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Table 95 shows the machine-dependent 12 (PowerPC) thread state types on Mac OS X. If no thread state is desired along with the exception message, the flavor THREADSTATENONE can be used. Note that regardless of whether thread state is sent in an exception message, the exception handler can use threadgetstate and threadsetstate to.

Dark Castle
Developer(s)Silicon Beach Software
Designer(s)Mark Stephen Pierce
Jonathan Gay
Platform(s)Macintosh, Amiga, Apple IIGS, Atari ST, MS-DOS, Genesis, Commodore 64, CD-i
Release1986: Mac
1987: PC, C64, Amiga, Atari
1989: IIGS
1991: Genesis
1992: CD-i
1993: MSX
Genre(s)Platform
Mode(s)Single-player

Dark Castle is a 1986 platform game for Macintosh published by Silicon Beach Software, later published by Three-Sixty Pacific for other platforms. It was designed and illustrated by Mark Pierce and programmed by Jonathan Gay. In Dark Castle, a young hero named Duncan tries to make his way to the evil Black Knight, dodging objects as well as solving occasional puzzles. The game uses sampled sounds to great effect.

A sequel, Beyond Dark Castle, was released in 1987. A second sequel, Return to Dark Castle, was announced in 2000, but it was not released until March 14, 2008.

Plot[edit]

When the evil Black Knight terrorizes the townspeople, Prince Duncan decides to topple his throne, but in order to do that, he must travel to the four sections of the castle: Fireball, Shield, Trouble and Black Knight.

After collecting the Fireball and Shield, Duncan makes his way to the Black Knight's throne room, where he topples the Black Knight's throne, and the Black Knight stands up shaking his fist, as a gargoyle takes Duncan to Trouble 3.

Gameplay[edit]

Though released in 1986 with B&W graphics, the Mac version of Dark Castle featured detailed graphics, animated enemies, climbable ropes, and walkable ledges.

The game opens with a vista of the castle with storm clouds in the distance. The opening notes of Bach's Toccata and Fugue in D minor play and are followed by thunderclaps. The title along with the programming and development credits are shown on this screen.

Movement within Dark Castle is typical for most platformers. Duncan can run, jump and duck, and can throw a limited supply of rocks at his enemies. More rocks can be found in little bags along the way, as well as bottles of an elixir that provide a one-time antidote to bites of the numerous rats and bats found around the castle.

To defeat the Black Knight, Duncan needs to pull several levers which topple him from his throne. To aid Duncan, a magic shield and the power to hurl fireballs can, fortunately, be found within the Dark Castle. The game begins in the Great Hall, where the player can choose from four doors. The large center door leads to the Black Knight. One other is marked with the shield, and the remaining two mysteriously alternate between the fireball course and a more troubling path. The game can be played at three different skill levels, the hardest 'Advanced' level containing more enemies and a few extra surprises.

Dark Castle may be the first game to use WASD keys and mouse for control.[1] The trajectory and launching of rocks and fireballs are controlled via mouse movement and clicks respectively, while the character's locomotion is controlled via key strokes.

Duncan easily gets disoriented; when walking into a wall or falling a short distance without jumping he walks around in circles for a moment, mumbling incoherently. He is highly vulnerable to attacks during this time.

Falling into holes in the floor does not cause death but instead leads to a dungeon ('Trouble 3') which can be escaped with some effort. On easier difficulty levels, this is a delay and a source of annoyance. However, this may be strategically necessary on the harder difficulty levels so that you can stock up rocks and elixir.

Easter egg: Playing Dark Castle (and its sequel) with the computer's clock at December 25 or any Friday the 13th, the Great Hall or the throne room (respectively) will have holiday decorations.

Levels[edit]

This game has 14 levels, which came out of the 4 doors in the Great Hall, the first two doors are random.

  • Leftmost door (usually): Trouble 1, Trouble 2, Trouble 3.
  • Farther away door on left side (usually): Fireball 1, Fireball 2, Fireball 3, Fireball 4.
  • Middle Door: Black Knight 1, Black Knight 2, Black Knight 3.
  • Right Door: Shield 1, Shield 2, Shield 3, Shield 4.

Development[edit]

Mark Pierce was based in San Francisco with his own company MacroMind, while Jon Gay and the rest of the Silicon Beach team were in San Diego; so after an initial launch meeting, most of the collaboration between Pierce and Gay was handled remotely. Pierce designed the animations in MacroMind's 'VideoWorks' (the direct ancestor of Adobe Director) and then mailed the files on floppies to Gay, who then coded the game in 68000 Assembly Language on an Apple Lisa (a few parts like the high-score system were written in Pascal). The digitized sound was created by Eric Zocher who worked with voice actor Dick Noel.

