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 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
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
Valkyrie Fly 3 Can stride the air as if it were solid ground. Her spear returns to her hand of its own accord.
Archer Ground 3 Endowed with magical quivers that can never be emptied.
Manticore Ground 3 Can fling spike-like quills over its head with surprising accuracy.
Banshee Fly 3 Undead spirit that feeds off the souls of her opponents. Attacks with her wail, destroying anyone within range of her sound.
Golem Ground 3 Rips boulders from the earth and hurls them with devastating force.
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.
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.
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.
Unicorn Ground 4 Swift and agile. Fires a blinding bolt of energy from its magical horn.
Djinni Fly 4 Cousin to the wind. Can raise a small tornado.
Basilisk Ground 3 A crested reptile, with quick movements and deadly glance.
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.
Wizard Teleport 3 Leader of the Light Side. Rarely ventures from the safety of his home power point. Can cast magic spells.
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.
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.
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
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…
…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.