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Trinity
DOS - 1986
Also available on: Amiga - Atari ST - Apple II
Description of Trinity
Read Full ReviewMy second most favorite Infocom game (after Steve Meretzsky's A Mind Forever Voyaging) and undoubtedly one of the best games ever made in any genre, Trinity is a forgotten classic that combines astute literary metaphors, excellent prose, clever puzzles, and a huge dose of imagination that could only come from Brian Moriarty, into a captivating, very moving tale.
You are an American on vacation in future London when World War III interrupts the daily routine with the dropping of a bomb. Whether by chance or design, you survive the devastation with the help of a magical portal and a strange voice inside your head. Stepping through through the portal, you discover a world of wonder unlike anything ever seen in interactive fiction. The game will take you through a whirlwind tour of space-time that juxtaposes the real with the unreal. You will eventually wind up in the New Mexico desert, minutes before the countdown to the culmination of the Trinity project-- with a chance to change history forever.
In Trinity, Brian Moriarty accomplishes what few IF authors are able to do: combine an intriguing, original premise with outstanding writing and ingenious puzzles. The game's writing will draw you into its fantastic world... so much so that you can almost visualize the magical mushroom portals, feel the eerie suspension of space-time, and be moved by the sight of a crippled Japanese girl.
The game's puzzles are tough, but they are never illogical, and they mesh within the game world seamlessly. The game's anti-nuclear message is powerful, but never overbearing, and many of its stronger literary metaphors (e.g. the umbrella, the sundial, and the crane) will stay with you long after the game is over.
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The bottom line is that, while a bona fide literary masterpiece, Trinity will not appeal to everyone. Those who don't 'get' the game will likely write it off as just 'another' piece of incoherent storytelling that is full of incomprehensible puzzles and illogical plot. Those who do 'get it,' on the other hand, will be well rewarded with one of the most immensely entertaining and thought-provoking works of interactive fiction ever made.
Adventurers be warned, though: Trinity is much harder than an average Infocom game, and there are many instances in which you can get irrevocably stuck without knowing it (the incident involving a furry animal and the endgame are cases in point). Save early, save often.
Bonus: The sundial that came with the game is one of the neatest freebies Infocom ever made. Mine still adorns my windowsill to this day. The manual scan below (which is not so much a manual as the freebies that came with the game) includes scan of an unmade sundial, so everyone can make his/her own :)
Review By HOTUD
Captures and Snapshots
Screenshots from MobyGames.com
Screenshots from MobyGames.com
Comments and reviews
Unfortunate2019-03-030 point
There is no game, only a thing asking you how many columns and rows you want the screen to be.
NIGHT MIST2018-08-310 point
I wish it is a goods game
Video Game Controller
MagicLant3rn2018-05-310 point
Thirty-two years after purchase, I finally finished this game. It took me two full weeks, so yeah, I would have to agree this is harder than most Infocom games.
VIKASH2015-08-21-1 point
HA HAHAH HAH HAH
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DOS Version
Amiga ROM
- Year:1986
- Publisher:Infocom, Inc.
- Developer:Infocom, Inc.
Atari ST ROM
- Year:1986
- Publisher:Infocom, Inc.
- Developer:Infocom, Inc.
Apple II Version
- Year:1986
- Publisher:Infocom, Inc.
- Developer:Infocom, Inc.
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Trinity | |
---|---|
Developer(s) | Infocom |
Publisher(s) | Infocom |
Designer(s) | Brian Moriarty |
Engine | ZIL |
Platform(s) | Amiga, Apple II, Atari ST, Commodore 128, MS-DOS, Macintosh |
Release | May 9, 1986 |
Genre(s) | Interactive fiction |
Mode(s) | Single player |
Video Game Websites
Trinity is an interactive fictioncomputer game written by Brian Moriarty and published in 1986 by Infocom. It is widely regarded as one of the company's best works.[1] Trinity was included as one of the titles in the 2010 book 1001 Video Games You Must Play Before You Die.[2]
The plot blends historical and fantastic elements as part of a prose poem regarding the destructive power of the atomic bomb and the futile nature of war in the atomic age. The name refers to the Trinity test, the first nuclear explosion, which took place in July 1945. It is Infocom's twentieth game and the last game released by the company when it was solvent.
Plot[edit]
As the game begins, the player's character is spending a final day of a London vacation in the Kensington Gardens. The evening flight back to the United States is looking increasingly unlikely for a number of unusual reasons. Hordes of nannies are blocking all exits from the Gardens, and the grass actively resists efforts to be walked upon. Worst of all, a gleam on the horizon soon heralds the unwelcome arrival of a Sovietnuclear missile. Time begins to slow as the missile approaches, and with some ingenuity the player's character finds an incongruous door hovering in mid-air. There's no telling where it may lead, but it cannot possibly be worse than the alternative of being at ground zero of a nuclear detonation...
