Flimtown: Difference between revisions

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'''Flimsy's Town of ZZT''', or '''Flimsytown''', or '''FLIMTOWN.zzt''', or possibly just '''zzt game''', is a ZZT World authored by Flimsy Parkins at some point in the mid-2000's.
'''Flimsy's Town of ZZT''', or '''Flimsytown''', or '''FLIMTOWN.zzt''', or possibly just '''zzt game''', is a ZZT World authored by the late Flimsy Parkins at some point in the mid-2000's.


The goal of this page is to provide navigation assistance when exploring the game, and to highlight interesting object behaviours and moments.
The goal of this page is to provide navigation assistance when exploring the game, and to highlight interesting object behaviours and moments.


This page is most definitely a work in progress at this time.


<div id="notes" style="display:inline;"></div>
'''Navigation Notes'''


Notes:  
* The game begins in [[#69|Room One (board 69)]].
* Object coordinates begin at 1,1 in the upper-left cell of the screen -- ZZT screen dimensions are 60x25.
* Board numbers start at 0 (which is always the title screen in ZZT), up to 94. These numbers correspond to the board numbering scheme used in the [https://museumofzzt.com/file/f/FLIMTOWN.zip?file=FLIMTOWN.zzt&board=69 Museum of ZZT file viewer.]
 
 
<div id="roadmap" style="display:inline;"></div>
'''Roadmap'''
 
* Map of layout, rough draft with thumbnails -- done.
* In-game screenshots of all boards collected, cropped and uploaded to this page -- done.
* Info filled out for individual boards (exits, tricks employed, additional context) - first pass done.
* Map of layout, full screenshots with board numbers and titles - Initial draft done.
* Text references - Not done.
 
 
<div id="maps" style="display:inline;"></div>
'''Maps'''
 
* [https://www.rabbitboots.com/kfx-aux/flimtown/flimtown-layout-v1.png Layout image] (PNG, 2.5 MB, 8160x10850 px)
 
* [https://www.rabbitboots.com/kfx-aux/flimtown/flimtown-layout-v1-half.png Layout image, half size] (PNG, 1.3 MB, 4080x5425 px)
 
* [https://www.rabbitboots.com/kfx-aux/flimtown/flimtown-layout-v1-with-board-numbers.png Layout image with board numbers] (PNG, 2.7 MB, 8160x10850 px)
 
* [https://www.rabbitboots.com/kfx-aux/flimtown/flimtown-layout-v1-with-board-numbers-half.png Layout image with board numbers, half size] (PNG, 1.4 MB, 4080x5425 px)


* The game begins in [[#69|Room One (board 69)]].
* [https://www.rabbitboots.com/kfx-aux/flimtown/flim-map-labyrinth.png Edge link details for the 3x3 grey labyrinth area] (PNG, 113 KB, 4800x2100 px)
* The object positions listed here begin at 1,1 in the upper-left cell of the screen.
 
* [https://www.rabbitboots.com/kfx-aux/flimtown/flimtown-pics-individual-boards.zip Individual in-game screenshots of all boards] (ZIP of PNGs, 281 KB, 95 files)
 
 
'''Known issues with the maps'''
 
* Missing edge link: [[#42|42 ("Outside Castle")]] has a couple of west-edge cells where traveling to [[#72|72 ("Maximum Security")]] without invoking the mirage effect is possible.
* Missing one-way passage link from [[#75|75 ("Duunudududun")]] to [[#34|34 ("Yellow1")]].
 
 
 
<div id="thanks" style="display:inline;"></div>
'''Thanks'''
* Dr. Dos, for [https://museumofzzt.com/ Museum of ZZT], the [https://github.com/DrDos0016/zookeeper Zookeeper library], and for demystifying several techniques used throughout.
* Celine Kalante, for driving interest in this ZZT game and finding object connections on board 42's mirage effect.
* DavidN, for graciously releasing a copy of his game '''[https://museumofzzt.com/file/c/castlzzt.zip Castle of ZZT]''' that Flimsy [https://museumofzzt.com/file/f/FLIMCSTL.zip?file=FLIMCSTL.ZZT tampered with], which shares some boards and assets with this game, and was likely made around the same time.
* Kevin Vance, for [https://github.com/cknave/kevedit KevEdit].




Line 18: Line 59:
[[File:Flimtown-0-The-possibility-that-we-are-living-in-a.png]]
[[File:Flimtown-0-The-possibility-that-we-are-living-in-a.png]]


* This is visually identical to the Town of ZZT title screen.
* This is visually identical to the Town of ZZT title screen. Various boards in the game use a mirage effect to make this screen appear over the contents of another board. The player can be sent here by a passage on [[#79|79 ("Slice3")]], and also by cheating to access some normally-unreachable passages throughout the game.
 
* The scroll at 16,23 is an object that displays this quote when touched:
 
<pre>Nach dem Spiel ist vor dem Spiel.
                           
                        - S. Herberger</pre>
 
In English, this is "After the game is before the game."




Line 25: Line 74:


'''Passage Exits'''
'''Passage Exits'''
* 33,22 White-on-brown: [[#67|67: "$Wake Up"]]
* 33,22 White-on-brown: [[#67|67: "$Wake Up"]] (one-way)




<div id="1" style="display:inline;"></div>
<div id="1" style="display:inline;"></div>
<h2>1: false vacuum has never been a cheering one</h2>
<h2>1: false vacuum has never been a cheering one</h2>
[[File:Flimtown-1-false-vacuum-has-never-been-a-cheering-one.png]]


* This is a travel board with no objects.
'''Edge Exits'''
* North: [[#70|70: "Nope!"]] (two-way, '''dead-end''')
* South: None.
* East: None.
* West: [[#60|60: "Dignity"]] (two-way)
'''Passage Exits'''
* None.


<div id="2" style="display:inline;"></div>
<div id="2" style="display:inline;"></div>
Line 36: Line 99:
[[File:Flimtown-2-to-contemplate-vacuum-decay-is-the.png]]
[[File:Flimtown-2-to-contemplate-vacuum-decay-is-the.png]]


* Boulders prevent movement from the North unless they have been moved out of the way from the South (which, in turn, has another set of boulders in the same layout. TODO: Check if it is possible to get through here without the ZAP cheat.)
* Boulders prevent travel from the north unless they have been moved out of the way from the south (which, in turn, has another set of boulders in the same layout.)
 


'''Edge Exits'''
'''Edge Exits'''
* North: [[#33|33: "I Am X"]] (Two-way)
 
* South: [[#26|26: "The greatest danger"]] (Two-way)
* North: [[#33|33: "I Am X"]] (two-way)
* East: [[#66|66: "$Double take"]] (Two-way, via a hidden path)
* South: [[#26|26: "The greatest danger"]] (two-way)
* West: [[#22|22: "Copy of Board 99"]] (One-way, '''kill screen''')
* East: [[#66|66: "$Double take"]] (two-way, through a hidden path)
* West: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
 


'''Passage Exits'''
'''Passage Exits'''
* None.
* None.


Line 50: Line 117:
<h2>3: ultimate ecological catastrophe; in the</h2>
<h2>3: ultimate ecological catastrophe; in the</h2>
[[File:Flimtown-3-ultimate-ecological-catastrophe-in-the.png]]
[[File:Flimtown-3-ultimate-ecological-catastrophe-in-the.png]]
* This board is dark, though nothing will stop you from invoking the -DARK cheat to turn on the lights, and the area is relatively safe.
* This board is dark, though nothing will stop you from invoking the -DARK cheat to turn on the lights, and the area is safe to explore. The north and south edges loop around.
* This board loops from the North and South.
* The purple Yen item (The "XR7 power drill" -- no flag is set) at 54,10 cannot be reached without cheating, and seems to be a comment on using the ZAP cheat. This tool is mentioned within a scroll box in an earlier Flimsy contest game, [https://museumofzzt.com/file/r/ROBOTDEATH.zip?file=ivgltcnh.zzt&board=8#28,13 Robots of Death!!!!].
* TODO: check if the purple Yen item (The "XR7 power drill" -- no flag is set) at 54,10 can be reached without cheating, as it seems to be a comment on using the ZAP cheat.
* Interesting cave-in effect in the center of the board that's activated by proximity.
* Interesting cave-in effect in the center of the board that's activated by proximity.
* Not sure why, but forest is placed and removed as you walk in the upper-left corner. Maybe it helps give the appearance that you've traveled onto a different board. The sensors are at 8,2 and 4,7.
* Not sure why, but forest is placed and removed as you walk in the upper-left corner. Maybe it helps give the appearance that you've traveled onto a different board. The sensors are at 8,2 and 4,7.
* A sliver of the left-hand side of row 6 is pasted from [[#80|board 80 ("Dot trade target should would could *clap*)]].


'''Edge Exits'''
'''Edge Exits'''


* North: 3: "ultimate ecological catastrophe; in the" (two-way)
* North: [[#3|3: "ultimate ecological catastrophe; in the"]] (two-way)
* South: 3: "ultimate ecological catastrophe; in the" (two-way)
* South: [[#3|3: "ultimate ecological catastrophe; in the"]] (two-way)
* East: 74: "ADHADH" (two-way)
* East: [[#74|74: "ADHADH"]] (two-way)
* West: 66: "$Double take" (two-way)
* West: [[#66|66: "$Double take"]] (two-way, '''dead-end from this side''')
 
 
'''Passage Exits'''
 
* None.
 


<div id="4" style="display:inline;"></div>
<div id="4" style="display:inline;"></div>
<h2>4: new vacuum there are new constants of</h2>
<h2>4: new vacuum there are new constants of</h2>
[[File:Flimtown-4-new-vacuum-there-are-new-constants-of.png]]
* This is a derelict version of the area around [[#20|20: "ZZZZZZZ"]] and [[#26|26: "The greatest danger"]].
* 19,21: The "bottom-half of a key" from [https://museumofzzt.com/file/s/ShadesofGrey.zip?file=ShadesOf.zzt&board=18#28,6 Shades of Gray]. This would be combined with a top half to create a white key. It begins by checking if flag "halfkey" has already been set. If so, it self-destructs. Otherwise, if the player touches it, the object sets  "halfkey", a portion of the ZZT key sound effect is played, and the object destructs. "halfkey" is not checked for at any other point in the world file.
* The "Ç" object at 42,21 can be sawed down if you have flag "saw" set. No flag is set to indicate that you have taken this item.
'''Edge Exits'''
* North: [[#71|71: "Over And Over""]] (two-way, '''Dead-end''')
* South: None.
* East: None.
* West: [[#22|22: "Copy of Board 99"]] (one-way, '''Kill screen''')
'''Passage Exits'''
* 41,16 White-on-black: [[#80|80: Dot trade target should would could *clap*]] (two-way)


<div id="5" style="display:inline;"></div>
<div id="5" style="display:inline;"></div>
<h2>5: nature; after vacuum decay, not only is</h2>
<h2>5: nature; after vacuum decay, not only is</h2>
* Exits to the North, South and East are all one-way links to 22: "Copy of Board 99" ('''kill screen''').
[[File:Flimtown-5-nature-after-vacuum-decay,-not-only-is.png]]
 
* A modified version of the [https://museumofzzt.com/file/z/zzt.zip?file=DUNGEONS.ZZT&board=1#18,21 entrance to the Dungeons of ZZT].
* Statless passages line the top row of the board, and are used as part of a mirage effect when traveling south from [[#42|42 ("Outside Castle")]].
* 17,13: A jar of paste. No flag is set for taking this item.
* 49,21: "It's some kind of fish." -- an erratically-moving object that throws stars when shot.
 
 
'''Edge Exits'''
 
* North: [[#22|22: "Copy of Board 99"]] (one-way, '''Kill screen''')
* South: [[#22|22: "Copy of Board 99"]] (one-way, '''Kill screen''')
* East: [[#22|22: "Copy of Board 99"]] (one-way, '''Kill screen''')
* West: [[#35|35: "Copy of one"]] (two-way)
 
 
'''Passage Exits'''
 
* Top row of board, Blinking black-on-black: [[#0|0: "The possibility that we are living in a"]] ('''non-functional, used as part of a mirage effect''')
 


<div id="6" style="display:inline;"></div>
<div id="6" style="display:inline;"></div>
<h2>6: life as we know it impossible, so is</h2>
<h2>6: life as we know it impossible, so is</h2>
[[File:Flimtown-6-life-as-we-know-it-impossible-so-is.png]]
* This board features a neat imposter effect. A player clone is hidden in the smiley crowd at 31,5. Four objects surrounding the clone receive :touch messages when the user moves. These messages signal an imposter object at 60,10 to match the real player's movement symmetrically. As the imposter object moves around, it lays down blue doors, which are changed to fakes, to create a dark-blue background to walk on. The imposter briefly leaves behind a white fake that is cleaned up on the following tick, but this is nonetheless very effective at startling the user. You can circumvent the imposter player by shooting it, or pausing the game and taking a step, which won't register with the sensors surrounding the clone at 31,5.
'''Edge Exits'''
* North: None.
* south: None.
* East: [[#33|33: "I Am X"]] (one-way, eventually leads to [[#34|34: "Yellow1"]])
* West: [[#27|27: "Introduction screen"]] (two-way)
'''Passage Exits'''
* None.


<div id="7" style="display:inline;"></div>
<div id="7" style="display:inline;"></div>
<h2>7: chemistry as we know it. However, one</h2>
<h2>7: chemistry as we know it. However, one</h2>
[[File:Flimtown-7-chemistry-as-we-know-it-however-one.png]]
[[File:Flimtown-7-chemistry-as-we-know-it-however-one.png]]
* The south path along the bottom-right leads to a line of hidden passages on the edge of the following board, unexpectedly teleporting the player to [[#61|61: "Stripes"]].
'''Edge Exits'''
* North: [[#18|18: "HARUUOO"]] (two-way)
* South: [[#58|58: "Board 6"]] (two-way -- '''hidden one-way passage trap in the lower left!''')
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="8" style="display:inline;"></div>
<div id="8" style="display:inline;"></div>
Line 81: Line 227:
[[File:Flimtown-8-could-always-draw-stoic-comfort-from-the.png]]
[[File:Flimtown-8-could-always-draw-stoic-comfort-from-the.png]]


* Very cool animation of a musical note falling to the ground at 54,9. (TODO check if from Shades of Gray or just similar.)
* Based on the [https://museumofzzt.com/file/s/ShadesofGrey.zip?file=ShadesOf.zzt&board=10 derelict House of Blues in Shades of Gray].
 
* Very cool animation of a musical note falling to the ground at 54,9 from Shades of Gray.
 
* Board edge terrain from 30,22 to 32,22 is used to affect how the player travels to the south. A blinking black-on-black player clone at 58,25 is used for same purpose when the player is traveling from the south to this board.
 


'''Edge Exits'''
'''Edge Exits'''
* North: None.
* South: [[#45|45: "Copy (2) of soda"]] (two-way)
* East: [[#78|78: "Board 7"]] (two-way)
* West: None.


'''Passage Exits'''
'''Passage Exits'''
* None.




<div id="9" style="display:inline;"></div>
<div id="9" style="display:inline;"></div>
<h2>9: possibility that perhaps in the course of</h2>
<h2>9: possibility that perhaps in the course of</h2>
[[File:Flimtown-9-possibility-that-perhaps-in-the-course-of.png]]
* A hidden path can be found by shooting the arcade machine three times at 33,6. This path is referenced in miniature on board [[#77|77 ("Board 4")]].
'''Edge Exits'''
* North: None.
* South: None.
* East: [[#10|10: "time the new vacuum would sustain, if not"]] (two-way)
* West: [[#65|65: "Copy (2) of Title screen"]] (two-way)
'''Passage Exits'''
* None.


<div id="10" style="display:inline;"></div>
<div id="10" style="display:inline;"></div>
<h2>10: time the new vacuum would sustain, if not</h2>
<h2>10: time the new vacuum would sustain, if not</h2>
[[File:Flimtown-10-time-the-new-vacuum-would-sustain,-if-not.png]]
'''This is a dead-end when accessed from the East ([[#87|87: "Bobbi"]]).'''
* Edge travel on the eastern part of the board is affected by Player clones lining the easternmost column of the board, and two edge cells at 59,11 and 59,12.
'''Edge Exits'''
* North: None.
* South: [[#83|83: "Oooooooooooooooo"]] (two-way)
* East: [[#87|87: "Bobbi"]] (two-way)
* West: [[#9|9: "possibility that perhaps in the course of"]] (two-way)
'''Passage Exits'''
* None.


<div id="11" style="display:inline;"></div>
<div id="11" style="display:inline;"></div>
<h2>11: life as we know it, at least some</h2>
<h2>11: life as we know it, at least some</h2>
[[File:Flimtown-11-life-as-we-know-it-at-least-some.png]]
[[File:Flimtown-11-life-as-we-know-it-at-least-some.png]]
* Only one object here: a grey null in the lower-right that shoots you twice upon touching it.
* Only one object here: a grey null symbol in the lower-right that shoots you twice upon touching it.
 
 
'''Edge Exits'''


'''Exits'''
* North: None
* North: None
* South: None
* South: None
* East: 12: "structures capable of knowing joy. This"
* East: [[#12|12: "structures capable of knowing joy. This"]] (two-way)
* West: 64: "Copy of Title screen"
* West: [[#64|64: "Copy of Title screen"]] (two-way)
 
 
'''Passage Exits'''
 
* None.
 


<div id="12" style="display:inline;"></div>
<div id="12" style="display:inline;"></div>
<h2>12: structures capable of knowing joy. This</h2>
<h2>12: structures capable of knowing joy. This</h2>
[[File:Flimtown-12-structures-capable-of-knowing-joy-this.png]]
[[File:Flimtown-12-structures-capable-of-knowing-joy-this.png]]
* A modified version of [[#69|69 ("Room One")]] that links back to it by the north, east and south.


