Player character
The controllable figure that draws lines around areas and avoids enemy contact.
Documented for this version
Joystick Up | Move upward along the grid |
|---|---|
Joystick Down | Move downward along the grid |
Joystick Left | Move left along the grid |
Joystick Right | Move right along the grid |
The arcade control layout is joystick-based.
No separate action-button input is documented for the core movement.
How it plays
Each stage presents a fixed maze of horizontal and vertical lines. The player moves continuously along the grid and completes an area by tracing its boundaries, gradually filling the screen with claimed territory.
Enemies patrol the maze and cost a life on contact. After a stage is cleared, the game advances to another layout and character theme. Bonus opportunities and temporary enemy vulnerability reward careful timing, but the central progression remains score-based and continues until the player loses all lives.
Plan your run
Prioritize routes that close a large area while leaving yourself an escape path. Avoid beginning a long edge trace when an enemy is approaching from either end.
Watch enemy patterns before committing to a turn, and use any temporary power-up immediately when it creates a safe opening. Short, controlled sections are usually safer than attempting the largest possible enclosure in one move.
Meet the cast
The controllable figure that draws lines around areas and avoids enemy contact.
Hazards that move along the maze routes and interfere with area completion.
Before you begin
Plan an exit before starting a long boundary.
Use completed sections to limit enemy approach routes.
Treat each life as a chance to learn the current patrol pattern.
Amidar is a 1981 arcade maze-action game developed and published by Konami. The player guides a character around a fixed grid, tracing the edges of enclosed areas and completing shapes while avoiding roaming enemies. Its presentation changes between stages: the player controls a gorilla in one round and a paint roller in another, giving the objectives a distinct visual identity without changing the basic rule of claiming territory. The game is built around short, repeatable attempts rather than a conventional story or inventory system. It became known for its compact route-planning challenge and for influencing later territory-claiming arcade designs. Success depends on reading enemy movement, choosing safe routes, and using temporary advantages at the right moment.
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