Hry vydané v roce 1980

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Pac-Man

You control everyone's favorite iconic Pac-Man as you navigate through mazes, eating Power Dots while simultaneously avoiding the devious Ghosts. Warp from one edge of the maze to the other using the Warp Tunnels, or eat a Power Pellet to turn the tables and make the Ghosts vulnerable! In order to clear the stage, you'll need to eat all the Pac-Dots! See just how far you can get through the stages before losing all your lives! Fruits, such as cherries and strawberries, will give you extra points to help you reach the highest score! This classic game is part of the Virtual Console service, which brings you great games created for consoles such as NES™, Super NES™ and Game Boy™ Advance. We hope you'll enjoy the new features (including off-TV play) that have been added to this title. See more Virtual Console games for Wii U.

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Missile Command (1980)

Missile Command is a 1980 arcade game developed and published by Atari, Inc. and licensed to Sega for European release. It was designed by Dave Theurer, who also designed Atari's vector graphics game Tempest from the same year. The 1981 Atari 2600 port of Missile Command by Rob Fulop sold over 2.5 million copies and became the third most popular cartridge for the system.

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Golf (1980)

Golf is a 1980 video game for the Atari 2600 based on the sport of the same name. It was developed by Tom Rudadahl of Atari and published by Atari, Inc. The game allows one or two players to play nine holes of simplified golf.

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Zork I

Zork: The Great Underground Empire - Part I, later known as Zork I, is an interactive fiction video game written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson and published by Infocom in 1980. It was the first game in the popular Zork trilogy and was released for a wide range of computer systems, followed by Zork II and Zork III. It was Infocom's first game, and sold 378,987 copies by 1986.

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Rogue

Rogue (also known as Rogue: Exploring the Dungeons of Doom) is a dungeon crawling video game by Michael Toy and Glenn Wichman and later contributions by Ken Arnold. Rogue was originally developed around 1980 for Unix-based mainframe systems as a freely-distributed executable (Public domain software). It was later included in the official Berkeley Software Distribution 4.2 operating system (4.2BSD). Commercial ports of the game for a range of personal computers were made by Toy, Wichman, and Jon Lane under the company A.I. Design and financially supported by the Epyx software publishers. Additional ports to modern systems have been made since by other parties using the game's now-open source code. In Rogue, players control a character as they explore several levels of a dungeon as they seek the Amulet of Yendor located in the dungeon's lowest level. The player-character must fend off an array of monsters that roam the dungeons. Along the way, they can collect treasures that can help them offensively or defensively, such as weapons, armor, potions, scrolls, and other magical items. Rogue is turn-based taking place on a square grid represented in ASCII or other fixed character sets, allowing players to have time to determine the best move to survive. Rogue implements permadeath as a design choice to make each action by the player meaningful: should the player-character lose all their health from combat or other means, the character is dead, and the player must restart a brand new character and cannot reload from a saved state. The dungeon levels, monster encounters, and treasures are procedurally generated on each playthrough, so that no game is the same as a previous one. Rogue was inspired by text-based computer games such as the 1971 Star Trek game and Colossal Cave Adventure released in 1976, along with the high fantasy setting from Dungeons & Dragons. Toy and Wichman, both students at University of California Santa Cruz, worked together to create their own text-based game but looked to incorporate elements of procedural generation to create a new experience each time the user played the game. Toy later worked at University of California Berkeley where he met Arnold, the lead developer of the curses programming library that Rogue was dependent on to mimic a graphical display. Arnold helped Toy to optimize the code and incorporate additional features to the game. The commercial ports were inspired when Toy met Lane while working for the Olivetti company, and Toy engaged with Wichman again to help with designing graphics and various ports. Rogue became popular in the 1980s among college students and other computer-savvy users in part due to its inclusion in 4.2BSD. It inspired programmers to develop a number of similar titles such as Hack (1982) and Moria (1983), though as Toy, Wichman, and Arnold had not released the source code at this time, these new games introduced different variations atop Rogue. A long lineage of games grew out from these titles. While Rogue was not the first dungeon-crawling game with procedural generation features, it introduced the subgenre of roguelike RPG procedurally generated dungeon crawlers with Dungeons-and-Dragons-like items (armor, weapons, potions, and magic scrolls) that also had permadeath (permanent death) and an overhead graphical view, albeit via ASCII drawings, as opposed to text descriptions in natural language as did the landmark games Adventure/Colossal Cave and the original mainframe version of Zork (which themselves were the origin of Interactive fiction games).