Ports and remakes[edit]

A version for the Mega Drive/Genesis was released by Electronic Arts in 1991.

An MS-DOS version of the original Dark Castle was also released, which was closer to the original game. Because of the lower resolution, color was used to make up for it; also, because the PC did not have a mouse at the time, aiming was done through the keyboard. There is some controversy over the colors, due to the nature of the coloring.

Versions for the Apple IIGS, Commodore 64 and Amiga were released in 1989 by Three-Sixty Pacific. This port[clarification needed] was programmed by Lane Roathe, and was almost identical to the Macintosh version except for having lower resolution, color graphics and some controls. John Romero converted the monochrome Macintosh art to 16-color super-res art.

A version for mobile was released in 2006. It is developed by Super Happy Fun Fun, which includes one of the two original developers, Mark Stephen Pierce; it was published by Bandai. It contains slightly remade level designs, borrowing from both Dark Castle and Beyond Dark Castle, it also has updated color graphics.[2]

There was also a version released for CD-i. As of 2009, there was a port in the works for the iOS.[3]

Color Dark Castle[edit]

In 1994, the game developerDelta Tao Software acquired the rights to some of Silicon Beach's old games, via Aldus, and were able to produce and publish the modernized Color Dark Castle.

The new version included full color graphics, while changing some other things such as the Water from fireball 2,3 into Lava. This version also included a new difficulty, which let you skip to the end destination from any door in the great hall (e.g. Great Hall, to Fireball 4) with fewer enemies and easier gameplay. There is also a save feature whereby the game could be saved in the Great Hall, though only one game could be saved.

Sequels[edit]

Beyond Dark Castle[edit]

A Castle Of Thread Mac Os X

In 1987, the sequelBeyond Dark Castle was released, in which Duncan has to return and defeat the Black Knight, who is still alive. To access the Black Knight's tower, the player must first gather five magic orbs which are placed in various hard-to-reach places. The orbs must be returned to the Ante Chamber and placed on 5 pedestals for the gate to open so Duncan can face the Black Knight.

Beyond Dark Castle had an engine similar to Dark Castle but with improvements and additions like a health bar, bombs, and other items, as well as levels where the player could control a 'personal helicopter'. These levels and maze levels were side-scrollers instead of being limited to a single screen. Games could also be saved in a 'computer room' level. Like all versions of Dark Castle, if the player beat the game on advanced, it presented a special ending.

Return to Dark Castle[edit]

In 2000, a new sequel called Return to Dark Castle was announced, being developed by Z Sculpt, where a new young hero called Bryant, the nephew of Duncan, must once again defeat the Black Knight. This game wasn't released until March 14, 2008.

Return to Dark Castle includes new gameplay mechanics, such as the player being able to keep weapons, and store extra orbs in a room. Though it had been stated that the game would include a level editor, with the ability to create custom quests, this feature is not included in the download. According to the game's official website at Super Happy Fun Fun, the 'level editor will be released soon'.

Reception[edit]

Computer Gaming World stated that Dark Castle was 'the best arcade game I've seen for the Macintosh, and perhaps the best I've seen on any microcomputer, ever'. The reviewer praised the sound and graphics, stating that he did not know that the Macintosh was capable of animations of such quality. He concluded that Dark Castle 'is filled with lots of little touches that show it's one of the first steps toward what Silicon Beach likes to call 'interactive cartoons'.'[4]BYTE compared the game to Lode Runner, writing 'There's nothing new about the basic concept, but the execution is impressive'. The magazine praised its 'slick animation and realistic digitized sound', and concluded that it 'is a perfect way to fritter away those long winter evenings when you should be doing something productive'.[5]Compute! praised the Amiga version's 'brilliant graphics, sound, and atmosphere' but criticized the keyboard/mouse control system and gameplay as too difficult. The reviewer also disliked the disk-based copy protection which caused him to fear damage to the disk drives, crashes when loading the game, and slow level loading.[6]

