LittleBigPlanet 2 is a puzzle-platformer video game that features user-generated content. The game is developed by Media Molecule, published by Sony Computer Entertainment Europe for PlayStation 3, it was scheduled for release in November 2010 but was delayed until January 2011. The game was released in North America on 18 January 2011, in mainland Europe on 19 January 2011, in Australia and New Zealand on 20 January 2011 and the UK and Ireland on 21 January 2011, it is a direct sequel to the critically acclaimed 2008 title LittleBigPlanet and the third game in the series following a PSP version released in 2009. Most of the more than 3 million levels created by users in the first game carry over and are playable and editable in LittleBigPlanet 2. Unlike its predecessor, marketed as a platform game, LittleBigPlanet 2 was marketed as a "platform for games". Support for PlayStation Move was added to the game through a software update in September 2011, allowing users to play the game using the PlayStation Move motion controller in conjunction with a Navigation Controller or gamepad.
While still retaining the three-layer, 2.5D nature of the original title, with the player controlling their Sackboy characters, players are not restricted to platforming levels, can now choose to create many types of levels including racing and role-playing games. Experienced players may choose to create and customise their own heads-up display to accommodate their game type. New animation recording options are available and players are able to create full-motion cut-scenes to go with their level design, manipulate the camera for both cut-scenes and gameplay, record their own sound effects for use in the level; as well as including a wide selection of original and licensed music, the game includes a robust music sequencer. Multiple levels can be linked together, so that finishing one level takes the player to the next in the series. A new tool to assist in gameplay creation is the "Controlinator"; this allows players to assign specific actions, such as button presses or Sixaxis motion control, to specific aspects of their gameplay design.
Players are not restricted to using the Controlinator on level elements and they may use it to direct the actions of the player's Sackboy character, allowing greater freedom of movement. In addition to this tool, more gameplay items, similar to the Metal Gear Solid paintball gun released as downloadable content, are available including a grappling hook, the "Creatinator" - a hat, worn by Sackboy and can be configured by the Creator to fire any object - and the "Grabinators" which allow Sackboy to pick up and throw grabable objects. Media Molecule plans to update the game with further items. Enemy creation has been improved. Players can now create "Sackbots", which are non-player characters whose AI can be controlled by the level creator. Options include determining weak points on the Sackbots, as well as programming routines for the AI to follow. Sackbots can be customised using costumes and decorations in the same way that the player character is and the AI for may be copied and pasted between multiple Sackbots.
Sackbots may be controlled by the aforementioned controlinators. All downloadable content from the first game is usable in this sequel, as are most user-made levels from LittleBigPlanet; as of June 2013 8 million levels have been uploaded and created for both the LBP games on PS3. Players continue Sackboy's journey after the events of the first game and the portable version are brought to an end. An inter-dimensional vacuum cleaner called the Negativitron appears over the skies of LittleBigPlanet and begins to suck up its inhabitants, including Sackboy. Larry Da Vinci, the leader of a semi-secret, semi-organised group known as "The Alliance", comes to Sackboy's rescue, saving him from the Negativitron; the organisation is dedicated to battling with the Negativitron and defeating it before it destroys Craftworld. After Sackboy passes the tests in Larry's Hideout, he tells him that they must get to Victoria Von Bathysphere's Laboratory, since she has built a Sackbot army for the Alliance. However, the moment they get there, the Negativitron attacks and sucks up some of the lab and the Sackbots, mutating some of them into Meanies.
Victoria, after escaping on her train, tells the group that they need to get into the factory and shut down the machine making the Meanies. After shutting it down, the Negativitron makes the machine come alive into a spider-like creature that scales the wall of the laboratory. After destroying the machine, they find out that the Negativitron has taken the Sackbots to The Factory Of A Better Tomorrow. Upon arriving and Larry find the factory's owner Clive Handforth hiding in a can after the Negativitron took over the place; the Sackbots have become prompting them to rescue as many as they can. When trying to escape from the factory, one of Clive's guard-turkeys escapes and tries to stop them from leaving the factory with the Sackbots. After losing him, Sackboy and Clive take the Sackbots to Avalonia for re-training. In Avalonia, Avalon Centrifuge takes Sackboy on a training course to learn combat using his machines. Half-way through, the Negativitron attacks Avalonia and spreads Meanies throughout.