'''Edge Exits'''
'''Edge Exits'''
* North:  [[#69|69:"Room One"]]
* North:  [[#69|69:"Room One"]]
* South: [[#69|69: "Room One"]]
* South: [[#69|69: "Room One"]]
* East: [[#69|69: "Room One"]]
* East: [[#69|69: "Room One"]]
* West: [[#11|11: "life as we know it, at least some"]]
* West: [[#11|11: "life as we know it, at least some"]]


'''Passage Exits'''
'''Passage Exits'''
* Armory passage: [[#88|88: "HOORAY" (two-way, '''dead end''')]]
 
* Bank of ZZT passage: This passage points back to itself.
* 15,14 White-on-green Armory passage: [[#88|88: "HOORAY" (two-way, '''dead end''')]]
* 40,15 Light Cyan-on-black Bank of ZZT passage: This passage points back to itself.




<div id="13" style="display:inline;"></div>
<div id="13" style="display:inline;"></div>
<h2>13: possibility has now been eliminated.</h2>
<h2>13: possibility has now been eliminated.</h2>
[[File:Flimtown-13-possibility-has-now-been-eliminated.png]]
* Neat static effect in the mouth illustration on the center of the board, randomly sets vertical line characters along a line of objects every tick.
* Uses player clones and edge terrain to manipulate where the player enters and exits.
* There are statless passages lining the western board edge, used as part of a mirage effect when trying to travel East on [[#42|42 ("Outside Castle")]].
* Similar to a board in Flimsy's contest game [https://museumofzzt.com/file/w/qwoz06.zip?file=TMOTSCAT.ZZT&board=18 The Mystery of the Swiss Cheese Automation Thing.]
'''Edge Exits'''
* North: [[#27|27: "Introduction screen"]] (two-way)
* South: [[#35|35: "Copy of one"]] (two-way)
* East:  None.
* West:  None.
'''Passage Exits'''
* Statless passages along column 1: [[#0|0: "The possibility that we are living in a"]] (non-functional, used as part of mirage effect)


<div id="14" style="display:inline;"></div>
<div id="14" style="display:inline;"></div>
<h2>14: >>>>>)>U>>>>></h2>
<h2>14: >>>>>)>U>>>>></h2>
[[file:flimtown-14-)-u.png]]
* This is based on a board from [https://museumofzzt.com/file/e/ebert.zip?file=ebert.zzt&board=6 Ebert by 'anonmonomus'].
* Two objects at 45,16 and 45,17 correspond to an animated bouncing object on [[#61|61 ("Stripes")]], but in this case, only half of the rectangle is bouncing up and down.
'''Edge Exits'''
* North: [[#57|57: "Board 5"]]
* South: None.
* East: None.
* West: None.
'''Passage Exits'''
* 14,18 White-on-black: [[#61|61: "Stripes"]]


<div id="15" style="display:inline;"></div>
<div id="15" style="display:inline;"></div>
<h2>15: T50-175 (5.175)</h2>
<h2>15: T50-175 (5.175)</h2>
[[File:Flimtown-15-t50-175-(5-175).png]]
* This (along with some additional boards) is based on the Objects board from [https://museumofzzt.com/file/z/zzt.zip?file=DEMO.ZZT&board=11 DEMO.ZZT]. The upper-right area does not seem reachable without cheats, as player shots are disabled on this screen, and a line of objects are placed to prevent the demo objects from shooting a hole in the breakable terrain.
* The object ("Pacifist") with a crown at 12,20 cannot normally be reached on this board. A matching set of objects can be found and interacted with on [[#68|68 ("Copy of two")]] to the west. If you take the crown on that board, it sets flag "crown", which the crown object on this board monitors for, and self-destructs if detected.
** A similar "w" crown object can be found in Flimsy's contest game [https://museumofzzt.com/file/d/Odin.zip?file=Odin.zzt&board=5 "The Day Odin Got Up on the Wrong Side of Bed"], on an unused engine template board. In this board, the player is able to throw the crown by shooting horizontally, and it will return to the main character after hitting an obstacle.
'''Edge Exits'''
* North: [[#22|22: "Copy of Board 99"]] (one-way, '''Kill screen''')
* South: [[#22|22: "Copy of Board 99"]] (one-way, '''Kill screen''')
* East: [[#63|63: "Objects"]] (two-way, '''dead-end''')
* West: [[#68|68: "Copy of two"]] (two-way)
'''Passage Exits'''
* 55,12 White-on-black: [[#0|0: "The possibility that we are living in a"]] (one-way, '''inaccessible without cheats''')


<div id="16" style="display:inline;"></div>
<div id="16" style="display:inline;"></div>
<h2>16: $ADHADHADH</h2>
<h2>16: $ADHADHADH</h2>
[[File:Flimtown-16-$adhadhadh.png]]
[[File:Flimtown-16-$adhadhadh.png]]
* (Not to be confused with 74: "ADHADH"
 
* This screen is heavily based on Satan's lair in the Caves of ZZT.
(Not to be confused with [[#74|74: "ADHADH")]]
 
* This screen is heavily based on [https://museumofzzt.com/file/z/zzt.zip?file=CAVES.ZZT&board=23 The Devil's Quarters in the Caves of ZZT]. The 'ü' object representing the devil has been replaced with US Secretary of Defense [https://en.wikipedia.org/wiki/Donald_Rumsfeld Donald Rumsfeld]. Rumsfeld poses a question to the player, [http://www.cnn.com/2004/US/12/08/rumsfeld.kuwait/index.html based on a quote from a town hall meeting in 2004]. Answer Rumsfeld's question correctly, and he will open a path to the passage at 31,12. Answering incorrectly will lock the object and cause the player's health to slowly drain down to zero.
 
* The center-right contains a small section copied from [[#87|87 ("Bobbi")]], which is in turn a miniature version of [[#20|20 ("ZZZZZZZ")]] and its surrounding boards.
 
* The gate in the upper-left has a #bind conflict that causes the middle-bottom mimic-sliderns object to disappear under certain circumstances. It binds to "b" and there is more than one object named "b" on the board.
* The gate in the upper-left has a #bind conflict that causes the middle-bottom mimic-sliderns object to disappear under certain circumstances. It binds to "b" and there is more than one object named "b" on the board.
* The yellow "O" at 53,15 has a hidden blue object one step East which represents a wind-up toy that you find in 87 ("Bobbi"). If you come in contact with this object initially, it is quietly destroyed. However, if you approach from the West with the item, you can see a small animation where the player places the toy through the "O" to collect dynamite (it doesn't work).
 
* The yellow "X" at 51,15 coughs up blood (red water), however if it makes water to its East, it turns it into a breakable so that you can shoot it out of the way.
* The yellow "O" at 53,15 has a hidden blue object one step east which represents a wind-up toy that you find in 87 ("Bobbi"). If you come in contact with this object initially, it is quietly destroyed. However, if you approach from the west with the item, you can see a small animation where the player places the toy through the "O" to collect dynamite (it doesn't work). This sequence is based on a part in an early Flimsy contest game, [https://museumofzzt.com/file/a/akim-24hoz-comedy-spring-2001.zip?file=C24hflim.zzt&board=6#47,15 Kamikaze Cucumber].
* Warning: The yellow door at 55,14 moves South quickly and can easily trap you.
 
* The yellow object at 50, 16 turns invisible (char 32) upon touching it, and seems to continue moving around (behaviour unclear). If the player touches the object again, it shows char 1 and plays a very high-pitched note that doesn't stop until you mute ZZT.
* The yellow "X" at 51,15 coughs up blood (red water), however if it makes water to its east, it turns it into a breakable so that you can shoot it out of the way.
* The red "o" at 2,5 turns cyan after you have talked to Rumsfeld. If you touch it in this state, it will follow you at #cycle 1 perpetually.
 
* Warning: The yellow door at 55,14 moves south quickly and can easily trap you.
 
* The yellow object at 50, 16 turns invisible (char 32) upon touching it, and seems to continue moving around (behavior unclear). If the player touches the object again, it shows char 1 and plays a very high-pitched note that lasts for about 14 seconds. You can mute and then unmute ZZT to stop the sound.
 
* The red "o" at 2,5 turns cyan after you have talked to Rumsfeld (27,12). If you touch it in this state, it will follow you at #cycle 1 perpetually.
 
* The Mayor at 55,4 does not do anything upon being bribed with 100 gems.
* The Mayor at 55,4 does not do anything upon being bribed with 100 gems.
* The lava bubbles in the bottom part of the board are taken with minimal changes from [https://museumofzzt.com/file/w/mwoz04.zip?file=flmsywoz.zzt&board=13 this board] in Flimsy's Weekend of ZZT contest game "The Day Cthulhu Got Up On The Wrong Side of Bed And Demanded a Sacrifice."


'''Edge Exits'''
'''Edge Exits'''
* North: [[#78|78: "Board 7"]] (Two-way)
* North: [[#78|78: "Board 7"]] (Two-way)
* South: None.
* south: None.
* East: [[#58|58: "Board 6"]] (Two-way)
* East: [[#58|58: "Board 6"]] (Two-way)
* West: [[#40|40: "Queue and Drop"]] (Two-way)
* West: [[#40|40: "Queue and Drop"]] (Two-way)


'''Passage Exits'''
'''Passage Exits'''
* White-on-red at 31,12: [[#63|63: "Objects"]] (Two-way, '''seems to be a dead-end''')
 
* White-on-red at 31,12: [[#63|63: "Objects"]] (Two-way, '''dead-end''')
 


<div id="17" style="display:inline;"></div>
<div id="17" style="display:inline;"></div>
<h2>17: SGADH</h2>
<h2>17: SGADH</h2>
[[File:Flimtown-17-sgadh.png]]
[[File:Flimtown-17-sgadh.png]]
* The bottom half of this is taken from the [https://museumofzzt.com/file/s/ShadesofGrey.zip?file=ShadesOf.zzt&board=3 bug board in Shades of Gray.]
* A mix of objects, conveyors and stars are used to generate erratic and broken-looking stars near the top of the board.
* 8,7: "You take the broken umbrella" -- no flag is set to signify this.
* Statless player clones line the upper-right side of the first row of the board. This is part of a repositioning technique that is also used on the board to the north [[#39|(39: "Copy of soda")]].
'''Edge Exits'''
* North: [[#39|39: "Copy of soda"]] (two-way)
* South: [[#79|79: "Slice3"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.




Line 159: Line 467:
<h2>18: HARUUOO</h2>
<h2>18: HARUUOO</h2>
[[File:Flimtown-18-haruuoo.png]]
[[File:Flimtown-18-haruuoo.png]]
* This is a very mangled, almost unrecognizable version of [[#52|52 ("Crashed<----- Rocket")]], which is in turn based on [[#44|44 ("The red hallway")]].
* 59,19: A red smiley waits for alignment with the player, then sneaks off.
'''Edge Exits'''
* North: [[#79|79: "Slice3"]] (two-way)
* South: [[#7|7: "chemistry as we know it. However, one"]] (Two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="19" style="display:inline;"></div>
<div id="19" style="display:inline;"></div>
<h2>19: SNORK</h2>
<h2>19: SNORK</h2>
[[File:Flimtown-19-snork.png]]
[[File:Flimtown-19-snork.png]]
* 24,19: A bottle of motherwort. No flag is set to signify that you have taken it. The object can also be destroyed by shooting it.
** Versions of Kevedit prior to v1.0.4 can softlock or crash if the sound effect (#play 435) is played with Ctrl+t.
* 25,19: A saw. The flag "saw" is set upon taking it. This can be used throughout the rest of the game to cut down trees and some other items.
* 41,16: A ruffian-looking blue object that shoots at the player upon touching it.
'''Edge Exits'''
* North: [[#41|41: "Path to castle"]] (two-way)
* South: [[#23|23: "Memorable"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="20" style="display:inline;"></div>
<div id="20" style="display:inline;"></div>
<h2>20: ZZZZZZZ</h2>
<h2>20: ZZZZZZZ</h2>
[[File:Flimtown-20-zzzzzzz.png]]
[[File:Flimtown-20-zzzzzzz.png]]
* The upper-right part of this board is based on the congratulations screen in [https://museumofzzt.com/file/z/zzt.zip?file=TOWN.ZZT&board=33 Town of ZZT.] Pieces of this screen appear in other parts of the game as well.
* The upper-left is based on [https://museumofzzt.com/file/z/zzt.zip?file=CITY.ZZT&board=4 Jail2 from City of ZZT]. Portions of this also appear in [[#2|2 ("to contemplate. Vacuum decay is the")]], [[#4|4 ("new vacuum there are new constants of")]], and [[#26|26 ("The greatest danger")]].
* The two lower quadrants (gatekeeper, Snoop Dogg graphic) also appear in modified form in [https://museumofzzt.com/file/f/FLIMCSTL.zip?file=FLIMCSTL.ZZT&board=69 Flimsy's Castle of ZZT.]
'''Edge Exits'''
* North: [[#26|26: "The greatest danger"]] (two-way)
* South: [[#21|21: "Board 3"]] (two-way)
* East: [[#20|20: "ZZZZZZZ"]] (two-way)
* West: [[#20|20: "ZZZZZZZ"]] (two-way)
'''Passage Exits'''
* None.


<div id="21" style="display:inline;"></div>
<div id="21" style="display:inline;"></div>
<h2>21: Board 3</h2>
<h2>21: Board 3</h2>
[[File:Flimtown-21-board-3.png]]
* 44,4 Blinky star object: additional text is in the scroll if you press down a few more times.
* Bullet Redirection Chamber: uses objects to make it appear that your bullets are veering off or shooting back at you. A miniature version of this exists on [[#75|board 75: "Duunudududun"]].
* A fake path begins at 16,13 - 20,13, however does not seem to link anywhere.
* 5,23: A copy of Myst. No flag is set to signify that you have taken it.




* Blinky star object: additional text in the scroll if you press down a few more times.
'''Edge Exits'''
 
* North: [[#20|20: "ZZZZZZZ"]] (two-way)
* South: None.
* East: [[#34|34: "Yellow1"]] (two-way)
* West: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
 
 
'''Passage Exits'''
 
* None.


* Bullet Redirection Chamber: uses objects to make it appear that your bullets are veering off or shooting back at you.


<div id="22" style="display:inline;"></div>
<div id="22" style="display:inline;"></div>
Line 180: Line 563:
[[file:Flimtown-22-copy-of-board-99.png]]
[[file:Flimtown-22-copy-of-board-99.png]]


'''This appears to be a kill screen with no way out.'''
'''This is a dead-end kill screen with no way out.'''
 
* This is a trap, or some kind of anti-cheat mechanism. Various boards throughout the game have one-way links to this screen, only accessible if you used the ZAP cheat to pass through obstacles. An erratically-moving object chases down the player, and ends the game upon contact with no explanation.
 
 
'''Edge Exits'''
* None.
 
 
'''Passage Exits'''
* None.


* This seems to be a trap, or some kind of anti-cheat. Various boards throughout the game have one-way links to this screen, often accessible only if you used the ZAP cheat to pass through obstacles. There is no apparent exit for this area, and an erratically-moving object chases down the player and ends the game upon contact without any exposition.


<div id="23" style="display:inline;"></div>
<div id="23" style="display:inline;"></div>
<h2>23: Memorable</h2>
<h2>23: Memorable</h2>
[[File:Flimtown-23-memorable.png]]
[[File:Flimtown-23-memorable.png]]
* 53,11: It's not possible to reach this transporter, or the western edge of the board without cheating. The link to the west ends up being a one-way kill screen.
'''Edge Exits'''
* North: [[#19|19: "SNORK"]] (two-way)
* South: [[#39|39: "Copy of soda"]] (two-way)
* East: None.
* West: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
'''Passage Exits'''
* None.


<div id="24" style="display:inline;"></div>
<div id="24" style="display:inline;"></div>
<h2>24: Leftover</h2>
<h2>24: Leftover</h2>
* Shoot the blue object, it will become a scroll. When you touch the scroll, an object monitoring for scrolls on the board will trigger and show text accompanied by the scroll sound effect. (ZZT-OOP-generated scrolls are not able to display text.)
[[File:Flimtown-24-leftover.png]]
 
* 23,8: If you shoot this object, it will use ZZT-OOP to become a scroll. When you touch the scroll, an object (25,10) monitoring for the existence of scrolls on the board will trigger and show text accompanied by the scroll sound effect. Scrolls generated by ZZT-OOP are always blank, so this is a clever method of circumventing that.
 
 
'''Edge Exits'''
 
* North: [[#89|89: "$Title screen"]] (two-way)
* South: [[#36|36: "later, later"]] (two-way)
* East: None.
* West: None.
 
 
'''Passage Exits'''
 
* None.




Line 197: Line 620:
[[File:Flimtown-25-$copy-(3)-of-title-screen.png]]
[[File:Flimtown-25-$copy-(3)-of-title-screen.png]]


* The blue square, upper-center, seems to be a modified snippet of 3 ("ultimate ecological catastrophe; in the").
* The blue square, upper-center, is a modified snippet of [[#3|3 ("ultimate ecological catastrophe; in the")]].
* Upon first entering this board, without explanation, an object at 33,2 attempts to take 256 Gems.
 
* Not sure if the white-on-dark-purple passage at 13,17 can ever be reached. It points one-way to 26 ("The Greatest Danger").
* The top square, middle-right, is a miniature version of [[#29|29 ("$Copy (3) of Introduction Screen")]].
* There are board edge tiles in an isolated chamber left of the purple passage, but no links are set up on this board.
 
* Upon first entering this board, an object at 33,2 attempts to take 256 Gems. The intent of this is not known, though it seems possible that it was supposed to negate a black key that can be collected on [[#42|42 ("Outside Castle")]]. Black keys and black doors are undefined entities that give and take 256 Gems, respectively. (Incidentally, it's possible to collect over 256 gems with conventional gameplay -- as in, without using cheats -- before getting to this point.)
 
* The white-on-purple passage at 13,17 can be reached without zapping, if the player entered this board for the first time from [[#29|29: "Copy (3) of Introduction Screen"]] (28,22 white-on-brown passage).
 
* There are some individual board edge tiles in an isolated chamber in the bottom-left, but no edge links are set up on this board.
 


