Arcade Video game published 38 years ago: Amidar © 1981 Konami. Amidar is an abstract arcade game in which players must 'colour in' all of the rectangles on the screen. Each level has a number of patrolling enemies called 'Amidars' that must be avoided but players are aided in their task with the inclusion of a JUMP button which, when used, causes all the on-screen enemies to jump, giving the player time to escape. There are only three 'jumps' given per level, however.

On odd-numbered levels, the player's character is a gorilla who eats coconuts; on even-numbered levels, it's a paint roller. The game's enemy Amidars are savages and pigs respectively. Whenever a rectangular portion of the board is cleared (either by collecting all surrounding coconuts, or painting all surrounding edges), the rectangle is coloured in and on the even levels, bonus points are awarded, while on the odd-numbered levels, points are awarded for each coconut eaten. If players manage to fill in all four corner rectangles of a board, they are briefly able to kill the enemies by touching them (similar to the 'Power-pill' from Namco's Pac-Man series). Enemies killed in this way fall to the bottom of the screen and recover after a few seconds. On the even-numbered paint roller levels, 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 that are not part of a filled rectangle will vanish and must be painted again.

This means that the player must build their completed squares around the starting point of the level and spread outwards, rather than completing squares on any part of the board as they can on the odd-numbered Gorilla levels. This makes filling in the corner rectangles to become invincible much more difficult. In between levels players are given the possibility of earning 5,000 bonus points. Here, an Amidar moves across the top of the screen, by pushing the jump button the Amidar traces a random path down towards the bottom of the screen. If the Amidar reaches a bunch of bananas, a bonus is awarded. TECHNICAL Game ID: GX337 Main CPU: Zilog Z80 (@ 3.072 Mhz) Sound CPU: Zilog Z80 (@ 1.78975 Mhz) Sound Chips: (2x) General Instrument AY8910 (@ 1.78975 Mhz) Players: 2 Control: 4-way joystick Buttons: 1 TRIVIA Amidar was released in October 1981.

Gmod npc camera tool mod. WeaponCrowbar will not be the same as weaponcrowbar.

Todd Lamb holds the official record for this game with 19,225,030 points. Re-releases: 'Amidar Re-Release' (1982) Licensed products: US Amidar (April 1982, Stern) IT Amidar (1982, Olympia) Unofficial products: Amigo (1982) UPDATES Japanese version: Worse attract mode and does not display the number of jumps left.

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Also higher scoring (20 points per coconut/segment). SCORING Collecting a coconut or painting a segment: 10 points.

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Filling in a box with the paintbrush: the score in the centre of the box - 100 to 700 points. Killing the Amidars and Tracer after filling in the corner boxes: 100 points, 200 points, 400 points, 800 points, 1,600 points, etc. 3,200 is the maximum on later levels (only in the Japanese version). Collecting the bonus banana on the interim level: 5,000 points. TIPS AND TRICKS. The Tracer always follows the outside edge and is easy to avoid. Try to ensure it is within range when you complete the fourth corner box of the maze, making it easy to kill.

The Amidars all have a set movement pattern, which is detailed by the 'Amidar movement' on the title screen. They only move in 4 ways:a) up/right b) up/left c) down/right d) down/left. They will follow their current pattern of movement (a, b, c or d) until they reach the edge of the maze when they move round the edge of the last box they contact and continue with their new pattern.

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Up/right to the top right of the maze, round the last box and then down/left to the bottom left corner. Mastering their pattern of movement is the key to success!.

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If all Amidars are close to the bottom of the screen on the coconuts level, they will take a while to make it to the top. Use this time to clear as much of the top area as you can. Remember you have three jumps available on each level so make use of them to get yourself out of a tight corner. Two quick jumps if used in succession will easily give you enough time to get well clear of any danger.PORTS. CONSOLES:Casio PV-1000 JP (1983). COMPUTERS:BBC B EU (1983) 'Crazy Tracer' by Acornsoft BBC B EU 'Crazy Painter' by Superior Software BBC Electron EU (1983) 'Crazy Tracer' by Acornsoft EU Sinclair ZX Spectrum (1983) 'Colour Clash' by Romik Software Sinclair ZX81 EU (1983) 'Damper' by Quicksilva EU Commodore C64 (1984) 'Rollin' by Atlantis Software.

Amidar Arcade Game

OTHERS:VFD portable game JP (1981) by Gakken. VFD portable game JP (19??) by CGL (Gakken clone). CONTRIBUTE Edit this entry: https://www.arcade-history.com/?&page=detail&id=80&o=2.

Released: 1981Genre: PuzzleFormat reviewed: ArcadePublisher: SternDeveloper: KonamiSubmitted by:In what other arcade game can you play the part of a paint roller being chased my evil pigs? None other that’s what. Just Amidar.In 1981 Stern/Konami launched this arcade game onto a public that was recovering from Pac-Man, launched in the previous year, and Amidar featured many similarities.In the first level, you play the a plucky Gorilla who must collect coconuts dotted around random shaped tiles, whilst avoiding the tribesmen patrolling the maze.

Eat all of the coconuts around a tile and the tile is coloured in. Colour in the corner tiles and (pacman style) you become invulnerable for a while. As an added defence mechanism, if you are trapped by a tribesman you can use one of three “jumps” to make him bounce over you.On the next levels it gets more weird, with you playing a paint roller who must evade murderous porkers whilst colouring in adjacent squares. Try to stray too far from your last coloured square and the paint runs out and you have to go back. This makes these even numbered levels a lot more tricky, with careful planning required to complete the stage.If that is not weird enough for you, in between levels there is a bonus stage which requires you to send a pig down one of a number of pathways, a bit like those kids puzzles in pizza restaurants, in order to pick up the bonus bananas and 5000 points. Surely this would be a bonus for a Gorilla, not a pig?On both levels the enemy behaviour is pretty predictable, with no “homing” in on the player, except for one character who will start to chase you after a certain time period has passed.