After rescuing the Sackbots among the wreckage of the facility, they get loaded back onto Huge Spaceship and prepare to leave Avalonia, but
Kenneth Young (Scottish composer)
Kenneth Young known as Kenneth C. M. Young or Kenny Young, is a Scottish freelance audio director, sound designer and writer, he is best known for his award winning work as the Head of Audio at video game developer Media Molecule, including the games LittleBigPlanet, LittleBigPlanet 2, Tearaway and Tearaway Unfolded. Young was born in Edinburgh and had a strong musical upbringing, learning the violin from the age of six, but chose not to pursue performance as a career and instead went on to study an undergraduate degree in Music Technology at The University of Edinburgh; that course introduced him to working creatively with sound and he went on to gain an MA in Sound Design at Bournemouth University for which he received a distinction. Young began his professional career in 2004 working as a junior sound designer in the centralised audio department of Sony London Studio. Here, he worked on a broad range of different gaming experiences and hardware platforms, from action-adventure games such as The Getaway: Black Monday and Heavenly Sword to more family-friendly and innovative titles such as EyeToy: Kinetic.
He has described this period as "an apprenticeship" and a "baptism by fire" which stood him in good stead for his future game audio work. Young left Sony in 2007 and joined startup video game developer Media Molecule to establish their audio department and "make LittleBigPlanet sound awesome". LittleBigPlanet's audio aesthetic: minimal, playful yet endlessly customizable building blocks of sound and music that support and emphasize the playfulness inherent in the game's unique art direction, character design and game design structure. Rather than seamlessly flowing together, the varied pieces of music work together much like the patchwork evident in the game's visual assets, nowhere is this aesthetic more evident than in the many user created online levels. Again, a difficult game to imagine working without the many unique aspects to its audio direction; the audio experience in LittleBigPlanet was well received, garnering an exceptional eight GANG award nominations in 2009, more than any other game that year, four academy nominations.
Young and fellow composer Mat Clark won the GANG awards for Best Original Instrumental and Best Interactive Score. For LittleBigPlanet 2, Young built upon the eclecticism of the original's soundtrack by working with six other composers, the results of which achieved a nomination in 2012 for Outstanding Achievement in Original Music Composition from the Academy of Interactive Arts & Sciences. Tearaway's folk-infused soundtrack received a 2014 British Academy Video Games Award nomination for Original Music and is notable for its hand-made aesthetic, being written and performed by Young and co-composer Brian D'Oliveira. Kotaku's Kirk Hamilton considered it one of the best video game soundtracks of 2013, writing "It's jarring to hear out-of-tune instruments in a video game. I'd like to be startled like this more often". On 27 February 2015, Young announced that he was leaving Media Molecule to pursue a freelance career; the official videogame soundtrack album for Tearaway was released alongside the game as a pre-order bonus on 22 November 2013.
The album was made available to the public via the PlayStation Network. The official videogame soundtrack album for Tearaway Unfolded was released alongside the game on 8 September 2015 via the PlayStation Network and on 16 October 2015 via iTunes; the official videogame soundtrack album for Tethered was released alongside the game on 27 October 2016 via the PlayStation Network and on 27 February 2017 via Steam. The official videogame soundtrack album for WonderWorlds was released on 11 December 2017. Young started the website gamesound.org in 2005 "as a useful resource for those who work in, aspire to work in, or wish to learn more about game sound". Most of his own writing featured on the site is focussed on the subject of the use of voice in games, he has twice won the GANG Best Game Audio Article Publication or Broadcast award for his articles The Use of Voice in Portal 2 and The Mix in The Last of Us. He has written for designingsound.org, contributed a chapter to the book Production Pipeline Fundamentals for Film and Games, edited by Renee Dunlop, entitled The Game Audio Pipeline.
