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MacOS Big Sur elevates the most advanced desktop operating system in the world to a new level of power and beauty. Experience Mac to the fullest with a refined new design. Enjoy the biggest Safari update ever. Discover new features for Maps and Messages. And get even more transparency around your privacy. Thief Deadly Shadows Mac OS X available here, at MacGamesWorld, completely for free! Thief Deadly Shadows is a stealth video game that can be played on different platforms, has only the single-player mode, and has been developed by Ion Storm. Deadly Rooms of Death (DROD) is a computer puzzle game.It was created by Erik Hermansen in 1996 and has been regularly extended since then. The original version of the game published by Webfoot Technologies is no longer available.In 2000 the author reacquired the rights to DROD from Webfoot and released the source code; he continues the support and development as 'Caravel DROD'. If taken as a single mod, the combination of Deadly World, Special Mobs, and Special AI was easily in my top 3 favorite 1.7.10 mods. Rollback Post to Revision Rollback Insane96MCP.

(Redirected from Caravel DROD)
Deadly Rooms of Death (Webfoot)
Developer(s)Webfoot Technologies
Publisher(s)Webfoot Technologies
Producer(s)Dana Dominiak
Designer(s)Erik Hermansen
Composer(s)Lars Kristian Aasbrenn
Platform(s)Windows, Linux, Mac OS
Release1996
Genre(s)Puzzle
Mode(s)Single player

Deadly Rooms of Death (DROD) is a computer puzzle game. It was created by Erik Hermansen in 1996 and has been regularly extended since then. The original version of the game published by Webfoot Technologies is no longer available. In 2000 the author reacquired the rights to DROD from Webfoot and released the source code;[1] he continues the support and development as 'Caravel DROD'.

Plot[edit]

King Dugan has a problem. He let his guards eat their meals down in the dungeon, and they spread crumbs all over the place, so suddenly his lovely dungeons are swarming with cockroaches, not to mention goblins, serpents, evil eyes, and other nasty things. It's really gotten out of hand. Beethro Budkin, dungeon exterminator extraordinaire and the main protagonist, is called to the castle and, after a short briefing by Dugan, thrown into the dungeon with the doors locked securely after him. With only a 'Really Big Sword™' at his disposal, it's up to our hero to clear the place, so that the prisoners can receive their torture in a clean and safe environment.

Gameplay[edit]

The game is entirely tile-based and takes place on a 38×32 rectangular grid. Most monsters and objects take up a single tile, though some monsters (such as serpents) take up multiple connected tiles. Each room is a separate puzzle, and to solve it the player must defeat all the monsters in the room and exit it. The player controls the movement of Beethro Budkin, a dungeon exterminator equipped with a 'Really Big Sword'. In the fictional world where the game takes place (the Eighth), his job as a Smitemaster is to clear dungeons of invading monsters. Most gameplay stems from, or elaborates on, this concept.

Since the game is also turn-based, monsters or objects will only move once per turn. Each type of monster has a different algorithm for its movement, depending on its location relative to the player. As a result, Deadly Rooms of Death requires logical problem-solving rather than reflexes. Each turn, the player can wait, move Beethro into any of the eight bordering squares to his current one (if not already occupied), or rotate his sword 45 degrees. Some rooms simply require finding a sequence of moves that allows Beethro to defeat all monsters without being killed; other rooms require solving more complex puzzles, thanks to game elements such as orbs that open and close doors, trapdoors that fall after being stepped on, and so forth.

History[edit]

Original[edit]

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The game was developed by Erik Hermansen in the end 1990s.[2] In 1996 the game was commercially released by Webfoot Technologies as version 1.03 of the game. The release was followed shortly after with versions 1.04 and 1.11 to fix some bugs with unsolvable rooms and levels. This early version is commonly known as Webfoot DROD. As the game was commercially unsuccessful, the publisher stopped distributing the game around 1999.[3]

Remakes[edit]

In 2000, the original author of the game got permission from Webfoot to open-source the game and he released the source code under the Mozilla Public License 1.1. With the help of several volunteers, he recreated the game from scratch, rewriting the entire game engine and creating improved graphics and new music for it. The main game screen, however, remained mostly the same as the original Webfoot version. This version, version 1.5, is commonly known as Caravel DROD, and was first released in late October 2002.[4]

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Version 1.6, also called DROD: Architects' Edition, included improvements to some of the graphics, but most importantly a level editor, and was released in 2003.[4] Community-designed rooms and levels are grouped together in packages called 'holds', and extend the gameplay beyond the community-imposed challenges of previous versions.[4]

A commercial remake of the original DROD game was also released under this engine, named DROD: King Dugan's Dungeon. Several commercial add-on holds have also been released for this engine as 'Smitemaster's Selections', such as 'The Choice' (2005), 'Perfection' (2005), 'Halph Stories' (2005), 'Beethro's Teacher' (2006), 'Journeys End' (2006), 'Devilishly Dangerous Dungeons of Doom' (2008), 'Smitemaster for Hire' (2009), 'Truthlock Method' (2011), and 'Flood Warning' (2012).[5]

An Adobe Flash version consisting of an updated version of King Dugan's Dungeon was released in June 2012. Currently there are 5 'Episodes'.[6]

Sequels[edit]

