Oberon #04: Scroll: Analysis of Chaos Game Mechanics

CHAOS - THE BATTLE OF WIZARDS

by Julian Gollop

GAMES WORKSHOP'85

The game Chaos is made in the best traditions of similar games, characterized as Strategy. It transports you to a world of wizards and sorcerers, where magic is the force with which you can prove your power and greatness to others. And so, during the game, you become one of the eight most powerful wizards in the Universe and try to overthrow the others with the help of your devilish army of monsters and conquer the Universe...



That's basically all you, dear reader, need to know about this game. But we're not just sitting here for nothing, and we have to describe everything in detail... So I will have to think for a moment and squeeze out a couple dozen kilobytes of text!

So, CHAOS is a game about wizards. Don't recall another similar game with a similar name? You might ask me about LORDS OF CHAOS (hereafter L_o_C)... and I will answer: yes!

CHAOS is a simplified version of L_o_C, and that pretty much says it all. The graphics, controls, game board, and many other aspects are simplified. But perhaps this is the only game where simplification has worked to its advantage! Instead of tightly scripted levels of L_o_C, we get a great "non-deterministic" game that can be played by up to 8 people simultaneously.

After loading, you choose the number of players from 2 to 8, the difficulty level for the computer wizards (if it will participate in the game). You will then be asked to enter the name of the first player, whether this wizard will play as a computer or not. Next, you choose one of the eight wizards by pressing the corresponding number and color of your wizard. Similar actions should be performed by the other players.

This procedure is, of course, very boring, but at least you are given the opportunity to enter a name, meaning that the enemy (in the case of the computer) can be called some bad word, like OTSTOY, and then you can enjoy this fact for a long time. When playing against the computer, I recommend choosing not just one enemy wizard, but several - this will intensify the situation and add more realism to the battle.

And here is the game itself! The first thing that catches the eye is the menu. It appears after completing another round of turns and consists of four items:

1) Examine spells.

Here you check the current state of the remaining spells. The characteristics of the spells can be learned by pressing the letter corresponding to that spell. You can return to the main menu by pressing the "0" key.

2) Select spell.

And here is the magic itself. The selection of a spell occurs similarly to the first menu item. It should be noted that when selecting an animated character, the program asks whether this creature will be displayed as a corpse after its demise. This can be useful when one of the warriors dies in the game. Thus, it can be raised from the dead with the appropriate spell.

3) Examine board.

View the current state of the game board. This option is simply indispensable if you got distracted and forgot the game situation, but you need to conjure something... The most amazing thing here is that you can study not only the state of your minions but also the warriors of the enemy's army!

4) Continue with game.

Continuation of the game... After you have selected the required spell, you can confidently proceed to play using this option.

Before you is the game board, on which two or more wizards are located on opposite sides. The initial task is to use the selected spell, if, of course, it is your turn. In this case, the cursor will take the form of the symbol "S". If you cannot use the spell (for example, the distance to the object is too great), press the turn transfer key (K) to your opponent.

The most important thing is to understand how to move the cursor. In CHAOS, you will not encounter the primitive combination "Q", "A", "O", "P", everything here is on a larger scale:

"Q" "W" "E"
(up)

"A" (left)--┼--(right) "D"

(down)
"Z" "X" "C"

With the "W", "A", "D", "X" keys, everything is clear, but the purpose of the other four is not clear to everyone. In fact, there's nothing complicated here - these are the keys for diagonal movement in the corresponding directions.

In the center of this "magical" trapezium formed by the control buttons is the "S" key, which, as everyone has probably guessed, performs the "fire" function.

Since the spells differ from each other, the methods of using them also vary. For example, if you have chosen an animated character, it can only be placed within a radius of one cell from the wizard. If this spell is related to enhancing the main character's combat power, then after pressing the fire key ("S"), the spell will take effect immediately on you. If the spell is of the type Magic Wood, Magic Fire, etc., its effect is carried out over a considerable distance.

If the spell worked, you will receive an encouraging message SPELL SUCCEEDS. Be prepared for your spell to literally "fail." In this case, the information line will display the message SPELL FAILS. Such is life - even wizards don't always succeed...

After completing all these magical passes, the turn is automatically transferred to the partner.

Once all wizards have used a spell, you can directly use your creation. If you haven't spawned any living beings yet, you can only move your wizard. To do this, place the cursor on the wizard and press "fire." At the bottom of the game screen, a message will appear informing you what you can do with this object. In this case, move one cell. After that, you can pass the turn. As soon as all players have taken their turns, you return to the main menu, where you can select a new spell.