Young was co-writer of Tearaway's and Tearaway Unfolded's voice script with the game's lead creator, Rex Crowle. Official Website Kenneth Young on IMDb MobyGames rap sheet Kenneth C M Young discography at MusicBrainz
Valve Corporation is an American video game developer and digital distribution company headquartered in Bellevue, Washington. It is the developer of the software distribution platform Steam and the Half-Life, Counter-Strike, Day of Defeat, Team Fortress, Left 4 Dead, Dota 2 games. Valve was founded in 1996 by Mike Harrington, their debut product, the PC first-person shooter Half-Life, was released in 1998 to critical acclaim and commercial success, after which Harrington left the company. In 2003, Valve launched Steam, which accounted for around half of digital PC game sales by 2011. By 2012, Valve employed around 250 people and was worth over US$3 billion, making it the most profitable company per employee in the United States. In 2015, Valve entered the game hardware market with the Steam Machine, a line of third-party built gaming PCs running Valve's SteamOS operating system. Valve was founded by former longtime Microsoft employees Gabe Newell and Mike Harrington on August 24, 1996, as Valve, L.
L. C. based in Washington. Alternative names explored by Newell and Harrington include "Fruitfly Ensemble" and "Rhino Scar". Harrington left the company in 2000. In 2003, the company moved from its original location to Bellevue, re-incorporated as Valve Corporation. In 2010, the office was moved again to a larger location in Bellevue. In 2016, Valve signed a nine-floor lease in the Lincoln Square complex in downtown Bellevue, doubling the size of their offices. For its first product, Valve settled on a concept for a horror first-person shooter using a modified Quake engine licensed from id Software known as GoldSrc. Half-Life was released in November 1998, it was praised by numerous publications as one of the best and most influential games of all time. The Team Fortress Classic mod, a port of the original Team Fortress mod for Quake, was released for Half-Life in 1999. Gearbox Software created the expansion packs Opposing Force, Blue Shift, Decay, ported the game to PlayStation 2. A port to Dreamcast was canceled in 2001.
After the success of Half-Life, the team worked on mods, spin-offs, sequels, including Half-Life 2. All current Valve games are built on its Source engine; the company has developed six game series: Half-Life, Team Fortress, Counter-Strike, Left 4 Dead and Day of Defeat. Valve is noted for its support of its games' modding community, most prominently, Counter-Strike, Team Fortress, Day of Defeat. Valve has branched out with this tradition to continue developing Dota 2 as the standalone sequel to the Warcraft III mod; each of these games began as a third-party mod that Valve developed into a full game. They distribute community mods on Steam. Valve announced the Source 2 engine in March 2015 porting the entirety of Dota 2 to the engine in September of that year. Valve has grown both in commercial value. In January 2008, they announced the acquisition of Turtle Rock Studios, which would be renamed Valve South. Turtle Rock Studios spun out of Valve again in March 2010. In April 2010, the company won The Escapist Magazine's March Mayhem tournament for the best developer of 2010, beating out Zynga in the semi-finals and BioWare in the final.
In December 2012, Valve acquired Star Filled Studios, a two-man gaming company, to open a San Francisco office. However, Valve ended the operation in August 2013 when it was decided that there was little benefit coming from the arrangement. In April 2018, Valve acquired the independent developer Campo Santo, known for the 2016 adventure game Firewatch. Campo Santo will continue to develop its own titles under Valve. Valve's internal network has been infiltrated by hackers three times, in 2003 where content of the yet to be released Half-Life 2 was leaked onto the internet, Newell's email account was compromised, keyloggers were installed on several Valve systems. In 2011 the Steam customer databases and forums were compromised. In September 2011, a hacker broke into the network and downloaded the beta code of Call of Duty: Modern Warfare 3. In June 2014, a developer from SCS Software reported an exploit that allowed announcement pages to be injected with code, after no response, he edited an announcement to redirect users to a Harlem Shake video.
