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User Rating: 8 | Realm of Impossibility C64
Gameplay: 8
Graphics: 6
Sounds: 7
Value: 8
Tilt: 9
Actual score: 8.3

1984 is a great year in gaming history. After that dreadful 1983 with full of complete utter crap games that all the programmers were thinking was getting that quick buck than actually creating descent games (and who cannot forget E.T from Atari) , the consumers wanted something different than just shooting aliens from space; and rightfully so.

So 1984 was a year of change – actually the year where consumers are king. Many classic games were produced and innovation was ‘in’. Realm of Impossibility maybe the most unusual game to date that combined teamwork and remarkable level designs; and the game was developed by Electronic Arts! (E.A. was a lot different back then – they actually make games and not re-hashing them).

The main goal of this game is to collect the seven crowns hidden within thirteen dungeons therefore in total there will be 129 rooms to explore. However you cannot simply just jump into all the dungeons as some requires a key which of course is located deep within the unlocked dungeons so it’s a matter of trying to find which dungeon has the crown or key.

So what makes Realms of Impossibility different was as mentioned above, you can play either single player or multiplayer; another way of putting it – not that ridiculous player one/player two concept (that’s old school). Finally both players can help each other blocking zombies, snakes and spiders with planted crosses (by pressing the fire button) or casting spells (freeze, confuse, protect or random by pressing the fire button and either up, down, left or right simultaneously). To those who panic a lot can opt pressing the space bar as this will cast the last known scroll. Take note that even though those planted crosses (which will fade out approximately four seconds) not only blocks critters but your partner as well so plan ahead! And just to add salt to the wounds, all the foes cannot be killed (that would make the game too easy right…).

The good news is that for the game to end, both players (or just you in single player mode) have to die. That said, if your partner dies, all it’s required from you is to touch them and voila they rise and depending on the difficulty level determines the amount of initial hit points. You may think that’s going to be an easy game. Well actually not that easy as there is a reason why the player died (there are critters hovering around the body). To make matters worse, both players must exit the room together otherwise you just going to stand at the exit waiting for your partner to arrive. This can be also looked as an ironic statement as many-a-times I was groaning at my sister getting mashed up by the critters only for me to scramble back to save her! So much for co-op!

If you haven’t noticed in the front cover art, some of the rooms was inspired by M.C. Escher! There are levels that the shortcuts are not shortcuts and times where you really need to look twice as you are constantly running around in circles. Considering the game is basically a mad rush between rooms, this adds another level of lustrous game play (and more hurling of abuse to your partner). Sadly not all levels are designed like this however this will place a new meaning to the saying ‘the shortest path is not necessary the best path’.

ROI is a prime example of game play over eye-candy. Graphically it’s not the prettiest game around (even for its time) however by adding that extra step (using Escher style maps) puts this game on a higher level than graphically intense boring games. A similar comparison to this Lode Runner; graphically average however rocks as a game. That said ROI is not a sight for sore eyes; pretty colours, well designed levels and that really cool wave from the two chaps at the beginning of the level (they’re really happy chaps) makes this game enjoyable to look at.

The sound quality is not bad as well however again like the graphics not its strongest point. A nice catchy title screen tune will bring a smile to your face and that dreaded ‘buzz’ when getting pulverized by the fiends of doom will make you cringe in fear (in a good way). Other sounds like the spells casting and the dropping of crosses are good however nothing to write to home about.

When it comes to length of game play, ROI will last a fair while. Remember there are 129 rooms in total and considering there are no ‘quick save’, the game can take easily two hours to knock through. Yet, under co-op, unless you constantly need a helping hand can take longer. What my sister and I normally do is to polish off the harder levels first then knock off the easy ones otherwise it’s hard mentally if you decide to go vice versa. Also there are four level of difficulty ranging from easy (which is really easy) to severe. The main difference between these difficulty levels is the amount of damage the critters inflict. Just for the record I never completed ROI on severe level. It’s painfully hard.

You may think that Realm of Impossibility is an extension of Zombies (which was made in the previous year – 1983) and rightfully so. The main difference between these two is the amount of rooms. Realms of Impossibility has 129 comparing to around 50 and the concept of adding keys to unlock certain dungeons makes the game more attractive as it’s like venturing into the unknown. So if you haven’t played Zombies, ROI is a great start otherwise to those who cannot get enough of Zombies and would like a good expansion grab ROI.