kieranhj wrote: ↑March 7th, 2018, 4:37 pmLooking forward to hearing your feedback.
Here are the rest of my findings.
Again, overall this is a very solid port. Really good. Being able to rebind keys now is a lifesaver.
When comparing the default player controls mentioned on GitHub...
For me, Space does not show the remaining time, t does.
There are no keys that do left/right jumping. (I can combine ' with z and x.)
Maybe where it says "Move up one" write "Move up a row" or even "Move the prince up a row" instead.
There is a high pitched ding sound effect, similar to - I guess - gates fully opening or closing, or the spike sound, that plays occasionally. Seemingly out of nowhere, for no apparent reason. Even after playing all levels, it's still unclear to me what audio clue/indicator this is supposed to be. All I know is, from what I can tell, this is specific to your port. If you do not understand what I'm referring to, I could make a recording.
Sometimes the last note that plays when spikes show up keeps playing indefinitely until another sound effect plays.
In the princess room, the big pillar on the right occasionally has a big white rectangle on top of it.
Horizontally, not all the gate bar distances are equal.
Just something I noticed, the flash/star that shows up when the prince is hit seems to be mostly green, which made me think maybe he has green alien blood in this version. I also noticed the battle win, level door opening, and level door entering sound effects are all the same.
After defeating Jaffar, the level exit door opens instantly. For DOS, but probably also Apple II, this
special event happens instead when entering any room from the right after Jaffar's death, because this then activates a raise button somewhere in the level.
In the game end sequence the mouse appears to be inside the prince and princess' legs. I didn't recheck, but it seems off. It's certainly different from the DOS version.
After dying or restarting the level (Ctrl+a), it currently shows the level number but not the remaining time. For DOS, but possibly also Apple II, it also shows the remaining time, as it does when first starting a level.
The princess is sometimes a blonde and sometimes a brunette. She's a blonde during the intro and first cutscene and a brunette at other times. Maybe her clothes also change, I didn't check.
The port clearly has some kind of problem with allowing
this when starting from the very wall edge. Probably in both directions. This is the only thing that resulted in my death several times during my playthrough just now. It's a move I expect to be possible, and it's not - or, at least, not really in this port.
Another thing I noticed, but which might be difficult to fix, is that the game occasionally doesn't properly help the player to automatically have the prince successfully make a running jump from the edge of the last tile in front of an empty space, in particular when the prince recently switched rooms. This is not just a fluctuating game-speed issue. There's more going on here. A wild guess is that maybe it only happens if that last tile is a loose floor. I didn't recheck.
There's some occasional flickering of the area where small pillars touch floors. At least in the palace environment.