effects at the prompting of his partner. The game contained several levels of increasing complexity. The last level, "The Realm of Impossibility", contained a number of optical illusions similar to those popularized by artist M. C. Escher. Surfaces that appear vertical turn out to be horizontal, and other illusions can confuse the player. The success of the original release prompted Don Daglow to acquire the rights for EA. Minor changes were made to the game, new levels were added, and a new soundtrack was added, written by Dave Warhol who had worked with Daglow on the Intellivision game design team. Officially renamed Mike Edwards' Realm of Impossibility, it was released not long after the original BRAM release, with the box cover touting "Deluxe Edition of The Classic Game Zombies." The game was part of the "third wave" of titles introduced by Electronic Arts after its founding in 1982. Reception ROMs review began "Zombies is different!" Praising the game's unusual lack of weapons and use of 3D graphics, it concluded that "you've got to see it to believe it". Antic's review of the original stated that "Computer enthusiasts who enjoy quick-paced, challenging action games will like Zombies". Computer Gaming World said of the revised version, "I do not feel that the changes [from Zombies] are numerous-enough or significant enough to justify buying the both games. However, if you have neither, then ROI is a good addition to your arcade-action game inventory". Steve Panak of ANALOG Computing wrote, "Your problem is that you must be perfectly immobile to cast your spell, and in this game you can't afford to stand still too often, or for very long". He disliked the defensive nature of the game, wanting a way to destroy his pursuers. He concluded, "while the Realm of Impossibility fails on many levels, it is still not bad enough to make me lose faith in Electronic Arts". COMPUTE! called it "a classic, run-as-fast-as-you-can, three- dimensional arcade game with a goal", noting that "What distinguishes Realm of Impossibility from the run-of-the-mill chase game is not the three dimensions, but one element: cooperation". The magazine praised the Apple II version's graphics and two-player mode. Ariolasoft's conversion of the game to the ZX Spectrum garnered negative reviews. Your Sinclair critic gave it a three out of ten, describing it as an "object lesson in flickery sprites, bad control and the odd bug or three". Crash