In March 2016, a vulnerability on the Steam Store allowed a user to publish a game without any authorization from Valve. Valve has developed and published the main games in both the Half-Life and Portal series, as well as published both and developed one of the Left 4 Dead games, the other of, developed by Valve South. Valve developed and published Team Fortress, Team Fortress 2, Dota 2, Artifact. Several of Valve's series feature only two primary games, such as Half-Life and Half-Life 2. With no apparent announcements of a third title in these series, Valve has acquired a joking reputation for being unable to count to 3. In the absence of an official announcement of a Half-Life 3, players and journalists have claimed to have found proof that a sequel remained under active development, many of which have been revealed as hoaxes or leaks of dubious authenticity. Unreleased and cancelled games include a fairy-themed role-playing game and Stars of Blood. Valve worked with Arkane Studios on The Crossing, canceled in May 2009.
Arkane tried to develop Return to Ravenholm without consent by Valve, canceled. Valve announced Steam, its digital distribution software platfor
Rex Crowle is a Cornish-born graphic designer, animation director and video game designer from the United Kingdom operating under the name of Rexbox. Rex Crowle has produced animations for MTV and the BBC, his personal short films have been selected and appeared in the onedotzero festival including the shorts,'Violence' in 2004 and'Legends'in 2006. He worked with onedotzero industries to produce animated sequences for the BBC show High Spirits with Shirley Ghostman and directed a number of animated TV shows, including "Knights of Now" for Disney and "Grip Wrench" for MTV Italy's QOOB channel. Rex Crowle worked at Lionhead Studios from 2000 to 2006 as lead graphic designer. Whilst at Lionhead Studios he worked on Black & White, The Movies, portal-based tech demo "The Room". In 2006, Rex left Lionhead to work on his own projects, including an RPG themed todo list for iOS called Epic Win, but most notably with Media Molecule on their first game, LittleBigPlanet. Rex continued to work with Media Molecule on the LittleBigPlanet franchise until joining full-time to be the lead creator of the PlayStation Vita game Tearaway, released on 22 November 2013.
Rexbox official site Rex Crowle on Twitter Epic Win official site Media Molecule official site
LittleBigPlanet PS Vita
LittleBigPlanet PS Vita is a puzzle platform video game developed by Double Eleven, Tarsier Studios and XDev Studio Europe. For the PlayStation Vita handheld game console, it is the fourth game of the main LittleBigPlanet franchise. The game was first announced in January 2011 along with the reveal of the PlayStation Vita console known as the Next Generation Portable, the first details of the game were revealed on 6 June 2011 at the Electronic Entertainment Expo, it was released on 19 September 2012 in the UK, 20 September 2012 in Japan and Australia, 25 September 2012 for the North American markets. As in previous titles in the LittleBigPlanet series, players control a character named Sackboy through a variety of worlds utilising the character's various abilities such as jumping and grabbing objects, it features various non-platforming mini-games. Numerous multiplayer options are available; as well as up to four-player online competitive or co-op gameplay, the PlayStation Vita's multi-touch display can be used by two players for competitive games.
"Pass'n'Play" is available, enabling turn-based gameplay. The Vita's rear touchpanel is used for pushing objects toward the player, creating platforms out of parts of the world. Players are able to share them online using the PlayStation Network; the PlayStation Vita's touch-screen display can be used to directly draw objects and platforms in the game world. As well as unique creation tools such as these, the game includes all of the tools available in LittleBigPlanet 2. Costumes bought from the PSN used to customise the player's character are transferable between the PlayStation 3 and PlayStation Vita games. Content can be shared over both Wi-Fi and a 3G network; the PlayStation Vita version of the game has tools from previous versions of LittleBigPlanet that have been adapted to suit the Vita's control system, as well as new tools such as the Motion Recorder, the Touch Sensor, the Touch Tweaker, the Touch Cursor, the Touch Material and the Layer Tool, all of which provide players with touch controls.
