect in this game and Galaga Arrangement.
 * 1 or 2 Player Buttons: Push these buttons to start the game as Player 1 (Mappy, bottom) or Player 2 (Mapiko, top); both mice shall play identically.

Mappy and Mapiko
These brave Micro Police mice are the protagonists of the game; Player 1 controls the original blue-suited Mappy (left), while Player 2 controls his new, orange-suited, sunglasses-wearing partner Mapiko (right). As with the original Mappy, it's a solo mission, so they can't afford to make any arrests - just get in, grab the goods, and get out. Nyamco and his Mewky henchmen are, for a fifth and final time, not going to make it easy for them, but Mappy and Mapiko have those two tools from the original game at their disposal; trampolines and doors. If any of the cats catch Mappy or Mapiko, it will cost them a life, but they cannot be caught in mid-air - which means that while they are rising and falling above a trampoline, they are invulnerable to capture (except from the Gosenzo and Mecha-Nyamco). The other trick up Mappy and Mapiko's sleeve are the doors; as in the original game, there are two kinds of doors (regular and power). Only Mappy and Mapiko can open power doors, and when they do so, they will emit a microwave that travels to the edge of the screen, trapping any cats in its path along the way - and the total number of cats that are brushed off the screen by the microwave shall determine how many bonus points the mice earn. Regular doors do not emit microwaves, but they may still be used to Mappy and Mapiko's advantage; any time that they are in the way of one when it opens or closes they will be pushed back by the door. If they bump into any cats when they are pushed they will temporarily stun them, allowing them to walk past them harmlessly (however, this won't work with the Gosenzo, which will kill them on contact).

Nyamco
As in the original Mappy, this fat red cat does not attempt to stop Mappy and Mapiko as directly as his underlings do; he runs around the mansions in a snake-like fashion and tries to hide from the mice by hiding behind the stolen loot. If either mouse collects a piece of loot that Nyamco is hiding behind he will award him an extra 1000 points instead of killing him - otherwise, he is exactly the same as a Mewky. Nyamco is susceptible to the power doors' microwaves, and shall double the bonus points awarded if he gets captured in them; he can also be knocked back and stunned by an opening or closing door, as well as sprung up or slammed down to a platform above or below him by a lever (both of which also stun him for a short period of time).

Mewkies
All of these small pink cats look alike, with the exception of a new, fatter, sunglasses-wearing one displayed in the image to the right (who first appears on the fifth round); they're out to stop Mappy and Mapiko from reclaiming what they have stolen, and try to find a direct route to them. As in the original Mappy, they are rather easy to lead around the mansions, but you should not lose track of them for a moment or they may surprise you - and they can be stunned from getting knocked back by a door, temporarily removed from the mansions by a microwave emitted from a power door and sprung up or slammed down to a platform above or below them by a lever (that fatter one also trips over, allowing the mice to walk past him harmlessly).

Gosenzo
As in the original Mappy, the Gosenzo appears in the mansions some time after the "Hurry" warning appears on the screen; if it drops down onto a platform, it shall be stunned for a short period of time before it starts moving, but if it drops down onto a trampoline, it will start moving immediately. As mentioned above, it can kill Mappy and Mapiko in mid-air, so if it's falling down to a trampoline, do not get caught in the same column, or your mouse will be forced to lose a life - and it will also open the doors just like the cats, so you must finish the mansion and get out quickly. Mecha-Nyamco will also launch groups of five Gosenzo at Mappy and Mapiko in their fights against him (so they must stand somewhere where you know they shall not hit them).

Mecha-Nyamco
On the twelfth and twenty-fifth rounds, Mappy and Mapiko have to fight this enormous mechanical version of Nyamco with the rechargeable power doors on four of the platforms; once you have opened one (regardless of whether the microwave emitted by it hits Mecha-Nyamco or not), you shall immediately have to close it again to recharge it. As mentioned above, Mecha-Nyamco can kill Mappy and Mapiko in mid-air, as well as launch groups of five Gosenzo at them - and after four hits on Round 12 (twelve on Round 25), he shall glow red, and start flying faster. After nine hits on Round 12, he will explode and fly away off the right side of the screen, but after seventeen hits on Round 25, he will explode for a second time and disappear, ending the game (and the series); both times, he will award 10000 points to the mouse who delivered the final microwave.

The stolen loot
This is the stolen loot that the Mewkies stashed in their leader's mansions; as in the original Mappy, there are two of each item in every regular round. In addition to the number of points listed beneath each item, a special multiplier shall be applied to each score if the second instance of an item is retrieved immediately after the first (indicated by it flashing) - and for the first pair retrieved on a regular round, the second item's score gets multiplied by two. The second pair will be multiplied by three, the third pair by four, the fourth pair by five, and if all five items are collected in pairs, the score for the last item in the final pair is multiplied by six; therefore, it is advisable to save the safes for last, as 500 x 6 = 3000 (the highest value you can get from a single item).