Game reviewers Hartley and Pattie Lesser complimented the game in their 'The Role of Computers' column in Dragon #122 (1987), calling it 'the finest arcade/adventure game ever designed for the Macintosh computer — as a matter of fact, for any computer!' and stating, 'The graphics and animation are quite literally stunning!'.[7] In a subsequent column, the reviewers gave the game 4 out of 5 stars.[8]Macworld reviewed the Macintosh version of Dark Castle, praising its gameplay, graphics, and sound, stating that 'Dark Castle is at its core a shoot-'em-up, duck-'n'-run type of game, but one so finely crafted it deserves a new classification that reflects its fast-paced action as well as its superb animation, graphics, and sound. The game has a humorous aspect as well.', and furthermore stating that 'Dark Castle provides the highest quality graphics and sound of any Macintosh game available. Its action is fast and furious, its scripting sublime.' Macworld summarises their review by listing the game's pros and cons, stating 'Great graphics, sound, animation, and design' as positives, and stating 'None' for Dark Castle's negatives.[9]

In 1996, Computer Gaming World declared Dark Castle the 136th-best computer game ever released.[10]

References[edit]

Castle
  1. ^Moss, Richard (2018-03-22). 'The making of Dark Castle : An excerpt from The Secret History of Mac Gaming'. Gamasutra. Retrieved 2018-03-25.
  2. ^'Dark Castle game resurrected for cell phones' from MacWorld
  3. ^'Dark Castle game being ported for the Ipod touch' from TouchArcade
  4. ^Boosman, Frank (November 1986). 'Macintosh Windows'. Computer Gaming World. No. 32. pp. 15, 42. Retrieved 17 April 2016.
  5. ^Shapiro, Ezra (December 1986). 'Stocking Stuffers'. BYTE. p. 321. Retrieved 9 May 2015.CS1 maint: discouraged parameter (link)
  6. ^Anderson, Rhett (March 1988). 'Dark Castle'. Compute!. p. 25. Retrieved 10 November 2013.CS1 maint: discouraged parameter (link)
  7. ^Lesser, Patricia (June 1987). 'The Role of Computers'. Dragon (122): 76–80.
  8. ^Lesser, Hartley and Patricia (October 1987). 'The Role of Computers'. Dragon (126): 82–88.
  9. ^Goehner, Ken (March 1987). 'Silicon Castle Magic: Dark Castle Review'. Macworld. Mac Publishing. p. 146-147.
  10. ^Staff (November 1996). '150 Best (and 50 Worst) Games of All Time'. Computer Gaming World (148): 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.

External links[edit]

A Castle Of Thread Mac Os Download

  • Running Dark Castle on an emulator, plus advanced walkthrough
  • Dark Castle for cell phones from Super Happy Fun Fun
  • Dark Castle links at Z Sculpt A collection of links, including the official forum
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Dark_Castle&oldid=1007559197'

