>
> I doubt that, to be honest. Do you know the games 'Tales of Destiny' and
> 'Tales of Phantasia' (SNES/PSX)? Those games' engines are nearly similar
to
> each other, and that's why, after having finished the first game, you
really
> don't want to fight the enemies of the other game anymore. And those
battle
> sequences are actually a lot more advanced than those of the average MSX
> RPG, which mainly exists of a turn-based battle controlled by a battle
menu.
> Ofcourse, the storyline and maps of the newly developed RPG are new and
> therefore as much as fun/original as their predecessors, but the other
> elements just get boring. At least, that was a consideration. But I might
be
> the only one sharing it :).

I still disagree. The Lost World looked so much like PA3 because I simply
didn't have the knowledge then to extensively re-design the engine...
something I did do for RoA. You'll  see what I mean when you play RoA. This
game is (or so it was intended) completely different from PA3 and The Lost
World.

> In the case of PA3 and Lost World (since I didn't play RoA, I can't say
> anything about that), there were similarities like exploring huge mazes
and
> fighting enemies in almost exactly the same way. Ofcourse, it's much more
> beautiful to watch when an enemy is animated, but if the course of action
> remains to be the same... I personally had much fun playing PA3, but I
never
> finished The Lost World - I was tired of exploring all those mazes and
> walking from point X which is in the northeast of the overall map to point
Y
> which is at exactly the opposite side.

Well, this has nothing to do with the engine whatsoever. it's simple
screenplay. If you have any ideas or suggestions, I'm all ear.

Peter


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