'''Edge Exits'''
'''Edge Exits'''
* None
* None


'''Passage Exits'''
'''Passage Exits'''
* 40, 5 White-On-Red: [[#40|40: "Queue and Drop"]] (one-way)
 
* 35,5 Black-on-black: This passage points back to itself.
* 40,5 white-on-red: [[#40|40: "Queue and Drop"]] (one-way)
* 13,17 white-on-purple: [[#26|26: "The greatest danger"]] (one-way, no matching passage)
 


<div id="26" style="display:inline;"></div>
<div id="26" style="display:inline;"></div>
<h2>26: The greatest danger</h2>
<h2>26: The greatest danger</h2>
[[File:Flimtown-26-the-greatest-danger.png]]
[[File:Flimtown-26-the-greatest-danger.png]]
* The purple text comes from the [https://museumofzzt.com/file/z/zzt.zip?file=CAVES.ZZT&board=13 hell section of Caves of ZZT, where you face off against an invisible mini-boss.]
'''Edge Exits'''
* North: [[#2|2: "to contemplate. Vacuum decay is the"]] (two-way)
* South: [[#20|20: "ZZZZZZZ"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="27" style="display:inline;"></div>
<div id="27" style="display:inline;"></div>
<h2>27: Introduction screen</h2>
<h2>27: Introduction screen</h2>
[[File:Flimtown-27-introduction-screen.png]]
* 16,16: Seems like a reference to the green demonstration objects in DEMO.ZZT. Unclear if this object is unique, or sourced directly from another game.
* Player clones and edge cells are used to affect the player's positioning when entering from or exiting through the south.
'''Edge Exits'''
* North: None.
* South: [[#13|13: "possibility has now been eliminated."]] (two-way)
* East: [[#6|6: "life as we know it impossible, so is"]] (two-way)
* West: None.
'''Passage Exits'''
* None.


<div id="28" style="display:inline;"></div>
<div id="28" style="display:inline;"></div>
<h2>28: Copy of Introduction Screen</h2>
<h2>28: Copy of Introduction Screen</h2>
[[File:Flimtown-28-copy-of-introduction-screen.png]]
[[File:Flimtown-28-copy-of-introduction-screen.png]]
* A sliver of [[#80|board 80 ("Dot trade target should would could *clap*)]] is pasted onto the left-hand side
* Passages at 53,24 and 33,22 may be destroyed if the mirage effect is invoked multiple times from [[#80|board 80 ("Dot trade target should would could *clap*").]]
'''Edge Exits'''
* North: None.
* South: None.
* East: None.
* West: [[#33|33: "I Am X"]] (two-way, hidden pathway on the other side.)
'''Passage Exits'''
* 2,10 Light cyan-on-black: [[#12|12: "structures capable of knowing joy. This"]] (one-way)
* 53,24 White-on-black: [[#29|29: "Copy (3) of Introduction Screen"]] (one-way)
* 33,22 White-on-black: [[#29|29: "Copy (3) of Introduction Screen"]] (one-way)




Line 223: Line 712:
<h2>29: Copy (3) of Introduction Screen</h2>
<h2>29: Copy (3) of Introduction Screen</h2>
[[File:Flimtown-29-copy-(3)-of-introduction-screen.png]]
[[File:Flimtown-29-copy-(3)-of-introduction-screen.png]]
* 28,21: Object pretending to be a cyan key. Self-destructs upon touching it.
'''Edge Exits'''
* None.
'''Passage Exits'''
* 28,22 White-on-brown: [[#25|25: "$Copy (3) of Title Screen"]] (one-way, placement depends on if user has visited this board previously)


<div id="30" style="display:inline;"></div>
<div id="30" style="display:inline;"></div>
<h2>30: Copy (20-</h2>
<h2>30: Copy (20-</h2>
[[File:Flimtown-30-copy-(20-.png]]
'''This is a travel board with no stat objects.'''
'''Edge Exits'''
* North: [[#48|48: "Therefore, he waits behind"]] (two-way)
* South: None.
* East: [[#73|73: "KILL HARRY POTTER"]] (two-way, '''dead-end''')
* West: None.
'''Passage Exits'''


<div id="31" style="display:inline;"></div>
<div id="31" style="display:inline;"></div>
<h2>31: Ii  ,      i        i</h2>
<h2>31: Ii  ,      i        i</h2>
[[File:Flimtown-31-ii-,-i-i.png]]
* This is a travel board with no stat objects.
'''Edge Exits'''
* North: [[#49|49: "MY BLOODY HAND!"]] (two-way)
* South: [[#32|32: "&"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="32" style="display:inline;"></div>
<div id="32" style="display:inline;"></div>
<h2>32: &</h2>
<h2>32: &</h2>
[[File:Flimtown-32-amp.png]]
* This is a travel board with no stat objects.
* Blue fakes are placed at 14,25 - 16,25 to assist with movement across boards, as the pathways are misaligned.
'''Edge Exits'''
* North: [[#31|31: "Ii , i i"]] (two-way)
* South: [[#48|48: "Therefore, he waits behind"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="33" style="display:inline;"></div>
<div id="33" style="display:inline;"></div>
<h2>33: I Am X</h2>
<h2>33: I Am X</h2>
[[File:Flimtown-33-i-am-x.png]]
[[File:Flimtown-33-i-am-x.png]]
'''This is a dark board, though nothing will stop you from using the -DARK cheat, and it's safe to explore.'''
* A single fake wall at 1,10 is used to allow the player to land from [[#6|6: "life as we know it impossible, so is"]] as part of a multi-leg journey to [[#34|34: "Yellow1"]].
* This area is based on a board named "x" in another Flimsy game: [https://museumofzzt.com/file/b/bluemaze.zip?file=bluemaze.zzt&board=27 The Blue Maze].
'''Edge Exits'''
* North: None.
* South: [[#2|2: "to contemplate. Vacuum decay is the"]] (two-way, '''dead-end unless you have moved boulders out of the way first''')
* East: [[#28|28: "Copy of Introduction Screen"]] (two-way, through a hidden pathway)
* West: [[#75|75: "Duunudududun"]] (two-way)
'''Passage Exits'''
* None.




<div id="34" style="display:inline;"></div>
<div id="34" style="display:inline;"></div>
<h2>34: Yellow1</h2>
<h2>34: Yellow1</h2>
[[File:Flimtown-34-yellow1.png]]
* The player begins in a small purple enclosure. This expands into a yellow border that lines the edges of the screen, looking like a new board in the ZZT internal editor. Two objects erratically harass the player, leaving red fakes (blood?) and moving diagonally. The ZZT-OOP behavior isn't clear at a quick glance, but they eventually separate into small 'o' objects and spit out one centipede head each. When touched, one object displays "8!" as a marquee, the other turns into yellow water.
* This board is referenced in miniature on [[#87|87: "Bobbi"]], where the player starts in much the same situation.
'''Edge Exits'''
* North: None.
* South: None.
* East: None.
* West: [[#21|21: "Board 3"]] (two-way)
'''Passage Exits'''
* None.


<div id="35" style="display:inline;"></div>
<div id="35" style="display:inline;"></div>
<h2>35: Copy of one</h2>
<h2>35: Copy of one</h2>
[[File:Flimtown-35-copy-of-one.png]]
* The passage at 49,15 is inaccessible without zapping, and will send you to kill screen [[#22|22: "Copy of Board 99"]].
* Player clones are used to modify the positioning of the player when traveling north to and from [[#13|13: "possibility has now been eliminated."]]
* This area looks like it may have started as a copy of one of the labyrinth areas in another Flimsy game: [https://museumofzzt.com/file/b/bluemaze.zip?file=bluemaze.zzt&board=10 The Blue Maze].
'''Edge Exits'''
* North: [[#13|13: "possibility has now been eliminated."]] (two-way)
* South: [[#77|77: "Board 4"]] (two-way)
* East: [[#5|5: "nature; after vacuum decay, not only is"]] (two-way)
* West: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
'''Passage Exits'''
* 49,15 White-on-grey: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')


<div id="36" style="display:inline;"></div>
<div id="36" style="display:inline;"></div>
<h2>36: later, later</h2>
<h2>36: later, later</h2>
[[File:Flimtown-36-later,-later.png]]
* 20,3: "You now have the grain of salt." No flag is set to signify having this item. A grain of salt appears in Flimsy's contest game [https://museumofzzt.com/file/a/akim-24hoz-comedy-spring-2001.zip?file=C24hflim.zzt&board=6#34,23 Kamikaze Cucumber].
'''Edge Exits'''
* North: [[#24|24: "Leftover"]] (two-way)
* South: [[#47|47: "I forgot my line"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="37" style="display:inline;"></div>
<div id="37" style="display:inline;"></div>
<h2>37: Sick Bay</h2>
<h2>37: Sick Bay</h2>
[[File:Flimtown-37-sick-bay.png]]
* This is a heavily modified version of [[#41|41: "Path to castle"]], which is in turn based on the [https://museumofzzt.com/file/z/zzt.zip?file=TOWN.ZZT&board=6 board of the same name from Town of ZZT.]
'''Edge Exits'''
* North: [[#52|52: "Crashed<----- Rocket"]] (two-way)
* South: None.
* East: None.
* West: [[#46|46: "House of Purples"]] (two-way)
'''Passage Exits'''
* None.


<div id="38" style="display:inline;"></div>
<div id="38" style="display:inline;"></div>
<h2>38: Rocket pad</h2>
<h2>38: Rocket pad</h2>
[[file:Flimtown-38-rocket-pad.png]]
[[file:Flimtown-38-rocket-pad.png]]
* Based on a board from Flimsy's Weekend of ZZT contest game [https://museumofzzt.com/file/w/mwoz04.zip?file=flmsywoz.zzt&board=18 "The Day Cthulhu Got Up On The Wrong Side of Bed And Demanded a Sacrifice."]
'''Edge Exits'''
* North: None.
* South: None.
* East: None.
* West: [[#50|50: "Darker crazy board"]] (two-way)
'''Passage Exits'''
* 34,15 White-on-red: [[#46|46: "House of Purples"]] (one-way)


<div id="39" style="display:inline;"></div>
<div id="39" style="display:inline;"></div>
<h2>39: Copy of soda</h2>
<h2>39: Copy of soda</h2>
[[File:Flimtown-39-copy-of-soda.png]]
[[File:Flimtown-39-copy-of-soda.png]]
* Edge cells and player clones are used to affect the player's positioning when traveling north or south here.
* This board is similar to a board in Flimsy's contest game [https://museumofzzt.com/file/w/qwoz06.zip?file=TMOTSCAT.ZZT&board=25 The Mystery of the Swiss Cheese Automation Thing.] The commentary text can also be [https://museumofzzt.com/file/w/qwoz06.zip?file=TMOTSCAT.ZZT&board=24 found in the same game.]
'''Edge Exits'''
* North: [[#23|23: "Memorable"]] (two-way)
* South: [[#17|17: "SGADH"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="40" style="display:inline;"></div>
<div id="40" style="display:inline;"></div>
<h2>40: Queue and Drop</h2>
<h2>40: Queue and Drop</h2>
[[File:Flimtown-40-queue-and-drop.png]]
[[File:Flimtown-40-queue-and-drop.png]]
* This board is used as part of a mirage effect that's initiated on board [[#85|85: "Board 2"]] by stepping east at 1,23.
* The messy red, blue and purple area to the left is adapted from a board in another Flimsy ZZT game, [https://museumofzzt.com/file/1/YAAAY.zip?file=YAAAY.ZZT&board=45  '____________________'].
'''Edge Exits'''
* North: None.
* South: None.
* East: [[#16|16: "$ADHADHADH"]] (two-way)
* West: None.
'''Passage Exits'''
* None.




Line 266: Line 964:
<h2>41: Path to castle</h2>
<h2>41: Path to castle</h2>
[[File:Flimtown-41-path-to-castle.png]]
[[File:Flimtown-41-path-to-castle.png]]
* This is a travel board with no custom objects. It's a [https://museumofzzt.com/file/z/zzt.zip?file=TOWN.ZZT&board=6 recolored version of a board from Town of ZZT] with no other apparent changes.
'''Edge Exits'''
* North: [[#44|44: "The red hallway"]] (two-way)
* South: [[#19|19: "SNORK"]] (two-way)
* East: None.
* West: [[#22|22: "Copy of Board 99"]] (one-way, '''Kill screen''')
'''Passage Exits'''
* None.


<div id="42" style="display:inline;"></div>
<div id="42" style="display:inline;"></div>
<h2>42: Outside Castle</h2>
<h2>42: Outside Castle</h2>
[[File:Flimtown-42-outside-castle.png]]
* This is based on a board from Flimsy's ZZT contest game [https://museumofzzt.com/file/d/FLIMDRIP.zip?file=DRIP.ZZT&board=6 DRIP]. It also makes an appearance in [https://museumofzzt.com/file/f/FLIMCSTL.zip?file=FLIMCSTL.ZZT&board=70 Flimsy's Castle of ZZT].
* Exits to the west, south and east are mirage effects that don't take you anywhere. There are two exceptions at 1,11 and 1,12, which do work, because passages are not on the other side.
* Some objects and non-stat items are hidden on this board, and correspond with objects on the title screen which are displayed as part of the mirage effect. 52,13 (when shot, fills the entire board with slime); 16,23; 16,20 (black ammo); 33,20 (black door); 33,21 (black key), and 33;23 (black sliderns).
'''Edge Exits'''
* North: [[#51|51: "Mr. Octopus Wieners"]] (two-way)
* South: [[#5|5: "nature; after vacuum decay, not only is"]] ('''non-functioning, mirage trick''')
* East: [[#13|13: "possibility has now been eliminated."]] ('''non-functioning, mirage trick''')
* West: [[#72|72: "Maximum Security"]] ('''non-functioning (except for 1,11 and 1,12), mirage trick''')
'''Passage Exits'''
* 33,22 Black-on-black: [[#87|87: "Bobbi"]] (One-way)


<div id="43" style="display:inline;"></div>
<div id="43" style="display:inline;"></div>
<h2>43: The Rube Board</h2>
<h2>43: The Rube Board</h2>
[[File:Flimtown-43-the-rube-board.png]]
* This is based on the [https://museumofzzt.com/file/s/ShadesofGrey.zip?file=ShadesOf.zzt&board=7 Rube Board from Shades of Gray], which is in turn based on the [https://museumofzzt.com/file/z/zzt.zip?file=TOWN.ZZT&board=13 original Rube Board in Town of ZZT.]
* 49,6: In Shades of Gray, the bonus points object will fall down and break into pieces when touched a second time from any side other than from the south. This version adds a monitoring object at 42,4 that checks for alignment, waiting until the player is further away before triggering the animation.
'''Edge Exits'''
* North: [[#72|72: "Maximum Security"]] (two-way)
* South: [[#56|56: "Board 1"]] (two-way)
* East: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
* West: None.
'''Passage Exits'''
* None.


<div id="44" style="display:inline;"></div>
<div id="44" style="display:inline;"></div>
<h2>44: The red hallway</h2>
<h2>44: The red hallway</h2>
[[File:Flimtown-44-the-red-hallway.png]]
[[File:Flimtown-44-the-red-hallway.png]]
* 48,4: Hidden object monitors for alignment with the player. When triggered, it displays an empty message box.
* 42,17: A smiley that simply vanishes when the player is aligned with them.
* Column 60 is made up of blue text, causing the status bar to appear a little larger than normal. This may have been done to allow the center pathway to be one cell thick, keeping the rest of the board completely symmetrical.
'''Edge Exits'''
* North: [[#62|62: "Toilets"]] (two-way)
* South: [[#41|41: "Path to castle"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="45" style="display:inline;"></div>
<div id="45" style="display:inline;"></div>
<h2>45: Copy (2) of soda</h2>
<h2>45: Copy (2) of soda</h2>
[[File:Flimtown-45-copy-(2)-of-soda.png]]
[[File:Flimtown-45-copy-(2)-of-soda.png]]
* Player clones and edge tiles are used to affect the positioning of the player when moving north or south.
* Similar to a board in Flimsy's contest game [https://museumofzzt.com/file/w/qwoz06.zip?file=TMOTSCAT.ZZT&board=18 The Mystery of the Swiss Cheese Automation Thing.]




'''Edge Exits'''
'''Edge Exits'''
* North:  
 
* South:  
* North: [[#8|8: "could always draw stoic comfort from the"]] (two-way)
* East:  
* South: [[#50|50: "Darker crazy board"]] (two-way)
* West:  
* East: None.
* West: None.
 


'''Passage Exits'''
'''Passage Exits'''
* None.
* None.


<div id="46" style="display:inline;"></div>
<div id="46" style="display:inline;"></div>
<h2>46: House of Purples</h2>
<h2>46: House of Purples</h2>
[[File:Flimtown-46-house-of-purples.png]]
[[File:Flimtown-46-house-of-purples.png]]
* Based on the [https://museumofzzt.com/file/z/zzt.zip?file=TOWN.ZZT&board=29 House of Blues board from Town of ZZT.] The note sequence puzzle and Jazzman object at 20,18 are functionally the same. A small empty room in the top-right corner has been added.
'''Edge Exits'''
* North: None.
* South: None.
* East: [[#37|37: "Sick Bay"]] (two-way)
* West: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
'''Passage Exits'''
* 36,19 White-on-red: [[#52|52: "Crashed<----- Rocket"]] (two-way)


<div id="47" style="display:inline;"></div>
<div id="47" style="display:inline;"></div>
<h2>47: I forgot my line</h2>
<h2>47: I forgot my line</h2>
[[File:Flimtown-47-i-forgot-my-line.png]]
* This is a travel board with no stat objects.
'''Edge Exits'''
* North: [[#36|36: "later, later"]] (two-way)
* South: [[#49|49: "MY BLOODY HAND!"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.




