Programmer here. I can't believe your skills! Had I known you before I would have asked you to test the game. I can't make it past 20.000. Congrats again!
With a little help from savestates I must add. While I am very familiar with the Atari version, I wouldnt make it much past level 16 on actual 64 I dont think when it really ramps up. It's a good conversion with all the added background detail although i do prefur the sound effects used in the atari version. The only oddity I noticed was when the krook runs right along level 3. If you come out of the lift on level 3 before he reaches it, he turns back to run away. The expected behavior that im familiar with is that he tries to get back down to level 2. But in this version he goes up to level 4 and runs left. It didnt stop me catching him but ive never seen it happen in the Atari version.
@@AmigaOmega Damn! You definitely should have been the tester for this. That's a great bug catch right there, that required strong familiarity with the original. Hope he fixed/fixes it in a new version.
Quelle hat damals billige Kopien der erfolgreichen Originale nachprogrammieren lassen und dann vertrieben. Heute würden solche Bootlegs ruckzuck vom Markt verschwinden müssen.
"This conversion is my letter of love to the pioneering Activision coders of the early '80s and to the incredible pieces of entertainment they managed to create with such a limited set of resources. It was Steven Day's idea. He showed me some preliminary graphics he had done for a potential conversion of some Activision games, Keystone Kapers being one of them, told me that Saul Cross would also be on board for music and sound, and asked me if I fancied joining the team. I jumped at the chance of doing something with them because they are legends in the industry, and I'd code anything they wanted me to. The improvements are in the graphics and in the sound, and they reflect the superior hardware capabilities of the Commodore 64. The gameplay, instead, remained identical to the original, because that is just perfect the way it is. Iʼm really proud of the messages we received from Garry and Dan Kitchen, praising our work." -- Antonio Savona, programmer (Keystone Kapers, C64)
Programmer here. I can't believe your skills! Had I known you before I would have asked you to test the game. I can't make it past 20.000.
Congrats again!
With a little help from savestates I must add. While I am very familiar with the Atari version, I wouldnt make it much past level 16 on actual 64 I dont think when it really ramps up. It's a good conversion with all the added background detail although i do prefur the sound effects used in the atari version. The only oddity I noticed was when the krook runs right along level 3. If you come out of the lift on level 3 before he reaches it, he turns back to run away. The expected behavior that im familiar with is that he tries to get back down to level 2. But in this version he goes up to level 4 and runs left. It didnt stop me catching him but ive never seen it happen in the Atari version.
@@AmigaOmega Damn! You definitely should have been the tester for this. That's a great bug catch right there, that required strong familiarity with the original. Hope he fixed/fixes it in a new version.
Fantastic game on the C64
Out of scale, amazing conversion!!!
6:26 reminded me about the US commercial for the 2600 version:
"I caught the crook and saved the day.
When Kelly's on the beat, I never fail!"
The music on this version is catchy!
Insane skills!!
LOVE!
SID chip makes this the best port
What is the grey thing that looks like a magnet? a safebox??
Similar to the game "Wachroboter jagt Juppi" on Atari 2600
Quelle hat damals billige Kopien der erfolgreichen Originale nachprogrammieren lassen und dann vertrieben. Heute würden solche Bootlegs ruckzuck vom Markt verschwinden müssen.
"This conversion is my letter of love to the pioneering Activision coders of the early '80s and
to the incredible pieces of entertainment they managed to create with such a limited
set of resources. It was Steven Day's idea. He showed me some preliminary graphics he had
done for a potential conversion of some Activision games, Keystone Kapers being one of them, told
me that Saul Cross would also be on board for music and sound, and asked me if I fancied
joining the team. I jumped at the chance of doing something with them because they are
legends in the industry, and I'd code anything they wanted me to. The improvements are in
the graphics and in the sound, and they reflect the superior hardware capabilities of the
Commodore 64. The gameplay, instead, remained identical to the original, because that is
just perfect the way it is. Iʼm really proud of the messages we received from Garry and Dan
Kitchen, praising our work."
-- Antonio Savona, programmer (Keystone Kapers, C64)