Toypop: Strategy Guide
======================
Compiled by Alan Kwan
---------------------
Created 13 August 1997
Toypop is a 'dynamic puzzle' arcade game released
by Namco back in 1986. It has been included in Namco Museum #1
for the Playstation. This article is a stage-by-stage
strategy guide for the game.
Because of the assumed typical disposition of players
of this kind of games, this article does not deal with
the general, principle strategies and concepts of the game,
leaving such to the players. This article assumes possession
of such knowledge and skills by the reader, and serves
basically as a reference for the field contents
(stages) of the game. For your reference, this article
is intended for players who can clear stage 7 with 1 player,
or stage 14 with 2 players with reasonable consistency.
If you have not yet reached at least that level of expertise, this
article may still be useful to you, but it is also recommended
that you try to work out the general strategies for the game,
which I think would be of more help than knowledge of the
field contents, should you want to play this game well.
The data in this document has been collected by me myself,
and may be subject to errors and omissions. Please send
corrections, etc. to me (mailto:tarot@netvigator.com).
Scoring Table
-------------
soldier 10
car 20
tank 30
trump 40
robot 40
monkey 40
balloon 50
Wizard 5000
Witch 20000
weapon 20
special(7*) 20
power-up 20
heart 50
clothes 0
1UP 0
diamond 100 x 16
apple 100
candy 50
shortcake 100
donut 200
bamkuhen(?) 300
all clear 500
time 10 per sec.
Key
---
header: the enemy list displayed as you enter the stage
s : soldier
c : car
a : armored car (tank)
b : balloon
t : trump (card)
r : robot
m : monkey
W : Wizard
order: the actual order that enemies appear in the stage.
"..." indicates that the list may be incomplete. There may be errors.
clothes: whether you will find clothes in the stage.
hidden path: whether there are hidden paths in the stage.
"no" merely means that I have not found any yet.
end: my recommendations for the weapons to take into the next stage.
There may be errors and imperfections. "???" indicates that I am
not prescribing any specific recommendations, leaving it to the
players, probably because the decision is non-trivial.
"+" indicates added importance, and "-" indicates that
the weapon is not very important. If you are playing
1 player, until Box 20 the recommended weapon is the
one listed first (before the comma). There are no
recommendations for 1 player after Box 20: Toypop is basically
a 2 player game, and beyond that point the goings
are too hard with 1 player. Get a partner!
lack: weapons needed against some enemies in the stage,
but cannot be found in that stage.
Perfect: some advice on clearing the stage with the all clear
bonus (for defeating all enemies).
Safety: some advice on clearing the stage without the all
clear bonus, by grabbing the hearts and running for the
door while enemies are still alive in the stage.
Box 1
-----
header: sc order: scsc
clothes: no hidden path: no
end: tyre, tyre
Perfect: Easy. Grab a tyre, shoot everything, open all the
boxes, and get (almost) everything.
Box 2
-----
header: sca order: scas
clothes: no hidden path: no
end: bomb, tyre
Perfect: Rather easy, especially with 2 players.
Box 3
-----
header: sbc order: sbcsb
clothes: yes hidden path: no
end: tyre, (pin or tyre)
Perfect: Note that your shots can hit enemies even when
they are in a wall, and the balloons should not be too much
problem. You want to start the stage with a bomb,
so that you can find a pin quickly.
Box 4
-----
header: csbt order: csbtb
clothes: yes hidden path: no
end: - fire, fire
The first stage that is somewhat difficult. Safety
strategy is recommended for 1 player.
Perfect: Well, beware of time out. Start
the stage with a tyre and a pin.
Safety: Try to delay killing enemies by leaving boxes
and bottles as obstacles; as long as the weaker enemies
are intact, the stronger ones (balloons and trumps) won't
appear. If trying this with 2 players, you won't need
a pin, so start with two tyres.
Box 5
-----
header: atb order: ataba
clothes: no hidden path: no
end: + pin, + pin
Perfect: Beware of the Magic Stripping Hand.
