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TimeTrap was conceived as a tribute to both the Golden Age of Science Fiction (mid 1930s - mid 1950s) and the Golden Age of Infocom (mid 1980s). As such, it attempts to reflect the feel and structure of "classical" IF, as opposed to newer trends in the genre. It also contains certain somewhat anachronistic elements, in an attempt to capture some of the atmosphere of golden age sci-fi.
(This was an entry to IntroComp, and is thus incomplete.)
Entrant - IntroComp 2002
In this game, you are a scientist who is researching time, when you discover that hidden nuclear devices recently planted by terrorists will detonate 23 of the world's most populous cities, including your own. Thus, you have to use your in-development time travel machine to save the world: you can go forwards and backwards in time, and different buttons you press determine how far you go. The readme says that it was inspired as both a return to the mid-1980s Infocom age and a tribute to Golden Age science fiction. It was also the author's first time making interactive fiction, and the game came out really polished and well-written.
The opening segment of getting to your laboratory and fixing your time machine has some standard, easy puzzles. After that, the game is supposed to open up, but much of the midgame is unfinished. There are no NPCs or goals programmed in, and most time periods consist of wandering around until you get lost and/or die. Still, it's clear that the author had a lot of plans that likely would have worked out if they were implemented. It's a shame that this game wasn't finished, because the writing style and premise are engaging.
A promising first chapter to a time-travel game, but no more than that: after you solve a couple of puzzles and escape the atomic doom of your city into another era, the game ends with a promise of a complete version in March of 2003. Good level of detail, but rather eager to kill the player character.
-- Carl Muckenhoupt