The second game in the series, DROD: Journey to Rooted Hold, was released on April 1, 2005 for Windows, Linux, and Mac. It follows Beethro, whose nephew suddenly ran off. While searching for Halph, Beethro ended up under the world's surface, being chased by a fiend.[7] Everything is viewed from a top-down perspective, and the player is able to see the monsters and other objects in each room visited.[7] Each level is designed so that there is only one way in and out.[7] The movement is turn-based, meaning that each time a button is pressed, Beethro will move by one step in the desired direction.[7] As soon as an action is done, the nearby foes will make their move as well.[7] Since there are no hit points, any contact with enemies or traps will result in a life loss.[7] Also called DROD 2.0, the game includes many new additions and improvements, such as an expanded plot complete with in-game dialogue, higher resolution graphics; better user interfaces in both the editor and in game; new monsters and puzzle elements; additional customizability for holds, scripting system and connectivity to an online DROD database.[4]

The third game in the series, DROD: The City Beneath, or DROD 3.0, was released in April 2007. It includes all the features of Journey to Rooted Hold, plus a complete new official hold with in-game dialog, three new design styles, and further enhanced customizability and networking. Cut scene support, a ray-traced lighting system and variables that allow non-linear plot progression are the most prominent new features of DROD:TCB.

As an extra game, DROD RPG was released on September 12, 2008. Created by Mike Rimer, DROD RPG is a DROD game coupled with several RPG elements including hitpoints, equipment, and the ability to change weapons. The game takes the DROD franchise in a new direction and features a new character, Tendry, a member of the stalwart army, who tries to find his way to the surface world. Some of the older puzzle elements were changed to reflect the RPG style, including keys to open doors that used to open under other conditions.

A fifth game named DROD 4: Gunthro and the Epic Blunder was released April 1, 2012 - it included a couple of new game elements, and three new graphical and music styles, as well as the inclusion of some more scripting capabilities. DROD 4 is a prequel to the original story, and, although it was released after the others, is set before the 'Journey to Rooted Hold'.

A sixth game, titled DROD 5: The Second Sky, was released on June 21, 2014. This is the epic conclusion to the story of Beethro. It features new weapon types, overworld maps, and additional scripting, sound and voice support.

Critical reception[edit]

DROD has the highest rating amongst puzzle games listed at Home of the Underdogs,[4] and was recommended by Ed Pegg Jr. of the Mathematical Association of America[8] and Tony Delgado of GameSetWatch[4]

See also[edit]

References[edit]

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  1. ^Source code on caravelgames.com
  2. ^History of DROD on caravelgames.com
  3. ^Review of DROD
  4. ^ abcdefTony Delgado (January 1, 2007). 'COLUMN: 'Beyond Tetris' - Deadly Rooms of Death'. GameSetWatch. Retrieved 2010-07-03.CS1 maint: discouraged parameter (link)
  5. ^'Smitemasters Selections'. Retrieved January 18, 2014.CS1 maint: discouraged parameter (link)
  6. ^'Flash DROD'. June 16, 2012. Retrieved June 21, 2012.CS1 maint: discouraged parameter (link)
  7. ^ abcdefCohen, Peter (April 17, 2006). 'DROD: Journey to Rooted Hold'. Macworld. Retrieved April 14, 2020.CS1 maint: discouraged parameter (link)
  8. ^Ed Pegg Jr. (June 16, 2005). 'Math Games: Deadly Rooms of Death'. Retrieved 2010-07-30.CS1 maint: discouraged parameter (link)

External links[edit]

  • Caravel Games (source code)
  • Deadly Rooms of Death at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Deadly_Rooms_of_Death&oldid=1010655879'

It was two decades ago to the day—March 24, 2001—that Mac OS X first became available to users the world over. We're not always big on empty sentimentality here at Ars, but the milestone seemed worthy of a quick note.

Of course, Mac OS X (or macOS 10 as it was later known) didn't quite survive to its 20th birthday; last year's macOS Big Sur update brought the version number up to 11, ending the reign of X.

But despite its double life on x86 and ARM processors and its increasingly close ties to iOS and iPadOS, today's macOS is still very much a direct descendant of that original Mac OS X release. Mac OS X, in turn, evolved in part from Steve Jobs' NeXT operating system—which had recently been acquired by Apple—and its launch was the harbinger of the second Jobs era at Apple.

Cheetah, Mac OS X's initial release, was pretty buggy. But it introduced a number of things that are still present in the operating system today. Those included the dock, which—despite some refinements and added features—is still fundamentally the same now as it ever was, as well as the modern version of Finder. And while macOS has seen a number of UI and design tweaks that have changed over time, the footprints of Cheetah's much-hyped Aqua interface can still be found all over Big Sur.

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OS X brought many new features and technologies we now take for granted, too. For example, it enabled Apple's laptops to wake up from sleep immediately, and it introduced dynamic memory management, among other things.

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Mac OS X's greatest impact in retrospect may be in the role it had in inspiring and propping up iOS, which has far surpassed macOS as Apple's most widely used operating system. And indeed, macOS lives in a very different context today than it did in 2001. It was recently bumped from the No.2 operating system spot globally by Google's Chrome OS, ending a very long run for Mac OS as the world's second-most popular desktop operating system in terms of units shipped.

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The most popular desktop operating system in 2021 is Windows, just as it was in 2001, but the most popular OS overall is Google's Android, which has dramatically larger market share in the mobile space than iOS does.

So while Mac OS X's influence is profound, it exists today primarily as a support for iOS, which is also itself not the most popular OS in its category. Despite Apple's resounding success in the second Steve Jobs era, as well as in the recent Tim Cook era, the Mac is still a relatively niche platform—beloved by some, but skipped by much of the mainstream.

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After 20 years, a lot has changed, but a whole lot has stayed the same.