Flimtown: Difference between revisions
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* 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. | * 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]. | |||
Revision as of 22:41, 10 March 2019
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.
Maps
- Layout image (PNG, 2.5 MB, 8160x10850 px)
- Layout image, half size (PNG, 1.3 MB, 4080x5425 px)
- Layout image with board numbers (PNG, 2.7 MB, 8160x10850 px)
- Layout image with board numbers, half size (PNG, 1.4 MB, 4080x5425 px)
- Edge link details for the 3x3 grey labyrinth area (PNG, 113 KB, 4800x2100 px)
- Individual in-game screenshots of all boards (ZIP of PNGs, 281 KB, 95 files)
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.
- Missing one-way passage link from 75 ("Duunudududun") to 34 ("Yellow1").
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.
Edge Exits
- None.
Passage Exits
- 33,22 White-on-brown: 67: "$Wake Up" (one-way)
1: false vacuum has never been a cheering one
- This is a travel board with no objects.
Edge Exits
- North: 70: "Nope!" (two-way, dead-end)
- South: None.
- East: None.
- West: 60: "Dignity" (two-way)
Passage Exits
- None.
2: to contemplate. Vacuum decay is the
- Boulders prevent travel from the north unless they have been moved out of the way from the south (which, in turn, has another set of boulders in the same layout.)
Edge Exits
- North: 33: "I Am X" (two-way)
- South: 26: "The greatest danger" (two-way)
- East: 66: "$Double take" (two-way, through a hidden path)
- West: 22: "Copy of Board 99" (one-way, kill screen)
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.
- A sliver of the left-hand side of row 6 is pasted from board 80 ("Dot trade target should would could *clap*).
Edge Exits
- North: 3: "ultimate ecological catastrophe; in the" (two-way)
- South: 3: "ultimate ecological catastrophe; in the" (two-way)
- East: 74: "ADHADH" (two-way)
- West: 66: "$Double take" (two-way, dead-end from this side)
Passage Exits
- None.
4: new vacuum there are new constants of
- This is a derelict version of the area around 20: "ZZZZZZZ" and 26: "The greatest danger".
- 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
- North: 71: "Over And Over"" (two-way, Dead-end)
- South: None.
- East: None.
- West: 22: "Copy of Board 99" (one-way, Kill screen)
Passage Exits
- 41,16 White-on-black: 80: Dot trade target should would could *clap* (two-way)
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
- North: 22: "Copy of Board 99" (one-way, Kill screen)
- South: 22: "Copy of Board 99" (one-way, Kill screen)
- East: 22: "Copy of Board 99" (one-way, Kill screen)
- West: 35: "Copy of one" (two-way)
Passage Exits
- Top row of board, Blinking black-on-black: 0: "The possibility that we are living in a" (non-functional, used as part of a mirage effect)
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
- North: None.
- south: None.
- East: 33: "I Am X" (one-way, eventually leads to 34: "Yellow1")
- West: 27: "Introduction screen" (two-way)
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
- Based on the 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
- North: None.
- South: 45: "Copy (2) of soda" (two-way)
- East: 78: "Board 7" (two-way)
- West: None.
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
- North: None.
- South: None.
- East: 10: "time the new vacuum would sustain, if not" (two-way)
- West: 65: "Copy (2) of Title screen" (two-way)
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
- North: None.
- South: 83: "Oooooooooooooooo" (two-way)
- East: 87: "Bobbi" (two-way)
- West: 9: "possibility that perhaps in the course of" (two-way)
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
- North: None
- South: None
- East: 12: "structures capable of knowing joy. This" (two-way)
- West: 64: "Copy of Title screen" (two-way)
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
- North: 69:"Room One"
- South: 69: "Room One"
- East: 69: "Room One"
- West: 11: "life as we know it, at least some"
Passage Exits
- 15,14 White-on-green Armory passage: 88: "HOORAY" (two-way, dead end)
- 40,15 Light Cyan-on-black Bank of ZZT passage: This passage points back to itself.
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").
- Similar to a board in Flimsy's contest game The Mystery of the Swiss Cheese Automation Thing.
Edge Exits
- North: 27: "Introduction screen" (two-way)
- South: 35: "Copy of one" (two-way)
- East: None.
- West: None.
Passage Exits
- Statless passages along column 1: 0: "The possibility that we are living in a" (non-functional, used as part of mirage effect)
14: >>>>>)>U>>>>>
- This is based on a board from Ebert by 'anonmonomus'.
- 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
- North: 57: "Board 5"
- South: None.
- East: None.
- West: None.
Passage Exits
- 14,18 White-on-black: 61: "Stripes"
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
- North: 22: "Copy of Board 99" (one-way, Kill screen)
- South: 22: "Copy of Board 99" (one-way, Kill screen)
- East: 63: "Objects" (two-way, dead-end)
- West: 68: "Copy of two" (two-way)
Passage Exits
- 55,12 White-on-black: 0: "The possibility that we are living in a" (one-way, inaccessible without cheats)
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 'ü' object representing the devil has been replaced with US Secretary of Defense Donald Rumsfeld. Rumsfeld poses a question to the player, 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 ("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).
- 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.
Edge Exits
- North: 78: "Board 7" (Two-way)
- south: None.
- East: 58: "Board 6" (Two-way)
- West: 40: "Queue and Drop" (Two-way)
Passage Exits
- White-on-red at 31,12: 63: "Objects" (Two-way, dead-end)
17: SGADH
- The bottom half of this is taken from the 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: "Copy of soda").