Try to disclose all the boxes in the upper part of the
screen when you have the bomb.
Box 6
-----
header: bs order: bsbsbs
clothes: yes hidden path: yes
end: + 7 + * ; fire
Perfect: Fight all the balloons. Pick up the lone
fire at the end if feasible, but more important than that,
deploy the tornado or star shot. The balloons charge at you
directly right at the start, so it is best to enter the stage
with a pin or two.
Box 7
-----
header: Wstc order: Wstctc
clothes: no hidden path: yes
end: don't bother
Beware of the punches near the start.
Perfect: With the tornado or star shot, it should be rather easy.
Safety: If you don't have the tornado or star shot, just grab the
hearts and run. Use the teleportal wisely to evade enemies.
Box 9
-----
header: srb order: srsbrb
clothes: no hidden path: no
end: - bolt, - bolt
Perfect: It may be a bit tough at the beginning, because the bolt
cannot kill the soldiers. If you killed the Wizard in Box 7,
you should be getting your first 1UP in here.
Box 10
------
header: mt order: mtmt
clothes: no hidden path: no
end: - fire, fire
Perfect: Beware of time out.
Safety: When going to pick up the hearts at the
bottom of the screen while enemies are still around, try to
have the two players go together. Otherwise, enemies of
the wrong type often appear and trap you in a dead end.
Box 11
------
header: bts order: btsbtb
clothes: yes hidden path: yes
end: don't bother
Perfect: Though the enemies are rather strong, it's mostly standard fare.
The hidden path near the upper-left corner lets you short-cut the spiral.
Box 12
------
header: smr order: smrmrms
clothes: no hidden path: no
end: - bolt, (- wave or - bolt)
Perfect: Beware of time out. Go for safety clear if things get sticky.
Be flexible. Try to get most or all of the diamonds early: that is
easily worth more than the all clear bonus.
Box 13
------
header: cstm order: cstmst
clothes: no hidden path: no
end: tyre, tyre
Perfect: Many enemy types and fewer weapon items. How good are
your basic skills? Again, be flexible and go for safety clear
when it seems that you should.
Box 14
------
header: scb order: scbcsb
clothes: no hidden path: yes
end: ++ * + 7 ; + pin, pin
Perfect: There is so little time to do so many things: disclosing so
many boxes, getting two diamond boxes, and deploying the special
feature, in addition to the usual enemies and hearts. The hidden
paths in the upper left and right parts of the large heart shape
would help.
Box 15
------
header: Wbrmats order: Wbrmatbs
clothes: yes hidden path: yes
end: pin, bolt
Safety: First-timers are likely to be shocked when they see the header.
Without the use of the special feature, this stage is plain nightmare.
Even with the special feature, one should think about getting the
hearts after defeating the Wizard, or time may run out. There is
a hidden path in the upper center.
Perfect: If you get the star shot at the right timing, it may happen,
but primarily concentrate on safety clear and get the hearts as you
kill enemies. Be content with the Wizard bonus. The duration of the
tornado is too short.
Box 17
------
header: srbm order: srbmsbm
clothes: no hidden path: no
end: bolt, bolt
Perfect: Testing your basics, but enemies are rather fast.
There are no clothes from here until Box 23.
Box 18
------
header: rct order: rctrc
clothes: no hidden path: no
end: * ; tyre, tyre
Perfect: How good are your basics?
Box 19
------
header: cmartsb order: cmartsbs
clothes: no hidden path: no
end: bolt, + wave
Safety: All 7 enemy types! Don't think about points in here. In late
stages, the primary source of your points are diamonds and Wizards.
Box 20
------
header: srmcb order: srmcrmcb
clothes: no hidden path: no
end: - pin, pin
lack: wave
Perfect: Even with a second player wielding the wave, this stage
isn't easy.
Safety: Without the wave or special feature, this stage is quite tough.
Box 21
------
header: sab order: sabsabs
clothes: no hidden path: no
end: - pin, + pin
Perfect: Beware of the punches on the right, and blow away the Magic
Hand boxes with the bomb, and there should not be any problems,
especially with 2 players.
