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Amidar

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Amidar is a video game developed by Konami and released in arcades in 1981 by Stern . The 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. The game and its name have their roots in the Japanese lot drawing game Amidakuji . The bonus level in Amidar is a nearly exact replication of an Amidakuji game and the way the enemies move conform to the Amidakuji rules; this is referred to in the attract mode as "Amidar movement".

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17-575: Amidar was the first in the grid capture sub-genre of maze games and was highly cloned in arcades and for home systems. As in Pac-Man , the player is opposed by enemies who kill on contact. The enemies gradually expand in number as the player progresses from one level to the next, and their speed also increases. 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,

34-674: A copy-protected, self-booting disk for the IBM PC. The player controls "Rollo" while attempting to paint the entire maze and avoiding the "Brush Brothers". The arcade game Pepper II has a grid spread across four screens, while the grid in Triple Punch is wider than the screen and scrolls horizontally. There are two ROM sets for Amidar : a harder version distributed by Stern and an easier set created by Konami. According to Twin Galaxies , Scott Karasek, of Racine, Wisconsin, USA, scored

51-439: 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, as they can on the odd-numbered levels. This also makes filling the corner rectangles and becoming invincible more difficult. Amidar

68-501: A level is cleared or the player loses a life. Pressing the jump button does not cause the player to jump, but causes all the enemies to jump, enabling the player to walk under them. Extra lives can be earned at different point totals, depending on the set-up of the machine. 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

85-749: A specific subset of the overheard perspective. They're listed in a separate section. 1973 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1999 2003 2008 2009 2014 Differentiated from more diversified first-person party-based RPGs , dungeon crawlers , first-person shooters , and walking sims by their primary emphasis on navigation of largely abstracted maze environments often with little to no texture mapping or in-game objects and props. 1977 1978 1979 1980 1981 1982 1983 1984 1985 1987 1988 1989 1991 1993 1994 1995 1996 1998 2001 2017 This subgenre

102-587: A world record 3,208,870 points on the Stern ROM set on June 22, 1982. On the Konami ROM set, Todd Lamb reached 19,225,030 points in Kenosha, Wisconsin, USA, on October 1, 1983. List of maze video games#Grid capture games Maze game is a video game genre description first used by journalists during the 1980s to describe any game in which the entire playing field is a maze . Quick player action

119-486: Is exemplified by Namco 's Pac-Man (1980), where the goal is to clear a maze of dots while being pursued. Pac-Man spawned many sequels and clones which, in Japan, are often called "dot eat games". Some other maze chases don't feature dots, and the goal is to clear the maze of the pursuers themselves (e.g., Pengo , Guzzler , Jungler ). 1980 1981 1982 1983 1984 Froggo Froggo Games

136-421: Is required to escape monsters, outrace an opponent, or navigate the maze within a time limit. After the release of Namco's Pac-Man in 1980, many maze games followed its conventions of completing a level by traversing all paths and a way of temporarily turning the tables on pursuers. While the character in a maze would have a limited view, the player is able to see much or all of the maze. Maze chase games are

153-474: The Tracer begins pursuit, until eventually it gives chase after a single lap at the start of each stage. In the even-numbered levels where the player controls a paint roller, the roller 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

170-418: The movement of the enemies can be predicted and avoided, there are no safe points on the grid in which the player can stay still for too long. Each level has one special enemy (the "Tracer", colored white) which, at the start of each stage, simply patrols around the perimeter of the gameboard in an anti-clockwise direction. However, following a certain number of "laps", The Tracer will begin to relentlessly pursue

187-465: The odd levels, the player collects points for each coconut eaten. 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"). Enemies killed in this way fall to the bottom of the screen and revitalise themselves after a few moments. The game controls consist of a joystick and a single button labeled "Jump", which can be used up to three times, resetting after

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204-412: The player by following the path their on-screen avatar takes. While the Tracer cannot deviate from following the player's exact route, it does not mimic any pauses the player makes, meaning that hesitations or backtracking will eventually allow the Tracer to catch up and kill the player. Later levels increase the difficulty by adding more complex game grids, having more enemies, and reducing the delay before

221-424: The player controls a paint roller (labeled "Rustler") and must paint over each spot of the board while avoiding pigs (labeled "Cattle" and "Thief"). Each level is followed by 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; on the even levels, bonus points are awarded while on

238-408: 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 until they reach the top or bottom of the grid, where they will continue to move either left or right in the direction they are headed and then take the first vertical turn available to re-enter the game board. This ensures that, while

255-539: Was a video game company that published games for the Atari 2600 and Atari 7800 . Froggo Games incorporated in 1987 when the Atari 2600 and Atari 7800 were no longer popular systems, years after the release of the Nintendo Entertainment System . Most of their games were copies of releases from other companies, and they had a reputation for extremely poor quality. Four of the ten games on

272-524: Was ported by Parker Brothers to the Atari 2600 in 1982 and the Casio PV-1000 console in 1983. Gakken released a handheld version of Amidar in 1982. It was one of a series of three flip-top games with VFD screen and magnifying Fresnel lens . Numerous clones and spins on Amidar have been written. Time Runner is an Amidar -like game for the TRS-80, Atari 8-bit family, and C64. Kid Grid

289-643: Was published for the Atari 8-bit computers in 1982. Windmill Software produced Rollo and the Brush Brothers for IBM compatibles in 1983. Spiderdroid is a reskinning of the Atari 2600 version of Amidar published in 1987 by Froggo . Omidar was published by Profiteam/M&T for the C64 in 1987. Rollo and the Brush Bros. is a clone of Konami's arcade game Amidar published by Windmill software in 1984 as

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