<div id="48" style="display:inline;"></div>
<div id="48" style="display:inline;"></div>
<h2>48: Therefore, he waits behind</h2>
<h2>48: Therefore, he waits behind</h2>
[[File:Flimtown-48-therefore-he-waits-behind.png]]
* Fakes are placed at 22,1 to 24,1 to assist in navigation through a misaligned pathway.
* 15,12: a hidden object loops to check for alignment with the player. Once this is true, the object proceeds to erratically move towards the player. If the object comes into contact, it brings up a menu of commands that the user can select from, which are at best ineffective ("Call out for help"), and at worst execute an endgame command ("Strangle yourself with your shoelaces".)
'''Edge Exits'''
* North: [[#32|32: "&"]] (two-way)
* South: [[#30|30: "Copy (20-"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="49" style="display:inline;"></div>
<div id="49" style="display:inline;"></div>
<h2>49: MY BLOODY HAND!</h2>
<h2>49: MY BLOODY HAND!</h2>
[[File:Flimtown-49-my-bloody-hand.png]]
* This is a travel board with no stat objects.
'''Edge Exits'''
* North: [[#47|47: "I forgot my line"]] (two-way)
* South: [[#31|31: "Ii , i i"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="50" style="display:inline;"></div>
<div id="50" style="display:inline;"></div>
<h2>50: Darker crazy board</h2>
<h2>50: Darker crazy board</h2>
[[file:Flimtown-50-darker-crazy-board.png]]
[[file:Flimtown-50-darker-crazy-board.png]]
* Based on a board from Flimsy's Weekend of ZZT contest game [https://museumofzzt.com/file/w/mwoz04.zip?file=flmsywoz.zzt&board=17 "The Day Cthulhu Got Up On The Wrong Side of Bed And Demanded a Sacrifice."]
* Statless player clones and edge cells are used to affect how the player is positioned when traveling to and from the north-linked board. Row 10 in its entirety is made up of edge cells.
'''Edge Exits'''
* North: [[#45|45: "Copy (2) of soda"]] (two-way)
* South: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
* East: [[#38|38: "Rocket pad"]] (two-way)
* West: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
'''Passage Exits'''
* None.


<div id="51" style="display:inline;"></div>
<div id="51" style="display:inline;"></div>
<h2>51: Mr. Octopus Wieners</h2>
<h2>51: Mr. Octopus Wieners</h2>
[[File:Flimtown-51-mr-octopus-wieners.png]]
* This is a recolored version of [[#5|5: "nature; after vacuum decay, not only is"]], which is in turn based on the opening board from [https://museumofzzt.com/file/z/zzt.zip?file=DUNGEONS.ZZT&board=1 Dungeons of ZZT.]
* 31,2 is a ZZT-OOP Turing machine. A brief description of the object can be found in a scroll on [[#77|77 ("Board 4")]], and reads:
<pre>
This is a 3 state 3 symbol turing machine.
Eventually it will halt, but it's going to
take quite a while so I advise you to save
your game, turn the speed up, and go get a
drink and something to read.
</pre>
The object code can be viewed with the [https://museumofzzt.com/file/f/FLIMTOWN.zip?file=FLIMTOWN.zzt&board=51#31,2 Museum of ZZT object viewer]. This object also appears in a [https://museumofzzt.com/file/a/turing01.zip?file=turing01.zzt&board=1 separate engine / demonstration file with nearly the same code.]
* 52,20: Some kind of quiz object, which activates after being shot. (the corresponding object on [[#5|5: "nature; after vacuum decay, not only is"]] just throws a star at you.) All answers eventually result in the object erasing itself.
* 24,13: A scroll that states "None of this is real" when touched.
'''Edge Exits'''
* North: None.
* South: [[#42|42: "Outside Castle"]] (two-way)
* East: None.
* West: [[#52|52: "Crashed<----- Rocket"]] (two-way)
'''Passage Exits'''
* None.


<div id="52" style="display:inline;"></div>
<div id="52" style="display:inline;"></div>
<h2>52: Crashed<----- Rocket</h2>
<h2>52: Crashed<----- Rocket</h2>
[[File:Flimtown-52-crashed-rocket.png]]
* This is a mangled version of [[#44|44 ("The Red Hallway")]].
* The game-within-a-game in [[#67|67: "$Wake Up"]] says that this rocket has crashed into itself somehow.
'''Edge Exits'''
* North: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
* South: [[#37|37: "Sick Bay"]] (two-way)
* East: [[#51|51: "Mr. Octopus Wieners"]] (two-way)
* West: None.
'''Passage Exits'''
* 30,15 White-on-red: [[#46|46: "House of Purples"]] (two-way)


<div id="53" style="display:inline;"></div>
<div id="53" style="display:inline;"></div>
<h2>53: O7BBig7a+X0,1YouAASADHHadTooShahSewSoda199</h2>
<h2>53: O7BBig7a+X0,1YouAASADHHadTooShahSewSoda199</h2>
[[File:Flimtown-53-o7bbig7a-x0,1youaasadhhadtooshahsewsoda199.png]]
'''This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.'''
* A small portion of [[#9|9 ("possibility that perhaps in the course of")]] is pasted into the upper-left.
'''Edge Exits'''
* North: None.
* South: [[#89|89: $Title screen]] (one-way)
* East: [[#92|92: "Fun pie11"]] (one-way)
* West: None.
'''Passage Exits'''
* None.


<div id="54" style="display:inline;"></div>
<div id="54" style="display:inline;"></div>
<h2>54: AsadMeReSmdaSpiFaiGIaxiRezztnoindc</h2>
<h2>54: AsadMeReSmdaSpiFaiGIaxiRezztnoindc</h2>
[[File:Flimtown-54-asadmeresmdaspifaigIaxirezztnoindc.png]]
'''This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.'''
* It is not possible to get through the gate without zapping. The eastern board is a dead-end. (This is referenced in the game-within-a-game in [[#67|67: "$Wake Up"]].)
'''Edge Exits'''
* North: [[#92|92: "Fun pie11"]] (two-way)
* South: [[#90|90: "Fun pie12 (lower right corner)"]] (two-way)
* East: [[#93|93: "Board to the East"]] (two-way)
* West: [[#91|91: "New demon"]] (two-way)
'''Passage Exits'''
* None.


<div id="55" style="display:inline;"></div>
<div id="55" style="display:inline;"></div>
<h2>55: Slice bible yellow double kudzu marina</h2>
<h2>55: Slice bible yellow double kudzu marina</h2>
[[File:Flimtown-55-slice-bible-yellow-double-kudzu-marina.png]]
* 31,8, 40,12: Myst and Wizard of Oz references, respectively.
* It's possible to reach the eastern board edge by shooting through a path of breakable terrain. The wardrobe and closet from [[#67|67 ("$Wake Up")]] give you just barely enough ammo to do so without zapping.
'''Edge Exits'''
* North: None.
* South: None.
* East: [[#59|59: "Board 99"]] (two-way, '''dead-end''')
* West: None.
'''Passage Exits'''
* 37,12 White-on-blue: [[#67|67: "$Wake Up"]] (two-way)


<div id="56" style="display:inline;"></div>
<div id="56" style="display:inline;"></div>
<h2>56: Board 1</h2>
<h2>56: Board 1</h2>
* This is a dark room (nothing checks for the -DARK cheat)
[[File:Flimtown-56-board-1.png]]
* Clever object inventory change with a flourescent tube object. If you picked up a golden "L" on a different board, you can place it down here in exchange for the tube. The object changes all white objects to yellow objects and rearranges its position to look like you dropped the L. Similar to inventory swapping in the Dizzy games.
 
* Transporter in the upper-left will not work because of an invisible wall placed to its left. The board to the West would have no walkable tiles to enter from that passage in any case.
* This is a shifted and modified version of [[#71|74 ("Over And Over")]]. The room is dark, though nothing checks for the -DARK cheat, and it's a safe area to explore.
 
* 37,12: Clever object inventory change with a flourescent tube object. If you picked up one of the golden "L" objects on another board, you can place it down here in exchange for the tube. The object changes all white objects to yellow objects, and rearranges its position to look like you dropped the L. This feels similar to the inventory swapping in the Oliver Twins Dizzy games.
 
* The transporter in the upper-left will not work because of an invisible wall placed to its left. In any case, the board to the west would not have walkable tiles to land on from that pathway.
 
 
 
'''Edge Exits'''
 
* North: [[#43|43: "The Rube Board"]] (two-way, but a transporter at 32,4 effectively makes this one-way in practice.)
* South: [[#22|22: "Copy of Board 99"]] (one-way, '''Kill screen''')
* East: [[#71|71: "Over And Over"]] (two-way, '''dead-end''')
* West: [[#78|78: "Board 7"]] (two-way)
 
 
'''Passage Exits'''
 
* None.


South Exit: 22: "Copy of Board 99" ('''Kill screen''')


<div id="57" style="display:inline;"></div>
<div id="57" style="display:inline;"></div>
<h2>57: Board 5</h2>
<h2>57: Board 5</h2>
[[File:Flimtown-57-board-5.png]]
* 10,17: A hidden object checks for player alignment, and then signals 42,12 to play an animation in the upper-left by changing various invisible wall cells into visible terrain. Overlapping cells are achieved by using additional invisible wall colors for sections that are used by two animation frames. This animation is referenced as a miniature version in [[#75|75: "Duunudududun"]].
'''Edge Exits'''
* North: [[#60|60: "Dignity"]] (two-way)
* South: [[#14|14: ">>>>>)>U>>>>>"]] (two-way)
* East: [[#65|65: "Copy (2) of Title screen"]] (two-way)
* West: None.
'''Passage Exits'''
* None.


<div id="58" style="display:inline;"></div>
<div id="58" style="display:inline;"></div>
Line 339: Line 1,352:
[[File:Flimtown-58-board-6.png]]
[[File:Flimtown-58-board-6.png]]


* This appears to be a dead end when entered from the West (16: "$ADHADHADH").
'''This is a dead end when entered from the west ([[#16|16: "$ADHADHADH"]]).
* Travel to 75: "Duunudududun" appears to be blocked until movable objects in the lower-right are pushed out of the way from the other side.
 
* This is based on a board from [https://museumofzzt.com/file/d/DIOWGI.zip?file=diowgi.ZZT&board=1 DIOWGI] credited to '''djbjrca'''. I suspect that Flimsy made this game in its entirety, or tampered with portions of it.
 
* Travel to [[#75|75: "Duunudududun"]] is blocked until movable objects in the lower-right are pushed out of the way from the other side.
 
* Hidden passages are at 54,1 to 57,1, accessible only from the board to the north. Normally, this would cause a mirage effect, but player clones on the destination board ([[#61|61: "Stripes"]]) cancel out the mirage, and the player really is transported to the board that these passages lead to.
 
* The message "HARRY POTTER IS A WISARD" in the scroll at 48,4 also appears in Flimsy's contest game [https://museumofzzt.com/file/w/mwoz04.zip?file=flmsywoz.zzt&board=9#26,16 "The Day Cthulhu Got Up On The Wrong Side of Bed And Demanded a Sacrifice."] An identical scroll is present on [[#75|75 ("Duunudududun")]].
 


'''Edge Exits'''
'''Edge Exits'''


* North: 7: "chemistry as we know it. However, one" (Two-way)
* North: [[#7|7: "chemistry as we know it. However, one"]] (two-way)
* South: 75: "Duunudududun" (Two-way)
* South: [[#75|75: "Duunudududun"]] (two-way)
* East: 76: "AHHH!" (Two-way)
* East: [[#76|76: "AHHH!"]] (two-way)
* West: 16: "$ADHADHADH" (Two-way)
* West: [[#16|16: "$ADHADHADH"]] (two-way)
 
 
'''Passage Exits'''
 
* 54,1 - 57,1 Black-on-black: [[#61|61: "Stripes"]] (accessed from the board to the north)




<div id="59" style="display:inline;"></div>
<div id="59" style="display:inline;"></div>
<h2>59: Board 99</h2>
<h2>59: Board 99</h2>
* (Not to be confused with 22: Copy of Board 99)
[[File:Flimtown-59-board-99.png]]
 
* (Not to be confused with [[#22|22: "Copy of Board 99"]])
 
* '''This is a dead-end''' with one description object at 3,19.
 
 
'''Edge Exits'''
 
* North: None.
* South: None.
* East: None.
* West: [[#55|55: "Slice bible yellow double kudzu marina"]] (two-way)
 
 
'''Passage Exits'''
 
* None.
 


<div id="60" style="display:inline;"></div>
<div id="60" style="display:inline;"></div>
<h2>60: Dignity</h2>
<h2>60: Dignity</h2>
[[File:Flimtown-60-dignity.png]]
* Objects from 21,11 to 30,11 named @Devo say "Use your freedom of choice!" as marquee when touched. When shot, they destruct, and hidden objects to their left step in and appear. These are donuts that give the player 3 health points. Other objects named @Devo exist throughout the game that effectively do the same thing, although with only one object.
* 52,6 - 54,6: Neat animated objects that spell out ZZT when touched. Curiously, they share the same starting character and color as the piece of poop that kills you in [[#64|64: "Copy of Title screen"]].
'''Edge Exits'''
* North: None.
* South: [[#57|57: "Board 5"]] (two-way)
* East: [[#1|1: "false vacuum has never been a cheering one"]] (two-way)
* West: [[#77|77: "Board 4"]] (two-way)
'''Passage Exits'''
* None.


<div id="61" style="display:inline;"></div>
<div id="61" style="display:inline;"></div>
<h2>61: Stripes</h2>
<h2>61: Stripes</h2>
[[File:Flimtown-61-stripes.png]]
[[File:Flimtown-61-stripes.png]]
* This replaces the [https://museumofzzt.com/file/z/zzt.zip?file=TOWN.ZZT&board=4 "Path by Cave" board in Town of ZZT.] A small fraction of the palace from Town of ZZT remains here, but the rest has been totally changed.
* The colored stripe motif continues north into [[#75|75: "Duunudududun"]], and the blue stripe extends further into [[#58|58: "Board 6"]] as well. The red-and-white color scheme shown in columns 31 to 45 appears in boards related to the crashed rocket ship (see [[#46|46: "House of Purples"]]), and also in the [https://museumofzzt.com/file/f/FLIMCSTL.zip?file=FLIMCSTL.ZZT&board=69 covertly-created third floor of Flimsy's Castle of ZZT.]
* The upper-right is based on [[#14|14 (">>>>>)>U>>>>>")]] which is in turn [https://museumofzzt.com/file/e/ebert.zip?file=ebert.zzt&board=6 based on a board from the ZZT game Ebert by 'anonmonomus'].
'''Edge Exits'''
* North: [[#75|75: "Duunudududun"]] (two-way)
* South: None.
* East: None.
* West: [[#69|69: "Room One"]] (two-way)
'''Passage Exits'''
* 24,10 White-on-black: [[#14|14: ">>>>>)>U>>>>>"]] (two-way)


<div id="62" style="display:inline;"></div>
<div id="62" style="display:inline;"></div>
<h2>62: Toilets</h2>
<h2>62: Toilets</h2>
[[File:Flimtown-62-toilets.png]]
[[File:Flimtown-62-toilets.png]]
'''This board is a dead-end.'''
* Various toilets and urinals can be cleaned in this area, though you must pick up the cleaning supplies in the lower-right corner first. The supplies set flag "stuff" upon picking them up.
* This board is taken from a Flimsy contest game, [https://museumofzzt.com/file/a/akim-24hoz-comedy-spring-2001.zip?file=C24hflim.zzt&board=5 Kamikaze Cucumber]. In that game, the player needs to destroy a locked door with a bomb. Several objects here still contain :bombed labels as part of the effect in the original board.
* The toilet at 45,15 has an additional description not present in the original Kamikaze Cucumber board:
<pre>You clean the toilet. There's graffiti in
this stall, it says "if wichita falls, so
falls wichita falls".</pre>
* Row 7 is a snippet copied from [[#80|80 ("Dot trade target should would could *clap*")]].
'''Edge Exits'''
* North: None.
* South: [[#44|44: "The red hallway"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="63" style="display:inline;"></div>
<div id="63" style="display:inline;"></div>
Line 369: Line 1,478:
[[File:Flimtown-63-objects.png]]
[[File:Flimtown-63-objects.png]]


'''This seems to be a dead-end when accessed from the red-on-white passage in 16 ("$ADHADHADH").
'''This is a dead end when accessed from either the red-on-white passage in [[#16|16 ("$ADHADHADH")]] or from the western board edge.'''
 
* Based on the [https://museumofzzt.com/file/z/zzt.zip?file=DEMO.ZZT&board=11 "Objects" board from DEMO.ZZT.]
 
* Objects disguised as breakable terrain prevent bullets or stars from creating a path between the western exit and the enclosed passage.
 


'''Edge Exits'''
'''Edge Exits'''
* TODO
 
* North: None.
* South: None.
* East: None.
* West: [[#15|15: "T50-175 (5.175)"]] (two-way)
 


'''Passage Exits'''
'''Passage Exits'''
* 33,14 white-on-red: 16: "$ADHADHADH" (Two-way)
 
* 33,14 white-on-red: [[16#16: "$ADHADHADH"]] (Two-way)
 


<div id="64" style="display:inline;"></div>
<div id="64" style="display:inline;"></div>
<h2>64: Copy of Title screen</h2>
<h2>64: Copy of Title screen</h2>
[[File:Flimtown-64-copy-of-title-screen.png]]
[[File:Flimtown-64-copy-of-title-screen.png]]
* Poop object kills the player, then gives them 1 Health point to cause the game to move at the fastest setting with sound muted.


* Egg objects are being duplicated and piling up in the middle chamber.
* 46,11: A piece of poop. When touched, it runs an endgame command, then gives back 1 Health point to cause the game to move at the fastest setting with sound muted.
 
* 22,4: Egg objects are being duplicated and piling up in the left chamber. The endgame caused by the above poop object causes the animation to play much faster.
 
 
'''Edge Exits'''
 
* North: None.
* South: None.
* East: [[#11|11: "life as we know it, at least some"]] (two-way)
* West: [[#85|85: "Board 2"]] (two-way)
 
 
'''Passage Exits'''
 
* None.
 


<div id="65" style="display:inline;"></div>
<div id="65" style="display:inline;"></div>
<h2>65: Copy (2) of Title screen</h2>
<h2>65: Copy (2) of Title screen</h2>
[[File:Flimtown-65-copy-(2)-of-title-screen.png]]
* 11,18: A hidden object waits for player contact, then uses change commands to make a chunk of wall in the middle of the screen pop into existence.
'''Edge Exits'''
* North: [[#68|68: "Copy of two"]] (two-way)
* South: None.
* East: [[#9|9: "possibility that perhaps in the course of"]] (two-way)
* West: [[#57|57: "Board 5"]] (two-way)
'''Passage Exits'''
* None.


