Yeah, that makes sense, make a backup of the current playdisks at the same time you make a snapshot. Thanks.
Not that I expect an author to anticipate emulation and snapshotting and so forth, but I do sometimes get the impression that Price, talented though he was, seemed to obsess over certain details in a distinctly anti-player-enjoyment way (general pain involved in the saved game process, potions destroying themselves if you literally do so much as look at them wrong, etc.) A bit of the Mean DM in him, perhaps.
This is the first time I've seriously played the A800 version of AR: City, and I am indeed struck in the places it is in fact better than my originally beloved C64 implementation. It's actually the first time I realized that thing in the south is a waterfall, as the map indicates... from the C64 animation, I'd always thought it was some sort of alien antenna tower (which worked with the game's setting, of course...) It's also interesting noting the places certain glitches aren't replicated, such as the fact that the A8 version doesn't have the weird color change in the enclosed area near Betelgeuse Sales. It's also explicit about treasure finding effects. (Although the C64 rain is quite a bit better. The blue jaggy soup on the screen is something, but it is not clearly rain...)
It also inspired me to fire up the Amiga version for the first time in a while, and I was almost immediately put off by the lack of ambient sounds, the lack of the distinct surprise/disengaged/engaged modes, and even the lack of the waterfall... as though animating was tricky on the Amiga. Difficult to understand that one. OTOH, I do have a soft spot for the 16-bit versions owing to the "job" system. Hoping you get lucky enough to get a treasure finding potion so that you can make more than 2 coppers per day in the 8-bit versions is pretty tedious.