Spectrofon #14
23 августа 1995 |
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Archive - discussed in detail the game "ARCHON". You are invited to fight against the computer or with a live opponent in the fairy chess, where instead of the traditional chess pieces involving dragons, witches, etc.
Andrew Shkolnikov, 1995. ARCHON Freefall Associates 1983. But the fire burned the Lions, who ate snakes, which torye huddled in gaubi particle, which destroyed spears, which resulted in unusable gas chamber py, which is vaporized in du, which is repaid fire. P. Shackley. "Exchange once mov ". Archon - the game is old and venerable. Suffice it to say that it was written in the good old 1983, when the Earth has dinosaurs roamed, and the Speccy (Well how it will be in Russian?) barely one year old. Except addition, the Archon is uncommon and almost unknown to the masses sinkleristov. And yet ... Archon, despite his pathetic antiquity, has tremendous appeal. Beginners head to Flood, the climate games - something like Chess with mythical figures, arcade fights and magic. And when you are comfortable, and emerges - you realize how finely matched fighting properties figures and in which strategic allows a simple fall pleasures the type of game. (Incidentally, Archon - a typical game with intransitive system of relations "Stronger-weaker." The fact that this this, see epigraph). Of course, in this second stage, you will win a computer with his hands tied behind their backs, invents for itself limitation of "the whole mission on the left caterpillar. "But the Archon can play together, so that the interest this game is not lost very long. The playing field Arjona - board 9x9; at first glance it's just Chessboard unusual size, but the second is, that it is a field of three colors: light, dark and white - Neutral. In five fields - one light, one dark and three neutral - shows a flashing icon like the eyes is magical field. It is not hard to guess that the battle is between the light and the dark forces. Accordingly, the figures - different fairy beings. Their species so a lot that Archon can be used as a reference book of monsters. Missed unless the vampires and werewolves. All creatures figures are traditional (no orcs!). On the bright side, more or less than good characters, behind the dark, respectively, are fighting the forces of evil. Most of these creatures are well known, but trichetyre self-explanatory. Valkyrie - a Scandinavian maiden-spirits of the battle, the Golem - one of the first Robots - magically animated clay or wooden figure. Basilisk - extremely ugly creation of a body toads head a rooster and a snake tail, which kills a look (and in some variants - even just their appearance). Banshee - a spirit of death, boding per se piercing cry; and Manticore - composite monster with a lion's body, human head and scorpions tail. Shapeshifter same - most likely the invention of the authors program. It takes the shape of a Who fights, if that word not been employing a man-wolf, could call it a werewolf. I obzovu its terrible the word "shifter" (play around a bit and you'll notice that dubbed him the same way - this is confirmed experience). I do not know for what reasons, so did the authors of the program, but the dark forces a distinct advantage. This is easily seen, causing the computer to fight with itself: the dark win, From my observations, 90 percent of cases. True, the computer, as it should, play blunt. But when fighting people who break the forces of almost no importance; skillful selection of pairs for matches nullifies. But this we are ahead. To win at Archon, you must do one of two things: either kill all the enemies, or take all five of magical fields pieces of his color. To make a move any piece, just move on cursor over it and press the "fire". If this figure can go, under the board lights up her name, method of travel and the maximum number of steps that it can do. For example: SORCERESS (TELEPORT 3) - Witch can teleport to distance of up to three steps. Do not forget that in effect Arjona rule "touched - go: make this move is another figure not succeed. Each figure is given for one move a constant number of steps (3 to 5). On how to move all the pieces fall into walking and flying (or teleported). The difference is that walking figures moving speed Rook (ie can not go on diagonal) and not being able to pass "Through" his supporters, although through strangers for some reason they can. Flying the same steps and make right, and diagonally, and can move, not paying attention to obstacles. Able to fly: the dark - A witch, a dragon shifter, and Banshee; in white - a magician Genie, the phoenix and the Valkyries (ie a black and white "flyers" are symmetrical). Every time someone from your army is