Title Mind Walker (Third Review) Game Type General Action Players 1 Compatibility All HD Installable Yes Submission Paul Threatt Review I played around with this game when I was in 8th grade on my Dad's Amiga. I liked moving the guy around and zapping things. Standing under the pyramid was just a way to change character for me, similar to choosing "Elf" in the arcade game, Gauntlet. Every once in a while, I'd notice that my character was leaving a trail of black boxes. It was confusing but fun, and I really liked the music. The basic premise is that you're in someone's brain, repairing damage of some sort. The surreal landscape could be the subconscious realm of the patient. If you looked at the "map", you would see a field of colors with a few important areas designated. All I can remember is that the "morphing pyramids" were indicated on the map, as well as some sort of "start" and "finish" points. I can't remember what they look like on the map, but in the 3D realm, they were flashing squares. When you stood on the starting point, you'd see this grand display with a cool sound, signaling that you were starting to repair a connection. From that point on, you would leave a trail of small black squares. One each for each of the landscape squares. as you left them, tones would sound your progress. The premise leads me to believe that you were beginning to repair the connections between neurons in the brain. I can't remember all the characters that you could pick when under the pyramid, but one was "Spriggans". I think the others were a wizard, a girl, and some robust guy or something. Anyway, the colored areas on the map were assigned to these characters. When you began making the connections between flashing squares you'd need to change characters and pick up the trail where you left off. Different characters could only leave a trail in their respective colored zones. Once a connection was completed, you'd fall down some sort of tunnel from a first-person point of view. I don't know what this was, but by intercepting one of the rectangles falling towards you, you'd end up in a 2D environment. I get the feeling that this is how you exit out of the body you just fixed. Using an audible "heart beat" as a detector of sorts, you had to navigate the 2D area and find something that symbolized the exit. On your way, you had to be careful of "antibodies". If they touch you, they can kill you. With a slurping sound, they would eat away your life and make you start the level over. More importantly, you had to make sure you didn't touch the cell like structures that were the barriers of the maze. These "neurons" carried a charge and would randomly activate in waves. If you were touching or going through one when they were charged, you'd die. Going through one was necessary when you found the exit. The exit is always surrounded by a bunch of cells and you had to guess when to go through. As soon as you get to the exit, the level is over, and you're rewarded by a message from your patient. After the first level, the "reward message" is intentionally childish and poorly rendered. This shows the current state of your patients health. As you go on, the messages become more coherent and meaningful, indicative of a repaired brain. This is futuristic brain surgery, after all. Repeat this journey four or five times and you've got a healthy patient who's back on his feet. Along the way, your enemies become faster and more aggressive. you'll be dashing across the screen just trying to avoid the attacking gray shapes.