<div id="66" style="display:inline;"></div>
<div id="66" style="display:inline;"></div>
Line 391: Line 1,543:
[[File:Flimtown-66-$double-take.png]]
[[File:Flimtown-66-$double-take.png]]


'''This appears to be a dead end when entering from the East (3: "ultimate ecological catastrophe; in the").'''
'''This appears to be a dead end when entering from the east ([[#3|3: "ultimate ecological catastrophe; in the")]].'''
 
* Passages along the bottom edge are used as part of a mirage effect when attempting to travel north from the right-hand side of [[#72|72: "Maximum Security"]].
 


'''Edge Exits'''
'''Edge Exits'''
* North: 22: "Copy of Board 99" (One-way, '''Kill screen''')
 
* South: 72: "Maximum Security" (Two-way)
* North: [[#22|22: "Copy of Board 99"]] (one-way, '''Kill screen''')
* East: 3: "ultimate ecological catastrophe; in the" (Two-way)
* South: [[#72|72: "Maximum Security"]] (two-way)
* West: 2: "to contemplate. Vacuum decay is the" (Two-way, takes you to a fake wall path on the other side)
* East: [[#3|3: "ultimate ecological catastrophe; in the"]] (two-way)
* West: [[#2|2: "to contemplate. Vacuum decay is the"]] (two-way, takes you to a fake wall path on the other side)
 
 
'''Passage Exits'''
 
* Line of hidden red-on-red passages, bottom row, right hand side: [[#66|66: "$Double take"]] (used as part of a mirage effect)
 


<div id="67" style="display:inline;"></div>
<div id="67" style="display:inline;"></div>
<h2>67: $Wake Up                                  </h2>
<h2>67: $Wake Up                                  </h2>
[[File:Flimtown-67-$wake-up.png]]
[[File:Flimtown-67-$wake-up.png]]
* The player awakens in a [https://museumofzzt.com/file/c/codered.zip?file=CODERED1.ZZT&board=1 Code Red-style house interior]. An object at 40,12 announces that you have awoken from a dream, and then proceeds to drain the player's inventory (ammo, torches, gems, score). Touching 39,12 twice gives you some ammo back and a purple key, which can be used to open the closet door nearby.
* 51,16: A DOS computer that allows you to play Town of ZZT (Flimtown) through the menu system as a recursive game-within-a-game. This makes references to many other parts of Flimtown. Once you have gotten to the end of the menus, a hidden auto-warp mechanism from 50,10 to 53,10 sends the player to [[#80|80 ("Dot trade target should would could *clap*")]].
'''Edge Exits'''
* None.
'''Passage Exits'''
* 41,9 White-on-blue: [[#55|55: "Slice bible yellow double kudzu marina"]] (two-way)
* 53,10 Black-on-black: [[#80|80: "Dot trade target should would could *clap*"]] (one-way, '''auto-warp mechanism''')


<div id="68" style="display:inline;"></div>
<div id="68" style="display:inline;"></div>
<h2>68: Copy of two</h2>
<h2>68: Copy of two</h2>
[[File:Flimtown-68-copy-of-two.png]]
* The crown at 49,19 sets flag "crown" when taken, which causes the matching crown object on [[#15|15 ("T50-175 (5.175)")]] to disappear as well.
* 46,19 47,19 44,20: tree objects that can be sawed down and taken if you have the "saw" flag set. No additional flag is set to indicate that you actually have these items.
* The southern path in the lower-right is mismatched, but a single green fake is placed at 57,25 to allow the player to travel through.
* Row 2 is a snippet copied from [[#80|80 ("Dot trade target should would could *clap*")]].
* The red solids along the leftmost two columns feature prominently in another ZZT Flimsy game, [https://museumofzzt.com/file/s/sin.zip?file=sin.zzt&board=2 SIN].
'''Edge Exits'''
* North: [[#68|68: "Copy of two"]] (one-way, inaccessible without cheats)
* South: [[#65|65: "Copy (2) of Title screen"]] (two-way)
* East: [[#15|15: "T50-175 (5.175)"]] (two-way)
* West: None.
'''Passage Exits'''
* None.


<div id="69" style="display:inline;"></div>
<div id="69" style="display:inline;"></div>
Line 411: Line 1,613:
* '''This is the starting point.''' It's nearly identical to the starting board in Town of ZZT.
* '''This is the starting point.''' It's nearly identical to the starting board in Town of ZZT.


* A hidden Object (28,2) wanders the screen until certain conditions are met (unclear from a quick look at the OOP, but seems to be related to positioning). When active, the NPC shows #char 2, explains that they are there to help you escape, and then they die, turning into a red water cell.
* A hidden object (28,2) wanders the screen until certain conditions are met (unclear from a quick look at the ZZT-OOP code, but seems to be related to positioning and having a certain number of gems). When active, the NPC shows #char 2, explains that they are there to help you escape, and then they die, turning into a red water cell.




'''Edge Exits'''
'''Edge Exits'''
* North: 12: "structures capable of knowing joy. This" (two-way)
* North: [[#12|12: "structures capable of knowing joy. This"]] (two-way)
* South: 12: "structures capable of knowing joy. This" (two-way)
* South: [[#12|12: "structures capable of knowing joy. This"]] (two-way)
* East: 61: "Stripes" (two-way)
* East: [[#61|61: "Stripes"]] (two-way)
* West:  12: "structures capable of knowing joy. This" (two-way)
* West:  [[#12|12: "structures capable of knowing joy. This"]] (two-way)
 


'''Passage Exits'''
'''Passage Exits'''
* Armory passage: [[#87|87: "Bobbi"]] (One-way)
* 15,10 Red-on-white Armory passage: [[#87|87: "Bobbi"]] (One-way)
* Bank passage: [[#81|81: "$Copyright 1991"]] (one-way, '''kill screen''')
* 40,10 White-on-green Bank passage: [[#81|81: "$Copyright 1991"]] (one-way, '''kill screen''')




<div id="70" style="display:inline;"></div>
<div id="70" style="display:inline;"></div>
<h2>70: Nope!</h2>
<h2>70: Nope!</h2>
[[File:Flimtown-70-nope.png]]
'''This board is a dead-end.'''
'''Edge Exits'''
* North: None.
* South: [[#1|1: "false vacuum has never been a cheering one"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* None.


<div id="71" style="display:inline;"></div>
<div id="71" style="display:inline;"></div>
<h2>71: Over And Over</h2>
<h2>71: Over And Over</h2>
[[File:Flimtown-71-over-and-over.png]]
[[File:Flimtown-71-over-and-over.png]]
'''This appears to be a dead end when entered from either possible edge.'''
* This board overall appears to be based on a [https://museumofzzt.com/file/f/FLIMCSTL.zip?file=FLIMCSTL.ZZT&board=69 board from Flimsy's Castle of ZZT], or perhaps the other way around. Additionally, the top half of this appears in modified form as the lower quadrants of [[#20|20: "ZZZZZZZ"]].
* Row 15 is a snippet copied from [[#80|80 ("Dot trade target should would could *clap*")]].
* 27,15: when touched, plays the Town of ZZT introduction object sound, and says "Elongated Sphenoid Hendacahedron" in marquee text.
'''Edge Exits'''
* North: None.
* South: [[#4|4: "new vacuum there are new constants of"]] (two-way)
* East: None.
* West: [[#56|56: "Board 1"]] (two-way)
'''Passage Exits'''
* None.


<div id="72" style="display:inline;"></div>
<div id="72" style="display:inline;"></div>
<h2>72: Maximum Security</h2>
<h2>72: Maximum Security</h2>
[[File:Flimtown-72-maximum-security.png]]
* 3,13: Safety scissors. No flag is set to indicate that you have taken this item.
* 47,22: A Pea tree, can be cut down and taken if you have the "saw" flag. No flag is set to indicate that you have this item.
* 9,14: Upon touching this object, the cyan parts of "Chiyo-chan" fall to the ground, allowing you to access the board to the north at 19,25 and 20,25. Due to passage placement on the northern board, a mirage effect occurs if you try to go north along the right-hand side.
* Statless passages line the eastern edge of this board, except in a few spots to allow travel over to [[#77|77: "Board 4"]]. These are used as part of a mirage effect when traveling west on [[#42|42: "Outside Castle"]].
'''Edge Exits'''
* North: [[#66|66: "$Double take"]] (two-way)
* South: [[#43|43: "The Rube Board"]] (two-way)
* East: [[#77|77: "Board 4"]] (two-way)
* West: [[#6|6: "life as we know it impossible, so is"]] (one-way, inaccessible without zapping along row 10, and only if the object on the other side has been moved out of the way.)
'''Passage Exits'''
* Statless blue-on-blue passages along column 60: [[#0|0: "The possibility that we are living in a"]] (non-functional, used as part of a mirage effect.)


<div id="73" style="display:inline;"></div>
<div id="73" style="display:inline;"></div>
<h2>73: KILL HARRY POTTER</h2>
<h2>73: KILL HARRY POTTER</h2>
[[File:Flimtown-73-kill-harry-potter.png]]
'''This board is a dead-end.'''
* 42,9: Object impersonating the ZZT Board Editor's cursor.
* Black-on-grey objects along the top spell the board title, as though you were viewing the board within the ZZT internal editor.
* A similar style incorporating the imposter cursor and board title appear in Flimsy's contest game [https://museumofzzt.com/file/w/qwoz06.zip?file=TMOTSCAT.ZZT&board=36 The Mystery of The Swiss Cheese Automaton Thing.] (Though not apparent from the board viewer, in-game it looks like [[:File:Flimtown-tmotscat-detail.png|this]] after shooting the plant object.)
'''Edge Exits'''
* North: None.
* South: None.
* East: None.
* West: [[#30|30: "Copy (20-"]] (two-way)
'''Passage Exits'''
* None.


<div id="74" style="display:inline;"></div>
<div id="74" style="display:inline;"></div>
Line 443: Line 1,731:


* In the bottom-right corner, there is a black-on-black passage just before the white-on-red passage.
* In the bottom-right corner, there is a black-on-black passage just before the white-on-red passage.
* The white-on-red passage can only be accessed from the board to the East (85: "Board 2"), and it's used as part of a mirage effect to show a different board's visuals.
* The white-on-red passage can only be accessed from the board to the east ([[#85|85: "Board 2"]]), and it's used as part of a mirage effect to show a different board's visuals.
* The multi-colored objects center-left are floppy disks and set flag "pile" upon taking them.
* The multi-colored objects center-left are floppy disks and set flag "pile" upon taking them.
* The messy red, blue and purple area to the right is adapted from a board in another Flimsy ZZT game, [https://museumofzzt.com/file/1/YAAAY.zip?file=YAAAY.ZZT&board=45  '____________________'].


'''Edge Exits'''
'''Edge Exits'''
* North: None
* North: None
* South: None
* South: None
* East: 85: "Board 2"
* East: [[#85|85: "Board 2"]] (two-way)
* West: 3: "ultimate ecological catastrophe; in the" (two-way)
* West: [[#3|3: "ultimate ecological catastrophe; in the"]] (two-way)
 


'''Passage Exits'''
'''Passage Exits'''
* 59, 23 Black-on-Black passage: 25: $Copy (3) of Title Screen (one-way)
* 59, 23 Black-on-black passage: [[#25|25: "$Copy (3) of Title Screen"]] (one-way)
* 60, 23 White-on-Red passage: 40: "Queue and Drop". This passage is otherwise inaccessible without cheats. (However, the black-on-black passage sends you to a board with another passage that goes to the same destination.)
* 60, 23 White-on-Red passage: [[#40|40: "Queue and Drop"]] (This passage is inaccessible without cheats, and is used as a mirage trick when stepping on it from the board to the east. However, the black-on-black passage to the left sends you to the same destination by way of another board.)




Line 460: Line 1,750:
<h2>75: Duunudududun</h2>
<h2>75: Duunudududun</h2>
[[File:Flimtown-75-duunudududun.png]]
[[File:Flimtown-75-duunudududun.png]]
* Contains miniature versions of [[#57|57: "Board 5"]], and the bullet redirection chamber from [[#21|21: "Board 3",]] which seems reachable only after a hidden object at 49,7 causes another object to remove all purple normal and breakable terrain. It plays a unique animation when a bullet is shot into it.
* 57,13: ends the game upon touching it. A nearly-identical object appears in [https://museumofzzt.com/file/d/DIOWGI.zip?file=diowgi.ZZT&board=4 DIOWGI], credited to djbjrca. I suspect that Flimsy tampered with or entirely fabricated this game.
* 48,5: The fire hydrant checks for a flag named "duct", which would cause a marquee remark to appear saying that no secret passage was found. This flag is never set in the game, though a rocket NPC on [[#87|87: "Bobbi"]] mentions it, then admits it's a red herring.
* The black space on the far-right of the board is part of a multi-leg path that eventually sends the player to [[#34|34: "Yellow1"]].
* The colored stripe design continues on from [[#61|61: "Stripes"]].
* A tiny, modified bit of the rainbow line room from [[#25|25 ("$Copy (3) of Title Screen")]] is pasted into the upper-left of this board.
'''Edge Exits'''
* North: [[#58|58: "Board 6"]] (two-way)
* South: [[#61|61: "Stripes"]] (two-way)
* East:  [[#33|33: "I Am X"]] (two-way)
* West:  [[#88|88: "HOORAY"]] (one-way)
'''Passage Exits'''
* 10,8 White-on-purple: [[#75|75: "Duunudududun"]] (same board)
* 46,10 White-on-grey: [[#75|75: "Duunudududun"]] (same board)
* 59,10 Black-on-black: [[#34|34: "Yellow1"]]




Line 465: Line 1,783:
<h2>76: AHHH!</h2>
<h2>76: AHHH!</h2>
[[File:Flimtown-76-ahhh.png]]
[[File:Flimtown-76-ahhh.png]]
'''This board is a dead-end.'''
* This is taken from a Flimsy contest game, [https://museumofzzt.com/file/a/akim-24hoz-comedy-spring-2001.zip?file=C24hflim.zzt&board=23#5,23 Kamikaze Cucumber].


'''Edge Exits'''
'''Edge Exits'''
Line 471: Line 1,794:
* East: None
* East: None
* West: [[#58|58: "Board 6"]] (Two-way)
* West: [[#58|58: "Board 6"]] (Two-way)


<div id="77" style="display:inline;"></div>
<div id="77" style="display:inline;"></div>
<h2>77: Board 4</h2>
<h2>77: Board 4</h2>
[[File:Flimtown-77-board-4.png]]
* Contains miniature versions, or at least portions, of several other boards:
**[[#1|1: "false vacuum has never been a cheering one"]]
**[[#9|9: "possibility that perhaps in the course of"]]
**[[#15|15: "T50-175 (5.175)"]]
**[[#63|63: "Objects"]]
**[[#65|65: "Copy (2) of Title screen"]]
**[[#68|68: "Copy of two"]]
**[[#70|70: "Nope!"]]
* The "Where's Waldo?" screen in the lower-left corner comes from another Flimsy ZZT game, [https://museumofzzt.com/file/1/YAAAY.zip?file=YAAAY.ZZT&board=42#45,19 '____________________'].
* 34,11: If flag "tube" is set, the golden L can be swapped for that item in its place. A clever bit of ZZT-OOP changes the object color and positioning to become the tube object.
* 15,20: this object can be reached through a hidden pathway at 30,16. There doesn't seem to be a way back out without zapping.
'''Edge Exits'''
* North: [[#35|35: "Copy of one"]] (two-way)
* South: None.
* East: [[#60|60: "Dignity"]] (two-way)
* West: [[#72|72: "Maximum Security"]] (two-way)
'''Passage Exits'''
* 41,3 White-on-red: [[#0|: "The possibility that we are living in a"]] (one-way, '''appears inaccessible without zapping'''


<div id="78" style="display:inline;"></div>
<div id="78" style="display:inline;"></div>
Line 479: Line 1,834:
[[File:Flimtown-78-board-7.png]]
[[File:Flimtown-78-board-7.png]]


* The Cyan half-block at 23,16, and the White half-block at 37,7, play sounds when touched.
* The statless Player clones along the top of the board affect where the player appears when entering from the north. It's possible to destroy them with bullets, allowing you to get around the other side of the maze structure in [[#87|87: "Bobbi"]], and to also visit the board linked to the west.
* The statless Player clones along the top of the board affect where the player appears when entering from the North. It is possible to destroy them with bullets, allowing you to get around the other side of the maze structure in [[#87|87: "Bobbi"]], and to also visit the West-linked board.
 
* The bottom-left half of this is based on [https://museumofzzt.com/file/z/zzt.zip?file=TOWN.ZZT&board=24 one of the cave boards in Town of ZZT.] The bottom-right is taken from [https://museumofzzt.com/file/z/zzt.zip?file=DUNGEONS.ZZT&board=20 Dungeons of ZZT.] For the upper part, the closest match that I could find is [https://museumofzzt.com/file/z/zzt.zip?file=DUNGEONS.ZZT&board=12 this board from Dungeons of ZZT], having the same pathway and terrain widths, but there are additional halls and an extra room added in. [https://rabbitboots.com/kfx/index.php/File:Flimtown-board-piece-unskewed.png Here is an unskewed version of that part of the board].
 
* A portion of row 16 is a snippet from row 9 of [[#80|80 ("Dot trade target should would could *clap*")]]. It doesn't match up perfectly, so it was likely taken from an earlier version of the board.
 
* 23,16, 37,7: these objects play sounds when touched.
 


'''Edge Exits'''
'''Edge Exits'''
* North: [[#87|87: "Bobbi"]] (Two-way, returning is affected by the player clone edge trick)
 
* South: [[#16|16: "$ADHADHADH"]] (Two-way)
* North: [[#87|87: "Bobbi"]] (two-way, returning is affected by the player clone edge trick)
* East: [[#56|56: "Board 1"]] (Two-way)
* South: [[#16|16: "$ADHADHADH"]] (two-way)
* West: [[#8|8: "could always draw stoic comfort from the"]]
* East: [[#56|56: "Board 1"]] (two-way)
* West: [[#8|8: "could always draw stoic comfort from the"]] (two-way)
 
 
'''Passage Exits'''
 
* None.
 


