Archon

Publisher

Electronic Arts

Year

1983

Players

2 Players (Simultaneously)

Category

strategy

Files

Click here to download Archon
(archon.zip - 22.54 KB)

 

More games in this category:

Alter Ego    Archon 2 - Adept    Archon 3 - Exciter    Artillery Duel    Hacker    Hacker 2    Little Computer People    M.U.L.E.    Rampart    Sentinel, The    Spy vs Spy    Spy vs Spy 2: The Island Caper    Spy vs Spy 3: Arctic Antics    Theatre Europe   

Archon - Review

Archon, released by Electronic Arts in 1984 is a great mix of a strategy and action game. The game can be played either against another player or against the computer.

The title screen

The title screen

The strategy screen

The strategy screen, which consists of a chequered board with 9 times 9 squares, is where position your creatures, with the aim to either conquer the five flashing power points or destroy all the opponent's forces to win the game.

Strategy screen

Strategy screen

The action screen

The action screen

Creatures

Each side has possesses 18 creatures - each side has 8 different types of creatures, each with its strengths and weaknesses, its own rules for manoeuvring and its own fighting style. To win this struggle, get to know each creature well, so that you can plan your strategy wisely.

Creatures, light side   Creatures, dark side   
left
Valkyrie
Fly 3
Can stride the air as if it were solid ground. Her spear returns to her hand of its own accord.
 left
Archer
Ground 3
Endowed with magical quivers that can never be emptied.
 left
Manticore
Ground 3
Can fling spike-like quills over its head with surprising accuracy.
 left
Banshee
Fly 3
Undead spirit that feeds off the souls of her opponents. Attacks with her wail, destroying anyone within range of her sound.
 
left
Golem
Ground 3
Rips boulders from the earth and hurls them with devastating force.
 left
Knight
Ground 3
Swings a sword. Must be near opponent to inflict damage. Cannot withstand more than one blow from many of his enemies. Speed of attack is important.
 left
Goblin
Ground 3
On dark ground, its club is more than a match for the knight's swords. Must be near opponent to inflict damage.
 left
Troll
Ground 3
Dull and clumsy, but strong and hard to destroy. Seizes boulders, tree trunks -- whatever comes to hand -- and hurls them at enemies.
 
left
Unicorn
Ground 4
Swift and agile. Fires a blinding bolt of energy from its magical horn.
 left
Djinni
Fly 4
Cousin to the wind. Can raise a small tornado.
 left
Basilisk
Ground 3
A crested reptile, with quick movements and deadly glance.
 left
Shapeshifter
Fly 5
No shape or form of its own. In battle it becomes the mirror image of its opponent. No fixed lifespan. All wounds that are not fatal will heal when it assumes a new form.
 
left
Wizard
Teleport 3
Leader of the Light Side. Rarely ventures from the safety of his home power point. Can cast magic spells.
 left
Phoenix
Fly 5
Can explode into a mass of fire in battle, scorching anyone on the perimeter of the blaze. During transformation, Phoenix cannot be harmed.
 left
Sorceress
Teleport 3
Equal to the Wizard in power. Her lightning bolts are swifter and surer than his fireballs. Safest on the power point. Can cast magic spells.
 left
Dragon
Fly 4
Without peer in combat. Destroys with flaming breath. Very mobile and difficult to slay.
 

The action screen

In the action screen the creatures from the two sides meet in a mortal combat. In the screen appear barriers, behind which you may hide. Barriers can disappear for a few seconds, at which time you can walk over them and shoot past them. The 'lifelines' at either end of the arena indicate the current lifespan of the two battling creatures. If a creature's lifeline disappears, that creature is destroyed.

The dark side casts a spell

The dark side casts a spell

Magic spells

Only the Wizard and the Sorceress can cast magic spells, and they cannot cast the same spell twice in one game. You cannot cast a spell against power points or creatures sitting on them. Each time the Wizard or Sorceress casts a spell, the creature becomes weaker and less able to defend itself against attack.

  • Teleport - moves any of your creatures any distance from one square to another.
  • Heal - instantly heals any creature's wounds.
  • Shift Time - reverses the flow of time (reversing how squares' shading changes) or causes the shading cycle to shift abruptly to the opposite extreme (from black to white or white to black).
  • Exchange - causes any two creatures to trade places.
  • Summon Elemental - calls into battle one of the four elements -- earth, air, fire, or water. The elemental vanishes after the battle is over.
  • Revive - restores a creature previously lost in action.
  • Imprison - prevents a creature from leaving the square temporarily, although it can continue to fight its attackers in the combat zone. Prisoners cannot cast spells. Creatures on power points cannot be imprisoned. Dark Side creatures remain imprisoned until squares whose shades change are black; Light Side creatures remain imprisoned until the squares become white.
The light and dark side are pretty equal…

The light and dark side are pretty equal…

…but the dark side won…

…but the dark side won…

Overall impression

Electronic Arts is known for its high quality games, and Archon is no exception. This game is as good today as it was when it was released back in 1984.

Rating

This is my personal rating of this game. If you like, you can make your own general rating using the voting function to the right.

Graphics

 56%

Music

 45%

Sound fx

 62%

Playability

 95%

Lastability

 98%

Overall

 94%

Game tips

  • Stay on your colour! The effect of a square's shading on your creatures' lives is significant.
  • Avoid traffic jams. Make openings in your front line for ground movers to pass through. The greater your force's mobility, the greater its flexibility and strength.
  • Protect your Wizard or Sorceress. Doom is nigh should you lose them early in the game.
  • Don't be predictable. Dodge and weave during combat.
  • Use diagonal shots while fighting. They're very effective.
  • Revive only strong creatures.
  • Imprison a threatening intruder to blunt an attack or to immobilize a strong creature on a square whose shade changes; then attack when the creature is most vulnerable.
 

Top rated

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Result

Number of votes 27

Average

 91.9%

Sender

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Received messages

FromMessage
Rafa
2007-11-29 04:13:26
quisiera saber como se hacen los conjuros magicos del wizard o sorceress ya que no he podido lograrlo
marcos
2007-01-17 23:47:00
muy bueno el juego