Hry vydané v roce 1982
Even back in 1982, Microsoft's first release of Flight Simulator was advanced enough to meet FAA regulations, giving players full control of the instrument panel. The sim is loaded with features, configurable for any experience level, and includes more than 20 airports with varied terrain.
Telengard is a 1982 role-playing dungeon crawler video game developed by Daniel Lawrence and published by Avalon Hill. The player explores a dungeon, fights monsters with magic, and avoids traps in real time without any set mission other than surviving. Lawrence first wrote the game as DND, a 1976 version of Dungeons & Dragons for the DECsystem-10 mainframe computer. He continued to develop DND at Purdue University as a hobby, rewrote the game for the Commodore PET 2001 after 1978, and ported it to Apple II+, TRS-80, and Atari 800 platforms before Avalon Hill found the game at a convention and licensed it for distribution. Its Commodore 64 release was the most popular. Reviewers noted Telengard's similarity to Dungeons and Dragons. RPG historian Shannon Appelcline noted the game as one of the first professionally produced computer role-playing games, and Gamasutra's Barton considered Telengard consequential in what he deemed "The Silver Age" of computer role-playing games preceding the golden age of the late 1980s. Some of the game's dungeon features, such as altars, fountains, teleportation cubes, and thrones, were adopted by later games such as Tunnels of Doom.
Football Manager is a video game series published and developed by Addictive Games, the label set up by the game's creator Kevin Toms. The first game was released in 1982. It was then ported to most home computers during the 1980s and spawned several sequels: Football Manager 2 (1988) and Football Manager World Cup Edition (1990), both designed by Kevin Toms, and finally Football Manager 3 (1992), without Toms' involvement. Football Manager 3 sold poorly, and as a result the series came to an end. The series was claimed to have sold over a million copies by 1992. The game was to start a whole new genre of computer game, the football management simulation.
One of Kōei's first video games, Night Life (1982) was the first Japanese commercial erotic game to hit the market, featuring a series of sexually explicit images, and marketed as a tool to help couples enhance their sex life. An intercourse simulator and part of Kōei's Strawberry Porno series, Night Life is considered to be a precursor for the Bishōjo game genre. In-game, the player has a limited set of options, including determining the date of a woman's period, a choice of sex positions and the option of how much time to allocate to each one. The intercourse is then displayed on the screen through the 'Let's Fuck' option, and is non-interactive.
Donkey Kong Jr. (ドンキーコングJR., Donkī Kongu Junia) is a 1982 arcade-style platform video game by Nintendo. It first appeared in arcades, and, over the course of the 1980s, was later released for a variety of platforms, most notably the Nintendo Entertainment System. The second installment in the Donkey Kong arcade series. The game's title is written out as Donkey Kong Junior in the North American arcade version and various ports to non-Nintendo systems. Its eponymous star, Donkey Kong Jr., also called simply Junior or abbreviated as DK Jr., is trying to rescue his father Donkey Kong, who has been imprisoned. Donkey Kong's cage is guarded by Mario, in his only appearance as an antagonist in a Nintendo video game. This game is the sequel to the video game Donkey Kong, which featured Mario as the hero and Junior's father as the villain.
Front Line (フロントライン, Furonto Rain) is a military-themed run & gun shooter game released by Taito for arcades in 1982. It was one of the first video games to feature a ground combat theme and grenades, a precursor to many similarly-themed games of the mid to late 1980s. The original arcade version of Front Line consists of a joystick, a single button, and a rotary dial that can be pushed in like a button. The single button is used to throw grenades and to enter and exit tanks, while the rotary dial controls and fires the player's gun. The game was created by Tetsuya Sasaki. He was influenced by Space Invaders and Galaga. 1985's Ikari Warriors follows the conventions established by Front Line, including the vertically scrolling levels, entering/exiting tanks, and not dying when an occupied tank is destroyed.
You are in defense of your buildings which have come under attack by android commando raiders. Without warning they appear, intent on capturing your buildings and destroying your gun emplacement. First the troop carrying helicopters fly in dropping android paratroopers to test your defenses. Soon the sky is filled with fluttering helicopters and wave after wave of android paratroopers. They must be destroyed! Each paratrooper allowed to land on a building destroys a portion of that building. If three paratroopers land on a building. It will be totally destroyed and must be considered under commando control. Worse still, the androids can now tunnel towards your gun emplacement. Each paratrooper who lands on that building expands the tunnel. If they are not stopped, they will plant an explosive charge under the gun. In the midst of the battle, an aircraft may appear. It will drop a devastating bomb which can destroy all buildings and the gun emplacement. You must shoot it down or at least shoot the bomb it drops. If you miss, its back to basic training!
