I too enjoy playing it every now and then. A true classic
I actually only recognize the last screen. Good times... I think.
http://www.superhappyfunfun.com/games/gam_returntodc.html
Perhaps I'll try again another time.
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RetRose Tinted: Dark Castle
Back when the medium of choice for discriminating game players (or people who did not own an NES) was the 5 1/4" floppy disk, labeling was fairly simplistic. Unlike modern designs covered in game art, labels were commonly white, featuring the title or logo of the game and a copyright. It may sound strange, but the label on the Commodore 64 disk for Dark Castle stands out in my mind more visibly than the game itself. It was black and glossy. While it was probably not the first colored label I had ever seen (as the game was released in 1987), it feels as though it were. Had it not been for the sheen, it might have been hard to tell there was a sticker of any kind upon it. The title was printed in purple, gothic script and a dark malevolence seemed to emanate from it. I was fascinated by the disk and, despite repeated failure to achieve even the most basic of goals within the game, I continued to load that disk time and again. Only recently did I discover Dark Castle had later been released by Electronic Arts in 1991 for the Sega Genesis. While improvements were made in graphics and sound, the changes were not as dramatic as one might expect. At its heart, it is still the same game that I played as a small child. But is it the force of evil that I once knew? Hit the jump to find out.
Upon entering the Dark Castle, the hero isn't in much of a position to defeat Mahatma Ghandi, let alone the Black Knight. His only weapons are stones which he hurls with a wide range of direction, similar to targeting in an artillery duel-style game. The only defense he can manage is to crouch and hope threats pass over his head. He's also an unbelievable wuss. Stepping over what is essentially a curb will cause him to trip on his face. Should he fall roughly half the height of his body, he becomes dizzy and incapacitated for a couple of seconds. Dropping any more than his own height can be fatal. If he wants to have a fighting chance, he'll have to seek out a shield to protect him from the Black Knight's magic and a wizard who can arm him with fireballs. Earning these gifts means traveling through three screens filled with enemies, jumps and the occasional puzzle. As you traverse the castle, you will encounter several different types of threats and contact with any of them will result in instant death. The only exception to this are the vermin, rats and bats, which roam the rotting halls. Their plague-ridden bite can be counteracted if the hero possesses curative elixirs found within the game's levels. Everything else, from a fire-breathing dragon to bouncing boulders and the adorable, cyclopean imps, will bring your quest to a premature end.
The most dangerous enemy is the castle itself. There are many threats in the environment, such as trap doors, open pits and false platforms. If you are caught in a trap and it kills you, you got off lucky. The worst that happens is the loss of one life and being forced to start the current screen from the beginning. If a trap is not lethal, however, there's an excellent chance you'll wind up in the dungeon, an area that is appropriately named, "Trouble." Trouble, unlike the other two main areas leading to the the assault on the Black Knight's keep, has no benefit for the player and cannot be left freely. To proceed, you'll have to steal a key from a whip-wielding executioner at the very bottom and then make your way back up and out. Every time you fall through the floor of any area, you wind up back at the bottom of Trouble and have to work your way out again.
One of the more devious bits of design involves the main hall in which you begin the game. In this room, you have a choice of four passages you may enter. The large door in the center leads to the Black Knight and to hall to the right is marked with a shield, which obviously denotes that power-up. The remaining two to the left have question marks above them. One of these heads towards the fireball spell. The other puts you at the exit of Trouble, locking the door behind you and forcing you to work your way to the bottom to get the key and then back. Which door leads where is randomly determined when you start the game, so the risk of heading the wrong way is fifty-fifty. There are two major problems with Dark Castle that, from a gameplay perspective, are utterly infuriating. First is a slight delay from the time you input a command until the character follows through. While this is not a particularly fast-paced game, there are moments where timing can be essential and the noticeable delay complicates matters. The other issue comes from a combination of hit detection and graphical presentation. There are many instances where it's impossible to tell whether or not you can successfully make a jump simply by observation. You may think that you can move from one rope to another without bumping into the post which it is tied to and falling to your doom. It certainly appears as though you are hanging far enough down that there's no way you could possibly collide with that obstruction. Two seconds later, you have inexplicably fallen into Trouble.