There are tools used for other purposes such as the Dephysicalise Tool, the Sticker Scrubber and a tool that makes a jelly like substance that Sackboy can pass through. Another new tool, the Memoriser, can store data between levels and play sessions. Additional Materials include a Waterfall Material. A bonus with BioShock costumes was included to those; the pack includes a costume of a Little Sister. A "Knights Of Old" Pack was announced, allowing you to dress as a knight, dragon or a princess. LittleBigPlanet PS Vita received critical acclaim, garnering metascores of 88/100 at Metacritic and 88.68% at GameRankings. Justin Calvert from GameSpot called the game the best in the series so far and stated: "This is the game that your Vita has been waiting for. For months, the shiny handheld has been aching to show you what it's capable of, with the arrival of Little Big Planet PS Vita, it has an opportunity to do so." Calvert, who gave the game an 8.5 out if 10, praised the "wonderfully varied" story levels, "excellent" controls, the "easier than ever" creation tools, but disliked tutorials for feeling incomplete.
Matt Helgeson of Game Informer wrote: "While LittleBigPlanet has settled into a comfortable groove, it’s still one of the best pure platformers on the market. LittleBigPlanet PS Vita is another stellar entry on Sackboy’s impressive resume." Helgeson awarded the game an 8.75/10 and spoke well of the overall design, the graphics, the soundtrack, the developers' ability to create a LittleBigPlanet game on par with the main games. In his review, IGN's Greg Miller concluded: "LittleBigPlanet PS Vita is the definitive LittleBigPlanet game. It's everything you loved from the past games boiled down into a package you can play anywhere at any time. You can collect prize bubbles while watching TV, download user-created levels at home and play them on a plane, sink the hours into learning create mode via 10-minute chunks at the Laundromat. There's all the new stuff like touch controls, games that don't involve Sackboy, the creation potential that could give you an endless supply of free games. Yes, the jumping is still floaty, the creation complicated and the load times a bit too long, but that doesn't stop LittleBigPlanet PS Vita from being an amazing experience."Sophia Tong of GamesRadar commended the narration by Stephen Fry, the controls, the story levels, saying: "LittleBigPlanet PS Vita encapsulates what the system can do, deserves a spot in your Vita library.
Running through each level is a charming and rewarding experience, regardless of whether it's to beat your friend's leaderboard score or if you're going after every collectible for that satisfying "pop" sound. When you feel like you've exhausted all your minigame options, what you can create in the Imagisphere with the game's powerful toolset is only limited by your imagination." Official website Official community site Double Eleven Limited official website Tarsier Studios official website
LittleBigPlanet Karting is a kart racing video game for the PlayStation 3, centered on user-generated content, as part of the LittleBigPlanet series. The game is developed by United Front Games and SCE San Diego Studio, who had developed the 2010 user-generated content kart racing game ModNation Racers for the PlayStation 3, in conjunction with series creators Media Molecule; the game was published by Sony Computer Entertainment and was released in November 2012. LittleBigPlanet Karting is a racing game in which the players race against each other in a go-kart across a variety of themed tracks, with the primary purpose to come in first place. Throughout the course of the race, players can pick up weapons that have special abilities such as projectiles, heat-seeking projectiles, EMPs, grenades; the player can slow down competitors. Weapons can be fired both forwards and backwards and can cancel out seeker missiles when fired in reverse. Players can pick up boost items such as Autopilot and Fast Forward.
