I don't know why the A Sharp guys couldn't have don't that themselves, it's not that difficult and it's nothing Windows 98 couldn't have done back in 1999.
1) We weren’t using Windows directly, we were using mTropolis, which had been discontinued in 1998. Any control we had was through a 3rd party plugin.
2) We ran a poll among our beta testers, and went with their preferred behavior. Apparently they were not able to imagine what the game would be like on computers made 15 years later.
Yes, mTropolis output does not have configurable controls (as, for example, some installers and dosbox offer).
I was able to get it to run fine using fullscreen mode and 640x480, and win98 compatibility.
But at the time this game was developed, mTropolis was an intelligent choice. I read in various interesting google hits that in 1997 mTropolis by mFactory was the cutting edge of multimedia authoring tools, used in educational software as well as the in gaming world. You can find mTropolis experience in a number of people on linkedin who had worked with it. Obsidian, the adventure game (which is on gog's wishlist), was also authored using mTropolis. The competing market gorilla Adobe had a technically inferior multimedia authoriting product at the time. The mTropolis editor ran on Macs (which all graphical people and many software gurus at the time preferred for technical and performance reasons), but it could publish to both Macs and Windows. What was amazing at the time was it very effectively implemented visually-based object oriented software - reusable elements, libraries, behaviors, the whole shebang - plus, it was browser-enabled and internet capable. No one else had a true drag-and-drop object and behaviors implementation that worked, this was radically new to actually implement well in those days. mTropolis also had a tight and collaborative, supportive relationships with its customers. mFactory's assets got acquired by Quark (they were into desktop publishing) in 1997, but only 10 months later in 1998 Quark canned it because the customer base was not huge and Adobe was a gorilla in terms of customer base and deep pockets (i.e., Quark had not done good homework on the multimedia authoring industry products and market, before they pushed buying it! they didn't know the customer base numbered about 4000). So everyone who was using mTropolis, who were largely people who knew their cutting edge stuff, were taken by surprise. There was a loud outcry over this, and mTropolis' existing customers who were all in the midst of development projects banded together and tried to purchase mTropolis (which was practically unheard of), but the attempt failed.
Mr. Dunham in 2011 explained some of the KODP architecture and what would be involved in porting: http://kingofdragonpass.blogspot.com/2011/02/architecture-overview.html