starts out with you—or your avatar—walking down a peaceful suburban street underneath cheerful blue skies. As you keep going, a faint rumbling noise gets louder and louder. Suddenly you look up to see a massive fireball hurtling through the sky toward you
Then it gets weird
The game is part platformer, part card game, and all Mind Screw
—there are death traps, switches and spiky plates, bouncing balls and giant hairy monsters, and even links to Facebook
Not to be confused with a Stern Electronics arcade game of the same title
, released in 1980.
This game provides examples of:
- Battle in the Center of the Mind
- Bloodless Carnage / The Many Deaths of You: Whenever you die, you evaporate in a puff of smoke back to the last save point.
- Casting a Shadow: Your 'light power' allows you to walk across your shadow, reaching hard-to-get places. Some of the platforms work the same way, but dissolve after a few seconds of standing on them.
- Climb, Slip, Hang, Climb
- Eldritch Abomination: The Guardians of Body, Mind, and Spirit.
- Erudite Stoner: The Guardian of the Mind◊. He looks like someone's hippie grandfather, and talks like it.
- Everything Trying to Kill You: The final level of the Spirit worlds (which, if you've been playing them in order, is the next-to-final level of the game).
- Floating Platforms
- Hard Light: Inverted by the shadow platforms and your own 'light power'—it works only so long as you're not standing in the light.
- Here We Go Again: The ending... maybe.
- Idle Animation: If you don't move for a while, your avatar starts waving rather pointedly at you.
- Journey to the Center of the Mind
- Journey to Find Oneself
- Killed Off for Real: The ending... maybe.
- Level Goal: The doors marked 'yes' and 'no' at the end (in response to questions like "Is it possible to be happy living in the moment?" and "Do you want to live forever?")—you have to get the Key of Knowledge in order to unlock them.
- Lift of Doom
- MacGuffin: The death objects.
- Mind Screw
- 100% Completion: The stars you can collect along the way, plus the time challenge and the trophies.
- Spikes of Doom
- Ten-Second Flashlight: Your 'light power' wears off after a while, so you have to make it quick—this becomes a challenge in the last Mind level.
- The Three Trials: You have to beat the Mind, Body, and Spirit Worlds (in no order) to unlock the final level.
- Timed Mission: The final level.
- Time Trial
- Variable Mix: The background music keeps the same basic motif, but changes tone between the Spirit, Mind, and Body worlds—the Mind worlds have jungle drums mixed in, while the Spirit worlds have a more ethereal, twinkly sound.