Karting includes LittleBigPlanet 2's grappling hook mechanic during races. Players are required to grapple across large expanses, climbing through the environment to progress and even finding elevated shortcuts. Players have slap somebody, stunning racers who get too close. Karting has an emphasis on modes unlike traditional circuit racing, like Battle Mode, Waypoint Races, Treasure Hunts, Score Attacks and more; the Battle Mode, an eight player arena battle, whereby players fight it out in an arena style vehicular combat match, is where players can pick up weapons like seeker missiles in the arena and use them to hit other players and earn points. Similar to other games in the LittleBigPlanet series, user-generated content plays a pivotal role in the game's gameplay style using the series' "Play, Share" motto. Users can customize their Sackboy as well as their karts and create their own tracks, which may extend to having genres other than just racing; the track editor allows users to adjust and create their own game rules and tracks, subsequently share them online through the PlayStation Network for other users to download and play.
If the default AI is bothersome, users are able to tweak that as well. All tracks and modes have asynchronous multiplayer those tracks made by users. LittleBigPlanet Karting features a level editor, similar to the ModNation Racers editor. LittleBigPlanet Karting's create mode uses the same concept of LittleBigPlanet, featuring a menu similar to LittleBigPlanet's popit menu to access objects and materials, plus other tools, it features Play and Undo options to test your creations, undo an unwanted action, or redo something that you accidentally undid. You can choose "Create Track and Arena" from your popit menu to create an arena or track, specify what texture you want the track to be made out of. Terrian allows you to create lakes and landforms in complex shapes, plus change the terrain material; the Tools Bag contains themes, sound effects and various tools to use in your level. The Goodies Bag contains Materials, pre-built objects from story levels, objects obtained from the community and objects created by the player using the Capture Object tool.
Stickers and Decorations contains Stickers and Decorations collected during story mode to use in your levels, as well as pictures that players can take using the in-game camera tool or the PlayStation Eye Camera. It contains stickers collected in community levels and taken with the Snapshot Camera. Global Controls allows players to change the lighting, fog, audio reverb. LittleBigPlanet's trademark Pod is the game's hub, though it has been expanded into a large, cardboard spaceship, with which the player travels between the game's various modes. Inside the Pod, the Sackboy can be customised, as can the cart, frames and paint. Any in-game object can be turned into a weapon, or objects can be "painted" into the game for more talented and patient artists; the game takes place after the events of LittleBigPlanet 2. The Story Mode features Sackboy racing against The Hoard, who are planning to steal the Craftverse's prizes for "no reason other than to hoard them." Players begin the story mode by hopping into a cart, crashed by a member of The Hoard, takes off after them to reclaim the stolen prizes.
Sackboy races through many places ransacked by the hoard. The Sackbots aid him in his quest; the adventure begins with the Queen asking Sackboy to clear the Hoard from LittleBigPlanet. Afterward, Sackboy travels to a tropical beach-like planet called Monster Islands, where a local named Ray the Turtle asks for help locating the legendary Huge Monster. By they find her, they discover that the Hoard have stolen her egg, so Sackboy must take it back; the Hoard attempt to steal "brainergy" and pastries from Victoria's Laboratory. In the process of stealing, Hoard mess with the technology on the futuristic theme park planet Progress Emporium. On Eve's Asylum, Venus the Flytrap warns Sackboy that the Hoard are unintentionally summoning evil forces as they steal more things. Sackboy visits Avalonia, where the brother of Avalon Centrifuge from LittleBigPlanet 2, Captain Sirius Oculus, invites Sackboy and the Hoard to a party on his nightclub space station, the Space Bass. Soon, the entire Space Bass, along with Captain Sirius, is sucked into a nearby anomaly known as the Funkhole, which leads to the planet where the Hoard stash their collection.
