- Walter's Castle
- Pigeon Forge Attractions – Castle Of Chaos | Hollywood Wax
- Creature Chaos Batman
- See Full List On Castlevania.fandom.com
- Fenkenstrain's Castle - The Old School RuneScape Wiki
Local Events
This castle is a creature of Chaos. With each rebirth, it takes a new form. Maria: And here I thought my mind was playing tricks. Well, there's nothing for it. Till we meet again. (Maria leaves the corridor) Video: (dialogue at 9:27) Japanese version: video - Nico Nico Douga video (registration required) Game: Castlevania: Symphony of the Night. This castle is a creature of Chaos Reviewed by A.J. Maciejewski playing a PS1 on April 8, 2015 Castlevania: Symphony of the Night is available as a PSone Classic for PS3, PS Vita, and PSP and as an XBLA game for Xbox 360.
The Citadel of Chaos is a single-player role-playing gamebook written by Steve Jackson, illustrated by Russ Nicholson and originally published in 1983 by Puffin Books. It was later republished by Wizard Books in 2002 and 2009, and again in 2017 by Scholastic Books with new illustrations by Vlado Krizan. Sonic and his friends were defeated. They lost everything, their homes, their planet, and their lives. Now overlanders most stand up and fight for them equipped only with the powers and guidance of the fallen heroes gifted to them. The Castle of Chaos Serial Killer Escape Room is an experience unlike any other. Paranormal Escape. Duration: 1 Hour. Up To: 10 Players Do you believe in ghosts? Test your survival skills and attempt to decipher between what is real and what is of another world. Dare to enter a cursed room with a past murder and a.
Castle of Chaos
7980 State St., Midvale || 385.216.8915
Open Seasonally
castleofchaos.com
On Thursday, Sept. 26, I had a chance to check out The Castle of Chaosin Midvale. As Halloween is a favorite holiday of mine, I was very excited to attend. Guest were greeted with refreshments and inviting conversations before the walk-through began—and the brave ones were able to embrace a beautiful tarantula and let it crawl all over them. Frankly, this was one scare I was admiring from a distance. The crowd was entertained by various actors as we listened to others prepare for their night. The first thing I noticed about this haunt was the level of organization and professionalism the establishment had. We were guided to a ticket booth and were given a choice about what type of experience we wanted to have. I chose the 'level four' scare, as it was the highest offered on this particular evening. I wanted to see what this 'touch experience' was all about. When everyone had chosen their fate, the tour began.
Upon entrance, the first thing I noticed was the familiar scent of haunted houses. I suppose it is a cross between latex, fog machine and dust—a scent I find very comforting. This was my first realization that the season of scare was upon me. I headed down the ramp and into the darkness I went.
The first creature that stood out to me was large, and looked like something The Umbrella Corporation created in the Resident Evil series. I kept my eye on this creature, as every time I turned my back it seemed to step closer. I found myself even walking backwards to make sure it did not move. I turned the corner and noticed that the room kept getting smaller and smaller until I found that the only way out was to get on my hands and knees and crawl through a small tunnel. Luckily, I made it through without getting stuck. I contemplated what avenue a larger person would have to take, and hoping their experience would be as good as the one I was having.
'I was impressed by the length of time these actors spent with me and that every moment of it was in character.'
I am unsure of what order I encountered the beings in this Castle of Chaos because as things began happening to me, I just let them. I wanted to see how the experience played out and how well the actors played their roles. I was not disappointed in any way.
At one point, I encountered a butcher. This character reminded me of Leatherface from The Texas Chainsaw Massacre movie. I was held back as my group went on and ordered to get upon a table where an impressive role played out. I was told how my face was going to be taken off and my body dissected in graphic detail. Next thing I know, something that felt like body organs were placed on my face—intestines to be exact. These felt long as they just kept getting piled on. It was relentless, and it felt as if it were never going to end. Then it seemed that something like a liver or stomach was added to the mix. These props were wet, and due to their texture, had a bit of slippery feeling to them. I had no idea what this wet substance was and envisioned walking out of the haunt with fake blood all over me. I could not help but squirm on this table and was filled with disgust. I found it fascinating to experience this emotion. After a few more moments of great acting, I was helped off the table and was sent on my way to encounter the other characters this building had in store for me.
A bag was placed over my head and I was taken away from the group. I think the first time this happened it was a doctor. I was put in an area and my head became wet. I thought this was a very interesting effect because I had no idea what was being poured upon my head as it seeped through the bag. After some choice words from the doctor, the bag was taken off and I was released.
