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Archipelagos Reviews (Atari ST)

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Critic Score
100 point score based on reviews from various critics.
User Score
5 point score based on user ratings.

User Reviews

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Our Users Say

Category Description User Score
Gameplay How well the game mechanics work (player controls, game action, interface, etc.) 3.0
Graphics The quality of the art, or the quality/speed of the drawing routines 3.2
Personal Slant How much you personally like the game, regardless of other attributes 2.6
Overall User Score (5 votes) 2.9

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
The One (Apr, 1989)
The detailed objects and adversaries don't look out of place with the smooth-moving geometric scenery - indeed they add to the feeling of "being there" - in the thick of it all. This feeling is further enhanced by the simplistic but functional sound effects - particularly the fact that they are few and far between and serve to surprise rather than detract. It's a rare pleasure to see a concept as stimulating as this. It's an even greater pleasure to have the opportunity of playing it.
Maps can't just be accessed at random - you have to play through them in a particular order, determined by your progress in the game. As in Sentinel, not all 10.000 have to be played, and moreover the game saves your position to disk for later games. It's a delightfully-executed game that, despite borrowing ideas from all over the place, stands out as a great game in its own right.
The animation of movement around the isles may not be as smooth as Dark Side but you don t need to be fast on your feet to play Archipelagos, just plan where you go carefully! The barren landscape weaves an odd spell in its creation of atmosphere, elements of isolation and fear quickly emerge as the enemy draws near with you always in their sights.
ST/Amiga Format (May, 1989)
Archipelagos does not strive to be a stunning visual experience. Where the thrill really lies is in its gameplay. It's a strategy very much in the same vein as Firebird's Sentinel. When the clock starts and you face a ninety second countdown in search of the obelisk, the game really gets exciting. Almost ten thousand different levels have been wildly designed to ensure that even the seasoned gamer will come back for more. The bit-mapped screens add that additional spark of interest.
A nicely polished game, with lovely graphics, atmospheric music and a very good instruction manual, but gameplay, which on occasion is a little tedious, lets the side down somewhat.
Nach einer anfänglichen Eingewöhnungsphase mit dem bereits genannten Effekt, daß man die ersten paar Level als langweilig empfindet, kam allmählich die Begeisterung, die auch noch für einige Zeit anhalten dürfte. Vor allem deshalb, weil es insgesamt 10000 (!) verschiedene Inseln gibt. in den ersten 100 Inseln ist jede fünfte als Grafik abgelegt, der Rest wird jedesmal neu berechnet. So schnell dürfte der Spielspaß also nicht nachlassen.
Power Play (May, 1989)
Knapp zehntausend unterschiedliche Welten, eine Übersichtskarte, ein neuartiges Spielprinzip: Archipelagos sieht auf den ersten Eindruck prächtig aus. Die schnelle und fein gezeichnete 3D-Grafik trägt ihr übriges zum guten Eindruck bei. Doch ein strafferes Spieldesign hätte Archipelagos nicht geschadet. Das "Knack das Steinchen"-Prinzip gibt nicht genug her, um den Spieler auf Dauer zu fesseln. Man fährt zum nächsten Stein, drückt die Maustaste, sucht den nächsten, baut eine Brücke - auf Dauer wird das etwas ermüdend. Was mir vor allem abgeht, ist eine anständige High-Score-Liste. Außerdem kann man jeden Level sofort anwählen; damit verliert das Spiel einiges an Reiz.
Rein äußerlich ist das Game wahrlich nichts Berühmtes, selbst wenn der sanfte Schwebeeffekt damals sehr gelobt wurde – am hohen Spielspaß ändert das allerdings nicht die Palme, äh, Bohne!
(page 72)
[Budget re-release] Of the game's 10.000 levels (phew!), 100 were put together by the programming team and they get progressively harder. The remaining levels are computer generated, so they could be all completely impossible or a complete walkover, you just won't know until you try them!