After Sackboy defeats a giant monster that arises from the dump, the Hoard redeem their mistake and decide not to hoard anymore. The planet explodes and scat
Magic Carpet (video game)
Magic Carpet is a 3D flying video game developed by Bullfrog Productions and published by Electronic Arts in 1994. Its graphics and gameplay were considered innovative and technically impressive at the time of its release. An expansion pack, Magic Carpet: Hidden Worlds, was released for DOS in 1995 which added 25 levels and winter-themed graphics. A compilation package, Magic Carpet Plus, which included the main game and the expansion was used as a base for PlayStation and Sega Saturn ports that were released in 1996. A sequel was released in Magic Carpet 2: The Netherworlds; the player plays a wizard on a magic carpet flying over water and other terrain while destroying monsters and rival wizards and collecting "mana", gathered by hot air balloons and stored in the player's own castle. The story is told in a cutscene. According to this back story, mana was discovered and though it had beneficial uses, the quest for it made the lands barren. Worse, many corrupt wizards began turning to mana for their own nefarious purposes leading to war between them.
The battling wizards began using more destructive spells and summoning deadly monsters, the latter of which turned against them. One wizard hoped to end everything with an all-powerful spell but instead only left the worlds shattered. Only his apprentice survived and his goal is to restore the worlds to equilibrium; the player has to visit several small spherical "worlds". The goal in each world is to build a castle and fill it with the necessary percentage of the total mana in the current level, restoring it to "equilibrium"; the total mana level is fixed in each world. The player can destroy enemy monsters and salvage the mana they leave behind, represented by pearls of varying sizes. To accomplish this, the player has to possess the mana so that mana-collecting balloons bring them to the player's castle. Greater amounts of mana stored in the castle allow the player to expand the castle and cast more powerful spells; as the player expands the castle, it spawns additional balloons and armed guards that defend the castle against attacks by enemy wizards.
Besides storing mana, the player's castle serves as a home base for the player character where he can regain health and mana. Upon death, the player character respawns at his castle. Dying without a castle forces the player to restart the level since the game does not have a mid-level save feature; as long as the player's castle is at least intact, the player character cannot die. The magic carpet can be piloted in three dimensions, similar to a helicopter, although the player cannot roll and it is impossible to crash. Instead, when the carpet approaches an obstacle, it automatically ascends to fly over the obstacle. Magic Carpet has a maximum of 24 spells; the player character can have up to two spells equipped at one for each hand. For offense, there are scorching fireballs accurate lightning bolts and devastating meteors. For defence, players can heal themselves, bring up a shield to reduce damage from enemy fire, use rebound to deflect certain fire-based spells back at the enemy. In multiplayer, there is no dominant spell, which adds some balance to the game and results in several tactical dilemmas.
For instance, meteor is considered to be among the most powerful attacks and can kill weakened wizards with a single hit, but it becomes a double-edged sword if the target wizard has rebound cast. However, rebound is not a perfect defense, it costs a good deal of mana and, as with all other spells, does not allow one's mana reserve to recharge while it is in use. Moreover, it does not defend against many other powerful attacks. Lightning bolts are more accurate and more powerful than fireballs but lack the latter's longer range. Exotic spells include teleport, which takes the player back to his castle and returns him to his original location if cast a second time, skeleton army which creates undead archer minions for either attacking enemy castles or wreaking havoc in civilian towns. Revolutionary for the time were real-time terrain-altering spells such as crater and earthquake; the staple build castle spell is interesting. Players soon discovered that crater was useful against monsters and wizards alike on high ground, as sinking the earth from under the target was sufficient to kill it, for monsters the resulting crater would provide a handy hole in the ground to keep all of the mana together.
Volcano proves to be an deadly castle killer, creating damage both from the initial strike and from the lava rocks that fly out in the subsequent eruption and bounce along the ground, causing further damage along the way. The staple castle itself is proficient at destroying legions of weaker enemies. After level 26 the player could not retain spells picked up in earlier levels; this presented new challenges for players. For example, some levels' challenge depended on barriers and mazes in the form of walls that the player could not cross over