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Final Revision
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TRINITY SYNOPSIS
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BM 11/15/85
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The story casts you as an American tourist, taking a morning stroll through
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a London park. You meet a couple of weird characters, solve a few puzzles,
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and generally have a pretty good time until somebody drops an H-bomb and
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blows the whole city to bits. Good thing you discovered that magic door,
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or you'd never have escaped in time.
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The door transports you to a Zorkish fantasy world, centered around an
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enormous sundial that casts a long, moving shadow across the landscape. This
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improbable universe is littered with lots of giant toadstools, each equipped
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with its own magic door. Whenever the dial's shadow passes over a toadstool,
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the magic door opens, and you can visit a "real" historical place where
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somebody is about to explode an atomic bomb. Locations include an underground
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test site, a Siberian wilderness, a tropical atoll, a "Star Wars" orbital
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battlefield and a playground in Hiroshima.
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The player has to explore every square inch of the fantasy world, figure out
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how to control the giant sundial, visit all the magic doors (in the right
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order) and solve a bunch of interconnected puzzles before he or she can
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tackle the seventh and final toadstool ... the Trinity test.
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The player materializes in the test tower, only twenty-nine minutes before
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the Gadget is scheduled to detonate. The site is heavily guarded, and danger
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lurks behind every cactus. If you survive long enough to reach the control
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bunker, you'll meet a Who's Who of famous scientists, all intent on vaporizing
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your only way home. Can you stop the Bomb from going off? What will happen
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if you do? And what about those mysterious beings who keep making snide
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comments in the corners of your video screen? Are you being used?
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