'This haunt was perfect chaos, very detail-oriented and I will be going back for another visit.'
It seems most haunted houses have some type of maze in them, and usually I can find my way through them with ease. Castle Chaos had me. I wandered around through the dark pathways for 8–10 minutes, always turning up at the entrance of the maze.After a few more wrong turns, I was escorted to its exit of by an eerie guide. These fun houses always have a way of distorting your views, and this one certainly had me feeling out of sorts. Clowns were everywhere and I was grabbed, another bag placed on my head and spun in circles to the point where I did not know which way I came from. I was let go and started regaining my composure with clown faces popping in and out of view. It was a stimulating whirlwind of eye, sound and balance sensations.
I walked through a few more rooms only to find myself being spun again. When I was released, I was placed into a casket and the lid closed. The dizziness began to fade and after a few minutes and some terrifying pounding, the coffin was opened by a female being that was very into playing her role. She stood over me as I laid in this confined space with her face just inches away from mine. I could not help but realize how much detail was put into her make-up. The actress kept playing her character until she felt it was time for me to be released. I was helped out of the casket and sent on my way.
I was impressed by the length of time these actors spent with me and that every moment of it was in character. I was ecstatic that there were many rooms to this haunt and only a few of them were empty. This haunt was perfect chaos, very detail-oriented and I will be going back for another visit. Only this time I will step it up to see whatthe exclusive 'level five' experience has to offer. If you find yourself upon a moment and want to attempt these horrors, head on down to Castle of Chaos . I do caution though, The Castle of Chaos it is not for the faint of heart—even the experienced receive a scare or two.
More on SLUGMag.com:
Real Haunted Houses: Local Ghost Stories
A Haunting of the Living and the Dead: Asylum 49
Chaos: The Battle of Wizards | |
---|---|
Publisher(s) | Games Workshop |
Designer(s) | Julian Gollop |
Platform(s) | ZX Spectrum |
Release |
|
Genre(s) | Turn-based tactics |
Mode(s) | Single-player, multiplayer |
Chaos: The Battle of Wizards is a turn-based tactics video game released for the ZX Spectrum in 1985. It was written by Julian Gollop and originally published by Games Workshop. Based on Gollop's 1982 design for a board game / card game hybrid,[1]Chaos received a positive reception and went on to influence various games, including Darwinia and King's Bounty, and spawned a sequel, Lords of Chaos, in 1990.
Gameplay[edit]
In the game Chaos, players take the role of wizards who vie with one another to win the game. The aim of the game is to be the 'last wizard standing' by destroying all other wizards. The game allows for anything between two and eight wizards, any of whom can be human or computer-controlled. The level of the computer-controlled wizards must be selected, ranging from 1 to 8. Higher levels improve the computer wizards' combat statistics, but do not improve their artificial intelligence. Computer-controlled wizards do not cooperate; they will attempt to kill each other as well as the human players.
Walter's Castle
Each wizard is given a random selection of spells at the start of the game with which to defeat the other wizards. Spells are either Lawful, Neutral, or Chaotic, and have a difficulty value expressed as a percentage chance of success when cast. A spell can only be cast once, with the exception of the 'Disbelieve' spell which is always available to every wizard. New spells can only be acquired via the 'Magic Wood' spell. During the game, the type of spells cast affects the subsequent difficulty of other spells. Casting many lawful spells results in a more lawful environment, which in turn makes other lawful spells easier to cast. The same principle applies to chaotic spells. Spells of the opposite alignment are not more difficult to cast however. Neutral spells are unaffected either way, and are always cast at the same difficulty percentage. This feature has a big impact on the strategy of the game, as a viable tactic is to cast many easy spells of a certain alignment, in order to make it easier to cast the more powerful spells of that alignment.
Spells fall into various categories and have various ranges. Creature spells summon a monster adjacent to the wizard, which can then be moved in the movement phase. Some creatures are more difficult to cast than others, with the more powerful creatures having a lower base percentage chance to cast. Creatures have attack and defense ratings which govern how effective they are, move ratings which control how many squares they can move a turn, maneuver ratings which govern how easily a creature can break off combat and magic resistance for governing defense against magical assaults. Wizards also have these ratings, as well as a magic rating governing how many spells they initially have. Several spells create objects on the board. A player may also receive spells that improve his wizard, such as 'Magic Sword' or 'Shadow Form', or spells that directly attack other creatures, such as 'Magic Bolt' or 'Vengeance'.[2]
Each (human) wizard takes it in turn to view the board (if desired), examine their spells and select one to cast on the next turn (selecting a spell is not compulsory). Typically, the other human players look away during a spell choice to avoid an unfair advantage. Once all players have chosen their spell, they attempt to cast them in order. Whereas the human players select their spells before each turn begins, the computer wizards actually select their spells during the play stage of each turn. This is not documented, although it becomes apparent in play, as the computer wizards often cast spells that would have required foreknowledge of the other players' actions. Once all spells have been cast, surviving wizards take it in turns to move themselves and any creatures under their control (unless they are 'engaged' in combat), and attack other wizards/creatures.
