No, sadly save game function is not available on any version.
Monochrome Productions
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Okay thank you I will take a look at this jumping stuff. Yes, I got request to turn off auto jumping, but it seems you found some edge conditions where it is still working.
B&W still can be choosen as a mode from colour menu in title screen. But yes, it is slightly different (unified with colour mode). I will consider to enable original B&W version again, with appropriate comment.
Hello. First, try Vice on MacOS (https://vice-emu.sourceforge.io/macosx.html). It supports CRT format as well which is much more convenient (and faster) to play with (and no disk flips are necessary). I don't personally use Apple hardware nor had any experience with VirtualC64 but it may be a matter of basically anything, for instance, whether the fastloader runs on that emulator. Try to disable fastloader on the very first menu visible when running disk version and continue. Beware, loading times without fastloader will be painfully slow.
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).