471 lines
22 KiB
Plaintext
471 lines
22 KiB
Plaintext
Archon Ultra is a long awaited title to a lot of computer gaming old
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timers. The new version features some better innovations of Archon II
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while sticking to the general game play of Archon I. While featuring
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modem play and other options like map auto-zooming and true flight,
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this is sure to better than the originals. The game is fairly simple
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to grasp as far as the rules are concerned but many little nuances
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exist making this a game that is continuously challenging and
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replayable. Add a second player preferably with 2 Gravis game pads and
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this game takes on a whole new dimension.
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Lorus
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GENERAL RULES
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The game consists of the sides of Light and Dark which are
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competing for in the final battle of domination. The game board is
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near identical to a chess board but the dimensions are 9x9 instead of
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8x8 and the pieces are set up and move differently than in chess as
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well as being completely unique characters as well. Certain squares on
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the game board continuously change color from light to dark and then
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back from dark to light. This cycle is a very important fundamental
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part of the game. If you control the side of light, your pieces are
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stronger on white squares whereas the dark side playing pieces are
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stronger on the black squares. The increase in strength manifests
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itself as more hit points (represented by a bar during battle) and
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stronger offensive/defensive power. Also on the board are 5 stars
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which represent "Power Points". These points will heal pieces a little
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bit each turn that the piece remains on the power point. Most spells
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will not work when cast at a power point or a piece on a power point.
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Players take turns moving their pieces in a strategic manner. When two
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pieces of opposing sides end up on the same square, a battle ensues.
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Unlike Chess, the battle is not predetermined, this is true arcade
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combat resolution. Anyone can actually win the battle. Just because
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your piece "takes" another piece on the board does not mean you
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actually take the piece. You must win the battle first. Remember that
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all damage is permanent to a piece unless it is healed. The first side
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to either totally destroy all opposing pieces OR control all five
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power points by placing pieces on them, wins the game.
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MOVEMENT
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Moving a piece in Archon Ultra is very simple. Position the cursor
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over the piece you wish to move and then push button 1 on the joystick
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(or it's keyboard equivalent) and then position the cursor where you
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wish to move to and then push button 1 again to move the piece. If a
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piece from the opposing side occupies the destination of movement,
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then combat will ensue.
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Ground - Ground movement means that a piece cannot move through
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another and must have a clear path to advance.
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Fly - Flying means a piece can fly over another piece and may
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advance anywhere within it's movement radius.
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Teleport - This is the same as fly but it's restricted to the
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Wizard and the Sorcerer.
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SPELLS
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To cast a spell, position the cursor over the Wizard or the
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Sorcerer. Then push button 1 and then push button 1 again. This will
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bring up the spell menu that can be cycled through by pushing up and
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down on the joystick or using the appropriate up and down keys on the
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keyboard. Some spells can only be used one time per game so use them
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wisely. Casting a spell takes the place of moving a piece. In other
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words, by casting a spell, you are making the choice not to move a
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piece that turn. A full explanation of each spell is presented below:
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Teleport - This allows you to teleport any piece on the board to
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any other place on the board besides power points. Most spells don not
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work on power points and this is one of those spells. You can only use
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this spell once per game.
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Heal - Since damage is remembered and tracked between battles,
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healing a piece is sometimes a wise move. Just activate the spell and
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then choose which piece you wish to heal and push button 1.
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Shift Time - This spell will allow the reversal of the color cycle
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of the board squares. This is a good spell to cast when you are
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needing to prevent the board squares from changing to your opponents
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color. For example, you cast imprison on a piece, the square that
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piece is on is about to change to the color of it's side (Black or
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White) which would release the piece from it's prison. By casting
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Shift Time, you would reverse the cycle of color shifting so that the
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piece would be imprisoned up to twice as long as normal.
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Exchange - This spell is similar to teleport excepts that you
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exchange squares with another piece. Again this is a spell that does
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not work on Power Points. You can only use this spell once per game.
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Revive - This allows a side to resurrect a "dead" piece. This spell
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only works one time per game so use it wisely.
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Imprison - This spell will imprison the target piece in a force
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field until the color cycle of the board matches the color of the
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pieces side at which point the piece is released. You can only use
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this spell once per game.
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Summon Elemental - This is also a one time use spell. When cast, a
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elemental is randomly selected from the four Elemental types of Fire,
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Earth, Air, or Water. After you summon the Elemental, you then can
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choose any enemy occupied square on the board except one that contains
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a Power Point. The Elemental will die at the end of the following
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combat weather or not it is killed in the battle which is why all
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Elementals have self destruct as their secondary power which allows a
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last ditch attempt to inflict damage when close to death. You can only
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use this spell once per game.