A Castle Of Thread Mac Os 11

08-28-2008, 02:35 PM #1
Pebble Pounder

Location: UK
How to use Castle Link on a Mac (Intel only - req. Parallels and Windows)
Hi, as a Mac user I was having all sorts of horrid visions of having to have a Windows PC *just* for programming my Sidewinder. Thankfully that is not the case. With a few easy steps you can setup a Windows Virtual MAchine to use Castle Link right off your Mac desktop.
STOP. Before you continue...
Neither I nor RCCrawler.com and it's owners and members make any guarantee of this advice's suitability or functionality. You follow these recommendations entirely at your own risk.
That's got the boring bit over with. Here's what you need:
- An Intel powered Mac. This won't work on a PowerPC Mac as Parallels only work on Intel.
- Mac OS X 10.4.9 or later (should cover all Intel machines)
- Parallels 3.0 (probably works with 2.x too but I have not tested it). Available at: http://www.parallels.com/ . Please source a legal copy.
- Windows 98, 2000 or XP on CD or an ISO that can be read by Parallels. Please source a legal copy.
- Windows Anti-Virus software. I recommend AVG 8.0 Free Edition. Works for me, as long as you turn off the URL scanner. You only need this if you connect your Parallels session to the Internet, but it does mean you can download updates from Castle Creations easily.
- 10GB free disk space (for comfort, you can get away with less)
- A free USB Port
- A Castle Link cable (pay-for extra if you have anything other than a Mamba)
- The latest Castle Link Software. Available at: http://www.castlecreations.com/downloads.html
- About 1-2 hours of your precious time.
- Something fun to do while Windows installs
- Coffee making facilities are also a bonus
Firstly I'm gonna be absolutely clear. I'm not going to take you through step by step how to install Parallels and install a Windows install inside it. Perfectly good instructions are available from http://www.parallels.com/ on how to do this. Basically, RTFM, people
If you get really stuck then you may PM me, but *don't* expect me to explain everything in painstaking detail. I am not Parallels Tech Support! You damned well paid for the software (I hope!) so ask them!
I'll assume you have a bootable Windows session available, set up how you like it, with your Anti-Virus installed and working (yes that's a hint, Windows gets viruses on a Mac too folks!). It's cool ain't it? (I thought so). What you now have is a Windows PC in a window. It's prettymuch good for using any non-3D windows software, like Office, Adobe stuff etc.
These steps are pretty generic, until about point 9...
1. Boot your Windows session, and log in if you need to.
2. Once at the desktop, open a browser and wander along to:
http://www.castlecreations.com/downloads.html
I recommend this over using the one on the CD in the box/bag for 2 reasons:
1) The website has the latest version
2) All Intel Macs, apart from the Mac Pro, use slot loading CD drives, which the mini CD won't fit!
3. Run the Castle Link installer.
4. THIS BIT IS IMPORTANT. When you first run the installer it'll eventually throw up a box that asks if you would like to install some prerequisites. Ensure you install BOTH 'Dot Net 1.1' and 'MDAC'. If you don't you'll get a cute error when you run the software. I made this mistake the first time.
5. Go through the install as normal. It will install a load of stuff, then the Castle Link software after.
6. REBOOT the Windows session. Yes you do need to... You don't need to reboot Mac OS X though.
7. Once you've rebooted Windows you are ready to rock (hopefully). Plug the USB cable into your PC. If you are using a ESC OTHER than a Mamba, plug the interface board into the 3-wire receiver wire on your ESC. I haven't got a CCBEC, so you'll have to RTFM to connect that to the interface.
8. Connect the small end of the USB lead to the interface, or the port on a Mamba.
9. There should be a flurry of activity. Firstly Parallels will pop down a dialog asking you if you wish to allow Windows to use the USB Device. Click 'Yes'.
The device will connect with Windows. Windows will install some drivers. You will have to answer 'Yes' to the dialog from Parallels every time you connect it, but in future Windows will not install drivers.
10. After all the hubbub has died down, open Castle Link and cross your fingers. You *should* get 2 green status squares in the bottom left of the Castle Link window, and a progress bar will scroll past a few times showing it loading the settings off the Castle module.
11. If that works then it's pretty much as it's written in the Manual. If it doesn't, try disconnecting the USB cable from your Mac, rebooting Windows again, and repeating the connect procedure. Windows won't need to install drivers the second time, it should just plug in, pop down a dialog asking you if you wish to allow Windows to use the USB Device. Click 'Yes'.
Here's a couple of cool tips:
If you install the Parallels Tools in Windows (again, I'm not going to tell you how, Parallels includes instructions), then use Coherence mode. It basically makes the Windows desktop transparent, and sits the Windows task bar on top of your Dock. Windows Apps just look like they are running in Mac OS X.
Also if you use the Parallels Tools, and enable 'Application Sharing', you can have a permanent Dock icon for Castle Link, so you can fire up the Windows session, and Castle Link at the click of a button.
Unless you have to shutdown, or something crashes, use the 'Suspend' feature on the Windows session. If you do that Windows starts almost instantly next time you use it. You can even leave Castle Link open if you like, so all you have to do is click the dock icon and plug in the interface.
And Remember...
Don't setup a computer near your workbench unless it's an old wreck you don't mind killing, which 99% of Intel Macs are likely not to be. If you have any sort of 'accident' while you are working with oil, or something like that you'll damage the computer. I'm sure loads of people will tell me I worry too much, but the price of Macs makes them generally not something you want to destroy!
I have a pull-out shelf in my *computer* desk that I pull out and perch my Axial on, and I always make sure my hands are clean and dry and the Axial is relatively so also before I take it near the Mac. You would be well served using a stable platform like a folding table or the like that you can put up next to the computer for when you are using the Castle Link.
DON'T take your shiny Mac laptop into the workshop. A place full of grubby fingers, oil, metal shavings, small screws etc. is NOT the place for a Mac laptop (or any other posh laptop for that matter).
If you are ever in any doubt as to the safety of working near an expensive Apple product, do yourself a favor and pick up an old PC laptop for 50 bucks and use that instead.
Oh... and I'm a seasoned computer user, and I'm not an Apple fanboy, I just like Mac OS X (hell, anything's got to be better than Windows, even if it is sold by a slimy, arrogant SoaB) and thus I'm immune to smart ass comments about using a PC instead. This post was designed as a helpful guide for Mac users not sure if they can use Castle Link with their computer, not a poke at any PC users. Don't take it personally, I don't ;)