Lesse... time travel... I'm thinking the middle child of the Enchanter series in the glory days of Infocom. Still wish I could have managed "Frotz Grue" in a useful sense. But anyway, the time travel was brief as heck. You travelled about... 10 minutes in the past. Due entirely to a predestination paradox. The time loop consisted of you swapping a couple items with your future self, and immediately crawling into a bit of cave to get at a time travel scroll that you promptly use to be on the other side of the time travel mechanic. And if you screw up at any point, you end the universe in total destruction of causality.
Another interesting sequence was Sorcery 101, a Legend game. There was an island where time ran backwards. This meant, in a primarily text game, that you were given the results of your action and were forced to type the command that should have resulted in it. It helps that you are basically doing the Goldilocks story and wind up spending the day guessing what you just did so you don't violate causality... and you get back on your boat hours before you arrived. So... you still have the day. Reminds me of a Stephen Wright joke.
Timequest is another oldie-but-goodie. One of the few text adventure games I played where I managed to win without actually acquiring any hints. I did, however, go through a couple sheets of notebook paper. Your task is to fix broken time. Some areas, you don't need to do anything. Some, you might be arranging meetings disrupted by the time villain. You win because he leaves you tied up in a room with a time portal going back about 10 minutes. So your older self appears, frees you, and shoves you through the other portal to free yourself...
That's it for the good ones not already mentioned. I know a bad one not covered, which featured jogging through a few time periods of simulated combat and doing battle with, basically, a virus taking over the world through an uncontained holodeck. Not a classic, and technically only simulating temporal travel.
Another interesting sequence was Sorcery 101, a Legend game. There was an island where time ran backwards. This meant, in a primarily text game, that you were given the results of your action and were forced to type the command that should have resulted in it. It helps that you are basically doing the Goldilocks story and wind up spending the day guessing what you just did so you don't violate causality... and you get back on your boat hours before you arrived. So... you still have the day. Reminds me of a Stephen Wright joke.
Timequest is another oldie-but-goodie. One of the few text adventure games I played where I managed to win without actually acquiring any hints. I did, however, go through a couple sheets of notebook paper. Your task is to fix broken time. Some areas, you don't need to do anything. Some, you might be arranging meetings disrupted by the time villain. You win because he leaves you tied up in a room with a time portal going back about 10 minutes. So your older self appears, frees you, and shoves you through the other portal to free yourself...
That's it for the good ones not already mentioned. I know a bad one not covered, which featured jogging through a few time periods of simulated combat and doing battle with, basically, a virus taking over the world through an uncontained holodeck. Not a classic, and technically only simulating temporal travel.