<div id="79" style="display:inline;"></div>
<div id="79" style="display:inline;"></div>
<h2>79: Slice3</h2>
<h2>79: Slice3</h2>
[[File:Flimtown-79-slice3.png]]
[[File:Flimtown-79-slice3.png]]
* The messy red, blue and purple area in the top half of this board is adapted from a board in another Flimsy ZZT game, [https://museumofzzt.com/file/1/YAAAY.zip?file=YAAAY.ZZT&board=45  '____________________'].
* The object at 26,13 monitors for the flag "aim" to be set. When this happens, it destroys the white-on-red passage above it at 26,12. The "aim" flag is set later down this path on the board [[#67|67: $Wake Up]].
** 42,10 also monitors for flag "woke" to change all red passages to empty cells. This flag is not set anywhere in the game.
'''Edge Exits'''
* North: [[#17|17: "SGADH"]] (two-way)
* South: [[#18|18: "HARUUOO"]] (two-way)
* East: None.
* West: None.
'''Passage Exits'''
* 26,12 White-on-black: [[#0|0: "The possibility that we are living in a"]] (one-way, destroyed when flag "aim" is set)


<div id="80" style="display:inline;"></div>
<div id="80" style="display:inline;"></div>
<h2>80: Dot trade target should would could *clap*</h2>
<h2>80: Dot trade target should would could *clap*</h2>
[[File:Flimtown-80-dot-trade-target-should-would-could-clap.png]]
[[File:Flimtown-80-dot-trade-target-should-would-could-clap.png]]
* There is a lot going on in this board, with several objects from other parts of the game thrown in (modified in some cases), and a disorienting short piece of music that loops endlessly. In fact, all columns on this board are copied and pasted from other boards in the game, with colors modified to look like the CGA cyan/purple palette. [https://rabbitboots.com/kfx/index.php/File:Flimtown-80-column-sources.png (Click here for a chart of all matches I could find.)] All edges loop back to this same board.
* To escape, you want to shoot out the breakables in the south-east, wrap around to the western side of the board, and then take the passage at 1,22. It's important to wrap around before stepping on the passage, as you can potentially destroy passages on the following board if you trigger the mirage effect.
* Small pieces of this board, mostly horizontal spans, are pasted directly into various other boards of the game. This board contains a little bit of the game as a whole, and the game as a whole contains bits of this board.
'''Edge Exits'''
* North: [[#80|80: "Dot trade target should would could *clap*"]] (two-way)
* South: [[#80|80: "Dot trade target should would could *clap*"]] (two-way)
* East: [[#80|80: "Dot trade target should would could *clap*"]] (two-way, '''mirage effect when stepping east off of 60,22''')
* West: [[#80|80: "Dot trade target should would could *clap*"]] (two-way)
'''Passage Exits'''
* 1,22 White-on-black: [[#28|28: "Copy of Introduction Screen"]] (one-way)
* 15,14 White-on-black: [[#4|4: "new vacuum there are new constants of"]] (two-way)
* 52,1 Blinking black-on-black: [[#80|80: "Dot trade target should would could *clap*"]] (loops back on itself)


<div id="81" style="display:inline;"></div>
<div id="81" style="display:inline;"></div>
Line 500: Line 1,909:
[[file:Flimtown-81-copyright-1991.png]]
[[file:Flimtown-81-copyright-1991.png]]


'''This appears to be a kill screen with no way out.'''
'''This is a kill screen with no way out.'''


* (TODO expand on this) This board has a corrupted message box drawn into the terrain. A single white Ruffian enemy is present near the bottom of the message box. When the ruffian is destroyed, an object monitoring for any ruffians on the screen uses an unending loop to make a message box of corrupted text appear with some menu choices. Upon choosing a menu choice, more choices with seemingly random text appear. When selecting this choice, an undocumented ZZT command to read in files is invoked on the DOS reserved device name CON, which appears to softlock the game. If the player types some input, then presses ctrl+z to send an EOF escape code, then presses Enter, ZZT will continue to operate. However, the game will still be stuck in an unending loop of making a message box appear. Hitting ESC repeatedly may eventually allow the user to quit the game.
* A corrupted message box is drawn into the board terrain. A single white Ruffian enemy is present near the bottom of the message box. When this ruffian is destroyed, an object monitoring for any ruffians on the screen uses an unending loop to make a message box of corrupted text appear with some menu choices. Upon choosing a menu choice, more choices with seemingly random text appear. When selecting this choice, an undocumented ZZT command to read in files is invoked on the DOS reserved device name CON, which appears to softlock the game. If the player types some input, then presses ctrl+z to send an EOF escape code, and then Enter, ZZT will continue to operate. However, the game will still be stuck in an unending loop of making a message box appear. Hitting ESC repeatedly may eventually allow the user to quit the game.
* There seems to be a Zork reference buried among symbols in the message box. It reads: "Such language in a high-class establishment such as this!" The message in Zork is [https://en.wikiquote.org/wiki/Zork nearly the same].
 
 
'''Edge Exits'''
 
* None.
 
 
'''Passage Exits'''
 
* None.


'''Exits'''
* None


<div id="82" style="display:inline;"></div>
<div id="82" style="display:inline;"></div>
<h2>82: 1</h2>
<h2>82: 1</h2>
[[File:Flimtown-82-1.png]]
* An array of gatekeepers demand payment in exchange for removing the sliders to their right. Only the right half of this board is accessible under normal circumstances.
'''Edge Exits'''
* North: [[#83|83: "Oooooooooooooooo"]] (two-way)
* South: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
* East: [[#89|89: "$Title screen"]] (two-way)
* West: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
'''Passage Exits'''
* None.


<div id="83" style="display:inline;"></div>
<div id="83" style="display:inline;"></div>
<h2>83: Oooooooooooooooo</h2>
<h2>83: Oooooooooooooooo</h2>
[[File:Flimtown-83-oooooooooooooooo.png]]
* Like [[#82|82 ("1")]], an array of gatekeepers demand payment in exchange for removing the sliders to their right. Only the right half of this board is accessible under normal circumstances.
* The gatekeeper at 11,11 shifts up and down when the player is aligned with them vertically.
* The [https://museumofzzt.com/file/f/FLIMTOWN.zip?file=FLIMTOWN.zzt&board=83#41,17 gatekeeper at 41,17] makes a reference to a ZZT meme that originated in the ZZT game [https://museumofzzt.com/file/a/usassociety.zip?file=American%20Society/HYP-USA.ZZT&board=10#1,25 American Society]:
<pre>
    You now,  in Europe almost know of
your stupid American laws exists haha!
</pre>
'''Edge Exits'''
* North: [[#10|10: "time the new vacuum would sustain, if not"]] (two-way)
* South: [[#82|82: "1"]] (two-way)
* East: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
* West: [[#22|22: "Copy of Board 99"]] (one-way, '''kill screen''')
'''Passage Exits'''
* None.


<div id="84" style="display:inline;"></div>
<div id="84" style="display:inline;"></div>
<h2>84: DROD</h2>
<h2>84: DROD</h2>
[[File:Flimtown-84-drod.png]]
'''This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.'''
* There are no objects on this board.
'''Edge Exits'''
* North: [[#84|84: "DROD"]] (two-way)
* South: [[#84|84: "DROD"]] (two-way)
* East:  [[#54|54: AsadMeReSmdaSpiFaiGIaxiRezztnoindc"]] (one-way)
* West:  [[#82|82: "1"]] (one-way, not accessible without zapping)
'''Passage Exits'''
* None.


<div id="85" style="display:inline;"></div>
<div id="85" style="display:inline;"></div>
<h2>85: Board 2</h2>
<h2>85: Board 2</h2>
[[File:Flimtown-85-board-2.png]]
[[File:Flimtown-85-board-2.png]]
* There is a passage illusion / mirage effect if you attempt to travel West at the lower-left board edge. The screen for 40: "Queue and Drop" is overlaid onto the display, but you are still in 85: "Board 2". Saving and restoring, or invoking the -DARK cheat will refresh the screen.
* There is a passage illusion / mirage effect if you attempt to travel west at the lower-left board edge. The screen for [[#40|40: "Queue and Drop"]] is overlaid onto the display, but you haven't actually traveled and are still on this same board. Saving and restoring, or invoking the -DARK cheat will refresh the screen.


* This block of text is also found in [https://museumofzzt.com/file/s/SIXTEEN.zip?file=SIXTEEN.ZZT&board=9 Sixteen Easy Pieces].
* This block of text is also found in [https://museumofzzt.com/file/s/SIXTEEN.zip?file=SIXTEEN.ZZT&board=9 Sixteen Easy Pieces].
* The messy red, blue and purple area to the left is adapted from a board in another Flimsy ZZT game, [https://museumofzzt.com/file/1/YAAAY.zip?file=YAAAY.ZZT&board=45  '____________________'].
'''Edge Exits'''
* North: None.
* South: None.
* East: [[#64|64: "Copy of Title screen"]] (two-way)
* West: [[#74|74: "ADHADH"]] (two-way)
'''Passage Exits'''
* None.


<div id="86" style="display:inline;"></div>
<div id="86" style="display:inline;"></div>
<h2>86: Board 8</h2>
<h2>86: Board 8</h2>
[[File:Flimtown-86-board-8.png]]
'''This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.'''
* There are no objects on this board.
'''Edge Exits'''
* North: [[#91|91: "New demon"]] (two-way)
* South: [[#19|19: "SNORK"]] (one-way)
* East: [[#90|90: "Fun pie12 (lower right corner)"]] (two-way)
* West: [[#86|86: "Board 8"]] (one-way)
'''Passage Exits'''
* None.


<div id="87" style="display:inline;"></div>
<div id="87" style="display:inline;"></div>
<h2>87: Bobbi</h2>
<h2>87: Bobbi</h2>
[[file:Flimtown-87-bobbi.png]]
[[file:Flimtown-87-bobbi.png]]
* When entering from the Armory passage in 69: "Room One", the player is placed in the purple enclosure above. This enclosure expands and allows the player to walk West.
 
* Immediately after entering, a hidden object at 7,6 overwrites a black-on-black passage one cell North with a white-on-red one back to the Armory, providing a two-way link, but only after the first time you've entered this board.
* When entering from the Armory passage in 69: "Room One", the player is placed in the purple enclosure above. This enclosure expands and allows the player to walk west.
* The blue æ object at 13,12 can be reached by moving sliders and a bomb out of the way. It sets flag "dingdong", giving you a wind-up toy which seems to be usable on the big yellow "O" in [[#16|16: "$ADHADHADH"]].
 
* Immediately after entering, a hidden object at 7,6 overwrites a black-on-black passage one cell north with a white-on-red one back to the Armory, providing a two-way link, but only after the first time you've entered this board.
 
* The blue 'æ' object at 13,12 can be reached by moving sliders and a bomb out of the way. It sets flag "dingdong", giving you a wind-up toy which is usable on the big yellow "O" in [[#16|16: "$ADHADHADH"]].
 
* 59,17, a motherboard made of gingerbread. No flags are set if you take it.
* 59,17, a motherboard made of gingerbread. No flags are set if you take it.
* The white Char 2 object at 49,23 checks continuously for player contact. When the player walks by, it sends "all:c", pinning you into a small space where objects randomly throw stars until you die. Another object hiding at 45,25 approaches to watch this, monitors your health until it reaches 0, then walks away slowly after the game over state is reached. There is additional code in this object, and also in an object to the left at 44,25, whose behavior is unclear at this time. The left object attempts to #put colored objects on the bottom row of the board, which shouldn't work due to an off-by-one error in ZZT.
 
* The white smiley object at 49,23 checks continuously for player contact. When the player walks by, it sends "all:c", pinning you into a small space where objects randomly throw stars until you die. Another object hiding at 45,25 approaches to watch this, monitoring your health until it reaches 0. The object then walks away, slowly, after the game over state is reached. This is adapted from a scene in another Flimsy ZZT game, [https://museumofzzt.com/file/1/YAAAY.zip?file=YAAAY.ZZT&board=2  '____________________'].
 
* The player can be teleported from a hidden black passage in [[#42|42: "Outside Castle"]] (33,22) to a black passage here at 29,13. When the player steps off of this passage, the object at 27,13 detects contact with the player, and signals a hidden object at 29,14 to destroy the passage, which points to [[#73|73: "KILL HARRY POTTER"]]. The flag "haha" is set, and never checked anywhere again in the rest of the game. It's possible to use the pause exploit to quickly step off of, and back onto the passage before it's destroyed. It's unclear if there is any other way to reach this passage without zapping. The destination board is reachable through other routes.
 
* Visually resembles the mini-board design of Sixteen Easy Pieces. Contains miniature versions of [[#41|41: "Path to castle"]], [[#52|52: "Crashed<----- Rocket"]], [[#34|34: "Yellow1"]], and more. The upper-left subsection is a miniature version of a board from Flimsy's ZZT game [https://museumofzzt.com/file/1/YAAAY.zip?file=YAAAY.ZZT&board=45  '____________________'].
 
* The red crashed rocket ship in the upper-right appears to be a reference to an object in [https://museumofzzt.com/file/d/DIOWGI.zip?file=diowgi.ZZT&board=4 DIOWGI], credited to djbjrca. I suspect that Flimsy tampered with or completely fabricated this game.




'''Edge Exits'''
'''Edge Exits'''
* North: None.
* North: None.
* South: [[#78|78: "Board 7"]] (Two-way, you will appear on the right-hand side due to a player clone edge trick)
* South: [[#78|78: "Board 7"]] (two-way, you will appear on the right-hand side due to a player clone edge trick)
* East: None.
* East: None.
* West: [[#10|10: "time the new vacuum would sustain, if not"]] (Two-way)
* West: [[#10|10: "time the new vacuum would sustain, if not"]] (two-way, affected by player clone edge trick)
 


'''Passage Exits'''
'''Passage Exits'''
* 7,5 Black-on-black, becomes white-on-red upon initialization: [[#69|69: "Room One"]] (Two-way after first enter)
* 7,5 Black-on-black, becomes white-on-red upon initialization: [[#69|69: "Room One"]] (Two-way after first enter)
* 29,13 Black-on-black: [[#73|73: "KILL HARRY POTTER"]]
* 29,13 Black-on-black: [[#73|73: "KILL HARRY POTTER"]] (one-way)




Line 551: Line 2,078:
[[file:Flimtown-88-hooray.png]]
[[file:Flimtown-88-hooray.png]]


'''This board is a dead-end, but you can return back from where you came.'''
 
'''This board is a dead-end when entered from the green Armory in [[#12|12: "structures capable of knowing joy. This"]].'''
 
* A board filled with gems, slimes, and edge links to itself.
* A board filled with gems, slimes, and edge links to itself.


'''Edge Exits'''
'''Edge Exits'''
* None.
* North: [[#88|88: "HOORAY"]] (two-way)
* South: [[#88|88: "HOORAY"]] (two-way)
* East:  [[#88|88: "HOORAY"]] (two-way)
* West:  [[#88|88: "HOORAY"]] (two-way)
 


'''Passage Exits'''
'''Passage Exits'''
* White on Dark-Green Passage: 12: "structures capable of knowing joy. This"
* White on Dark-Green Passage: [[#12|12: "structures capable of knowing joy. This"]]
 


<div id="89" style="display:inline;"></div>
<div id="89" style="display:inline;"></div>
<h2>89: $Title screen</h2>
<h2>89: $Title screen</h2>
* The West board exit will be blocked by a slider on the other side if it has not been removed already.
[[File:Flimtown-89-$title-screen.png]]
 
'''This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.'''
* There are no objects on this board.
* The west board exit is blocked by objects along the edge if you have not already unlocked the gate on the other side.
 
 
'''Edge Exits'''
 
* North: [[#84|84: "DROD"]] (one-way)
* South: [[#24|24: "Leftover"]] (two-way)
* East: [[#90|90: "Fun pie12 (lower right corner)"]] (one-way)
* West: [[#82|82: "1"]] (two-way)
 
 
'''Passage Exits'''
 
* None.
 


<div id="90" style="display:inline;"></div>
<div id="90" style="display:inline;"></div>
<h2>90: Fun pie12 (lower right corner)</h2>
<h2>90: Fun pie12 (lower right corner)</h2>
[[File:Flimtown-90-fun-pie12-(lower-right-corner).png]]
'''This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.'''
* There are no objects on this board.
'''Edge Exits'''
* North: [[#54|54: "AsadMeReSmdaSpiFaiGIaxiRezztnoindc"]] (two-way)
* South: None.
* East: [[#90|90: "Fun pie12 (lower right corner)"]] (one-way, not reachable without zapping)
* West: [[#86|86: "Board 8"]] (two-way)
'''Passage Exits'''
* None.


<div id="91" style="display:inline;"></div>
<div id="91" style="display:inline;"></div>
<h2>91: New demon</h2>
<h2>91: New demon</h2>
[[File:Flimtown-91-new-demon.png]]
'''This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.'''
* There are no objects on this board.
'''Edge Exits'''
* North: [[#91|91: "New demon"]] (one-way)
* South: [[#86|86: "Board 8"]] (two-way)
* East: [[#54|54: "AsadMeReSmdaSpiFaiGIaxiRezztnoindc"]] (two-way)
* West: [[#84|84: "DROD"]] (one-way)
'''Passage Exits'''
* None.


<div id="92" style="display:inline;"></div>
<div id="92" style="display:inline;"></div>
<h2>92: Fun pie11</h2>
<h2>92: Fun pie11</h2>
[[File:Flimtown-92-fun-pie11.png]]
'''This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.'''
* There are no objects on this board.
'''Edge Exits'''
* North: None.
* South: [[#54|54: "AsadMeReSmdaSpiFaiGIaxiRezztnoindc"]] (two-way)
* East: None.
* West: [[#94|94: "EffffffffffffPSP~!@#$%^&*("]] (two-way)
'''Passage Exits'''
* None.


<div id="93" style="display:inline;"></div>
<div id="93" style="display:inline;"></div>
<h2>93: Board to the East</h2>
<h2>93: Board to the East</h2>
[[File:Flimtown-93-board-to-the-east.png]]
'''This board is a dead-end and can only be reached by zapping from the west.'''
* There are no stat objects on this board.
'''Edge Exits'''
* North: None.
* South: None.
* East: None.
* West: [[#54|54: "AsadMeReSmdaSpiFaiGIaxiRezztnoindc"]]
'''Passage Exits'''
* None.


