Link: https://drive.google.com/file/d/1wxHwYi ... sp=sharing
Tagline: What's more dangerous than *one* Mortimer McMire?
Summary: This is the conclusion of the trilogy which began with "Bounty Hunting Brouhaha" and continued with "The Prisoner's Dilemma". Mort gets his comeuppance, the galaxy is saved, several peculiar detours are taken, and the plot point which kicked off the trilogy is resolved. Rick Uller is not a playable character in this one, but he still has things to do.
I believe this is the first Commander Keen mod to feature gospel music, and the first DOS platformer of any kind to feature the word 'Yeet'. (I promise there are plausible in-universe explanations for both.)
How to play: Uncompress the Zip file. Drop a certain EXE file, which shall remain nameless (preferred version number: 1.4) into the directory you uncompressed the Zip file into. Run "CK5patch.bat". Strongly recommend you read "the game" and "the story" before getting going.
I have verified that none of the levels will set off an "insufficient memory" error when running the game on a Windows XP machine with default memory settings.
Known bugs:
- The images in the story text are slightly off-centre.
- The "Null pointer" text, appearing at the bottom when the application exits. I'm not sure what it's about; it doesn't seem to point (no pun intended) to any acute in-game problems.
- The music seems to be a bit glitchy in DosBox. The glitches don't recur in exactly the same place every time, leading me to believe it's not an issue with the IMF files. If it was a memory consumption issue I'd get an error message saying so, right?
- Separate level for the Bean-with-Bacon Megarocket (and for Rick's ship, which we have not seen the interior of yet)
- I'm pretty happy with the "cloaking device" gimmick I use on the world map but I realize now that it might make navigation difficult. (E.g. the item being protected by the cloaking device in the cloning lab is all the way at the other end of the map.) I may end up reworking the world map entirely.
- If possible, I really would like to figure out a way to have multiple frames of "bridge" animation. E.g. when Rick blows up the bridge in the first level it would be nice to be able to stick a "kaboom!" frame between the "bridge is standing" frame and the "bridge is in pieces" frame.
I think that covers everything. Enjoy!