Other creatures or wizards are attacked by either moving into them, or flying onto them. Moving or flying next to an enemy creature automatically 'engages' them, and allows for an immediate attack. If an attack is successful the enemy creature disappears/dies and the attacking creature moves onto its square. Flying onto a creature allows an attack, but the flying creature remains in place unless it succeeds in killing its target, in which case it takes its place as above. Success depends on the attacking creature's combat rating against the defending creature's defense rating and a certain amount of randomness. Some creatures have ranged combat, allowing them to attack other creatures from afar, so long as there is a clear line of sight. Once all wizards have taken it in turn to move and fight, the turn sequence starts over from the beginning. For human players, no actions are compulsory, they may simply skip any actions they do not want to take. Computer-controlled wizards will always move, unless in a Magic Wood, Castle or Citadel, even when it is not in their best interest to do so. Likewise all computer-controlled creatures always attempt to move each turn. If a wizard is destroyed, all his creations immediately vanish too.
Development[edit]
Chaos was created entirely by Julian Gollop, based on his 1982 design for a traditional card game, itself inspired by the early Games Workshop board game Warlock.[3] He was an avid card game designer and saw computers as a way of hiding game rules too complicated for pen-and-paper scenarios. Thus the board used in the card game became the tiled map in the video game.[2]
Reception[edit]
CRASH awarded Chaos 8 out of 10,[4] praising the neatness of the presentation, efficient sound effects, pleasing sprites and concluding that it was a very good multiplayer strategy game. Criticisms included the sparseness of the initial playing area, lack of status report for the wizards and information on how much damage was being dealt. The reviewer also felt there could have been a wider range of missile attack spells. Sinclair User rated Chaos 4 out of 5 stars, calling it 'fast-moving and colourful' with simple, functional graphics. It was seen to be complex enough to appeal to players of both Dungeons & Dragons and strategy games.[5]White Dwarf awarded it 7 out of 10, finding particular fun in the spells 'Magic Fire' and 'Gooey Blob' but criticised the poor quality of the instruction booklet.[6]
Legacy[edit]
Pigeon Forge Attractions – Castle Of Chaos | Hollywood Wax
In the final issue of Your Sinclair in 1993, Chaos was listed at fifth place of the Your Sinclair Readers' Top 100 Games Of All Time.[7] In 2006, GamesTM listed Chaos at position 44 of the top 100 games of all time. This made it the second highest rated Spectrum game, behind Manic Miner.[8]
One of Jagex's early games was Cyber Wars – a browser-based online multiplayer clone of Chaos that switched the fantasy theme of the game for a sci-fi one; it was part of the Castle Games Domain online lobby. Developers of the indie PC strategy game Darwinia cite Chaos as an influence during its early development.[9]Chaos has also been the subject of many homebrewremakes such as Chaos Funk:[3][10] Gollop regularly receives requests from people wishing to create remakes.[3]
Creature Chaos Batman
In March 2014, Gollop began raising funds for Chaos Reborn on Kickstarter. The project, described as 'part sequel, part re-imagining of [the] original game'[11] exceeded its target within a month, raising $210,854 out of its $180,000 goal, and was released in October 2015.
References[edit]
See Full List On Castlevania.fandom.com
It seems most haunted houses have some type of maze in them, and usually I can find my way through them with ease. Castle Chaos had me. I wandered around through the dark pathways for 8–10 minutes, always turning up at the entrance of the maze.After a few more wrong turns, I was escorted to its exit of by an eerie guide. These fun houses always have a way of distorting your views, and this one certainly had me feeling out of sorts. Clowns were everywhere and I was grabbed, another bag placed on my head and spun in circles to the point where I did not know which way I came from. I was let go and started regaining my composure with clown faces popping in and out of view. It was a stimulating whirlwind of eye, sound and balance sensations.
