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Amidar - Wikipedia, the free encyclopedia

Amidar

From Wikipedia, the free encyclopedia

Amidar
Image:Amidar_screenshot.gif
Screenshot of Amidar
Developer(s) Konami
Publisher(s) Stern, Olympia (North America)
Release date(s) 1981
Genre(s) Maze
Mode(s) Up to 2 players, alternating turns
Platform(s) Arcade
Computers:
Atari ST, BBC B, BBC Electron, ZX Spectrum, Sinclair ZX81, Commodore C64
Consoles:
Atari 2600
Input 4-way joystick, 1 button
Arcade cabinet Upright
Arcade CPU(s) Z80 (@ 3.072 Mhz)
Arcade sound system(s) Sound CPU: Z80 (@ 1.78975 Mhz)
Sound chips: (2x) AY8910 (@ 1.78975 Mhz)
Arcade display Raster, 224 x 256 pixels (Vertical), 106 colors
Amidar may also refer to an Israeli government-operated housing firm.

Amidar is an idiosyncratic arcade game programmed by Konami, and published in 1981 by Stern. Its basic format is similar to that of Pac-Man: the player moves around a fixed rectilinear lattice, attempting to visit each location on the board while avoiding the enemies. When each spot has been visited, the player moves to the next level.

Contents

[edit] Gameplay

As in Pac-Man, the player is opposed by enemies who kill on contact. The enemies increase in number as the player advances from one level to the next, but do not increase in speed. Their speed is always matched exactly to that of the player.

On odd numbered levels, the player controls an ape (in some versions labeled "Copier"), and must collect coconuts while avoiding headhunters (labeled "Police" and "Thief"). On even numbered levels, the player controls a paint roller (labeled "Rustler"), and must paint over each spot of the board while avoiding pigs (labeled "Cattle" and "Thief"). After each even level is a short bonus stage.

Whenever a rectangular portion of the board is cleared (either by collecting all surrounding coconuts, or painting all surrounding edges), the rectangle is colored in, and bonus points are awarded. This leads to some comparisons with the popular and influential Qix, although the similarities between these games are superficial at best. When the player clears all four corners of the board, he is briefly empowered to kill the enemies by touching them (just as when Pac-Man uses a "power pill").

The game controls consist of a joystick and a single button labeled "Jump," which can be used up to three times per level. Pressing the jump button does not cause the player to jump, but causes the enemies to jump, enabling the player to walk under them.

[edit] Enemy movement

The enemies (and bonus stage pigs) in Amidar move deterministically, this is described in the game as "Amidar movement". Each normal-type enemy moves vertically from the top to the bottom of the screen, and then back to the top, and so on. While moving in a constant vertical direction, the enemy will take every horizontal turn available. Each level has one special enemy (the "Tracer", colored white) which, at the beginning of each stage, simply patrols around the perimeter of the gameboard in a clockwise direction. However, following a certain number of "laps", The Tracer will begin to relentlessly pursue the player by following the path the player takes around the level. Since the Tracer moves at the same speed as the player, but does not mimic any pauses or hesitations the player makes, Gameplay now becomes much more frantic, as too many mistakes and the Tracer will catch up to the player. Later levels increase difficulty by adding more complex game grids, more enemies, and by having the Tracer pursue the player after fewer and fewer laps until, eventually, It will give chase from the very beginning of each new level.

[edit] Level Differences

The Even numbered levels where the player controls a paintroller are made somewhat more difficult by the fact that the paintroller cannot move too far from grid rectangles that have already been filled without running out of paint and having to return to completed parts of the map to refresh its supply. When this happens, any painted lines which are not part of a filled rectangle will vanish and must be painted again. In practical terms, this means that the player must build their completed squares around the starting point of the level (Which always has a fresh supply of paint) and spread outwards, rather than completing squares in any part of the gameboard they please, as they can on the odd-numbered levels. This also makes filling the corner rectangles and becoming invincible much more difficult.

A simplified version of Amidar was released in 1983 for the Atari 2600.

[edit] External links

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