There are situations when, having chosen a certain creature, you suddenly reconsider using it. The "K" key will help here. It cancels the selection of the character and allows you to make a move with another hero, unlike the "0" key, which immediately ends the turn. However, you should remember that if you refused to take a turn with a particular hero using the "K" key, then you cannot use him until the end of the turn.

During large battles, you will surely encounter problems determining which are your own and which are enemies. By pressing and holding the keys "1" - "8", you can "highlight" the creatures on the board belonging to a particular wizard.

Another important key, both in the game mode and in the Examine board item, is "I". It allows you to view detailed information on the selected creature or item. This information may be more or less complete, but regardless of that, below I have tried to provide the most complete list of classification points:

┌------------------┬---------------------┐
│ │characteristic of the creature in battle. The higher it is, the stronger the blow will be. │
│COMBAT │ │
├------------------┼---------------------┤
│RANGE COMBAT │the strength of the ranged attack. │
│ │ │
│RANGE │the distance of a possible attack. │
├------------------┼---------------------┤
│DEFENCE │characteristic of the creature in defense. │
└------------------┴---------------------┘

┌------------------┬---------------------┐
│ │characteristic of the distance of possible movement │
│MOVEMENT ALLOWANCE│ │
├------------------┼---------------------┤
│ │characteristic of the creature's passability across terrain. │
│MANOEUVRE RAITING │ │
├------------------┼---------------------┤
│ │characteristic of resistance to magic action │
│MAGIC RESISTANCE │ │
├------------------┼---------------------┤
│ │the probability of successful casting (this point appears only in EXAMINE BOARD mode) │
│CASTING CHANCE │ │
└------------------┴---------------------┘

Also, the information that appears may include notes:

FLYING - the creature can move through the air

MOUNT - the wizard can use this creature for his movement

UNDEAD - the creature is "undead"

SPELLS - the number of spells remaining with the wizard

and some others...

As already mentioned above, the wizard can use creatures that have the MOUNT characteristic for his movement. To do this, the wizard simply needs to stand on the cell where one of these creatures is located. Your wizard will disappear, and a "#" symbol will be added to the name of the "mounted" creature.

Now, before each turn of such a creature, you will be asked a silly question: DISMOUNT WIZARD Y/N, i.e., do you wish to "walk further on foot" (Y) or "shall we go on with the wind" (N). Naturally, by riding some sturdy animal, you not only start moving faster but also become more protected from enemy tricks.

Not only creatures but also some magical actions have a direct impact on the wizard, but read about this below - in the spells overview section. Now let's look at some messages issued by the program:

ENGAGED TO ENEMY

This appears if your creature is in close contact with the enemy. In this case, you cannot escape or simply step aside. You must attack.

NO LINE OF SIGHT

This appears when trying to shoot at an enemy located at some distance outside the limits of direct visibility. Generally, this message is quite rare, but if the computer has issued it, you will have to change the target for the attack.

UNDEAD - CANNOT BE ATTACKED

This message greets any attempt at physical impact on the so-called "undead." Such creatures should be killed exclusively by magical means. By the way, "undead" includes not only creatures that were dead beforehand (zombies, vampires, etc.) but also all those who were affected by the RISE DEAD spell...

OUT OF RANGE

Practically clear even for a "newbie" message. Just to clarify, it means that this action cannot be performed because the distance is too great, i.e., the object or point where the cursor is located is out of reach.

Now let's move on to reviewing your product... I mean, I meant to say magical basket. Today in your cafeteria menu, there are the following items:

Creatures and items

Gorilla. Not a very strong creature, better not to rely on it too much.

Lion. A fairly strong animal, however, it can't do anything except fight. It attacks the enemy well but, for some reason, is not capable of offering much resistance.

Bear. Stronger and more dangerous creatures than lions. They offer fierce resistance when attempts are made to attack them.

Crocodile. Unlike lions, they successfully resist attacks, although their physical characteristics are the same.

Ghost. A flying creature. Capable of passing through obstacles, making it quite useful.

Orc. Slightly smarter than a goblin, but also not a very strong warrior. Has decent armor that protects him in battle.

Zombi - the risen dead. Weak creatures, and they are dead in some way. :) If you do use them, then better to use several at once.

Vampire. Strong flying creatures, also dead :)).

Giant. A strong, resilient creature.

Red, Green, Gold dragons - possess different resistances to magic. Capable of flying and breathing fire. Their excellent physical attributes make dragons versatile creatures. Great weapon for attacking an "unprotected" enemy wizard.

Unicorn. Resilient creatures. They have an average level of protection. They work well in offense.

Centaur. Decent archers, in skilled hands, they fight well at long distances.

