Flimtown: Difference between revisions
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(Armoury -> Armory. Picture for 87: "Bobbi". Exit info cleanup) |
(marking boards as kill screens) |
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Line 20: | Line 20: | ||
<h2>4: new vacuum there are new constants of</h2> | <h2>4: new vacuum there are new constants of</h2> | ||
<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. | * Exits to the North, South and East are all one-way links to 22: "Copy of Board 99" ('''kill screen'''). | ||
<h2>6: life as we know it impossible, so is</h2> | <h2>6: life as we know it impossible, so is</h2> | ||
Line 67: | Line 67: | ||
<h2>22: Copy of Board 99</h2> | <h2>22: Copy of Board 99</h2> | ||
[[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 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. | * 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. | ||
Line 168: | Line 171: | ||
<h2>81: $Copyright 1991</h2> | <h2>81: $Copyright 1991</h2> | ||
[[file:Flimtown-81-copyright-1991.png]] | [[file:Flimtown-81-copyright-1991.png]] | ||
'''This appears to be 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. | * (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. | ||
* | '''Exits''' | ||
* None | |||
Revision as of 19:59, 5 September 2018
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.
The goal of this page is to provide navigation assistance when exploring the game, and to highlight interesting object behaviours and moments.
Notes:
- The game begins in Room One (board 69), which is almost identical to the starting board in Town of ZZT.
- The object positions listed here begin at 1,1 in the upper-left cell of the screen.
Boards
0: The possibility that we are living in a
- This is visually identical to the Town of ZZT title screen.
1: false vacuum has never been a cheering one
2: to contemplate. Vacuum decay is the
3: ultimate ecological catastrophe; in the
4: new vacuum there are new constants of
5: nature; after vacuum decay, not only is
- Exits to the North, South and East are all one-way links to 22: "Copy of Board 99" (kill screen).
6: life as we know it impossible, so is
7: chemistry as we know it. However, one
8: could always draw stoic comfort from the
9: possibility that perhaps in the course of
10: time the new vacuum would sustain, if not
11: life as we know it, at least some
- Only one object here: a grey null in the lower-right that shoots you twice upon touching it.
- West Exit: Copy of Title screen
12: structures capable of knowing joy. This
Edge Exits
- North: 69: "Room One"
- South: 69: "Room One"
- East: 69: "Room One"
- West: 11: "life as we know it, at least some"
Passage Exits
- Armory passage: 88: "HOORAY"
- Bank of ZZT passage: This passage points back to itself.
13: possibility has now been eliminated.
14: >>>>>)>U>>>>>
15: T50-175 (5.175)
16: $ADHADHADH
- 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.
17: SGADH
18: HARUUOO
19: SNORK
20: ZZZZZZZ
21: Board 3
- Blinky star object: additional text 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.
22: Copy of Board 99
This appears to be a kill screen with no way out.
- 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.
23: Memorable
24: Leftover
- 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.)
25: $Copy (3) of Title Screen
26: The greatest danger
27: Introduction screen
28: Copy of Introduction Screen
29: Copy (3) of Introduction Screen
30: Copy (20-
31: Ii , i i
32: &
33: I Am X
34: Yellow1
35: Copy of one
36: later, later
37: Sick Bay
38: Rocket pad
39: Copy of soda
40: Queue and Drop
41: Path to castle
42: Outside Castle
43: The Rube Board
44: The red hallway
45: Copy (2) of soda
46: House of Purples
47: I forgot my line
48: Therefore, he waits behind
49: MY BLOODY HAND!
50: Darker crazy board
51: Mr. Octopus Wieners
52: Crashed<----- Rocket
53: O7BBig7a+X0,1YouAASADHHadTooShahSewSoda199
54: AsadMeReSmdaSpiFaiGIaxiRezztnoindc
55: Slice bible yellow double kudzu marina
56: Board 1
- This is a dark room (nothing checks for the -DARK cheat)
- 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.
South Exit: 22: Copy of Board 99
57: Board 5
58: Board 6
59: Board 99
- (Not to be confused with 22: Copy of Board 99)
60: Dignity
61: Stripes
62: Toilets
63: Objects
64: Copy of Title screen
- 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.
65: Copy (2) of Title screen
66: $Double take
67: $Wake Up
68: Copy of two
69: Room One
- This is almost identical to the starting board in Town of ZZT.
- A hidden Object (28,2) wanders the screen until certain conditions are met (unclear from a quick look at the OOP, but seems to be related to positioning). When active, the NPC shows #char 2, explains that they are there to help you escape, and then they die, turning into a red water cell.
Edge Exits
- North: 12: "structures capable of knowing joy. This" (mutual)
- South: 12: "structures capable of knowing joy. This" (mutual)
- East: 61: "Stripes" (mutual)
- West: 12: "structures capable of knowing joy. This" (mutual)
Passage Exits
- Armory passage: 87: "Bobbi" (one-way)
- Bank passage: 81: "$Copyright 1991" (one-way, kill screen)
70: Nope!
71: Over And Over
72: Maximum Security
73: KILL HARRY POTTER
74: ADHADH
75: Duunudududun
76: AHHH!
77: Board 4
78: Board 7
- Cyan half-block at x23 y16 plays a sound effect when touched.
79: Slice3
80: Dot trade target should would could *clap*
81: $Copyright 1991
This appears to be 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.
Exits
- None
82: 1
83: Oooooooooooooooo
84: DROD
85: Board 2
86: Board 8
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.
- There is an ambush and death sequence in the bottom-right, including a character who appears to be trapping you, and who then walks away slowly once you're dead.
88: HOORAY
- A board filled with gems, slimes, and edge links to itself. Player can take a passage back to the modified Armory that they entered from (12: "structures capable of knowing joy. This").
89: $Title screen
- The West board exit will be blocked by a slider on the other side if it has not been removed already.