Three themed sets of such files were released as continuations of "Repton 3", with the titles "Around the World in 40 Screens" (1987), "The Life of Repton" (1987) and "Repton Thru Time" (1988). These three titles use a slightly modified game engine, in which the algorithm for deciding on the direction spirits first move at the start of a level is improved. They all come with the same game editor as "Repton 3". "Repton Infinity" was released in 1988, by which time the BBC Micro's popularity as a games platform was beginning to wane. It was developed by Dave Acton and Dave Lawrence (who wrote the user-submitted program section *INFO in "Acorn User" magazine). It supplements the map editor and graphics editor with a powerful game logic editor which made it possible to alter the way all game objects behaved using a purpose-designed language called "Reptol". Four different example games are included to demonstrate its flexibility:  There was a long-running problem, infamous amongst owners of the B+, the updated BBC B with 64k, when the newly released "Repton Infinity" ran on the original BBC B but refused to load on the updated B+. A string of unsuccessful replacements were issued before one that was compatible with both was eventually released. A game marketed as "EGO: Repton 4", was released for the Acorn Archimedes in 1992. It was designed by Richard Hanson and programmed by Gary Partis. This was actually an Archimedes conversion of an earlier Amiga/Atari ST game called "Personality Crisis" with the character of Repton added in. The game bears little relation to the rest of the Repton series, particularly in that contrary to the spirit of the original it relies on "secret" traps and passages which can only be discovered by walking onto them. (The objects and objectives in all the previous Repton games are visible and there are no hidden secrets to be discovered, although in some advanced episodes - notably "OAP" in "Life of Repton", "Oceans" in "Around the World" and "Future" in "Repton Thru Time" - some objects and enemies are invisible or appear very similar to desirable or innocuous objects.) In 1988, teenage programmer Paras Sidapara submitted a game he called "Repton 4" to Superior Software. As Superior were already working on "Repton Infinity", it was not published, and was forgotten until 2008, when a copy was rediscovered.