ST and Commodore 64 were released in 1987 by Three-Sixty Pacific. Apple IIGS version came out in 1989. This port 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. There was also a version released for CD-i. As of 2009, there was a port in the works for the iOS. Color Dark Castle In 1994, the game developer Delta 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 the player 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. Reception 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'." 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". 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