E.T. the Extra-Terrestrial (also referred to simply as E.T.) is a 1982 adventure video game developed and published by Atari, Inc. for the Atari 2600 video game console. It is based on the film of the same name, and was designed by Howard Scott Warshaw. The objective of the game is to guide the eponymous character through various screens in a cubic world to collect three pieces of an interplanetary telephone that will allow him to contact his home planet. Warshaw intended the game to be an innovative adaptation of the film, and Atari thought it would achieve high sales figures based on its connection with the film, which was extremely popular throughout the world. Negotiations to secure the rights to make the game ended in late July 1982, giving Warshaw only 5 and a half weeks to develop the game in time for the 1982 Christmas season. The final release was critically panned, with nearly every aspect of the game facing heavy criticism. E.T. is often cited as one of the worst video games of all time and one of the biggest commercial failures in video game history. It is considered to be one of the most significant titles in the history of video games, as it is cited as a major contributing factor to the video game industry crash of 1983, and has been frequently referenced and mocked in popular culture in the years since its release, often being used as a cautionary tale about the dangers of rushed game development and studio interference. Reports from 1983 gave way to urban legend stating that as a result of overproduction and returns, millions of unsold cartridges were buried in an Alamogordo, New Mexico landfill. In 2013, plans were revealed to conduct an excavation to determine the accuracy of reports about the burial, and in April of the following year, the diggers confirmed that the Alamogordo burial did include E.T. cartridges among other titles. James Heller, the former Atari manager who was in charge of the original burial, was also on hand at the excavation and revealed to the Associated Press that 728,000 cartridges of various titles were buried.
Gravitar is a color vector graphics arcade game released by Atari, Inc. in 1982. The player controls a small blue spacecraft in a fictional solar system with several planets to explore. If the player moves his ship into a planet, he will be taken to a side-view landscape. Unlike many other shooting games, gravity plays a fair part in Gravitar: the ship will be pulled slowly to the deadly star in the overworld, and downward in the side-view levels. In the side-view levels, the player has to destroy red bunkers that shoot constantly, and can also use the tractor beam to pick up blue fuel tanks. Once all of the bunkers are destroyed, the planet will blow up, and the player will earn a bonus. Once all planets are destroyed, the player will move onto another solar system.
Paratrooper is a single screen arcade action game where the player controls a stationary machine gun turret trying to shoot down all incoming enemies. The turret has unlimited ammo but a limited angle of fire (up to 90 degrees left and right). At first, helicopters start appearing from both sides of the screen's upper part. Paratroopers are jumping down from those helicopters; if four or more of them touch the ground, they will form a human ladder, climb up to the turret, and destroy it. To avoid that, the player has to shoot either the paratroopers themselves or their parachutes - for different effects but the same results. After the player has withstood several waves of helicopters, bomber planes start appearing. These planes shoot bombs directly at the turret, which do not miss and destroy it right away. To counter that, the player can either eliminate the plane before it has the chance to drop the bomb, or destroy the bomb itself in mid-air. Shooting bombs scores the most points (50). Surviving this stage effectively puts the game on an indefinite loop, with more helicopter and bomber plane stages alternating with increased difficulty. There are no continues and the player has to start over if the turret was destroyed.
Players attempt to shoot demons in a "cosmic carnival" and then pick up the diamonds left behind by them, while dodging shots from enemy skulls. The player operates a laser base at the bottom of a multi-row playfield, using the paddle controller to move it from side to side and the controller's action button to fire a laser beam vertically up the playfield. The player can control how far onto the playfield the beam advances by releasing the button at the desired height. The player receives one point for each demon and ten points for each diamond successfully shot. Points are multiplied by the distance from the base to the target. For example, a demon shot one row above the player is worth one point, while a demon shot four rows above the player is worth four points. In multiplayer mode, the second player operates a laser base at the top of the screen, firing from top to bottom. Again, the second player must shoot demons that match the color of its gun in order to produce diamonds. However, diamonds may be shot by either player. Also, skulls are capable of shooting both up and down the playfield. In select variations of the game, the players can shoot their opponent's laser gun in order to deplete their stock of extra lives. In both single and multiplayer versions, players begin with five lives. One life is lost when the player's laser base is hit by a laser beam fired by a skull or by an opponent, depending on the game variation being played. The game ends when all lives are lost; in multiplayer versions, the surviving player receives a bonus for each life remaining.