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Cease Conjuring - This allows the player to cancel spell casting a
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revert to move mode.
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COMBAT
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Combat is resolved in a real-time arcade manner. There is only one
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objective here, "kill or be killed". Also note that there are various
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obstacles on the battle screen. Some of these can be affected by
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various powers like trees being burned by fire. Also on the battlefield
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are various pitfalls such as lava and swamps. These areas will inflict
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damage most who enter. These areas can also be used strategically
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by forcing opponents into them. Individual powers for each playing piece
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are described in detail under the individual descriptions of each piece.
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Also if the two combatants get to far away from each other and basically
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moving of the edges of the screen, the map fill flip to a distant "sky"
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view to allow both opponents to be seen at the same time on the screen.
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FORCES OF LIGHT
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WIZARD - This is the "King" for the forces of Light and takes the
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kings chess position. This General of Light also can cast spells
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besides the general functions of moving and fighting. Losing this
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piece will greatly hamper your chances of winning. Unlike in chess, if
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this piece is killed then you don't lose the game, you just suffer
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it's loss. See the SPELLS section to learn how to cast spells and what
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their effects are. You only have 1 Wizard so guard him well.
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Movement - The Wizard can teleport on the board up to 3 spaces in any
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direction on the game board..
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Combat
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Button 1 - Activates a fireball when used in conjunction with a
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direction on the joystick or keyboard. Hold down button 1 when you
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attack with the fireball and it will grow in size but unfortunately
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decrease in attack strength.
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Button 2 - Activates the teleport feature. You can instantly move
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about 4-5 inches in the direction pushed on the joystick or keyboard.
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Good for getting close to attack or avoiding an enemies assault.
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ARCHER - This piece is placed in front of the position a rook would be
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in chess along the pawn row.
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Archers attack with arrows which fly extremely fast towards their
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target. There are 2 Archers.
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Movement - The Archer moves on the ground up to 3 spaces
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Combat
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Button 1 - Fires a silver arrow. The arrow flies straight in the
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direction the joystick is pressed.
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Button 2 - Fires a gold arrow which is more accurate and deadly in the
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direction indicated by the joystick.
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KNIGHT - The Knight is the true "pawn" in this game. The Knight fights
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at close range in melee style and is usually used to weaken stronger
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opponents and draw enemy pieces into attacks by stronger pieces. The
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Knights are positioned in the standard chess pawn row. There are a
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total of 7 Knights.
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Movement - The Knight moves on the ground up to 3 spaces.
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Combat
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Button 1 - This will make the Knight strike with his sword in the
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direction the joystick is pressed.
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Button 2 - This raises the Knight's shield for defense in the
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direction the joystick is pressed.
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VALKYRIE - The Valkyrie is a spear throwing female warrior of
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considerable strength. It is positioned in the "rook" position on the
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game board. There are 2 Valkyries.
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Movement - The Valkyrie moves on the ground up to 3 spaces.
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Combat
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Button 1 - This will cause the valkyrie to throw a spear in the
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direction the joystick is pressed. By holding down the button while
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the spear is in flight, you can increase the range the spear is
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thrown. The downside of this unlimited range is that you must remain
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stationary for the length of time you hold button 1 down. This will
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allow the player time to position and counter attack.
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Button 2 - By pressing button 2 and then a direction on the joystick,
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you can cast a field of lightning. The lightning will appear 1-2
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inches from the Valkyrie in the direction indicated on the joystick.
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Attempt to get near your opponent when using this attack.
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GOLEM - The golem is a brawny character. It is positioned the chess
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position the Knight would normally be located. There are 2 Golems.
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Movement - The Golem moves along the ground up to 3 squares.
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Combat
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Button 1 - This will make the Golem throw a boulder in the direction
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indicated by the joystick. If you hold button 1 down, the boulder will
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continue to fly until you let off of the button. When you release
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button 1, the boulder will fragment increasing your chance to hit an
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opponent but will not do as much damage as an unfragmented boulder on
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a direct hit.
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Button 2 - This will make the Golem solidify or de-animate. This is
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used to defend against an attack by an enemy piece. The longer the
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button is healed the longer you will be "solid".
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UNICORN - The unicorn is a fast piece in combat. It is positioned in
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the standard chess "Bishop's" square. There are 2 Unicorns.
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Movement - The Unicorn moves on the ground up to 4 squares.
