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Amidar

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Amidar (1983) (Parker Bros) (PAL) [!].zip 2.94 KB Atari 2600
Action Parker Brothers / Konami Industry Co. Ltd. 1982 1 Joystick Cartridge 03/06/2006 02/05/2024 309 times

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jeu Amidar
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About game

Game Mechanics

Like in Pac-Man, the player is confronted with enemies who kill at least contact. The number and speed of the enemies gradually increase as the player moves from one level to another. At odd levels, the player controls a monkey (in some versions called " Copy") and must collect coconuts while avoiding head hunters (sometimes called "Police" and "Tef"). At the peer levels, the player controls a paint roll (named "Rustler") and must paint every point of the painting by avoiding characters in the shape of a pig (named "Cattle" and "Tef"). Each level is followed by a short bonus level.

Each time a rectangular part of the table is activated by the player (either by collecting all the surrounding coconuts, or by painting all the surrounding edges), the rectangle is colored while giving bonus points in the peer levels (in the odd levels, points are assigned for each coconut consumed). When the player paints the four corners of the table, it is briefly allowed to kill the enemies by touching them. The enemies thus killed fall to the bottom of the screen and resume their movements after a few moments.

The game controls are simply made up of a joystick and a Jump button (sauter in French) that can be used up to three times per level or per lifetime. Press the jump button does not blow the player but all the enemies, which allows the player to walk under them to avoid them.

Additional lives are obtained when the player reaches 50,000 points and then every 80,000 points up to a maximum of 930 000 points. After this threshold, the player can no longer earn lives from the game.

Movements of enemies

The enemies move in a deterministic way, which is described in the game as the "Amidar movement". Each normal type enemy moves vertically from the top to the bottom of the screen, then returns up and so on. By moving in a constant vertical direction, the enemy will perform all the horizontal turns available until it reaches the top or bottom of the grid. It will then continue to move to the left or right in the direction to which it faces, then make the first vertical turn available to return to the game board. This ensures that, even if the enemy movement can be predicted and avoided, there are no secure points in the grid where the player can stay still for too long.

Each level has a special enemy (the "Trace", of white color) which, at the beginning of each stage, simply patrols around the game board in the opposite direction of the hands of a watch. However, after a number of "turns", he will begin to continue the player tirelessly following the path taken by his avatar on the screen. Although the tracker cannot deviate from the exact route taken by the player, it does not reproduce his breaks, which means that hesitations or backwards of the player will eventually allow the "Trace" to catch him and kill him. Subsequent levels increase the difficulty by adding more complex gambling grids, more enemies and by reducing the time limit before the "Trace" begins the pursuit, until the pursuit begins only after a single round of table.

Differences between levels

In the peer levels where the player controls a paint roller, it can't get away too far from the rectangles already colored under pain of painting and having to return close to the colored surfaces to fill its reserve. When this happens, all painted lines that are not part of a colored rectangle disappear and must be repainted. Specifically, this means that the player must build his color squares around the starting point of the level (which always has a reserve of fresh paint) and distribute them to the outside rather than complete squares in any part of the game board, as is the case in odd levels. This also complicates the filling of rectangles located in the corners of the table and becoming invincible to kill enemies is not as easily feasible as in the odd levels.


Screenshot(s)

Image n° 1 - box : Amidar Image n° 2 - boxback : Amidar Image n° 3 - carts : Amidar Image n° 4 - cartstop : Amidar Image n° 5 - screenshots  : Amidar Image n° 6 - screenshots : Amidar Image n° 7 - titles : Amidar

Emulation Atari 2600

  • Type : Living room console
  • Manufacturer : Atari
  • Media : Cartridge
  • Emulators count : 23
  • ROMs count : 2447
  • BIOS count : 0
Emulation : Atari 2600

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