Trinity - Infocom - deleted (Text Adventure) Reviewed by Neil Shipman On 16th July 1945 the world's first nuclear device was exploded at Trinity site in the New Mexico desert. In the graphic description of the event by eyewitness William Laurence, "On that moment hung eternity. Time stood still. Space contracted to a pinpoint. It was as though the earth had opened and the skies split. One felt as though he had been privileged to witness the birth of the world." Living in the Nuclear Age this is, of course, history to you - but it's history that is suddenly horribly relevant as World War III seems to be imminent. (Forget about Glasnost, the break up of the Warsaw Pact and the recent changes in Eastern Europe. Just cast your mind back a few years to the pre-Gorbachev era and the time when Reagan considered the Soviet Union an evil empire. Not so very long ago.....) Sharp words between the superpowers. Tanks in East Berlin. And now, reports the BBC, rumours of a satellite blackout. It's enough to spoil your continental breakfast. But the world will have to wait. This is the last day of your $599 London Getaway Package, and you're determined to soak up as much of that authentic English ambience as you can. So you've left the tour bus behind, ditched the camera and escaped to Hyde Park for a contemplative stroll through the Kensington Gardens. You soon come across an old woman who entreats you to feed the birds, another who's having trouble with her umbrella, a boy blowing soap bubbles and, amongst other things, a clearing with a sundial. To progress from the 9 locations which make up the Gardens you need to find a way across the grass which, true to the notice, does not take kindly to being walked on. This will take you to Long Water where a missile suddenly appears in the sky overhead. World War III has indeed begun and you now have very little time to avoid being obliterated. Strangely, a white door opens up above the surface of the water and, as all the wildlife are making their way through, you plunge in after them. (Do make sure that before you get to this point you have solved all the puzzles and are carrying everything you can. When I first played Trinity a couple of years ago I did something very silly right at the beginning which prevented me from finishing hundreds of moves later on. Readers of Adventure Probe will know that it was this mistake which had the Grue himself dubbing me a Frob and electing me to the newly-created Guild of Frobs. A very select Guild I might add with, at present, just four members. The only qualification for entry is that you must make a real howler in an Infocom adventure, tell the Grue about it and make him gurgle with laughter at your stupidity until the tears run down his cheeks!) The door closes behind you and you find yourself in a world of fantasy whose landscape is dominated by an enormous triangle which casts a shadow across the ground. As you wander round this magical place you notice a number of giant toadstools with white doors in them which open as the shadow impinges on them and then close as it moves on. Working out how to control the shadow so that it stays on a particular door will allow you entry to six very different scenarios, each of which takes you back to the real world but to different times and places. All these are relevant to the development of nuclear weapons and range from a playground in Nagasaki to a satellite orbiting the Earth as part of Reagan's "Star Wars" defence shield. A cottage in the fantasy world contains a magpie whose advice you'll need (so don't let it escape too soon), a bubbling cauldron and a large book. Do read the book - it's brilliant! You'll again come across the boy blowing bubbles (rather larger than before), a drooling barrow wight, a hive of bees with lethal stings and, most amazing of all, an arboretum containing a strange sculpture by Felix Klein. A trip round this can prove quite disorientating but, as Arthur C. Clarke says, "Any sufficiently advanced technology is indistinguishable from magic," and P. David Lebling counters, "Any sufficiently arcane magic is indistinguishable from technology." By this time you will have undoubtedly been killed off and met the ferryman who takes you across the river. To gain access to one of the six doors - indeed, the one which will take you back to Trinity site just before the first explosion - you must persuade him to ferry you over while you're still alive. Speed is of the essence in this final section if you are to sabotage the test and alter the future for your (and humanity's) survival. You always expect a lot of good puzzles in an Infocom adventure and the quality and quantity of those in Trinity are wonderful. The text is beautifully written and the author, Brian Moriarty, makes a great success of weaving a fantasy around a number of real historical events. His research is impeccable as is evidenced by his acknowledgements to various individuals and by the extensive bibliography provided for curious adventurers. All this and humour too, especially in the form of the roadrunner who can be both a great help and a damned nuisance! The adventure makes good use of italic text to enhance particular scenes and it also features pop-up windows in which quotes from authors like Alexander Pope, Lewis Carroll and Emily Dickinson appear. Do make sure that you look at everything and, indeed, try using objects in many different ways, because Trinity boasts a vocabulary of over 2000 words and there are responses to all sorts of actions. The woman at the beginning is a fount of knowledge - try asking her about the memorial, football, roadrunner, Trinity and even grues! For other amusing responses look in the hole by the barrow wight, give the skink to the wight, eat the skink, examine Charon and the Styx and talk to the magpie. The adventure's packaging includes The Illustrated Story of the Atom Bomb, a detailed, accurate map of the Trinity site, a decorated cardboard sundial and instructions for making your very own paper crane. When I first played Trinity two years ago I got completely absorbed in Brian Moriarty's story and rated it the very best of the ten Infocom titles I'd then seen. I've since played it twice more and on each occasion I found that it had lost none of its original appeal. Having now worked my way through all the Infocom adventures available on the ST I can honestly say that it is one of my three favourites. If you haven't played it then you've got a real treat in store. If you have, why not dust it off and take another look - you won't be disappointed. Postscript: I have just noticed that today, the day on which I've written this review, is Trinity Sunday. Not that the Holy Trinity has anything to do with the explosion of the first atom bomb, but then I don't know why the name Trinity was chosen for the test in the first place. So, especially in the light of William Laurence's description of that moment which changed the course of history, it is the sort of coincidence that makes you think a bit, isn't it?