a square occupied by an enemy piece, the program asks you whether you want grapple with the enemy. If You think you do not worth, simply move on or back. But if you're spoiling for a fight, feel free to press the fire; arcade game goes into a part - mode of combat. When you enter into a duel, a board with the figure disappears. Illuminate the battlefield, where randomly arranged obstacles shots and movement, and begins battle. In the course of the battle position of these obstacles randomly altered. On both sides battle arena shows two column - indicating energy fighting. This energy decreases with injuries, when the energy level of a fighter (or both simultaneously) would fall to zero - this soldier is killed and the contest ends. The initial energy level is determined by two things. Firstly, it is the original castle beings: from birth, they have different levels of energy. Most strengths - a dragon, a wizard, witch, a genie, the weakest - knights and goblins. Secondly, it the battlefield: light and dark cells possess a magic place which supports its own and weakens others. At neutral cells, no such magic, and both begin to fight the enemy with his natural energy level. Almost always, the winner also gets in a fight in a battle wound, lowering its energy, and if to attack him immediately after the battle in which he was injured, then his health because of these injuries turns out to be worse than in the previous battle. Wounds heal slowly, What contributes to a very magic location: the cell of another color healing process is strongly delayed, and on his - is accelerating. It seems that even better treat the magical field. However, by magical force fields on the figures "are still little studied. - - - Each hero has Arjona her unique style of combat. Battle properties Your opponents and allies deserve to talk about them more in detail - bloodless victory in the Archon is possible except in the inquisitorial sense, that is, the fire instead of a sword. The most powerful figure in the battle - it's certainly a black witch. But who in second place - the question is very difficult. On this place can claim and dragon and unicorn, and banshees. It all depends on who and whom fights. The fact that the fighting qualities of all the heroes Arjona determined by a large number of parameters - strength, speed, strength and speed shot. It turns out that Everyone has a "favorite" enemy. For example, the dragon - the most strong creature in the game, with extremely fast and powerful ognedyhaniem, but clumsy. Therefore, the dragon can easily kill nimble, but weak knights: those only one or two charges fire, while the dragon stands nearly a dozen strokes sword knight. But the unicorn represents a serious threat for the dragon: he is stronger, very fast, and shooting a unicorn are comparable in strength with the dragon. So the unicorn can operate with impunity fire dragon long distance, dodging from the dragon of fire but if I battle moves to the near the stage, get tight already unicorn: do not manage to dodge both the enemy, and the dragon is better "holds blow." We list the fighting properties Arjona characters in more detail. I. Light power. I.1. Magician (wizard). AND magician and the witch - this something like a queen in the role of King. They are strong in battle, but wiser to give them the opportunity to live quietly and not fight as long as possible. The fact that they have important property, almost necessary for victory - magic. About Magic will be discussed later. A that before the fighting properties, the magician rather strong, very strongly (though weaker than the dragon) shoots, but he and his shots is very slow. I.2. Djinn (djinni). Genie also quite strong, powerful and quick shot, but slow. Its good to use against rapid but weak figures - basilisks and goblins. I.3. PHOENIX (phoenix). His way of fighting is unusual. He did not shoots, and, striking, surrounded by a short time the fireball. Opponent, getting in this ball gets wound. In addition to Phoenix, so are able to beat just banshees. Against fast dark figures phoenix powerless - for example, weak basilisk can easily, avoiding encounters, shot Phoenix distance. But Phoenix is well used against the world who can not shoot the goblins. A while playing with light computer reasonably incite Phoenix on the shifter - phoenix, computer controlled, fights bad. I.4. Unicorn (unicorn). In my opinion, this is the most combat light figures. They are quite strong, very fast, fast and strong shot. Fresh and full strength unicorn can safely withstand only very dark witch. The only way to kill unicorn - cost of a few dark figures and wounded him. True, the weakness of unicorns is that early in the game they are on dark cells, and the magic of the place