Flimtown: Difference between revisions

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m (25: more references)
(reduction of occurrences of "seems to"; notes on which boards have snippets of board 80 pasted into them; and more)
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* 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"]].
* 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 seems to begin at 16,13 - 20,13, however does not seem to link anywhere.
* 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.
* 5,23: A copy of Myst. No flag is set to signify that you have taken it.
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[[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 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 exit for this area, and an erratically-moving object chases down the player and ends the game upon contact without any exposition.
* This is a trap, or some kind of anti-cheat mechanism. 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 exit for this area, and an erratically-moving object chases down the player and ends the game upon contact without any exposition.




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[[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|3 ("ultimate ecological catastrophe; in the")]].
* The blue square, upper-center, is a modified snippet of [[#3|3 ("ultimate ecological catastrophe; in the")]].
* The top square, middle-right, is a miniature version of [[#29|29 ("$Copy (3) of Title Screen")]].
* The top square, middle-right, is a miniature version of [[#29|29 ("$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 intended 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.
* 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 intended 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.
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[[File:Flimtown-56-board-1.png]]
[[File:Flimtown-56-board-1.png]]


* This is a dark room, though nothing checks for the -DARK cheat, and it's a safe area to explore.
* 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.
* 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.
* 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.




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[[File:Flimtown-58-board-6.png]]
[[File:Flimtown-58-board-6.png]]


'''This seems to be a dead end when entered from the west ([[#16|16: "$ADHADHADH"]]).
'''This is a dead end when entered from the west ([[#16|16: "$ADHADHADH"]]).


* Travel to [[#75|75: "Duunudududun"]] is blocked until movable objects in the lower-right are pushed out of the way from the other side.
* 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 it seems that 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.
* 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.




Line 1,382: Line 1,383:


* Curiously, several objects contain :bombed labels for being destroyed by the blast of a bomb, but there are no bombs in this board at all, nor any ZZT-OOP to generate them.
* Curiously, several objects contain :bombed labels for being destroyed by the blast of a bomb, but there are no bombs in this board at all, nor any ZZT-OOP to generate them.
* Row 7 is a snippet copied from [[#80|80 ("Dot trade target should would could *clap*")]].




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[[File:Flimtown-63-objects.png]]
[[File:Flimtown-63-objects.png]]


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


'''Edge Exits'''
'''Edge Exits'''
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* '''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 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.
* 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 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.




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


* The top half of this board seems to be based on the lower quadrants of [[#20|20: "ZZZZZZZ"]].
* The top half of this board is based on 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.
* 27,15: when touched, plays the Town of ZZT introduction object sound, and says "Elongated Sphenoid Hendacahedron" in marquee text.

Revision as of 15:27, 4 November 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.


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.


Maps


Known issues with the maps:

  • Missing edge link: 42 (Outside Castle) has a couple of west-edge cells where traveling to 72 (Maximum Security) without invoking the mirage effect is possible.


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 world.
  • 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.


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.
  • 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.

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.
  • TODO investigate blinking black-on-black player clone at 58,25.


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 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>>>>>

  • This is a monochrome and zoomed-in version of portions of 61 ("Stripes").
  • 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.


Edge Exits


Passage Exits


16: $ADHADHADH

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

  • This screen is heavily based on The Devil's Quarters in the Caves of ZZT.
  • 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.
  • 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 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.


Edge Exits


Passage Exits

  • White-on-red at 31,12: 63: "Objects" (Two-way, seems to be a dead-end)


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.
    • Interestingly, the sound effect that it plays (#play 435) can softlock Kevedit if 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


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, often accessible only if you used the ZAP cheat to pass through obstacles. There is no exit for this area, and an erratically-moving object chases down the player and ends the game upon contact without any exposition.


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

  • The blue square, upper-center, is a modified snippet of 3 ("ultimate ecological catastrophe; in the").
  • The top square, middle-right, is a miniature version of 29 ("$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 intended 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.
  • 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.


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".


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.


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.


Edge Exits


Passage Exits

  • None.


41: Path to castle


Edge Exits


Passage Exits

  • None.


42: Outside Castle

  • This looks to be based on a board from Flimsy's ZZT contest game DRIP. Unsure if this has appeared previously, though it also appears in Flimsy's Castle of ZZT.
  • Hidden objects with strange behavior: 52,13 (when shot, fills the entire board with slime) and 16,23.
  • Some hidden non-stat items at 16,20 (black ammo), 33,20 (black door), 33,21 (black key), and 33;23 (black sliderns).
  • 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.


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, 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. Maybe this was a placeholder for a mirage effect to be linked from another board.


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 some sort of ZZT-OOP Turing machine.
  • 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").

  • 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.
  • Curiously, several objects contain :bombed labels for being destroyed by the blast of a bomb, but there are no bombs in this board at all, nor any ZZT-OOP to generate them.


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.

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 OOP, 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.

  • The top half of this board is based on the lower quadrants of 20: "ZZZZZZZ".
  • 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.

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.
  • 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 (or perhaps an ending, according to the object at 5,16.)


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:
  • 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 code 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 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 (in some cases modified), and a disorienting short piece of music that loops endlessly. 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.


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.


Edge Exits

  • None.


Passage Exits

  • None.


82: 1

Edge Exits


Passage Exits

  • None.


83: Oooooooooooooooo


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.

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 seems to be 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, 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 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.
  • Visually resembles the mini-board design of Sixteen Easy Pieces. Contains miniature versions of 41: "Path to castle", 52: "Crashed<----- Rocket", 34: "Yellow1", and more.


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

  • None.

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.