T-ZERO : An Adventure for the Time Being by Dennis M Cunningham - SynTax PD 286 (Text adventure for the PC) Reviewed by Neil Shipman "Time, like an ever-rolling stream, Bears all its sons away." - Isaac Watts Not one of the various quotations used in T-Zero but, as I come to write this review, it somehow seems appropriate because I found myself completely carried away with this supremely well- crafted adventure in time from American author Dennis Cunningham. 'A dream came to you as you tossed uneasily upon an unfamiliar bed. In your dream, a time-worn figure waved a scythe in slow arcs across your sky-blue field of vision and picked, out of thin air, letters from a runic alphabet. The sky-writing from the scythe crystallized in icy trails as a new letter materialized with each sleeping breath your dream encompassed. When the message was complete, the entire sky was slivered with shining icicles that spelled in full: "Somewhere scattered across ages and landscapes are six enticingly round objects that you must locate and somehow transport to progressively future time zones where they can be manipulated in a fashion that will right the troubled times." As you deciphered the message, the icicles shattered in a brittle and sparkling avalanche. You tossed some more and awaited your awakening . . .' This prologue to the adventure is contained in a voluminous document file on the disk. This is essential reading as it not only tells you your objective, it also presents you with a verb and synonym list together with a guide to the numerous special commands. Information on registering this shareware (which you can do for just œ12 through Graham Cluley in the UK) is also included. At the start of the adventure you wake up on the bank of a river. You recall that two nights ago Count Zero (Boo! Hiss!) dismissed you from your job as museum custodian/librarian and took your latchkey. However, little did he know that you keep a spare one hidden in the topiary. A quick check on your belongings shows that you have a strange compass whose needle always points towards the museum so it looks as if the Count is up to something in there. You resolve to find out just what is going on. After familiarising yourself with the landscape, particularly the obelisk to the west, and picking up every object you can find, it is worth taking a trip across the river via the suspension bridge (here's where I first needed a hint) to talk to the Ragman. Solve a couple of puzzles here and then head for the topiary maze. Many players don't like mazes (though I generally like the challenge) but this is a classic. Its layout was originally designed by Robert Abbott for a Martin Gardner column in Scientific American. The topiary figures are all strange, shape- shifting creatures with names like thundergoyle, brontboon, elepogaroo and hipporybdis. Somewhere in here is your spare key - but it's not just lying around. (There's nothing like blowing your own trumpet, but I got a real buzz of satisfaction when not only did I figure out the route through the maze but also managed to escape with the key!) Once you are in the museum you will find it becomes possible to travel to the past (which you may have already glimpsed through looking in a slow mirror) and, ultimately, to the future. In the past you find that the land is peopled by reptoids who, under the control of Count Zero, are building the museum and the obelisk. The way the locations differ from past to present to future is well thought out. You soon realise that if you can't solve a particular problem in the present then maybe you can do so in the past. At the very least you could come up with something that would help in a future time zone. Of course you then have the difficulty of working out how to transport certain objects through time because you cannot take everything with you when you make the trip. As you would expect, there are many references to time and things associated therewith: an eggtimer, a pendulum, a stopwatch, various clocks, a timecard and a sundial to name but a few. Time normally advances 5 mins per move (but you can make it pass more quickly) and the time, day and time zone are shown together with the score and your current location on the status bar. Having the maximum score as 365 is a nice touch. I was very aware of the passage of time and, to start with, I tried to get things done in the minimum number of days, thinking that there must be an upper limit. But the implementation of some of the more unusual commands like Where, Find, Copy and Imagine appears to happen a certain number of moves after you've solved a particular problem so it seems to pay if you let the days roll on. I was up to Day 14 and over 3500 moves (many of them unnecessarily repetitive) before I finished. The Find command is particularly useful as it applies both to objects and locations - provided you have already seen them. Characterisation of the few individuals who people the adventure is quite well done. As well as the Ragman you will meet a blacksmith with a dreadlock hairstyle, an individual by the name of Prufrock strolling along a beach, a hungry bank teller, and, of course, the Count himself, all of whom should be listened to and talked to. But it is the quality of the descriptive text and the clever construction of many of the puzzles which stand out. The standard of writing is exquisite and the author has a turn of phrase which many text adventure writers would kill for. For example; if you try to cross the river in the wrong place you don't just get wet feet or drown or, worse, simply get the response, "You can't do that!" What does Cunningham come up with? "The rushing river runs in that direction, uncrossable, a rubicon of dreams." And, to describe a flock of terns flying above your head, how about, "They tirelessly twirl in a circular swirl."? Marvellous! The interface can be customised to your own preferences: there are four colour schemes, brief/verbose, spaced/compressed text, user-definable function keys, command recall and editing, shell to DOS, log to file or script to printer, etc. Also, the cursor keys can act as direction keys (which is particularly useful in the maze). T-Zero has been programmed from scratch by the author without the use of an adventure-writing utility like AGT or TADS. I am an inveterate verb-noun player - after all, why type in more than you have to? However, I tripped up more than once because of this as a number of puzzles require a certain phrase or at least four words rather than just two! Undoubtedly others will not find this a problem and, in any event, we all get stuck in different places. But T-Zero is a difficult adventure which I could not have finished without the structured on-line hints which take account of both your location and progress so far. Dennis Cunningham considers himself - rightly so in my opinion - as a programmer with literary leanings. The text adventure genre is one which allows him to explore both avenues. Fully explored they are too. This is an excellently programmed, extremely well- written adventure and one which I wholeheartedly recommend to anyone who appreciates writing of the highest quality and who is looking for a challenge. I made a point of playing it just before I bought a multimedia CD-ROM system because I reckoned that once I had that I wouldn't want to spend a lot of time looking at screenfuls of text. I'm glad that T-Zero was the last one I spent a long time on because it will remain in my memory as a great adventure and this will undoubtedly help to lure me back to take a look at the all-text genre on odd occasions in the future. - o -