The annoying part of Lucretia is this... since it has taken so long to produce the damn thing, my coding ability has increased way beyond what it was when I originally coded it. I have no plans to rewrite it from the ground up to take advantage of my current skill level, but there are some parts I will partially rewrite for performance reasons. A few parts were already rewritten to reflect this, but there are some other parts which could use a shot in the arm... mainly in the sprite allocation routine. While coding stage 3-1 of Henshin Engine, I realized that my round-robin technique for allocating sprites had revealed its weakness so I rewrote the sprite allocation routine to make use of usage checking. The end result was flawless. This technique has to be backported to Lucretia, as the old technique revealed its weakness long ago but I was too busy with other aspects to ever fix it. In Lucretia, the old technique produces specific enemy flaws... a witch that turns into crows in stage 1 and an evil bear that turns into the chess king in stage 2. In Henshin Engine, the old technique created flying skeletons (using the vampire bat state machine). However, some techniques in Lucretia need to be brought to Henshin Engine... stage 00 in Henshin Engine suffers from some slowdown that could easily be corrected by using Lucretia's much more efficient enemy data handler... or improved even further by converting the whole bloody routine to assembly.