Box 22
------
header: rt order: rtrtr
clothes: no hidden path: no
end: 7* ; ???
Perfect: Should we hang on to the pin for Boxes 25 and 26, or should
we enjoy our time here and worry about those balloons later? You
don't want to start the stage with a bomb: you have more control
on terrain that way. Easy diamonds at the start.
Box 23
------
header: Wsrc order: Wsrcsrc
clothes: yes hidden path: no
end: ???, + pin
Don't commit suicide on the two time bombs right at the start!
This stage is not too hard. You won't find pins in this stage.
Box 25
------
header: crbs order: crcbrs
clothes: no hidden path: no
end: *7 ; bolt, ++ pin
lack: pin
Safety: If you don't have the pin, stun the balloons with the bolt.
Perfect: Start with pin and wheel.
Box 26
------
header: bmts order: bmtmbs
clothes: no hidden path: no
end: wave, fire
lack: pin
The balloons come charging at high speed right at the start.
Don't get killed before you can do anything! Come prepared.
Box 27
------
header: smtar order: smtamtrs
clothes: yes hidden path: no
end: fire, bomb
Box 28
------
header: tsab order: tsabta
clothes: no hidden path: no
end: + fire, + pin
Box 29
------
header: tsbc order: tsbctbt...
clothes: no hidden path: no
end: wave, tyre
lack: fire, pin
Do you have the right weapons to start with? There are only two tyres
in the stage.
Box 30
------
header: msrc order: msrcmrcr
clothes: no hidden path: no
end: + 7 + * ; pin, + bolt
Box 31
------
header: Wbr order: Wbr...
clothes: no hidden path: no
end: + pin, bomb
lack: bolt
Box 33
------
header: smbc order: smbcm
clothes: yes hidden path: no
end: tyre, wave
lack: pin
Box 34
------
header: cmartsb order: cmartsbs
clothes: no hidden path: no
end: bomb, (pin or bolt)
Safety: Much the same enemies as Box 19. The terrain is more open,
but the enemies are much faster.
Box 35
------
header: sab order: sabab
clothes: yes hidden path: no
end: bomb, (bomb or + bolt)
Perfect: A relatively easy stage in the late game. No bolts in
here, though.
Box 36
------
header: smacr order: smacrm...
clothes: no hidden path: yes
end: bomb, wave
lack: blot
Box 37
------
header: smartb order: smartbms
clothes: no hidden path: yes
end: fire, pin
The hidden paths are in much the same positions as last stage.
Box 38
------
header: tbcrm order: tbcrm
clothes: yes hidden path: no
end: + 7 + * ; ++ pin, fire
Box 39
------
header: Wsbtcmr order: Wsbtc...
clothes: no hidden path: no
end: bomb, + pin
lack: pin
Box 41
------
header: atcrbm order: atcrb...
clothes: no hidden path: no
end: ???
lack: pin
Safety: Which weapons should we take out of the stage? Normally,
we'll choose 2 out of tyre, wave, or bomb ...
Box 42
------
header: csm order: csmc
clothes: yes hidden path: no
end: don't bother
An easy stage, whether perfect or safety clear.
Box 43
------
header: tsrb order: tsr...
clothes: no hidden path: no
end: + bomb, + bomb
lack: fire, bolt, pin
Safety: This stage is not very hard to clear even with 1 player,
as long as you preserve the boxes as obstacles and don't make
the balloons appear. The bombs are helpful somewhat against
the Witch in the final battle.
There were three men walking down a beach when they found a lamp laying in the sand. They rubbed the lamp and out came a genie who said "I'll give each of you a wish." So the first guy says I want to be 10 times smarter, and then he started quoting Shakespeare. Not to be outdone the second guy said I want to be 100 times smarter and then he started doing calculus in his head. Well the third guy did not want to be outdone so he said I want to be a 1000 times smarter, and he turned into a woman. |
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