Episode 2 : Amidar Konami 1981
Welcome back to the brainstorm emporium gaming, this is episode two and I have a question for you. Did you ever have a dream where you are an ape picking up coconuts in a hurry while you are hunted by head hunters? What about being a paint roller having to paint rectangles while hunted by … pigs?? Well... if you answered yes to at least one of these questions Konami had the solution for you back in 1981 with Amidar...stay tuned.
Konami had the solution back in 1981 with Amidar.
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.
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 increase in number as the player advances from one level to the next, and their speed also increases.
On odd-numbered levels, the player controls an ape and must collect coconuts while avoiding headhunters. On even-numbered levels, the player controls a paint roller (labeled "Rustler") and must paint over each spot of the board while avoiding pigs. 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, and in the even levels, bonus points are awarded (In odd-numbered 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 to jump which can be used up to three times, resetting after 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 are given at 50,000 points, and per 80,000 scored up to 930,000; after that, no more lives.
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 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 game board they please, as they can on the odd-numbered levels. This also makes filling the corner rectangles and becoming invincible more difficult.
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Until the next… have fun.
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