Sneak'n Peek is played in and around a spooky old house with a large yard and three weird rooms. Each room, including the yard, is a separate scene: - a living room - a pink bedroom - a blue bedroom - the yard Each scene contains up to five hiding places. That makes a total of twenty hiding locations. Some of them are in really strange places, and some of the locations can change depending on the level you select. GAME 1: One Player Game - Fixed Hiding Places - Computer Hides GAME 2: Two Player Game - Fixed Hiding Places - Players Both Hide GAME 3: Two Player Game - Variable Hiding Places* - Players Both Hide GAME 4: Two Player Game - Fixed Hiding Places - Computer Hides * Game 3 fixed hiding places and 2 variable hiding places. The 2 variable hiding places can change from their standard positions to new positions in the same scene. They change every time a player enters the scene to hide.
The game is based on the 1966 movie of the same name. The player controls a miniaturized submarine which is injected into the bloodstream of a gravely ill person. Your task is to destroy blood clots which are clogging the arteries in order to keep the patient alive. If you fail to do so or crash your submarine the game is over. While voyaging throughh the body you have to destroy other enemies such as bacteria. However, you should not destroy the blood cells lest the patient dies.
Adventures of Tron is an action game produced by Mattel in 1982 and the Mattel Intellivision/Atari 2600 version of the coin-operated arcade video game by the same name. It is based on the Disney film Tron.
M.U.L.E. is a seminal multiplayer video game originally written for the Atari 8-bit family by Ozark Softscape and published in 1983 by Electronic Arts. It was later ported to the Commodore 64, Nintendo Entertainment System, and IBM PCjr Japanese versions also exist for the PC-8801, the Sharp X1, and MSX 2 computers. While it plays like a strategy game, it incorporates aspects that simulate economics.
Haunted House is an Atari 2600 video game, first released in February 1982, in which the player (represented by a pair of eyes) must navigate the haunted mansion of the late Zachary Graves to recover the three pieces of an urn. The game has been identified as one of the earliest examples of the survival horror genre by a GameSpy article.
Ultima II: The Revenge of the Enchantress, released on August 24, 1982 for the Apple II (USCO# PA-317-502), is the second role-playing video game in the Ultima series, and the second installment in Ultima's "Age of Darkness" trilogy. It was also the only official Ultima game published by Sierra On-Line. Controversy with Sierra over royalties for the PC port of this game led the series creator Richard Garriott to start his own company, Origin Systems. The plot of Ultima II revolves around the evil enchantress Minax, taking over the world and exacting revenge on the player for the player's defeat of Mondain in Ultima. The player travels through time to acquire the means to defeat Minax and restore the world to peace. Ultima II has a larger game world than Ultima I, and hosts advances in graphics and in gameplay.
Millipede is a 1982 arcade game by Atari, Inc. and is the sequel to the arcade hit, Centipede, with more gameplay variety and a wider array of insects than the original. The objective is to score as many points as possible by destroying all segments of the millipede as it moves toward the bottom of the screen, as well as destroying and avoiding other enemies. The game is played with a trackball and a single fire button, which can be held down for rapid-fire. The game is over when the player's last life is lost. Millipede was ported to the Atari 2600, Atari 8-bit family, Atari ST, and later the Nintendo Entertainment System.
Fort Apocalypse is a 2D multi-directional scroller where the player navigates an underground prison in a helicopter, destroying or avoiding enemies while rescuing the prisoners.
The Pit is a 1982 action/strategy video game developed by AW Electronics, published by Centuri in the United States, Taito in Japan, and Zilec/Zenitone in the UK. The objective of The Pit is to descend into an underground labyrinth, retrieve a gem, and escape. A game similar to The Pit programmed by Chris Gray inspired Peter Liepa to create Boulder Dash
In the game the player pilots a starfighter, with the purpose of destroying a number of enemy ships before they destroy four friendly starbases. Gameplay is presented mostly in first person cockpit view, which is achieved with surprisingly good effect given the 2600's primitive graphics capabilities. The starfighter carries laser weapons, shields, and a faster-than-light drive. The fighter also carries a limited energy supply, which is drained by firing the lasers, being hit by enemy fire, warping, or simply flying around. If the ship's energy drops to zero it is destroyed, and the game ends. Enemy fire can knock out the fighter's subsystems (such as weapons) on top of draining energy. The game "universe" is a square-shaped galaxy mapped into a grid of 36 sectors. Each sector can be home to some enemy ships, a starbase, both, or nothing. The player "warps" the fighter to a sector to engage enemy ships; once they are all destroyed, the player moves on to another. The player can also warp to a sector with a starbase, and dock with it (a rather tricky process) to replenish energy and repair damaged subsystems. Enemy ships in turn maneuver through the galaxy as they home in to destroy the starbases. The game is won when all enemy ships are destroyed, or lost if either the player's fighter or all four starbases are destroyed.