<div id="94" style="display:inline;"></div>
<div id="94" style="display:inline;"></div>
<h2>94: EffffffffffffPSP~!@#$%^&*(</h2>
<h2>94: EffffffffffffPSP~!@#$%^&*(</h2>
[[File:Flimtown-94-effffffffffffpsp.png]]
'''This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.'''
* There are no objects on this board.
'''Edge Exits'''
* North: None.
* South: [[#86|86: "Board 8"]] (one-way)
* East: [[#92|92: "Fun pie11"]] (two-way)
* West: [[#53|53: "O7BBig7a+X0,1YouAASADHHadTooShahSewSoda199"]] (one-way)
'''Passage Exits'''
* None.

Latest revision as of 15:45, 19 March 2020

Flimsy's Town of ZZT, or Flimsytown, or FLIMTOWN.zzt, or possibly just zzt game, is a ZZT World authored by the late Flimsy Parkins at some point in the mid-2000's.

The goal of this page is to provide navigation assistance when exploring the game, and to highlight interesting object behaviours and moments.


Navigation Notes

  • The game begins in Room One (board 69).
  • Object coordinates begin at 1,1 in the upper-left cell of the screen -- ZZT screen dimensions are 60x25.
  • Board numbers start at 0 (which is always the title screen in ZZT), up to 94. These numbers correspond to the board numbering scheme used in the Museum of ZZT file viewer.


Roadmap

  • Map of layout, rough draft with thumbnails -- done.
  • In-game screenshots of all boards collected, cropped and uploaded to this page -- done.
  • Info filled out for individual boards (exits, tricks employed, additional context) - first pass done.
  • Map of layout, full screenshots with board numbers and titles - Initial draft done.
  • Text references - Not done.


Maps


Known issues with the maps


Thanks

  • Dr. Dos, for Museum of ZZT, the Zookeeper library, and for demystifying several techniques used throughout.
  • Celine Kalante, for driving interest in this ZZT game and finding object connections on board 42's mirage effect.
  • DavidN, for graciously releasing a copy of his game Castle of ZZT that Flimsy tampered with, which shares some boards and assets with this game, and was likely made around the same time.
  • Kevin Vance, for KevEdit.


Boards

0: The possibility that we are living in a

  • This is visually identical to the Town of ZZT title screen. Various boards in the game use a mirage effect to make this screen appear over the contents of another board. The player can be sent here by a passage on 79 ("Slice3"), and also by cheating to access some normally-unreachable passages throughout the game.
  • The scroll at 16,23 is an object that displays this quote when touched:
Nach dem Spiel ist vor dem Spiel.
                            
                         - S. Herberger

In English, this is "After the game is before the game."


Edge Exits

  • None.

Passage Exits


1: false vacuum has never been a cheering one

  • This is a travel board with no objects.


Edge Exits

Passage Exits

  • None.

2: to contemplate. Vacuum decay is the

  • Boulders prevent travel from the north unless they have been moved out of the way from the south (which, in turn, has another set of boulders in the same layout.)


Edge Exits


Passage Exits

  • None.

3: ultimate ecological catastrophe; in the

  • This board is dark, though nothing will stop you from invoking the -DARK cheat to turn on the lights, and the area is safe to explore. The north and south edges loop around.
  • The purple Yen item (The "XR7 power drill" -- no flag is set) at 54,10 cannot be reached without cheating, and seems to be a comment on using the ZAP cheat. This tool is mentioned within a scroll box in an earlier Flimsy contest game, Robots of Death!!!!.
  • Interesting cave-in effect in the center of the board that's activated by proximity.
  • Not sure why, but forest is placed and removed as you walk in the upper-left corner. Maybe it helps give the appearance that you've traveled onto a different board. The sensors are at 8,2 and 4,7.
  • A sliver of the left-hand side of row 6 is pasted from board 80 ("Dot trade target should would could *clap*).

Edge Exits


Passage Exits

  • None.


4: new vacuum there are new constants of

  • 19,21: The "bottom-half of a key" from Shades of Gray. This would be combined with a top half to create a white key. It begins by checking if flag "halfkey" has already been set. If so, it self-destructs. Otherwise, if the player touches it, the object sets "halfkey", a portion of the ZZT key sound effect is played, and the object destructs. "halfkey" is not checked for at any other point in the world file.
  • The "Ç" object at 42,21 can be sawed down if you have flag "saw" set. No flag is set to indicate that you have taken this item.


Edge Exits


Passage Exits


5: nature; after vacuum decay, not only is

  • A modified version of the entrance to the Dungeons of ZZT.
  • Statless passages line the top row of the board, and are used as part of a mirage effect when traveling south from 42 ("Outside Castle").
  • 17,13: A jar of paste. No flag is set for taking this item.
  • 49,21: "It's some kind of fish." -- an erratically-moving object that throws stars when shot.


Edge Exits


Passage Exits


6: life as we know it impossible, so is

  • This board features a neat imposter effect. A player clone is hidden in the smiley crowd at 31,5. Four objects surrounding the clone receive :touch messages when the user moves. These messages signal an imposter object at 60,10 to match the real player's movement symmetrically. As the imposter object moves around, it lays down blue doors, which are changed to fakes, to create a dark-blue background to walk on. The imposter briefly leaves behind a white fake that is cleaned up on the following tick, but this is nonetheless very effective at startling the user. You can circumvent the imposter player by shooting it, or pausing the game and taking a step, which won't register with the sensors surrounding the clone at 31,5.


Edge Exits


Passage Exits

  • None.


7: chemistry as we know it. However, one

  • The south path along the bottom-right leads to a line of hidden passages on the edge of the following board, unexpectedly teleporting the player to 61: "Stripes".


Edge Exits

  • North: 18: "HARUUOO" (two-way)
  • South: 58: "Board 6" (two-way -- hidden one-way passage trap in the lower left!)
  • East: None.
  • West: None.


Passage Exits

  • None.


8: could always draw stoic comfort from the

  • Very cool animation of a musical note falling to the ground at 54,9 from Shades of Gray.
  • Board edge terrain from 30,22 to 32,22 is used to affect how the player travels to the south. A blinking black-on-black player clone at 58,25 is used for same purpose when the player is traveling from the south to this board.


Edge Exits


Passage Exits

  • None.


9: possibility that perhaps in the course of

  • A hidden path can be found by shooting the arcade machine three times at 33,6. This path is referenced in miniature on board 77 ("Board 4").


Edge Exits


Passage Exits

  • None.


10: time the new vacuum would sustain, if not

This is a dead-end when accessed from the East (87: "Bobbi").

  • Edge travel on the eastern part of the board is affected by Player clones lining the easternmost column of the board, and two edge cells at 59,11 and 59,12.


Edge Exits


Passage Exits

  • None.


11: life as we know it, at least some

  • Only one object here: a grey null symbol in the lower-right that shoots you twice upon touching it.


Edge Exits


Passage Exits

  • None.


12: structures capable of knowing joy. This

  • A modified version of 69 ("Room One") that links back to it by the north, east and south.


Edge Exits


Passage Exits


13: possibility has now been eliminated.

  • Neat static effect in the mouth illustration on the center of the board, randomly sets vertical line characters along a line of objects every tick.
  • Uses player clones and edge terrain to manipulate where the player enters and exits.
  • There are statless passages lining the western board edge, used as part of a mirage effect when trying to travel East on 42 ("Outside Castle").


Edge Exits


Passage Exits


14: >>>>>)>U>>>>>

  • Two objects at 45,16 and 45,17 correspond to an animated bouncing object on 61 ("Stripes"), but in this case, only half of the rectangle is bouncing up and down.


Edge Exits


Passage Exits


15: T50-175 (5.175)

  • This (along with some additional boards) is based on the Objects board from DEMO.ZZT. The upper-right area does not seem reachable without cheats, as player shots are disabled on this screen, and a line of objects are placed to prevent the demo objects from shooting a hole in the breakable terrain.
  • The object ("Pacifist") with a crown at 12,20 cannot normally be reached on this board. A matching set of objects can be found and interacted with on 68 ("Copy of two") to the west. If you take the crown on that board, it sets flag "crown", which the crown object on this board monitors for, and self-destructs if detected.
    • A similar "w" crown object can be found in Flimsy's contest game "The Day Odin Got Up on the Wrong Side of Bed", on an unused engine template board. In this board, the player is able to throw the crown by shooting horizontally, and it will return to the main character after hitting an obstacle.


Edge Exits


Passage Exits


16: $ADHADHADH

(Not to be confused with 74: "ADHADH")

  • The center-right contains a small section copied from 87 ("Bobbi"), which is in turn a miniature version of 20 ("ZZZZZZZ") and its surrounding boards.
  • The gate in the upper-left has a #bind conflict that causes the middle-bottom mimic-sliderns object to disappear under certain circumstances. It binds to "b" and there is more than one object named "b" on the board.
  • The yellow "O" at 53,15 has a hidden blue object one step east which represents a wind-up toy that you find in 87 ("Bobbi"). If you come in contact with this object initially, it is quietly destroyed. However, if you approach from the west with the item, you can see a small animation where the player places the toy through the "O" to collect dynamite (it doesn't work). This sequence is based on a part in an early Flimsy contest game, Kamikaze Cucumber.
  • The yellow "X" at 51,15 coughs up blood (red water), however if it makes water to its east, it turns it into a breakable so that you can shoot it out of the way.
  • Warning: The yellow door at 55,14 moves south quickly and can easily trap you.
  • The yellow object at 50, 16 turns invisible (char 32) upon touching it, and seems to continue moving around (behavior unclear). If the player touches the object again, it shows char 1 and plays a very high-pitched note that lasts for about 14 seconds. You can mute and then unmute ZZT to stop the sound.
  • The red "o" at 2,5 turns cyan after you have talked to Rumsfeld (27,12). If you touch it in this state, it will follow you at #cycle 1 perpetually.
  • The Mayor at 55,4 does not do anything upon being bribed with 100 gems.
  • The lava bubbles in the bottom part of the board are taken with minimal changes from this board in Flimsy's Weekend of ZZT contest game "The Day Cthulhu Got Up On The Wrong Side of Bed And Demanded a Sacrifice."


Edge Exits


Passage Exits


17: SGADH

  • A mix of objects, conveyors and stars are used to generate erratic and broken-looking stars near the top of the board.
  • 8,7: "You take the broken umbrella" -- no flag is set to signify this.
  • Statless player clones line the upper-right side of the first row of the board. This is part of a repositioning technique that is also used on the board to the north (39: "Copy of soda").


Edge Exits


Passage Exits

  • None.


18: HARUUOO

  • 59,19: A red smiley waits for alignment with the player, then sneaks off.


Edge Exits


Passage Exits

  • None.


19: SNORK

  • 24,19: A bottle of motherwort. No flag is set to signify that you have taken it. The object can also be destroyed by shooting it.
    • Versions of Kevedit prior to v1.0.4 can softlock or crash if the sound effect (#play 435) is played with Ctrl+t.
  • 25,19: A saw. The flag "saw" is set upon taking it. This can be used throughout the rest of the game to cut down trees and some other items.
  • 41,16: A ruffian-looking blue object that shoots at the player upon touching it.


Edge Exits


Passage Exits

  • None.


20: ZZZZZZZ

  • The upper-right part of this board is based on the congratulations screen in Town of ZZT. Pieces of this screen appear in other parts of the game as well.


Edge Exits


Passage Exits

  • None.


21: Board 3

  • 44,4 Blinky star object: additional text is in the scroll if you press down a few more times.
  • Bullet Redirection Chamber: uses objects to make it appear that your bullets are veering off or shooting back at you. A miniature version of this exists on board 75: "Duunudududun".
  • A fake path begins at 16,13 - 20,13, however does not seem to link anywhere.
  • 5,23: A copy of Myst. No flag is set to signify that you have taken it.


Edge Exits


Passage Exits

  • None.


22: Copy of Board 99

This is a dead-end kill screen with no way out.

  • This is a trap, or some kind of anti-cheat mechanism. Various boards throughout the game have one-way links to this screen, only accessible if you used the ZAP cheat to pass through obstacles. An erratically-moving object chases down the player, and ends the game upon contact with no explanation.


Edge Exits

  • None.


Passage Exits

  • None.


23: Memorable

  • 53,11: It's not possible to reach this transporter, or the western edge of the board without cheating. The link to the west ends up being a one-way kill screen.


Edge Exits


Passage Exits

  • None.


24: Leftover

  • 23,8: If you shoot this object, it will use ZZT-OOP to become a scroll. When you touch the scroll, an object (25,10) monitoring for the existence of scrolls on the board will trigger and show text accompanied by the scroll sound effect. Scrolls generated by ZZT-OOP are always blank, so this is a clever method of circumventing that.


Edge Exits


Passage Exits

  • None.


25: $Copy (3) of Title Screen

  • Upon first entering this board, an object at 33,2 attempts to take 256 Gems. The intent of this is not known, though it seems possible that it was supposed to negate a black key that can be collected on 42 ("Outside Castle"). Black keys and black doors are undefined entities that give and take 256 Gems, respectively. (Incidentally, it's possible to collect over 256 gems with conventional gameplay -- as in, without using cheats -- before getting to this point.)
  • The white-on-purple passage at 13,17 can be reached without zapping, if the player entered this board for the first time from 29: "Copy (3) of Introduction Screen" (28,22 white-on-brown passage).
  • There are some individual board edge tiles in an isolated chamber in the bottom-left, but no edge links are set up on this board.


Edge Exits

  • None


Passage Exits


26: The greatest danger


Edge Exits


Passage Exits

  • None.


27: Introduction screen


  • 16,16: Seems like a reference to the green demonstration objects in DEMO.ZZT. Unclear if this object is unique, or sourced directly from another game.
  • Player clones and edge cells are used to affect the player's positioning when entering from or exiting through the south.


Edge Exits


Passage Exits

  • None.


28: Copy of Introduction Screen


Edge Exits

  • North: None.
  • South: None.
  • East: None.
  • West: 33: "I Am X" (two-way, hidden pathway on the other side.)


Passage Exits


29: Copy (3) of Introduction Screen

  • 28,21: Object pretending to be a cyan key. Self-destructs upon touching it.


Edge Exits

  • None.


Passage Exits


30: Copy (20-

This is a travel board with no stat objects.


Edge Exits


Passage Exits


31: Ii , i i


  • This is a travel board with no stat objects.


Edge Exits


Passage Exits

  • None.


32: &

  • This is a travel board with no stat objects.
  • Blue fakes are placed at 14,25 - 16,25 to assist with movement across boards, as the pathways are misaligned.


Edge Exits


Passage Exits

  • None.


33: I Am X

This is a dark board, though nothing will stop you from using the -DARK cheat, and it's safe to explore.

  • This area is based on a board named "x" in another Flimsy game: The Blue Maze.


Edge Exits


Passage Exits

  • None.


34: Yellow1

  • The player begins in a small purple enclosure. This expands into a yellow border that lines the edges of the screen, looking like a new board in the ZZT internal editor. Two objects erratically harass the player, leaving red fakes (blood?) and moving diagonally. The ZZT-OOP behavior isn't clear at a quick glance, but they eventually separate into small 'o' objects and spit out one centipede head each. When touched, one object displays "8!" as a marquee, the other turns into yellow water.
  • This board is referenced in miniature on 87: "Bobbi", where the player starts in much the same situation.


Edge Exits

  • North: None.
  • South: None.
  • East: None.
  • West: 21: "Board 3" (two-way)


Passage Exits

  • None.


35: Copy of one

  • The passage at 49,15 is inaccessible without zapping, and will send you to kill screen 22: "Copy of Board 99".
  • This area looks like it may have started as a copy of one of the labyrinth areas in another Flimsy game: The Blue Maze.


Edge Exits


Passage Exits


36: later, later

  • 20,3: "You now have the grain of salt." No flag is set to signify having this item. A grain of salt appears in Flimsy's contest game Kamikaze Cucumber.


Edge Exits

Passage Exits

  • None.


37: Sick Bay


Edge Exits


Passage Exits

  • None.


38: Rocket pad


Edge Exits


Passage Exits


39: Copy of soda

  • Edge cells and player clones are used to affect the player's positioning when traveling north or south here.


Edge Exits


Passage Exits

  • None.


40: Queue and Drop

  • This board is used as part of a mirage effect that's initiated on board 85: "Board 2" by stepping east at 1,23.
  • The messy red, blue and purple area to the left is adapted from a board in another Flimsy ZZT game, '____________________'.


Edge Exits


Passage Exits

  • None.


41: Path to castle


Edge Exits


Passage Exits

  • None.


42: Outside Castle

  • Exits to the west, south and east are mirage effects that don't take you anywhere. There are two exceptions at 1,11 and 1,12, which do work, because passages are not on the other side.
  • Some objects and non-stat items are hidden on this board, and correspond with objects on the title screen which are displayed as part of the mirage effect. 52,13 (when shot, fills the entire board with slime); 16,23; 16,20 (black ammo); 33,20 (black door); 33,21 (black key), and 33;23 (black sliderns).


Edge Exits


Passage Exits


43: The Rube Board


  • 49,6: In Shades of Gray, the bonus points object will fall down and break into pieces when touched a second time from any side other than from the south. This version adds a monitoring object at 42,4 that checks for alignment, waiting until the player is further away before triggering the animation.


Edge Exits


Passage Exits

  • None.


44: The red hallway

  • 48,4: Hidden object monitors for alignment with the player. When triggered, it displays an empty message box.
  • 42,17: A smiley that simply vanishes when the player is aligned with them.
  • Column 60 is made up of blue text, causing the status bar to appear a little larger than normal. This may have been done to allow the center pathway to be one cell thick, keeping the rest of the board completely symmetrical.


Edge Exits


Passage Exits

  • None.


45: Copy (2) of soda

  • Player clones and edge tiles are used to affect the positioning of the player when moving north or south.


Edge Exits


Passage Exits

  • None.


46: House of Purples

  • Based on the House of Blues board from Town of ZZT. The note sequence puzzle and Jazzman object at 20,18 are functionally the same. A small empty room in the top-right corner has been added.


Edge Exits


Passage Exits


47: I forgot my line

  • This is a travel board with no stat objects.


Edge Exits


Passage Exits

  • None.