The doorway leads to a strange land, where impossible objects exist. Space and time do not seem to behave in the familiar ways here. Exploring this new environment, the player finds several other mysterious doors, each of which leads to another chapter in the history of nuclear weaponry. After visiting test sites (including ones in Siberia, Nevada, and the Eniwetok Atoll) and Nagasaki just before each device is detonated, the player has one scenario left to deal with. The final door leads to the New Mexico desert on July 16, 1945, mere minutes before the test-firing that will change the course of history. But something is wrong at the 'Trinity' site, and without the player's intervention things will go horribly awry.
The player is witness to, or rather narrowly escapes being a witness to, a number of nuclear explosions in the game. The sites visited, and the markings on the sundial that represent them, are:
- London, near future (fictional, Omega)
- Low Earth Orbit, near future (fictional, Mercury)
- Nevada (underground), 1970 (historical, Pluto)
- Eniwetok Atoll, Pacific Ocean, 1952 (historical, Neptune)
- Siberia, 1949 (historical, Libra)
- Nagasaki, Japan, 1945 (historical, Mars)
- Trinity, New Mexico, 1945 (historical, Alpha)
Each of the symbols has a meaning relevant to the incident it represents. Trinity was the site of the first explosion, and is therefore represented by an alpha, which is the first character of the Greek alphabet. The bombing of Nagasaki was an act of war, and Mars is the Roman god of war. The test in Siberia (actually in the Kazakh Soviet Socialist Republic) was an example of another superpower attempting to establish balance in the nuclear arms race, and the zodiacal sign of Libra is represented by the scales, making a reference to restoring the balance. The Eniwetok Atoll test took place in the middle of the ocean; hence it is symbolized by Neptune, the Roman god of the sea. The Nevada test is underground, and thus represented by Pluto, god of the underworld. The fictional incident in London was chronologically the latest to take place, and omega is the last letter of the Greek alphabet. The symbols also appear at the corresponding locations in The Illustrated Story of the Atom Bomb comic, which was included with the game. The fictional Low Earth Orbit (Mercury) detonation is very likely a reference to the space interceptor subproject of the Strategic Defense Initiative, nicknamed 'Star Wars', contemporary with the game's development. Trinity also includes numerous references to British children's literature, including the Alice books of Lewis Carroll, the Mary Poppins books of P.L. Travers, and especially J.M. Barrie's novel The Little White Bird.
Development[edit]
Brian Moriarty created Trinity's story in 1983. After joining Infocom in 1984 he proposed it to the company, but management believed that it was too large for the z-machine at the time. After completing Wishbringer Moriarty began working on Trinity in May 1985, researching the history of nuclear weapons and visiting the Trinity site and Los Alamos, New Mexico. He attempted to make the game accurately depict the geography of New Mexico and Kensington Gardens. Moriarty completed the game in June 1986, and later stated that 'writing it wasn't a pleasant experience, I can tell you that. It's not easy to sit down and write that stuff ... It was hard to live with that game for a year'. He added, however, that 'Trinity is not a funeral, and [don't] be afraid of it. It's kind of a dark game, but it's also, I like to think, kind of a fun game, too. But I do want people to think about what they see.'[3]
Release[edit]
The packaging for Trinity contained several items, called feelies, related to the plot of the game. These feelies included:
Smiteguru
- A map of the Trinity site
- A cardboard sundial marked with odd symbols
- The Illustrated Story of the Atom Bomb, an 'educational' comic book laden with ironic statements regarding the feelings of patriotism, idealism, and jingoism surrounding the production of atomic weaponry
- Instructions on how to fold an origamicrane (orizuru) using the Yoshizawa–Randlett system (a reference to Sadako Sasaki), and a small square of origami paper with which to do it.
Saverio Trinity Video Game
Reception[edit]
In 1996, Next Generation listed Trinity at number 100 in their 'Top 100 Games of All Time', commenting that 'Trinity takes the same types of serious themes of A Mind Forever Voyaging, and adds to them a heavy dose of mythology and fantasy. ... this is not only one of the most socially and politically powerful game experiences ever created, but also a landscape upon which puzzles of trademark Infocom quality can appear.'[4] Later the same year, Computer Gaming World listed Trinity at #120 among their top 150 best games of all-time. The editors called it 'a tense, ethical tightrope walk through the Cold War'.[5]
Game Master Trinity Video
Video game designer and programmer Jonathan Blow mentions Trinity as one of his formative influences.[6]
References[edit]
- ^'Trinity'.
- ^Mott, Tony (2010). 1001 Video Games You Must Play Before You Die. London: Quintessence Editions Ltd.ISBN978-1-74173-076-0.
- ^Scorpia (November 1986). 'Designer Profiles: Brian Moriarty'(PDF). Computer Gaming World. No. 32. pp. 16–18. Retrieved 6 March 2017.
- ^'Top 100 Games of All Time'. Next Generation. No. 21. Imagine Media. September 1996. p. 37.
- ^Staff (November 1996). '150 Best (and 50 Worst) Games of All Time'(PDF). Computer Gaming World. No. 148. pp. 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98. Retrieved 11 July 2017.
- ^Fireside Chat with Jonathan Blow. mediaX Stanford. 2017-10-19. Event occurs at 1:01:46. Retrieved 2017-11-13.
External links[edit]
- Trinity at MobyGames