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Battlezone (1980)

The year is 1999, and the nations of the earth have declared a world-wide peace plan. But there is a problem with the proposed truce. A council of military commanders has unleashed battalions of automated weapons into the countryside. These aerial fighters, flying saucers, tanks, and supertanks will turn the world into a lifeless landscape unless you can stop them. Luckily, you've discovered an old military tank hidden inside the museum. Use your Joystick to steer the tank as you search for enemy automatons. Since your electronic periscope only gives you a front view from the tank, you'll have to rely heavily on your radar screen to detect the enemy. If you see a blip on the radar, you need to move fast! Use your Joystick to turn your tank until the enemy appears on the screen; press the red controller button to fire your turret gun. You have five tanks to complete your mission. Your tank will be destroyed each time it is hit by enemy fire. The enemies you'll encounter are: TANKS Tanks are your most common enemy. They move a bit slower than your tank, and can be identified by their blue turrets. SUPERTANKS These look like regular tanks, but have yellow turrets and can move faster than your tank. FIGHTERS Fighters always appear directly in front of you then zigzag toward your tank. When a fighter reaches point-blank range, it will veer to the side and fire an anti-tank shell directly at you. You can identify a fighter by the "buzz" sound it makes as it flies. FLYING SAUCERS Flying saucers do not fire at you, but are hard to hit and can distract you when a tank, a fighter, or a supertank is firing at you.

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Warlords (1980)

Warlords is an arcade game released by Atari, Inc. in 1980. The game resembles a combination of Breakout and Quadrapong (an early Atari arcade game) in the sense that not only can up to 4 players play the game at the same time, but also the "castles" in the four corners of the screen are brick walls that could be broken with a flaming ball. Warlords uses spinner controllers for player control, and came in both an upright 2 player version and a 4 player cocktail version. The upright version uses a black and white monitor, and reflects the game image onto a mirror, with a backdrop of castles, giving the game a 3D feel. The upright version only supports up to two simultaneous players, which move through the levels as a team. The cocktail version is in color, and supports 1-4 players. 3-4 player games are free-for-all's where the game ends as soon as one player wins. 1-2 player games play identical to the upright version. According to the Atari video game production numbers, 1014 uprights were made, and 1253 cocktails were produced. The prototype version of Warlords was called "Castles and Kings" and was housed in a 4 player "Sprint 4 like" cabinet - it was huge. Only 2 versions of the prototype were made. The game was considered a success, although the large cabinet made it impossible to produce in large quantities nor was it feasible to install - hence the smaller cocktail design.

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Berzerk

Berzerk is a multi-directional shooter video arcade game, released in 1980 by Stern Electronics of Chicago. It is a canonical example of a maze game, in which the player has to navigate around a maze-like building while shooting enemies.

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Fishing Derby

Fishing Derby is an Atari 2600 fishing video game written by David Crane and published by Activision in 1980.

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Skiing

Skiing is a video game cartridge for the Atari 2600 console. It was authored by Bob Whitehead, and released by Activision in 1980. Skiing is a single player only game, in which the player uses the joystick to control the direction and speed of a stationary skier at the top of the screen, while the background graphics scroll upwards, thus giving the illusion the skier is moving. The player must avoid obstacles, such as trees and moguls. The game cartridge was programmed with five variations each of two principal games. In the downhill mode, the player's goal is to reach the bottom of the ski course as rapidly as possible, while a timer records his relative success. In the slalom mode, the player must similarly reach the end of the course as rapidly as he can, but must at the same time pass through a series of gates (indicated by a pair of closely spaced flagpoles). Each gate missed counts as a penalty against the player's time.

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Boxing (1980)

Boxing is an Atari 2600 video game interpretation of the sport of boxing developed by Activision programmer Bob Whitehead. The game is based on Boxer, an unreleased 1978 arcade game from Whitehead's previous employer, Atari.

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Phoenix (1980)

Phoenix is an outer space-themed, fixed shooter video game similar to Taito's Space Invaders and released in 1980. According to Centuri's Joel Hochberg, the game was licensed from "a smaller Japanese developer." Amstar Electronics (which was located in Phoenix, Arizona) licensed the game to Centuri for manufacture in the United States. Taito released the game in Japan. The Phoenix mothership is one of the first video arcade game bosses to be presented as a separate challenge. This was before the term boss was coined.

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Wizard and the Princess

Wizard and the Princess (1980), also known as Adventure in Serenia (1982), is an adventure game by On-Line Systems for the Apple II, Atari 8-bit family, and Commodore 64. It was the second title released in On-Line Systems' Hi-Res Adventures series after Mystery House. Wizard and the Princess is a prelude to the King's Quest series in both story and concept (though chronologically set several years before King's Quest V). It was also the first adventure game released with full color graphics.

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Dragster

Dragster, released in 1980 for the Atari 2600, is the first video game developed by Activision. It was programmed by David Crane, who later wrote Pitfall! The object of the game is to either beat the player's opponent across the screen, or to race against the clock for best time, depending on the settings used. Dragster is an unauthorized adaptation of the 1977 Kee Games coin-op Drag Race.

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Arcade Pinball

Arcade Pinball is a pinball game released on the Atari 2600. It is an exclusive version of Video Pinball produced by Sears. It was programmed by Bob Smith.

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Dodge 'Em

Dodge 'Em is a 1980 Atari 2600 driving game based on a single screen of four concentric roadways, the same as in Sega's Head On (1979). The game was programmed by Carla Meninsky. The Dodge 'Em cartridge includes three versions of the game, accessible through the Game Select switch on the Atari 2600. The first game is for one player, and the remaining two are for two players. The second game has the two players, one player playing the role of the player's car, alternating turns. In the third game, one player plays one car the other player controls the other car at the same time, alternating turns.