Harpy. Not very strong, but with wings. :)

Faun. A mythical creature, but possessing quite real physical strength.

Gryphon. Strong flying creatures. They are the best means of transportation for a wizard.

Pegasus. Like other four-legged creatures, it is well suited as a means of transportation for a wizard. A very fast and mobile creature.

King cobra. Wriggles, bites, in general, a typical snake.

Skeleton. A weak creature - skin and bones. But if there are many of them, you can thoroughly "roll over" the enemies...
Ogre - ogre. Not a very strong creature, but quite well protected.


Bat. A fast, swift creature, suitable for sudden
attack.

Eagle. Will be useful for fighting against the flying filth of the opponent.

Giant rat. Just a very large (very!) rat, with allthe ensuing consequences.

Dire wolf. Scares away the enemy's army with its night howl.


Horse. One of the fastest non-flying creatures. Capable of making
large moves behind enemy wizards.

Hydra. It is generally unclear what it does on land, but encountering itcan be fatal. Somewhat slow, but deadly in close combat.

Magic wood. Used as a barrier in the way of the enemy.
Shadow wood. These trees not only hinder the enemy but also
can attack him!

Manticore. Another excellent candidate for the wizard's transport.

Wraith. Like any spirit, in ordinary conditions, it is immortal, and therefore fights well against any mortal creatures.

Spectre. Powerful, very strong creatures, but not fast. Their main trump card is undead.

Goblin - goblin. Armed with a club and solid strength. However, not very bright!

Magic fire. Spreads across the terrain, burning it.

Wall. Allows you to fence off an area of terrain to prevent the enemy, or just like that...


Dark Citadel and Magic Castle
(Dark Citadel) (Magic Castle)

Unique refuges for wizards. Here they are practically unreachable for enemies. But it should be remembered that both the Citadel and the Castle are short-lived and will soon collapse themselves.


Gooey Blob - sticky mass. A sticky
substance, slowly spreading, blocks the enemy's way.

The magical weapon of the wizard

Magic shield - shield. Helps the wizard in
difficult situations. Increases resistance to physical and magical attacks.

Magic armoure - magical armor. Recommended to use in conjunction
with magic shield, as their effects are similar in nature, and together they form a powerful armor.

Magic sword - magical sword. The sword allows the mage to strike not only with bare hands and magic. Useful in situations when the mage is surrounded and forced to use physical strength.

Magic bow - magical bow. Allows the wizard to shoot arrows at some distance like elves do. A valuable item if there are no other creatures under your command left on the map.

Magic wings - magical wings. Transform your mage into a "bird of great flight".

Magic knife - magical knife. Carries functions similar to the sword, but somewhat weaker.

Spells

Magic bolt -┐ Deal magical strikes of varying strength to the enemy │ at a distance. Useful for attacking "undead" and the enemy mage itself. Moreover, the Disbelieve spell does not disappear and is always available.

Dark power -┘

Subversion - captures the enemy's consciousness and allows you to control them like your warrior.

Shadow form - gives your mage several additional moves.

Rise dead - revives any corpse on the battlefield and assigns the undead class to the creature, transferring it to your control.

You have read (scrolled) through this description to the end, and you probably think that everything is clear and understandable. But not so fast!!!!! Not all spells were covered above, and there are objective reasons for that. Besides, you probably noticed the inscriptions in parentheses for most spells like CHAOS-1, LAW-1, and similar ones.

You will have to figure all this out yourself!

And it must be hard for wizards...

