Real Keen Player III
Author(s) | Pieter Jordaan (therealdopefish) |
---|---|
Status | Complete |
Genre | Platform |
Created with | Div Games Studio |
OS | DOS Protected Mode Interface |
Release date | 2003-03-07 |
Discussion(s) | PCKF: release, development of Windows port |
Number of levels | 31 |
Secret levels | Unknown |
Download | newest demo |
Vote | |
Other games in this series | Real Keen Player Real Keen Player II |
Real Keen Player III (also known as RKP3) is the third game in the fangame series made by Pieter Jordaan (also known as "The Real Dopefish"), Real Keen Player, and the only storyline sequel to Real Keen Player II.
Technical Info
It is a Protected 32-bit mode DOS (DPMI) program built using Div32 game tools. Features 256-color isometric 2D graphics, the possibility of making and playing custom levels, and 3D mid-boss levels. It also had support for playing custom levels, but the level editor was never released, possibly due to lack of interest or time in part of the author or players.
Gameplay
Although many consider this fangame one of the best in game engine aspects, the main downside of it is the difficulty level. Even though the game could be played in different difficulty levels like the original Keen: Galaxy games (Easy, Normal, Hard), and a player could use three save slots for storing their progress, it is incredibly hard, even in Easy difficulty, due to the amount of enemies per-level, their special stats and the length of the levels.
One of the most notable features is the possibility to die in a level and, instead of going back to the world-map, resume from the last checkpoint of the level, if any. Otherwise, the player had to return to the start of the level. In Easy difficulty, in most levels the player could do this at most three times, while in Normal they had only two opportunities, before actually losing a life. In Hard, the player had unlimited chances to return to checkpoints or the start of the level, with the con of losing a life every time they died.
Windows Port
In March 2007, the author published an announcement of some progress in a Windows port of the game, in the Public Commander Keen Forum (see Discussions). He stated that the current test builds are programmed using openGL with Glut and/or SDL.