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PROLOGUE
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 . . .
SPAG
T-Zero is an anomaly of IF. Released in 1991, after the heady Infocom days but before Inform and the renaissance of IF, T-Zero is a surprisingly modern game. Dennis Cunningham's puzzle-based work evokes a rich atmosphere in a land familiar and yet unknown. (Neil Yorke-Smith)
The plot goes from the mundane, to the prehistoric, to an Orwellian nightmare with landscapes that are as evocative as So Far's surreal worlds but held together more succinctly, with the common thread of slightly familiar settings that change notably over different time periods. (Francesco Bova)
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SynTax
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!
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