I walked through a few more rooms only to find myself being spun again. When I was released, I was placed into a casket and the lid closed. The dizziness began to fade and after a few minutes and some terrifying pounding, the coffin was opened by a female being that was very into playing her role. She stood over me as I laid in this confined space with her face just inches away from mine. I could not help but realize how much detail was put into her make-up. The actress kept playing her character until she felt it was time for me to be released. I was helped out of the casket and sent on my way.
I was impressed by the length of time these actors spent with me and that every moment of it was in character. I was ecstatic that there were many rooms to this haunt and only a few of them were empty. This haunt was perfect chaos, very detail-oriented and I will be going back for another visit. Only this time I will step it up to see whatthe exclusive 'level five' experience has to offer. If you find yourself upon a moment and want to attempt these horrors, head on down to Castle of Chaos . I do caution though, The Castle of Chaos it is not for the faint of heart—even the experienced receive a scare or two.
More on SLUGMag.com:
Real Haunted Houses: Local Ghost Stories
A Haunting of the Living and the Dead: Asylum 49
Chaos: The Battle of Wizards | |
---|---|
Publisher(s) | Games Workshop |
Designer(s) | Julian Gollop |
Platform(s) | ZX Spectrum |
Release |
|
Genre(s) | Turn-based tactics |
Mode(s) | Single-player, multiplayer |
Chaos: The Battle of Wizards is a turn-based tactics video game released for the ZX Spectrum in 1985. It was written by Julian Gollop and originally published by Games Workshop. Based on Gollop's 1982 design for a board game / card game hybrid,[1]Chaos received a positive reception and went on to influence various games, including Darwinia and King's Bounty, and spawned a sequel, Lords of Chaos, in 1990.
Gameplay[edit]
In the game Chaos, players take the role of wizards who vie with one another to win the game. The aim of the game is to be the 'last wizard standing' by destroying all other wizards. The game allows for anything between two and eight wizards, any of whom can be human or computer-controlled. The level of the computer-controlled wizards must be selected, ranging from 1 to 8. Higher levels improve the computer wizards' combat statistics, but do not improve their artificial intelligence. Computer-controlled wizards do not cooperate; they will attempt to kill each other as well as the human players.
Walter's Castle
Each wizard is given a random selection of spells at the start of the game with which to defeat the other wizards. Spells are either Lawful, Neutral, or Chaotic, and have a difficulty value expressed as a percentage chance of success when cast. A spell can only be cast once, with the exception of the 'Disbelieve' spell which is always available to every wizard. New spells can only be acquired via the 'Magic Wood' spell. During the game, the type of spells cast affects the subsequent difficulty of other spells. Casting many lawful spells results in a more lawful environment, which in turn makes other lawful spells easier to cast. The same principle applies to chaotic spells. Spells of the opposite alignment are not more difficult to cast however. Neutral spells are unaffected either way, and are always cast at the same difficulty percentage. This feature has a big impact on the strategy of the game, as a viable tactic is to cast many easy spells of a certain alignment, in order to make it easier to cast the more powerful spells of that alignment.
Spells fall into various categories and have various ranges. Creature spells summon a monster adjacent to the wizard, which can then be moved in the movement phase. Some creatures are more difficult to cast than others, with the more powerful creatures having a lower base percentage chance to cast. Creatures have attack and defense ratings which govern how effective they are, move ratings which control how many squares they can move a turn, maneuver ratings which govern how easily a creature can break off combat and magic resistance for governing defense against magical assaults. Wizards also have these ratings, as well as a magic rating governing how many spells they initially have. Several spells create objects on the board. A player may also receive spells that improve his wizard, such as 'Magic Sword' or 'Shadow Form', or spells that directly attack other creatures, such as 'Magic Bolt' or 'Vengeance'.[2]
Each (human) wizard takes it in turn to view the board (if desired), examine their spells and select one to cast on the next turn (selecting a spell is not compulsory). Typically, the other human players look away during a spell choice to avoid an unfair advantage. Once all players have chosen their spell, they attempt to cast them in order. Whereas the human players select their spells before each turn begins, the computer wizards actually select their spells during the play stage of each turn. This is not documented, although it becomes apparent in play, as the computer wizards often cast spells that would have required foreknowledge of the other players' actions. Once all spells have been cast, surviving wizards take it in turns to move themselves and any creatures under their control (unless they are 'engaged' in combat), and attack other wizards/creatures.
