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This page details prerelease information and/or media for Dark Castle (Mac OS Classic, 1986).
Dark Castle was developed long-distance: designer Mark Stephen Pierce would draw up levels in MacPaint, and programmer Jonathan Gay would receive them on floppy disks in the mail. Some of those MacPaint documents were published in MacUser's April 1987 feature on the game.
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Pierce's notes suggest a few ways of saving processor time, none of which proved necessary:
He adds that the 'stop beams' (white circles) on the ropes might slow down sliding rats, 'if you want to get fancy.'
Another note specifies that when standing in the lower right corner, the player should have to duck to avoid being killed by the guard. In the final, that guard passes harmlessly behind you.
Curiously, they ended up going with a two-dimensional shield instead of one that looks better integrated into its environment. The latter shield would only appear on one of the help screens.
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It probably has to do with the replacement of the original animation for grabbing the shield, which was included among the level notes on the same page.
The final shield pickup sequence uses only the second and fourth of those frames, making it more flexible: you can start it behind the pillar and be subtly nudged into position on the pillar's left as part of the same rapid movement. Keeping the shield identical before and after it's taken lets the jump look natural to the eye without any transition.
This animated mockup shows how the original frames would have fit together:
Instead of bats, the enemy here was meant to be birds, which would fly through the windows and continue to attack you on the roof. In the final game, the windows are purely decorative.
The list of sounds needed for this level was much shorter in the notes than it would end up being: 'Bird screach [sic], thunder, footsteps, falling, thud, rock throw/fireball, magic sound when shield reached.'
Along with the annotated mockups covered above, MacUser printed two 'replicas' consisting of Pierce's background art populated with cut-and-pasted sprites. The Fireball 2 background is identical to the final, although the magazine cropped the bottom 12 pixels to remove the water and enhance the desolate atmosphere. The Trouble 3 art includes several differences:
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(The missing ladder rung and accompanying dark strip appear to be a printing error rather than a difference in the art.)
One further shot appeared as a preview in the April 1986 Macworld.
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