TWILIGHT ZONE "You unlock this door...." Any real "Twilight Zone" fan knows the ending to that quote. And "the key of your imagination" is exactly what you'll need to solve this game -- not to mention decipher this review (based on the Amiga version). Most reviews include a synopsis of the story line to help you decide whether you'll be interested in the game. I can't do that here. The authors have see fit to omit from the documentation any hint whatsoever regarding the goals you're to accomplish. I have the distinct feeling that if I tell you what this game is all about, something terrible will happen to me -- something even more terrible than what happened to me in the endgame! While this non-disclosure certainly lends an aura of authenticity to the "Twilight Zone" theme, it also causes you a lot of frustration at the beginning of the game. You wake up in your (incredibly messy) bedroom with no idea of who you are or what you're supposed to do. You're going to spend a _lot_ of time just wandering around, trying different things, picking up useless objects, and trying to figure out what's going on. For instance, in several rooms, there are mirrors. If you try to "look in the mirror," you'll be told "It's not here!" Then you'll have to decide (since this is the "Twilight Zone") whether the mirror is _really_ not there, or whether you're just doing something wrong. (Nope, I ain't gonna tell you!) Once you get out of your house safely, there's a biiiiig town to be explored...well, maybe it's not all _that_ big, but it sure seemed like it! The game is completely linear; you must finish each of the puzzles in sequence, with no skipping around. I can divulge this much: Except during the first part of the game, you'll know when you have successfully accomplished what you're supposed to do, because you'll be zapped to a new location and a new puzzle. In one segment, there's an entire succession of riddles you must solve in order to progress. This seemed overdone a bit, but the riddles are all fairly simple, and most are variations on riddles you've encountered in other adventure games. TWILIGHT ZONE is very clever, if frustrating (especially at first). Adding to this frustration is a parser that sometimes (but not always) expects a particular word. For instance, "stand in line" does you no good; the parser only recognizes "GET in line." In the Amiga version, there are nice, medium-res graphics that are unimportant to gameplay and can be turned off. You'll have to do a lot of saving and restoring in this game, not only because you're going to get killed when you make a wrong move, but because there are so many useless objects hanging around, and you're limited as to what you can carry. Luckily, there is an "Undo" command to save your bacon when you step in something nasty. If you're like me, you'll probably be outraged by the endgame. But after a little thought, you'll agree that the ending is perfect (if this is, indeed, the "Twilight Zone"). Although the game can be very frustrating, after finishing, I realized I had enjoyed it greatly. However, if your level of tolerance for frustration is low, you might want to pass on this one -- if on to preserve the physical integrity of your computer and peripherals! TWILIGHT ZONE is apparently the first in a series, this release being subtitled "The Crossroads of Imagination." Although I found myself ready to commit mayhem from time to time, I must admit that I'm looking forward to "the next stop...in the 'Twilight Zone.'" TWILIGHT ZONE is published and distributed by First Row Software. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253