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Zork: The Great Underground Empire

The ideal starting point for first-time interactive fiction players, ZORK I takes you to the ruins of an ancient empire far underground. You will travel into this fabulous land in search of the incomparable Treasures of Zork. This classic attracts explorers who love the idea of a treasure hunt among exotic creatures, extraordinary sights, and diabolical puzzles.

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Carnival

Carnival is a fixed shooter released by Sega in arcades in 1980. It has the distinction of being the first video game with a bonus round. Carnival was ported to the Atari 2600, ColecoVision, and Intellivision. An Atari 8-bit family version was published in 1982 by ANALOG Software, the commercial software label of ANALOG Computing magazine.

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Crazy Balloon

Crazy Balloon is an arcade game released by Taito in 1980. Crazy Balloon requires the player to maneuver a balloon through a maze full of thorns in order to reach the goal. The game has appeared on various platforms including an updated remake for the PlayStation Portable as part of the Taito Legends Power-Up collection.

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B-1 Nuclear Bomber

B-1 Nuclear Bomber is a flight simulator game.

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Space Panic

Space Panic (スぺース・パ二ック, Supesu Panikku) is a 1980 arcade game designed by Universal Entertainment Corporation, which Chris Crawford called "the granddaddy of all platform games," as it predates Nintendo's Donkey Kong (from 1981) which is often cited as the original platform game. Space Panic lacks Donkey Kong's jump mechanic and the main character instead digs holes in the platforms into which he must lure the aliens. He must then hit them to knock them out of the hole and off the screen. In later levels, two or more holes must be lined up vertically in order to dispose of the aliens. There is also a limited supply of oxygen. A ColecoVision port by CBS Electronics was released in 1983.

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Sea Battle (1980)

Sea Battle is a multiplayer strategy game released by Mattel for its Intellivision video game system in 1980. In the game, players command fleets of naval vessels attempting to invade the harbor of their opponent.

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Moon Cresta

Moon Cresta (ムーンクレスタ) is an arcade game released in 1980 by Nichibutsu. A moving starfield gives the impression of vertical scrolling, but the game is a fixed shooter in the vein of Namco's Galaxian. Incentive Software published a version of this arcade game for many 8-bit home computers of the time. Dempa also released a port of both Moon Cresta and Terra Cresta for the X68000. It was also released on the Wii Virtual Console in Japan on March 9, 2010 and PlayStation 4(Arcade Archives) in 2014.

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Pelé's Soccer

Pelé's Soccer is an Atari 2600 game based on the famous footballer Pelé, and published in 1980. It features realistic, for the time, ball-handing and goal-keeping techniques using the Atari joystick.

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Eamon

Eamon, sometimes known by the longer title The Wonderful World of Eamon, is a role-playing adventure game created by Donald Brown and released for the Apple II in 1980. The game is a text adventure similar to other early titles like Adventure (1976) or Zork (1980) and to later text-based Multi-user dungeons (MUDs), though with many role-playing elements not available in other interactive fiction. Eamon software is non-commercial and is freely available in the public domain. Brown encouraged players to modify and add to Eamon, and published technical information on the game to assist them. Eamon is notable for being one of the first adventure games designed to be modular, with expansion packs written by users forming an integral part of the game experience. A master disk called the "Main Hall" is used to manage player characters and to facilitate their transfer between individual adventures. The character retains his or her attributes and statistics from adventure to adventure, as well as up to four weapons. The game's interface is similar to that of most other text adventures — the game presents the player with descriptions of the character's surroundings, including events, artifacts, monsters and exits, then prompts the player to enter a command. These commands include such things as moving in certain directions (NORTH, EAST, UP, etc.), readying weapons, attacking, getting or dropping items, interacting with characters, casting magical spells or checking inventory.

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Space Zap

Space Zap is a space-themed reflex action arcade game developed by Game-A-Tron and licensed to Bally Midway in 1980. Space Zap shipped in three formats: mini-myte, Cocktail table and standard arcade. An official port of Space Zap for the Bally Astrocade was released in 1981 as Space Fortress.

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Rescue at Rigel

Rescue at Rigel is a 1980 science fiction computer role-playing game written and published by Automated Simulations (later known as Epyx). It is based on a modified version of their Temple of Apshai game engine, which was part of most of their releases in this era. The game was released for the Apple II, IBM PC (PC Booter), TRS-80, VIC-20, and Atari 8-bit family. The game requires the player to search out a space fortress looking for ten hostages. Presented in a top-down view, the player can only see the area immediately around them, so the entire base has to be searched room by room. There is a 60 minute time limit on the mission. Rescue at Rigel was soon followed by Star Warrior, and the two rebranded to be part of their "Starquest" series, although Star Warrior used a more heavily modified game engine than Rigel.

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Lords of Karma

Lords of Karma is a text adventure computer game that was produced by Avalon Hill (a company primarily known for board games) in 1980.

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Voodoo Castle

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Zork (1980)

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