You control a Smurf who is off on an action-packed rescue mission! Gargamel has captured Smurfette, taken her to his castle and imprisoned her! You'll direct Smurf through all sorts of dangerous situations on his way to save her. Will Smurf rescue Smurfette or will she remain imprisoned?
You control a small plane and have to fly slalom around a preset amount of pylons. You have to pass the red pylons on the right side and the blue ones on the left side. Missing a pylon will result in a three second penalty. Flying into the pylons, trees or hot-air balloons will cost you time as well. There are five different game modes: The first four game modes only differ in terms of the number of pylons you have to pass (25, 50, 75, 99). In th fifth game mode you still have to pass 99 pylons but they are placed along the course randomly. You can also change the difficulty level from easy to hard which will place obstacles like trees either directly in your line of flight or out of your way.
Defeat the Dracon Armada in challenging, realistic battle action. Featuring a real-time clock, energy indicator, Alien proximity indicator, torpedo status indicator, combat-range scanner, torpedo target-lock, Dracon fighter ships, shield status indicator, message display.
In order to save Earth's future you are given a time machine enabling you to travel into several time periods of the distant past where you meet famous people like Robin Hood, Christopher Columbos or Cleopatra who will help you to change Earth's destiny.
This Kaboom!-clone takes place in an airport. Instead of catching bombs before they hit the ground you have to catch suitacses which are thrown from a luggage carrousel gone haywire. The games becomes progressively harder as more and more suitcases are hurled towards the ground. In addition to that you can chose between two difficulty levels which let you control one or two baggage handlers. You should also watch out for suitcases containing bombs - failing to catch those results in instant death.
Karate is a video game for the Atari 2600 originally published by Ultravision in 1982 for NTSC systems, then re-released in the latter half of the 1980s by Froggo. Supposedly the game was designed by black belt Joseph Amelio. In 1991, Digital Press chose Karate as one of the worst Atari 2600 games of all time.
You are Mac Steele - archeologist, adventurer and treasure hunter. Poisoned by one of your newly found artifacts, you're fighting against time to find the legendary Mask of the Sun, which is your only chance to find a cure. On your trip you'll stumble across antique ruins of the Aztecs, burried deep within Mexico, which hold the secret of a long lost civilization. Mask of the Sun is a classical text adventure with graphics of your surroundings.
Dragons have driven the Royal Court from the Castle "O we are lost, lost" laments the King. "Without our vast treasures we cannot raise an army 'gainst these accursed dragons. Our Kingdom must now languish under lizards!" "Nay, not so, my liege!" replied the young Prince. "None knows that Castle, those many bridges and storerooms, better than I. Give me leave and I shall loot those lizards of their plunder and restore my lord to his birthright." "Brave boy," said the King, fully pleased. "But," he added darkly, "beware dread dragonfire!"
Atlantis is a fixed shooter video game released by Imagic in July 1982, for the Atari 2600. It was written by Dennis Koble who also wrote Trick Shot, Solar Storm, and Shootin Gallery' for Imagic. Atlantis was ported to the Atari 8-bit computers, Commodore VIC-20, Intellivision, and the Magnavox Odyssey². The game was the subject of Destination Atlantis, a video game competition in which players of the Atari 2600 version were encouraged to mail in photos of their high scores to Imagic to receive a special edition of the game named Atlantis II.
Eggomania is similar to the game Kaboom. At the top of the screen is a bird which is throwing eggs at you! You need to catch them in your hat before they hit the bottom of the screen. If you miss any eggs, they will break and yolk starts collecting at the bottom of the screen. Miss too many, and the game will be over. At the end of each round you will be given an opportunity to earn bonus points; you now get to throw all of the eggs you caught back at the bird! As the levels progress, the games speed will increase. There are two difficulty levels available, in the easier variation you get a larger hat to catch the eggs with.