-======================================== * * * * *
MUSIC ВУ : GYN

Contents of the publication: Oberon #04

  • From the Editorial
    This editorial discusses the legal 'charges' against the creators of Oberon #4 as a humorous narrative, highlights the challenges faced in publishing this issue, and announces a potential hiatus for the magazine.
  • Scroll
    Analysis of the game 'Chaos' by Julian Gollop. Simplified gameplay mechanics and strategic elements. Description of creatures, spells, and tactics.
  • Scroll - Unbeliever
    Description of a mathematical game for ZX Spectrum where players collect formula symbols while navigating gears.
  • Scroll - M.M.A
    Discussion of 'Doc the Destroyer', a unique fighting and adventure game for ZX Spectrum. The article covers controls, character customization, and game mechanics. Compatibility issues on different ZX Spectrum models are also addressed.
  • Overview - M.M.A
    The article provides a review of games for ZX Spectrum, including KOMANDO 2, WRESTLING SUPERSTARS, TAG TEAM WRESTLING, and CAPTAIN PLANET. It highlights the features, graphics, and gameplay of each game, noting both strengths and weaknesses. The review concludes with recommendations and comparisons to other platforms and games.
  • Overview
    Overview of various ZX Spectrum games, highlighting their unique features, gameplay mechanics, and design elements. Includes critique on sound effects, graphics, and technical issues. Discusses games like 'Stryker in the Crypts of Trogan', 'Phileas Fogg's Balloon Battles', and 'Survival'.
  • Overview - Alex Noman
    The article reviews games for the ZX Spectrum, including BOOVIE, MOTOR MASSACRE, SOCCER PINBALL, and HUXLEY PIG 1 & 2. Each game is detailed in terms of gameplay, graphics, and unique features. The discussion includes comparisons to other games and highlights specific technical aspects.
  • Review
    A review of various games, including Little Computer People and Lost Caves, highlighting their features and versions. It also discusses 75Occ Grand Prix by Codemasters with its limitations. The article provides insights into game mechanics and versions.
  • Review
    Detailed review of various assemblers like Alasm 3.8, TASM 4.12, and others, highlighting their features and shortcomings.
  • About Everything
    Announcement of the creation of the SamZxNet network in Samara and the challenges of setting it up with HAYES modems. Explanation of the modems' power requirements and potential difficulties. Invitation for technical advice from experienced readers.
  • About Everything
    Description of travel to ENLIGHT'97 and meeting various demoscene participants. Observations of event organization and issues. Insights into participant experiences and scene discussions.
  • About Everything
    Report on the second day of ENLIGHT'97: events, challenges, and reflections. Describes voting results and organizational difficulties. Highlights future prospects for Spectrum demo parties.
  • About Everything
    The article features reader feedback on Oberon #04, critiquing design and content choices and discussing issues with software protection and game enhancements.
  • About Everything
    Discussion of the adventure game KAYLETH with gameplay tips and advice. Includes a game dictionary and suggestions from the author and their team. Calls for a local artist for future RPG development.
  • About Everything
    Reflection on the closure of the 'ZX-REVIEW' magazine and the adaptation of its article for 'Oberon'. Discussion on the development of ultra-short boot loaders. Optimization techniques for writing one-sector boot loaders on ZX Spectrum.
  • About Everything
    Exploration of amateur contributions to electronics, music, and computing history, highlighting figures like Faraday and Babbage. The evolution from handmade instruments to personal computers. Discussion on jazz, blues, and rock'n'roll's informal origins.
  • About Everything
    The story of Lieutenant Edward Roberts' journey from radio kits to creating the first PC, the Altair 8800, overcoming skepticism and challenges.
  • About Everything
    The article explores the rise and evolution of the computer industry, highlighting the transformation from passionate hobbyists to corporate dominance by giants like IBM and Microsoft.
  • About Everything
    An exploration of Sir Clive Sinclair's project after selling the Sinclair brand, detailing the features of the Cambridge Computers Z88 laptop.
  • About Everything
    Discussion of software market problems in 1997 for ZX Spectrum, highlighting lack of new software and user reluctance to pay.
  • Announcement - M.M.A
    Announcement of 'Black Raven' game by V. Mednonogov, focusing on gameplay, technical challenges, and upcoming features.
  • Announcement
    Discussion of the decline in ZX Spectrum development, reviews of new games and utilities, and announcements of future projects.
  • Educational Program
    The article provides an overview of FidoNet, a non-commercial computer network often considered the predecessor of the Internet, detailing its origins, growth, and unique cultural aspects.
  • Hardware
    Instructions for connecting the 'ALEGRO' modem to computers with normal port #FF, detailing hardware modifications required for proper signal handling.
  • Hardware
    Connecting Hayes-compatible modems to ZX Spectrum, focusing on Scorpion and Pentagon models, detailing hardware modifications. Specific instructions for internal port blocking and signal alignment provided. Step-by-step process and technical intricacies explained.
  • Hardware
    Discussion of the transition from 5.25' to 3.5' floppy disks for ZX Spectrum, including installation issues and solutions for compatibility with existing software.
  • Let's Feast
    A satirical story about a Rabbit who lost his house to a cunning Fox and how a Rooster helped him reclaim it.
  • Let's Gourmet
    A humorous tale about Malysh and Karlson's adventures with technology, drawing parallels between computers and everyday life, culminating in a comic mishap with an AMIGA computer.
  • Advertising
    Article discusses free advertising policy of Oberon, catalog of programs and hardware for ZX Spectrum, and adventure game engagement.
  • Advertisement - Kano
    Promotional campaign by Magic Soft and RPSG in Russia for Amiga multimedia computers, offering exhibitions, sales, and consultations. They highlight Amiga's advantages over other systems, describe various models, and provide price lists. Collaboration with 'Computers for Population' for distribution and services.