If reaching the Black Knight is frustrating, actually fighting him is an exercise in utter madness. Defeating him means pulling five levers which release the pillars supporting his throne. While remaining comfortably seated throughout the battle, he throws beer steins at you. Meanwhile, gargoyles will attempt to swoop down and carry you off. "Where," you ask? Trouble. Where else? Actually completing this game, even on the easiest of its three difficulty levels, is a satisfying triumph. The satisfaction is short-lived, as the game merely dumps you back in the great hall, minus your gear, to start the whole adventure again on a higher difficulty, but there's still a strong sense of accomplishment.
Dark Castle has some issues that will deter most from playing it, but its charm is undeniable. The sound in this game is really excellent, featuring a mood-perfect MIDI rendition of Bach's "Toccata and Fugue" and quality effects. Death is oddly comical when it happens, with an "unf" sound which comes off as rather silly. The little imps make highly amusing noises too (up until the point at which there are more than two onscreen at once, whereupon it becomes an annoying cacaphony) and lightning is accompanied by a satisfying crack of thunder. For all its frustration, I can't help but enjoy this one. It didn't take long to remember why I had not played it in at least fifteen years, but the first fifteen minutes were positively joyful. The rest were survived with gritted teeth and determination. By no means is it a bad game, merely a challenging one with a few poor design choices which prevent it from being excellent. Tags:#RetRose Tinted Did you know? You can now get daily or weekly email notifications when humans reply to your comments.
Legacy Comments (will be imported soon)originally released in 1986 on the Mac. The keyboard mouse combination made this game cutting edge. They released a sequel, not as good as the original.
I too enjoy playing it every now and then. A true classic This is one of the first games I remember playing. I had it for Mac at around the age of 5. All I remember is the screen was black and white, throwing rocks at the bats that will not die, and the absurd difficulty level (granted I was just 5).
I actually only recognize the last screen. Good times... I think. i played it breifly on the genesis, gess i didn't have the patience for it, i got my ass handed to me for 30 minutes then turned it off in frustration without getting any sort of weapons. Maybe i missed out.. Does not sound like something I'm going to go back and try out for myself. Trouble is pretty hilarious though. Still alive and kicking on the Mac, a new version was released this year. Still unrelenting in gameplay, too, controls are still like the classic versions.
http://www.superhappyfunfun.com/games/gam_returntodc.html Played it on the mac. It was black and white and had the weirdest sound effects. Might have been the first game I ever played. I played Dark Castle and couldn't figure it out. I played the genesis version and had no clue where or what to do. I gave up on it as one of those "never finished" games.
Perhaps I'll try again another time. OK, I joined Destructoid for this story. I loved Dark Castle on the Mac. I conquered the sling and jumping, probably because I fell into the dungeon so many times. The color screen shots you have are a bit of an eye sore. But don’t forget the knight in the hallway who turns into a Christmas tree on Dec 25th. The hours spent collecting the shield and the sword made me sad for the lack of a pause and a save. briefly met him who now stood with me. Had I ever reminded him of that order motrin online 4:00 PM on 09.01.2009 RetRose Tinted: Time Pilot[A critical eye takes time to develop. RetRose Tinted is a regular feature in which I re-examine games of yesteryear to see if my memories of them live up to the reality.] I have always had a keen interest in the concepts of ...
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| RetRose Tinted
There are a lot of games out there which I have played and not completed. The list seems to be ever-growing, in fact, as I have less time for the practice than I once did. It's far less common that I play a game and never get...more
[A critical eye takes time to develop. RetRose Tinted is a regular column in which I re-examine games of yesteryear to see if my memories of them live up to the reality.] Rastan is a game which I actively sought out as a chil...more
I used to play Pooyan a lot on my Commodore 64, but I never really saw the arcade unit anywhere. Perhaps too many years had passed between its 1982 release and the time you would find me crawling through smoky rooms, playing ...more View all RetRose Tinted |


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