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Combat
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Button 1 - This will make the Unicorn fire magic bolts from the single
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horn on it's head. This is a rapid fire attack. If you hold button 1
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down, you will get a longer "stream" of magic bolts.
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Button 2 - This will cause the Unicorn to '"leap" in the direction
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indicated by the joystick. This is a close range attack and should be
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used with caution.
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GENIE - The Genie is literally the left hand man of the Wizard being
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positioned on the left hand side of the Wizard. Please note there is
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only 1 Genie in the game.
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Movement - The Genie can fly up to 4 squares.
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Combat
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Button 1 - This will fire a power orb in the direction indicated by
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the joystick.
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Button 2 - This is a defensive power which causes the Genie to
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"shrink". This makes the Genie hared to hit. You can stay shrunk as
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long as you hold down the button. You may move while shrunk by moving
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the joystick.
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PHEONIX - This is literally the Wizard's right hand man being
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positioned on the Wizard's right. Please note that there is only 1
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Pheonix in the game. The Pheonix and the Shapeshifter are the farthest
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reaching pieces on the game board. Not only does the Pheonix fly on
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the game board, but it also literally flies in combat!
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Movement - The Pheonix can fly up to 5 spaces!
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Combat
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Button 1 - This will cause the Pheonix to "dive" in the direction
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indicated on the joystick and then explode in a burst of flames. An
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opponent must be in the fire to be damaged.
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Button 2 - This will eject a "homing feather" from the Pheonix. This
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feather will chase down an opponent and inflict minimal damage.
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FORCES OF DARKNESS
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SORCERESS - This is the "King" of the Dark Forces. The Sorceress has
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all the powers and abilities of the Wizard on the game board but has
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unique combat abilities. Again, if you lose this piece all is not
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lost, you can still win the game. Note there is only 1 Sorceress in
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the game.
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Movement - The Sorceress teleports up to 3 squares.
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Combat
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Button 1 - This will cause the Sorceress to fire a "stream" of
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lightning in the direction indicated on the joystick. The longer
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button 1 is held, the longer the stream of lightning.
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Button 2 - This causes the Sorceress to teleport 8-12 inches in the
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direction indicated by the joystick. Note that this is substantially
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farther than the Wizard.
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MANTICORE - Located on the pawn row in front of the rooks position or
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in front of the Banshee. Note there are 2 Manticores.
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Movement - The Manticore moves along the ground 3 squares.
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Combat
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Button 1 - By pressing button 1 and indicating a direction on the
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joystick, the Manticore will fire it's tail spikes.
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Button 2 - By indicating a direction on the joystick and pressing
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button 2, the Manticore will release a buffeting "roar". This roar
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will displace the opponent as well as causing damage. This attack is
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used at close range.
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GOBLIN - The Goblins are the true pawns of the Dark Forces. They are
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positioned in the pawn row of the Dark side. There are 7 Goblins.
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Movement - The Goblins move along the ground up to 3 squares.
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Combat
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Button 1 - This will swing a club in the direction the joystick is
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pressed. You must be positioned extremely close to the enemy to score
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a hit.
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Button 2 - This will cause the Goblin to "duck" under an opponents
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attack.
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BANSHEE - The Banshee is positioned in the standard chess rook
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position. There are 2 Banshees.
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Movement - The Banshee can fly up to 3 squares.
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Combat
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Button 1 - The Banshees main attack is the life draining aura attack.
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This attack must be initiated at extremely close range. The opponent
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must be caught in the concentric rings emanating from the Banshee.
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Button 2 - This will cause a "skull" to roll in the direction
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indicated by the joystick. The skull will roll towards an opponent and
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"attach" itself to the enemy. The enemy is now hindered and slowed.
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More skulls increase this effect.
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TROLL - Trolls are the brawny scrappers of the Dark Side. They are
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positioned similar to the "Knights" position in chess. There are 2
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Trolls.
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Movement - The Trolls move up to 3 squares along the ground.
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Combat
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Button 1 - This commands the Troll to throw a boulder in the direction
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indicated by the joystick. The boulder attack by the troll does not
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have the fragmenting feature that the Golem's boulder attack does but
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it does considerably more damage on a direct hit.
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Button 2 - This is an evasive tactic which makes the Troll jump. Use
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this to defend against an attack.
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BASILISK - The Basilisk is a serpentine piece. It is positioned
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similar to a Bishop in Chess. There are 2 Basilisks.
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Movement - The Basilisk moves along the ground up to 3 squares.
