Here are a few details about the bugs found that affect the current version 2.0.1 which has been tested with the built-in trainer for infinite lives. In the first level, there is apparently a point where you end up directly in level 4, instead of in another room as initially assumed (see 05:56:30 and 06:04:31 in our longplay video). Furthermore, at the end of level 3 there were two keys left that apparently had no use. In level 4, a key is "swallowed" by the game or simply swapped for the master key found in the 4th slot if you do not follow a specific order for using the keys and all slots are already occupied with keys (see 07:12:40). This means that a key is missing in the level, so you cannot open the last door before the main exit and thus cannot complete the level. If you have used the keys for some doors beforehand, the problem does not occur (see 07:30:54). In level 5, you can't pick up a key or a potion at a certain point, and then suddenly you can pick them up again after you've moved away a few rooms and then come back there (see 08:03:42). There are also a few rooms where you can get stuck in the wall. The controls are sometimes very frustrating, as you often do unwanted double jumps if you hold down the fire button for a little longer. 🙁
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Hello, thank you for your review and bug reports. Quick answers:
1) Warp to level 4 is anticipated (similar warp is available from level 2)
2) It was indeed a problem with that level in demo, in full versions two missing doors were added thus number of keys is balanced. There is one room with extra jewels guarded with two doors. Opening these doors is not necessary to finish the level, maybe you missed that one?
3) Yes, mask can swallow the key thus preventing finishing the level. This is a smart inventory management that has been implemented in the game, as it is not possible to throw away items. I can reconsider this mask thing, however and include this in bug fix release.
4) Double jumps has been already pointed out and will be fixed in bug fix release. Other platforms didn't have this problem and simply nobody pointed that earlier. I myself learned not to keep fire pressed but agree, this is frustrating, esp. for somebody that switches from Atari to C64 version.
5) Oversimplified collision detection is a problem, I'm trying to mitigate this by fixing the map design (not to let Tony to jump into the wall).