48: Therefore, he waits behind

  • Fakes are placed at 22,1 to 24,1 to assist in navigation through a misaligned pathway.
  • 15,12: a hidden object loops to check for alignment with the player. Once this is true, the object proceeds to erratically move towards the player. If the object comes into contact, it brings up a menu of commands that the user can select from, which are at best ineffective ("Call out for help"), and at worst execute an endgame command ("Strangle yourself with your shoelaces".)


Edge Exits


Passage Exits

  • None.


49: MY BLOODY HAND!

  • This is a travel board with no stat objects.


Edge Exits


Passage Exits

  • None.


50: Darker crazy board

  • Statless player clones and edge cells are used to affect how the player is positioned when traveling to and from the north-linked board. Row 10 in its entirety is made up of edge cells.


Edge Exits


Passage Exits

  • None.


51: Mr. Octopus Wieners

  • 31,2 is a ZZT-OOP Turing machine. A brief description of the object can be found in a scroll on 77 ("Board 4"), and reads:
This is a 3 state 3 symbol turing machine.

Eventually it will halt, but it's going to
take quite a while so I advise you to save
your game, turn the speed up, and go get a
drink and something to read.


The object code can be viewed with the Museum of ZZT object viewer. This object also appears in a separate engine / demonstration file with nearly the same code.

  • 52,20: Some kind of quiz object, which activates after being shot. (the corresponding object on 5: "nature; after vacuum decay, not only is" just throws a star at you.) All answers eventually result in the object erasing itself.
  • 24,13: A scroll that states "None of this is real" when touched.


Edge Exits


Passage Exits

  • None.


52: Crashed<----- Rocket

  • The game-within-a-game in 67: "$Wake Up" says that this rocket has crashed into itself somehow.


Edge Exits


Passage Exits


53: O7BBig7a+X0,1YouAASADHHadTooShahSewSoda199

This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.


Edge Exits


Passage Exits

  • None.


54: AsadMeReSmdaSpiFaiGIaxiRezztnoindc

This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.

  • It is not possible to get through the gate without zapping. The eastern board is a dead-end. (This is referenced in the game-within-a-game in 67: "$Wake Up".)


Edge Exits


Passage Exits

  • None.


55: Slice bible yellow double kudzu marina

  • 31,8, 40,12: Myst and Wizard of Oz references, respectively.
  • It's possible to reach the eastern board edge by shooting through a path of breakable terrain. The wardrobe and closet from 67 ("$Wake Up") give you just barely enough ammo to do so without zapping.


Edge Exits

  • North: None.
  • South: None.
  • East: 59: "Board 99" (two-way, dead-end)
  • West: None.


Passage Exits


56: Board 1

  • This is a shifted and modified version of 74 ("Over And Over"). The room is dark, though nothing checks for the -DARK cheat, and it's a safe area to explore.
  • 37,12: Clever object inventory change with a flourescent tube object. If you picked up one of the golden "L" objects on another board, you can place it down here in exchange for the tube. The object changes all white objects to yellow objects, and rearranges its position to look like you dropped the L. This feels similar to the inventory swapping in the Oliver Twins Dizzy games.
  • The transporter in the upper-left will not work because of an invisible wall placed to its left. In any case, the board to the west would not have walkable tiles to land on from that pathway.


Edge Exits


Passage Exits

  • None.


57: Board 5

  • 10,17: A hidden object checks for player alignment, and then signals 42,12 to play an animation in the upper-left by changing various invisible wall cells into visible terrain. Overlapping cells are achieved by using additional invisible wall colors for sections that are used by two animation frames. This animation is referenced as a miniature version in 75: "Duunudududun".


Edge Exits


Passage Exits

  • None.


58: Board 6

This is a dead end when entered from the west (16: "$ADHADHADH").

  • This is based on a board from DIOWGI credited to djbjrca. I suspect that Flimsy made this game in its entirety, or tampered with portions of it.
  • Travel to 75: "Duunudududun" is blocked until movable objects in the lower-right are pushed out of the way from the other side.
  • Hidden passages are at 54,1 to 57,1, accessible only from the board to the north. Normally, this would cause a mirage effect, but player clones on the destination board (61: "Stripes") cancel out the mirage, and the player really is transported to the board that these passages lead to.


Edge Exits


Passage Exits

  • 54,1 - 57,1 Black-on-black: 61: "Stripes" (accessed from the board to the north)


59: Board 99

  • This is a dead-end with one description object at 3,19.


Edge Exits


Passage Exits

  • None.


60: Dignity

  • Objects from 21,11 to 30,11 named @Devo say "Use your freedom of choice!" as marquee when touched. When shot, they destruct, and hidden objects to their left step in and appear. These are donuts that give the player 3 health points. Other objects named @Devo exist throughout the game that effectively do the same thing, although with only one object.
  • 52,6 - 54,6: Neat animated objects that spell out ZZT when touched. Curiously, they share the same starting character and color as the piece of poop that kills you in 64: "Copy of Title screen".


Edge Exits


Passage Exits

  • None.


61: Stripes


Edge Exits


Passage Exits


62: Toilets

This board is a dead-end.

  • Various toilets and urinals can be cleaned in this area, though you must pick up the cleaning supplies in the lower-right corner first. The supplies set flag "stuff" upon picking them up.
  • This board is taken from a Flimsy contest game, Kamikaze Cucumber. In that game, the player needs to destroy a locked door with a bomb. Several objects here still contain :bombed labels as part of the effect in the original board.
  • The toilet at 45,15 has an additional description not present in the original Kamikaze Cucumber board:
You clean the toilet. There's graffiti in
this stall, it says "if wichita falls, so
falls wichita falls".


Edge Exits

Passage Exits

  • None.


63: Objects

This is a dead end when accessed from either the red-on-white passage in 16 ("$ADHADHADH") or from the western board edge.

  • Objects disguised as breakable terrain prevent bullets or stars from creating a path between the western exit and the enclosed passage.


Edge Exits


Passage Exits


64: Copy of Title screen

  • 46,11: A piece of poop. When touched, it runs an endgame command, then gives back 1 Health point to cause the game to move at the fastest setting with sound muted.
  • 22,4: Egg objects are being duplicated and piling up in the left chamber. The endgame caused by the above poop object causes the animation to play much faster.


Edge Exits


Passage Exits

  • None.


65: Copy (2) of Title screen

  • 11,18: A hidden object waits for player contact, then uses change commands to make a chunk of wall in the middle of the screen pop into existence.


Edge Exits


Passage Exits

  • None.


66: $Double take

This appears to be a dead end when entering from the east (3: "ultimate ecological catastrophe; in the").

  • Passages along the bottom edge are used as part of a mirage effect when attempting to travel north from the right-hand side of 72: "Maximum Security".


Edge Exits


Passage Exits

  • Line of hidden red-on-red passages, bottom row, right hand side: 66: "$Double take" (used as part of a mirage effect)


67: $Wake Up

  • The player awakens in a Code Red-style house interior. An object at 40,12 announces that you have awoken from a dream, and then proceeds to drain the player's inventory (ammo, torches, gems, score). Touching 39,12 twice gives you some ammo back and a purple key, which can be used to open the closet door nearby.
  • 51,16: A DOS computer that allows you to play Town of ZZT (Flimtown) through the menu system as a recursive game-within-a-game. This makes references to many other parts of Flimtown. Once you have gotten to the end of the menus, a hidden auto-warp mechanism from 50,10 to 53,10 sends the player to 80 ("Dot trade target should would could *clap*").


Edge Exits

  • None.


Passage Exits


68: Copy of two

  • The crown at 49,19 sets flag "crown" when taken, which causes the matching crown object on 15 ("T50-175 (5.175)") to disappear as well.
  • 46,19 47,19 44,20: tree objects that can be sawed down and taken if you have the "saw" flag set. No additional flag is set to indicate that you actually have these items.
  • The southern path in the lower-right is mismatched, but a single green fake is placed at 57,25 to allow the player to travel through.
  • The red solids along the leftmost two columns feature prominently in another ZZT Flimsy game, SIN.


Edge Exits

Passage Exits

  • None.


69: Room One

  • This is the starting point. It's nearly identical to the starting board in Town of ZZT.
  • A hidden object (28,2) wanders the screen until certain conditions are met (unclear from a quick look at the ZZT-OOP code, but seems to be related to positioning and having a certain number of gems). When active, the NPC shows #char 2, explains that they are there to help you escape, and then they die, turning into a red water cell.


Edge Exits


Passage Exits


70: Nope!

This board is a dead-end.


Edge Exits


Passage Exits

  • None.


71: Over And Over

This appears to be a dead end when entered from either possible edge.

  • 27,15: when touched, plays the Town of ZZT introduction object sound, and says "Elongated Sphenoid Hendacahedron" in marquee text.


Edge Exits


Passage Exits

  • None.


72: Maximum Security

  • 3,13: Safety scissors. No flag is set to indicate that you have taken this item.
  • 47,22: A Pea tree, can be cut down and taken if you have the "saw" flag. No flag is set to indicate that you have this item.
  • 9,14: Upon touching this object, the cyan parts of "Chiyo-chan" fall to the ground, allowing you to access the board to the north at 19,25 and 20,25. Due to passage placement on the northern board, a mirage effect occurs if you try to go north along the right-hand side.
  • Statless passages line the eastern edge of this board, except in a few spots to allow travel over to 77: "Board 4". These are used as part of a mirage effect when traveling west on 42: "Outside Castle".


Edge Exits


Passage Exits


73: KILL HARRY POTTER

This board is a dead-end.

  • 42,9: Object impersonating the ZZT Board Editor's cursor.
  • Black-on-grey objects along the top spell the board title, as though you were viewing the board within the ZZT internal editor.


Edge Exits


Passage Exits

  • None.


74: ADHADH

  • In the bottom-right corner, there is a black-on-black passage just before the white-on-red passage.
  • The white-on-red passage can only be accessed from the board to the east (85: "Board 2"), and it's used as part of a mirage effect to show a different board's visuals.
  • The multi-colored objects center-left are floppy disks and set flag "pile" upon taking them.
  • The messy red, blue and purple area to the right is adapted from a board in another Flimsy ZZT game, '____________________'.

Edge Exits


Passage Exits

  • 59, 23 Black-on-black passage: 25: "$Copy (3) of Title Screen" (one-way)
  • 60, 23 White-on-Red passage: 40: "Queue and Drop" (This passage is inaccessible without cheats, and is used as a mirage trick when stepping on it from the board to the east. However, the black-on-black passage to the left sends you to the same destination by way of another board.)


75: Duunudududun

  • Contains miniature versions of 57: "Board 5", and the bullet redirection chamber from 21: "Board 3", which seems reachable only after a hidden object at 49,7 causes another object to remove all purple normal and breakable terrain. It plays a unique animation when a bullet is shot into it.
  • 57,13: ends the game upon touching it. A nearly-identical object appears in DIOWGI, credited to djbjrca. I suspect that Flimsy tampered with or entirely fabricated this game.
  • 48,5: The fire hydrant checks for a flag named "duct", which would cause a marquee remark to appear saying that no secret passage was found. This flag is never set in the game, though a rocket NPC on 87: "Bobbi" mentions it, then admits it's a red herring.
  • The black space on the far-right of the board is part of a multi-leg path that eventually sends the player to 34: "Yellow1".


Edge Exits


Passage Exits


76: AHHH!

This board is a dead-end.


Edge Exits

  • North: None.
  • South: None.
  • East: None
  • West: 58: "Board 6" (Two-way)


77: Board 4

  • Contains miniature versions, or at least portions, of several other boards:
  • The "Where's Waldo?" screen in the lower-left corner comes from another Flimsy ZZT game, '____________________'.
  • 34,11: If flag "tube" is set, the golden L can be swapped for that item in its place. A clever bit of ZZT-OOP changes the object color and positioning to become the tube object.
  • 15,20: this object can be reached through a hidden pathway at 30,16. There doesn't seem to be a way back out without zapping.


Edge Exits


Passage Exits


78: Board 7

  • The statless Player clones along the top of the board affect where the player appears when entering from the north. It's possible to destroy them with bullets, allowing you to get around the other side of the maze structure in 87: "Bobbi", and to also visit the board linked to the west.
  • 23,16, 37,7: these objects play sounds when touched.


Edge Exits


Passage Exits

  • None.


79: Slice3

  • The messy red, blue and purple area in the top half of this board is adapted from a board in another Flimsy ZZT game, '____________________'.
  • The object at 26,13 monitors for the flag "aim" to be set. When this happens, it destroys the white-on-red passage above it at 26,12. The "aim" flag is set later down this path on the board 67: $Wake Up.
    • 42,10 also monitors for flag "woke" to change all red passages to empty cells. This flag is not set anywhere in the game.


Edge Exits


Passage Exits


80: Dot trade target should would could *clap*

  • There is a lot going on in this board, with several objects from other parts of the game thrown in (modified in some cases), and a disorienting short piece of music that loops endlessly. In fact, all columns on this board are copied and pasted from other boards in the game, with colors modified to look like the CGA cyan/purple palette. (Click here for a chart of all matches I could find.) All edges loop back to this same board.
  • To escape, you want to shoot out the breakables in the south-east, wrap around to the western side of the board, and then take the passage at 1,22. It's important to wrap around before stepping on the passage, as you can potentially destroy passages on the following board if you trigger the mirage effect.
  • Small pieces of this board, mostly horizontal spans, are pasted directly into various other boards of the game. This board contains a little bit of the game as a whole, and the game as a whole contains bits of this board.


Edge Exits


Passage Exits


81: $Copyright 1991

This is a kill screen with no way out.

  • A corrupted message box is drawn into the board terrain. A single white Ruffian enemy is present near the bottom of the message box. When this ruffian is destroyed, an object monitoring for any ruffians on the screen uses an unending loop to make a message box of corrupted text appear with some menu choices. Upon choosing a menu choice, more choices with seemingly random text appear. When selecting this choice, an undocumented ZZT command to read in files is invoked on the DOS reserved device name CON, which appears to softlock the game. If the player types some input, then presses ctrl+z to send an EOF escape code, and then Enter, ZZT will continue to operate. However, the game will still be stuck in an unending loop of making a message box appear. Hitting ESC repeatedly may eventually allow the user to quit the game.
  • There seems to be a Zork reference buried among symbols in the message box. It reads: "Such language in a high-class establishment such as this!" The message in Zork is nearly the same.


Edge Exits

  • None.


Passage Exits

  • None.


82: 1

  • An array of gatekeepers demand payment in exchange for removing the sliders to their right. Only the right half of this board is accessible under normal circumstances.


Edge Exits


Passage Exits

  • None.


83: Oooooooooooooooo

  • Like 82 ("1"), an array of gatekeepers demand payment in exchange for removing the sliders to their right. Only the right half of this board is accessible under normal circumstances.
  • The gatekeeper at 11,11 shifts up and down when the player is aligned with them vertically.
    You now,  in Europe almost know of
your stupid American laws exists haha!


Edge Exits


Passage Exits

  • None.


84: DROD

This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.

  • There are no objects on this board.


Edge Exits


Passage Exits

  • None.


85: Board 2

  • There is a passage illusion / mirage effect if you attempt to travel west at the lower-left board edge. The screen for 40: "Queue and Drop" is overlaid onto the display, but you haven't actually traveled and are still on this same board. Saving and restoring, or invoking the -DARK cheat will refresh the screen.
  • The messy red, blue and purple area to the left is adapted from a board in another Flimsy ZZT game, '____________________'.


Edge Exits


Passage Exits

  • None.


86: Board 8

This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.

  • There are no objects on this board.


Edge Exits


Passage Exits

  • None.


87: Bobbi

  • When entering from the Armory passage in 69: "Room One", the player is placed in the purple enclosure above. This enclosure expands and allows the player to walk west.
  • Immediately after entering, a hidden object at 7,6 overwrites a black-on-black passage one cell north with a white-on-red one back to the Armory, providing a two-way link, but only after the first time you've entered this board.
  • The blue 'æ' object at 13,12 can be reached by moving sliders and a bomb out of the way. It sets flag "dingdong", giving you a wind-up toy which is usable on the big yellow "O" in 16: "$ADHADHADH".
  • 59,17, a motherboard made of gingerbread. No flags are set if you take it.
  • The white smiley object at 49,23 checks continuously for player contact. When the player walks by, it sends "all:c", pinning you into a small space where objects randomly throw stars until you die. Another object hiding at 45,25 approaches to watch this, monitoring your health until it reaches 0. The object then walks away, slowly, after the game over state is reached. This is adapted from a scene in another Flimsy ZZT game, '____________________'.
  • The player can be teleported from a hidden black passage in 42: "Outside Castle" (33,22) to a black passage here at 29,13. When the player steps off of this passage, the object at 27,13 detects contact with the player, and signals a hidden object at 29,14 to destroy the passage, which points to 73: "KILL HARRY POTTER". The flag "haha" is set, and never checked anywhere again in the rest of the game. It's possible to use the pause exploit to quickly step off of, and back onto the passage before it's destroyed. It's unclear if there is any other way to reach this passage without zapping. The destination board is reachable through other routes.
  • The red crashed rocket ship in the upper-right appears to be a reference to an object in DIOWGI, credited to djbjrca. I suspect that Flimsy tampered with or completely fabricated this game.


Edge Exits


Passage Exits


88: HOORAY


This board is a dead-end when entered from the green Armory in 12: "structures capable of knowing joy. This".

  • A board filled with gems, slimes, and edge links to itself.


Edge Exits


Passage Exits


89: $Title screen

This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.

  • There are no objects on this board.
  • The west board exit is blocked by objects along the edge if you have not already unlocked the gate on the other side.


Edge Exits


Passage Exits

  • None.


90: Fun pie12 (lower right corner)

This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.

  • There are no objects on this board.

Edge Exits


Passage Exits

  • None.


91: New demon

This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.

  • There are no objects on this board.


Edge Exits


Passage Exits

  • None.


92: Fun pie11

This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.

  • There are no objects on this board.


Edge Exits


Passage Exits

  • None.


93: Board to the East

This board is a dead-end and can only be reached by zapping from the west.

  • There are no stat objects on this board.


Edge Exits


Passage Exits

  • None.


94: EffffffffffffPSP~!@#$%^&*(

This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.

  • There are no objects on this board.


Edge Exits


Passage Exits

  • None.