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Combat
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Button 1 - This causes the Basilisk to use it's spitting attack. The
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Basilisk will spit in the direction indicated by the joystick.
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Button 2 - This will cause the Basilisk to breathe a petrifying cloud
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that causes damage to the opponent but does not "freeze" the enemy.
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The farther away the cloud gets, the larger it grows and the weaker
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it's potency.
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SHAPESHIFTER - The Shapeshifter is the right hand man of the Sorceress
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being positioned on the right hand side of the Sorceress. The
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Shapeshifter is a Doppleganger meaning it immediately assumes the form
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of the opponent in combat.
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A good strategy to take this piece out is to fight it with the piece
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you are best at using and that fight well against each other.
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Movement - The Shapeshifter can fly up to 5 squares!
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Combat
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Button 1 - This is identical to the opponents attack.
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Button 2 - This is identical to the opponents attack.
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DRAGON - This is literally the Sorceress' left hand man being
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positioned on the left hand side of the Sorceress. There is only 1
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Dragon. The Dragon not only flies on the game board but it literally
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flies in combat!
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Movement - The Dragon flies up to 4 squares!
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Combat
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Button 1 - This will fire a stream of fire in the direction indicated
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by the joystick. The longer button 1 is held, the longer the stream of
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fire will be.
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Button 2 - This will cause the Dragon to emit a poison cloud in the
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direction the joystick is pressed. This is very similar to the
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petrifying breath from the Basilisk but causes more damage and has
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slightly better range.
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ELEMENTALS - ALL Elementals move instantly to a square of a chosen
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opponent and will fight that opponent. It will then die when combat is
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resolved weather it wins or loses that combat. Note only 1 Elemental
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can be summoned per game and that Elemental is randomly selected from
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the four elemental plains of FIRE, WATER, AIR, and EARTH.
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FIRE - Summoned from the elemental plane of fire.
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Combat
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Button 1 - This will inflame the Elemental and allow it to quickly
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chase an opponent and inflict damage when the enemy is in very close
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range (basically on top of the enemy). The longer the button is held
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the longer the attack mode lasts.
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Button 2 - This causes the Fire Elemental to self destruct in one
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final fury. Any enemy in the damage radius will be affected.
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WATER - Summoned from the elemental plane of water.
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Combat
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Button 1 - This will the Water Elemental to chase down an opponent
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inflicting water damage. The longer the button is held, the longer the
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attack mode lasts.
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Button 2 - This is a final self destructive attack on an opponent. You
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must be very near the enemy to inflict damage.
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AIR - Summoned from the elemental plane of air.
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Combat
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Button 1 - This allows the Air Elemental to chase down an enemy and
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inflict buffeting damage. The longer the button is held, the longer
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the attack mode lasts.
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Button 2 - This is a final self destruct which causes massive damage
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to the enemy if very near.
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EARTH - Summoned from the elemental plane of earth.
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Combat
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Button 1 - This allows the Earth Elemental to roll into a ball and
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chase down the enemy. The longer the button is held, the longer the
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attack mode lasts.
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Button 2 - This is a last ditch attack that destroys the Earth
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Elemental after it's initiation. This attack inflicts massive damage
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to an enemy if the enemy is very close.
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--------------------------------------------------------------------
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KEY COMMAND
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--------------------------------------------------------------------
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PLAYER 1
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E - UP
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F - RIGHT
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D - DOWN
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S - LEFT
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SPACE - Keyboard equivalent to Button 1
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B - Keyboard equivalent to Button 2
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PLAYER 2
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ARROWS - UP, RIGHT, DOWN, LEFT. (Either on the cursor arrows or the
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number pad.)
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0 - Equivalent to Button 1 (Must use "0" on number keypad).)
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./DEL - Equivalent to Button 2 (Must use ./DEL on number keypad)
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MISC
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ESC - Bring up the quit game option (use F9 to exit game).
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ALT - Brings up the menu bar selections (can also use Button 2)
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SPACE - Make a menu selection (can also use button 1)
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----------------------------------------------------------------------
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--------------|- This would be a GREAT game to buy! -|----------------
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GREETS: TRC, MARAUDER, BUBBLE MAN, DREAM WEAVER,
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THE CHAIRMAN, BLACK LIGHT, DARK LIGHT, CHESS KiNG,
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CADMASTER, SPOOGE, WHITE VIPER, DoNG SiLVER,
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JACKAL, and everyone else I forgot.
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GROUP GREETS: RaZoR's FiNeST, TDT, THG, PTG, TRSI
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DOCS BY,
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-=LORUS=-
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