What ended up really attracting me to Danzarb in the end was the way each level threw a different gameplay twist at you - whether it was a sliding puzzle, a logic problem, or a simple matter of different characters being able to access different places.
The fact that it clearly had a lot of potential almost makes it worse. Had the encounter rate been dramatically lower and the puzzle aspect a bit more developed it would've been a genuinely nice game. I still remember the storyline and certain characters vividly, which is more than I can say for many better RPGs, and yet I can't pretend it wasn't mostly tedious to play through.
I'd play those two Cyber Knight games too if it didn't have the lethal combination of ridiculous encounter rate & slow battle system. The second one especially seems
really nice in every other aspect.