weakens them. Therefore, if you play for the dark, you can at the very beginning of the game on napustit unicorns, dragons - at least one of them do not have time to escape. On dark field unicorn stable dragon loses. I.5. Golems (golem). These golems are known to dumb and slow but strong and almost invincible - which would make a piece of clay? These are the golems, and in game. They are sturdy, strong shot, but also the golem, and his shot barely crawling on combat arena. Quick shapes can win Golem, if they can all the time battle to keep their distance - because it is difficult to evade close even on a slow shot. Therefore, the Golem is good to use against the goblins - they can not shoot and have to approach in order to strike. Moreover, from the golem takes good royal guard - the cost of his life (or as it is called a golem? "), they can wounded a strong opponent going to attack the wizard, following which the magician himself will be easier to deal with it. I.6. Valkyrie (valkyrie). Virgin-warrior like virgins it should be, creating fragile. They move slowly, shoot slowly and weakly. In general, the use of the Valkyries at the forefront of stroke is not worth it. They are good for holding the captured magic fields and preventing attacks of weak dark figures. I.7. Archers (archer). Archers are roughly analogous Valkyrie, except that slightly weaker and shoot faster. K Also, they - as pedestrians, and move around the board slowly flying Valkyries. I usually put the archers in the wings in Valkyries. I.8. Knights (knight). The weakest and most numerous light pieces. They do not know how to shoot and fight sword in the melee. Naturally, despite his speed, Knights are very vulnerable. However, one of their property very helpful knights in battle - they may be more likely to strike. The fact that all the figures after shot (or wrapping a fireball like a phoenix and the banshees) while defenseless, while do not recharge your crossbow, a magic stick, cancer ognedyhaniya or whatever. On late charge shall notify a short beep - for a little light higher tone for the dark a little lower. Knights, too, must be Time to pick up a sword and get ready for the next stroke, but they have the time it takes times two to three fewer than all the rest. This gives the Knights an advantage. II. Dark forces. II.1. Witch (sorceress). This is the most powerful figure in the battle. She runs like a unicorn, and shoots like a dragon. None However, it is better not to throw it particularly in the fight - with the death of a sorceress lost all the magic powers of darkness. II.2. Dragon (dragon). This the strongest character Arjona. He moves slowly, but fire it flies fast, and the charge this fire is very strong. If a fight goes to the dark field, only the strongest light shapes can withstand two shots dragon. As expected, the dragon especially likes to have the knights. II.3. Shapeshifter. Shifter - a very interesting monster. In combat, he copies his opponent, but with his energy level that he has a pretty high - at around Phoenix. It is clear that the shifter prefers to fight in the dark cells. It is convenient to use it for the Defense of dark magic field. II.4. Basilisk (basilisk). Shoot and run like unicorns, but much weaker than them. Basilisks can be set at strong, but slow-light Creature - Golem or a magician. II.5. Trolls (troll) - similar to golems. II.6. Banshee (banshee) fight surrounding fire halo, like a phoenix. Banshee much weaker than Phoenix, but much faster. They are perhaps the most universal soldiers. Their well- let in almost any light figures, except those that as fast - unicorns and knights. II.7. Manticore (manticore) - Martial properties close to the archers, although slightly more and shoot more slowly. II.8. Goblins (goblin) - armed with a cudgel, not a sword; However, in a battle they are almost completely analogous to the knights. - - - Of course, no battles in the Archon's impossible to win. But not necessarily all the time break to victory through the mountains of corpses. There is another very interesting feature that helps you win. It's about magic. Apply the magic can only wizard and witch. With the death of any of them corresponding party loses the magical support. Available to them the same sets of spells. Each spell can only be used once, then it disappears. On the figures standing at the magic boxes (all the same - their this figure, or someone else's) spell do not apply. Use spell several weakens wizards, so be careful with magic! To use magic Hover over the magician, and then "fire" twice. Under the board lights up "SELECT A SPELL "-" then spell " and under the label - the first from a list of the remaining spells. References possible spell scroll keys "up" - "down" choice of spells - the "fire". We present a list of all spells available to mages Arjona. 