Thanks! The feedback is much appreciated. I guess there is a good thing about making it on the CoCo first - it gives me the chance to iron out the glitches in advance, before it becomes locked down as ROM in actual DK cabinets.
(1-Spring-barrel) I can make adjustments to the rate at which DK releases barrels. It's already adjusted down from DK standard - it starts slower than normal at LV1 and by LV5 it's at DK's normal release rate, but I can adjust it so it never quite reaches 'normal' on the spring+barrels stage.
(2-Rivets) You can take out the rivets in any order (*except generally that last unreachable one). You can even make one of the upper floors fall onto a lower floor. The Firefoxes have the ability to jump up or down a step too. I'm sure someone will figure out the ideal order to complete the new rivets stages, but it isn't something set in stone. The level design complication is that if the floors fall, it makes it much more complex to design a level where the player won't feel trapped at the edges if the middle floors are gone...
(3) ...Which was why I put that extra little platform at the right - to have a place to escape to if Firefoxes are climbing the ladder.. And oops, that is indeed a bug. I'm going to need to think about that one.. You just discovered a way to cheat on that level that I didn't expect. It's an interesting cheat too, and... It already happens to be programmed in such a way that the level completes and the ending scene works properly.
Here's the setup: Climb up and pull the top/left rivet beside DK. Then perform the bug to get to the ladders to reach the top/right rivet beside DK.. Pull that rivet. Bingo, You've completed the level. DK falls a short fall, bashes his head and Jumpman is reunited with Pauline.
I didn't expect that to be possible on that level, but I had added some extra code....just in case. If somehow, someone pulled the rivets out of DK's floor...and the floor fell, but the stage did not finish, you'd be left with DK floating there in mid-air for the rest of the level's play time... which would be a bug of unacceptable levels. So, in that event, it counts the board as completed. It calculates how far DK should fall, and just does the ending cinematic as normal except for adjustment to how far DK falls.
So, it's cool.. but still a bug. My options are to fix it so Jumpman dies like he's supposed to when he jumps down 2 rows. Or move that platform up one row (not a good solution because it doesn't fix the underlying bug). Or leave it like that, but then you have the possibility of trapping yourself unable to complete the level (also not a good solution). I guess the answer is to fix the safe jump-down distance so Jumpan dies, maybe also move the platform up one row so it doesn't tempt players to jump.
Thanks again! That is exactly the sort of constructive criticism/feedback I'm looking for to find issues with and to improve the game.
Oh. I tried playing it in MAME/MESS and yes my controller did seem a bit laggy. There's a convoluted way to configure the keyboard to work as the joystick and that seemed more responsive. I also found if you make a 2nd copy of the coco3.zip rom file in the roms directory, and rename the 2nd copy to coco3h.zip, it'll allow MAME/MESS to emulate a CoCo 3 with a 6309 processor instead of a 6809 processor - and the game will run at a slightly more fluid frame rate.