DescriptionTrinity is a text adventure game, its events beginning in the near future. The player character finds himself trapped in the London Kensington Gardens, as hordes of nannies mysteriously block the exit. To make matters worse, a Soviet nuclear missile is about to fall. The protagonist finds a strange door and steps through it. The bizarre location outside of space and time contains other doors, each leading to a site where a historical or a fictional nuclear explosion has taken place. The player has to interact with the environment and solve puzzles to change the course of history before traveling to the New Mexico desert on July 16, 1945, and affecting the events of the fateful Trinity Test.
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- "Trinity: The Basic Power of the Universe has been unleashed." -- Tag-lined title
- "Trinity - An Interactive Fantasy" -- Tag-lined title
|Among the most unique and interesting works of interactive fiction||DOS||Ingold (134)|
|Eerie, baroque game with nasty difficulty level||DOS||Colin Rowsell (45)|
|This one is hard.||DOS||Mirrorshades2k (282)|
|I didn't get Trinity||DOS||Tony Van (2855)|
|Your Computer||Amiga||Feb, 1987||100|
|Your Computer||Commodore 128||Feb, 1987||100|
|Your Computer||Atari ST||Feb, 1987||100|
|Australian Commodore and Amiga Review||Amiga||Jan, 1987||99 out of 100||99|
|Commodore User||Commodore 128||Aug, 1986||14 out of 15||93|
|Happy Computer||Commodore 128||1986||92 out of 100||92|
|SPAG||DOS||May 15, 1994||8.7 out of 10||87|
|Adventure Classic Gaming||DOS||Jan 14, 2010||80|
|All Game Guide||Macintosh||1998||60|
There are currently no topics for this game.
1001 Video GamesTrinity appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
CreditsIn most Infocom games, the credits are hidden somewhere in the game. In Trinity, go see the old woman and type Ask the old woman about Trinity to see the complete credits.
DevelopmentDesigner Brian Moriarty about what he wanted to achieve with the game (Computer Gaming World #32, November 1986):
I wanted people, when playing the game, to feel their helplessness. Because that's what I felt when I was reading and talking to these people and seeing these places. You could just feel the weight of history on you. Going to Trinity site and being there and realizing what this place means. I just wanted people to feel that weight on them when playing the game. Have it crush them in the end, because that's what I got out of my studies and research.
Extras(From Infocom Home Page fan site)
The game contained a comic "The Illustrated History of the Atom Bomb", a map of the Trinity site, a cardboard DIY sundial, and instructions for folding an origami crane.
SizeTrinity's source code is 1.32 MByte big, more than three times the size of Brian Moriarty's first Infocom game, Wishbringer (400 KByte).
Source: Happy Computer magazine #8/86
- Computer Gaming World
- November 1996 (15th anniversary issue) – #120 in the “150 Best Games of All Time” list
- Happy Computer
- 1986 - Runner-up as Adventure Game of the Year