Other creatures or wizards are attacked by either moving into them, or flying onto them. Moving or flying next to an enemy creature automatically 'engages' them, and allows for an immediate attack. If an attack is successful the enemy creature disappears/dies and the attacking creature moves onto its square. Flying onto a creature allows an attack, but the flying creature remains in place unless it succeeds in killing its target, in which case it takes its place as above. Success depends on the attacking creature's combat rating against the defending creature's defense rating and a certain amount of randomness. Some creatures have ranged combat, allowing them to attack other creatures from afar, so long as there is a clear line of sight. Once all wizards have taken it in turn to move and fight, the turn sequence starts over from the beginning. For human players, no actions are compulsory, they may simply skip any actions they do not want to take. Computer-controlled wizards will always move, unless in a Magic Wood, Castle or Citadel, even when it is not in their best interest to do so. Likewise all computer-controlled creatures always attempt to move each turn. If a wizard is destroyed, all his creations immediately vanish too.
Development[edit]
Chaos was created entirely by Julian Gollop, based on his 1982 design for a traditional card game, itself inspired by the early Games Workshop board game Warlock.[3] He was an avid card game designer and saw computers as a way of hiding game rules too complicated for pen-and-paper scenarios. Thus the board used in the card game became the tiled map in the video game.[2]
Reception[edit]
CRASH awarded Chaos 8 out of 10,[4] praising the neatness of the presentation, efficient sound effects, pleasing sprites and concluding that it was a very good multiplayer strategy game. Criticisms included the sparseness of the initial playing area, lack of status report for the wizards and information on how much damage was being dealt. The reviewer also felt there could have been a wider range of missile attack spells. Sinclair User rated Chaos 4 out of 5 stars, calling it 'fast-moving and colourful' with simple, functional graphics. It was seen to be complex enough to appeal to players of both Dungeons & Dragons and strategy games.[5]White Dwarf awarded it 7 out of 10, finding particular fun in the spells 'Magic Fire' and 'Gooey Blob' but criticised the poor quality of the instruction booklet.[6]
Legacy[edit]
Pigeon Forge Attractions – Castle Of Chaos | Hollywood Wax
In the final issue of Your Sinclair in 1993, Chaos was listed at fifth place of the Your Sinclair Readers' Top 100 Games Of All Time.[7] In 2006, GamesTM listed Chaos at position 44 of the top 100 games of all time. This made it the second highest rated Spectrum game, behind Manic Miner.[8]
One of Jagex's early games was Cyber Wars – a browser-based online multiplayer clone of Chaos that switched the fantasy theme of the game for a sci-fi one; it was part of the Castle Games Domain online lobby. Developers of the indie PC strategy game Darwinia cite Chaos as an influence during its early development.[9]Chaos has also been the subject of many homebrewremakes such as Chaos Funk:[3][10] Gollop regularly receives requests from people wishing to create remakes.[3]
Creature Chaos Batman
In March 2014, Gollop began raising funds for Chaos Reborn on Kickstarter. The project, described as 'part sequel, part re-imagining of [the] original game'[11] exceeded its target within a month, raising $210,854 out of its $180,000 goal, and was released in October 2015.
References[edit]
See Full List On Castlevania.fandom.com
Fenkenstrain's Castle - The Old School RuneScape Wiki
- ^'A History of Chaos'. Archived from the original on 2012-12-10. Retrieved 2012-12-07.
- ^ ab'The Making of Chaos'. Edge (114): 96–99. September 2002.
- ^ abcBevan, Mike (2010). 'Lord of Chaos'. Retro Gamer. No. 81. Imagine. p. 29.
- ^'Chaos review'. CRASH (16). May 1985. Archived from the original on 2003-06-06.
- ^Gilbert, John (May 1985). 'Spectrum Software Scene 2'. Sinclair User (38). Archived from the original on 2007-11-05. Retrieved 2008-10-22.
- ^Mendham, Trevor (August 1985). 'Chaos: The Battle of Wizards'. White Dwarf (68): 13.
- ^'Chaos: The Battle of Wizards'. Your Sinclair (93). September 1993.
- ^GamesTM, September 2006
- ^'Darwinia . Extras . Development'. Archived from the original on 2008-08-30. Retrieved 2008-06-21.
- ^Dan Whitehead. 'Creating Chaos'. Retro Gamer. Vol. 2 no. 1. p. 51.
With its broad scope, but simple design, Chaos was always an obvious choice for homebrew retroheads looking to stretch their coding skills.
- ^'Chaos Reborn - From the Creator of the Original X-COM'. kickstarter.com.
External links[edit]
- Chaos at MobyGames
- Chaos at SpectrumComputing.co.uk
- Chaos: The Battle of Wizards at Curlie
- A USENET message describing the internal structure of Chaos and naming the missing spells
- Chaos Online, detailed analysis of Chaos and discussion of Chaos Reborn