1. TELEPORT - Teleport. It's all clear - this spell transfers any of your figure, if it is not captive enemy (about what it is, see below), any field, except for magic. You can teleport, and on the field, occupied by the enemy. That, of course, outraged at such an intrusion, and there is a fight. Teleportation is useful, for example, early in the game, when some pieces the enemy still stand in the cells of your color. K example, you can teleport dragon on a dark field to the unicorn, the phoenix on the bright field to banshee, etc. Is it possible to use teleportation as a means of escape from an uncomfortable position, or combine both objectives. 2. HEAL - treatment. Action this spell is too obvious - it treats any of your associates to its original level energy, if he is not on the magic box. 3. SHIFT TIME - the time shift. As far as I understood it just a pass move. But it is possible that this Spells there are some non-obvious effects - for example, associated with the magical fields (Again, these fields!). 4. EXCHANGE - Exchange. This spell allows you to swap any two pieces, no matter Yours or not, if only they were not in captivity (see below) and not stand in the magical fields. In practice, change their shape with enemy, or to save their own, or substitute an enemy. 5. SUMMON ELEMENTAL - call elemental. Under this spell there is elemental - the spirit of one of the four elements (in order of increase strength elemental): water, air, fire or earth. This elemental you set at the selected opponent; then there is one move you will have an extra fighter. What Elemental you get, the program selects a random manner. If you see the earth elemental, consider that you are very lucky: he's very strong (sometimes stronger than the dragon) and nimble. But if the water elemental has appeared - most likely spell in vain: sometimes He is so weak that dies by itself, without shots of the enemy, although sometimes Even this elemental to something able. 6. REVIVE - revival. This spell allows to revive one of the dead figures. When you select a shape for animation, lights inscription "PLACE IT IN THE CHARMED SQUARE" and you put a resurrection each white square, adjacent to your magic box. 7. IMPRISON - prisoner. Spell captivity for a number of moves (usually about ten) blocks the opponent's piece in the field where she stood. Again, no effect on the figures standing on magic fields. Conveniently capture enemy pieces when they are in the fields of your color. In addition, this spell is used to stop the excesses of the strong figures an enemy in your rear, or lock watch the magic field, accidentally came down with it, but you never know yet for what. Captivated by the magician can not use magic. 8. CEASE CONJURING - stop the witchcraft. By name you would think that this spell as a sorcerer, weakens the enemy. But in fact it does not spell well just an option "Exit" - the refusal to cast spells. On-call CEASE CONJURING menu spell disappears again and you can choose which piece to go. This option can be used as much as necessary - in contrast to spells, it does not disappear after use. - - - In conclusion, I propose tactics started a couple of possible for your "opening books". 1) "Sabotage". Choose a strong figure, which is not very sorry - for example, one of the two unicorns or banshees, and sends it to the enemy's rear. It can be teleport, thereby finding someone from enemies napping on the field of your color. Saboteur produces havoc behind enemy lines, panic, contracts over enemy forces. Typically, in the end he dies, but manages to significantly disrupt enemy forces. And if you feel sorry for the hero of the saboteur, he is quite to the rescue may come a dragon or a genie. Generally, when playing for the black couple dragon-banshee act in the white the rear is particularly effective. Dragon starts with murder unicorns in the dark fields, and then switched to the Knights. Banshee attacks, slower pieces. At a certain skill and luck you can even win the game, without moving any dark figures, except those two. 2) "Trenches." Quieter Home-based defenses. Since the party, you are reshuffling their troops so that they were on the cells of your color. Thus it is desirable move forces and the enemy half board. When the position busy start to fight for the magical field and lies in wait enemy figures in the margins of your color. - - - And it is quite a conclusion thank my friend, acting under a pseudonym "Hacker Taper Diskens" (why programmers in general, and hackers especially so love to take myself all sorts of tricky names?) granted to me by a disk version of Archon. *
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В этот день... 21 November