(Yes, it's been available on my web site all along. But sub-Q is cool! Also they pay for reprinting short IF! I like that sort of thing. So go replay it there, if you haven't tried it in a decade or so.)
SUtW is an interesting side note of its era. 1997 was still solidly the era of "IF means puzzle-based parser games", although IFComp was rapidly loosening up the definitions. My idea wasn't exactly choice-based IF -- I was still committed to freely-typed input -- but I wanted to get away from standard verb-noun commands. And, of course, I wanted to try escaping the notion of puzzles.
I wound up with a sort of freely branching, non-goal-oriented narrative; what we might call a "time cave" today. I wasn't able to sustain much of it. But I liked what I got.
(I'd have a hard time telling you exactly how big the structure is! Some of the source code got eaten by a hard drive crash -- remember when MacOS didn't have memory protection? It wouldn't be hard to disassemble the Z-code and reconstruct the source, but I've never had the urge.)
Thanks to Tory for this opportunity, and also for pulling together the cover art. SUtW predates the era of IF cover art, so I didn't have any ready to go.