Edge Exits
- North: 39: "Copy of soda" (two-way)
- South: 79: "Slice3" (two-way)
- East: None.
- West: None.
Passage Exits
- None.
18: HARUUOO
- This is a very mangled, almost unrecognizable version of 52 ("Crashed<----- Rocket"), which is in turn based on 44 ("The red hallway").
- 59,19: A red smiley waits for alignment with the player, then sneaks off.
Edge Exits
- North: 79: "Slice3" (two-way)
- South: 7: "chemistry as we know it. However, one" (Two-way)
- East: None.
- West: None.
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
- North: 41: "Path to castle" (two-way)
- South: 23: "Memorable" (two-way)
- East: None.
- West: None.
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.
- The upper-left is based on Jail2 from City of ZZT. Portions of this also appear in 2 ("to contemplate. Vacuum decay is the"), 4 ("new vacuum there are new constants of"), and 26 ("The greatest danger").
- The two lower quadrants (gatekeeper, Snoop Dogg graphic) also appear in modified form in Flimsy's Castle of ZZT.
Edge Exits
- North: 26: "The greatest danger" (two-way)
- South: 21: "Board 3" (two-way)
- East: 20: "ZZZZZZZ" (two-way)
- West: 20: "ZZZZZZZ" (two-way)
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
- North: 20: "ZZZZZZZ" (two-way)
- South: None.
- East: 34: "Yellow1" (two-way)
- West: 22: "Copy of Board 99" (one-way, kill screen)
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
- North: 19: "SNORK" (two-way)
- South: 39: "Copy of soda" (two-way)
- East: None.
- West: 22: "Copy of Board 99" (one-way, kill screen)
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
- North: 89: "$Title screen" (two-way)
- South: 36: "later, later" (two-way)
- East: None.
- West: None.
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 Introduction 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
- 35,5 Black-on-black: This passage points back to itself.
- 40,5 white-on-red: 40: "Queue and Drop" (one-way)
- 13,17 white-on-purple: 26: "The greatest danger" (one-way, no matching passage)
26: The greatest danger
- The purple text comes from the hell section of Caves of ZZT, where you face off against an invisible mini-boss.
Edge Exits
- North: 2: "to contemplate. Vacuum decay is the" (two-way)
- South: 20: "ZZZZZZZ" (two-way)
- East: None.
- West: None.
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
- North: None.
- South: 13: "possibility has now been eliminated." (two-way)
- East: 6: "life as we know it impossible, so is" (two-way)
- West: None.
Passage Exits
- None.
28: Copy of Introduction Screen
- A sliver of 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 board 80 ("Dot trade target should would could *clap*").
Edge Exits
- North: None.
- South: None.
- East: None.
- West: 33: "I Am X" (two-way, hidden pathway on the other side.)
Passage Exits
- 2,10 Light cyan-on-black: 12: "structures capable of knowing joy. This" (one-way)
- 53,24 White-on-black: 29: "Copy (3) of Introduction Screen" (one-way)
- 33,22 White-on-black: 29: "Copy (3) of Introduction Screen" (one-way)
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
- 28,22 White-on-brown: 25: "$Copy (3) of Title Screen" (one-way, placement depends on if user has visited this board previously)
30: Copy (20-
This is a travel board with no stat objects.
Edge Exits
- North: 48: "Therefore, he waits behind" (two-way)
- South: None.
- East: 73: "KILL HARRY POTTER" (two-way, dead-end)
- West: None.
Passage Exits
31: Ii , i i
- This is a travel board with no stat objects.
Edge Exits
- North: 49: "MY BLOODY HAND!" (two-way)
- South: 32: "&" (two-way)
- East: None.
- West: None.
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
- North: 31: "Ii , i i" (two-way)
- South: 48: "Therefore, he waits behind" (two-way)
- East: None.
- West: None.
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.
- A single fake wall at 1,10 is used to allow the player to land from 6: "life as we know it impossible, so is" as part of a multi-leg journey to 34: "Yellow1".
Edge Exits
- North: None.
- South: 2: "to contemplate. Vacuum decay is the" (two-way, dead-end unless you have moved boulders out of the way first)
- East: 28: "Copy of Introduction Screen" (two-way, through a hidden pathway)
- West: 75: "Duunudududun" (two-way)
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".
- Player clones are used to modify the positioning of the player when traveling north to and from 13: "possibility has now been eliminated."
Edge Exits
- North: 13: "possibility has now been eliminated." (two-way)
- South: 77: "Board 4" (two-way)
- East: 5: "nature; after vacuum decay, not only is" (two-way)
- West: 22: "Copy of Board 99" (one-way, kill screen)
Passage Exits
- 49,15 White-on-grey: 22: "Copy of Board 99" (one-way, kill screen)
36: later, later
- 20,3: "You now have the grain of salt." No flag is set to signify having this item.
Edge Exits
- North: 24: "Leftover" (two-way)
- South: 47: "I forgot my line" (two-way)
- East: None.
- West: None.
Passage Exits
- None.
37: Sick Bay
- This is a heavily modified version of 41: "Path to castle", which is in turn based on the board of the same name from Town of ZZT.
Edge Exits
- North: 52: "Crashed<----- Rocket" (two-way)
- South: None.
- East: None.
- West: 46: "House of Purples" (two-way)
Passage Exits
- None.
38: Rocket pad
Edge Exits
- North: None.
- South: None.
- East: None.
- West: 50: "Darker crazy board" (two-way)
Passage Exits
- 34,15 White-on-red: 46: "House of Purples" (one-way)
39: Copy of soda
- 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 The Mystery of the Swiss Cheese Automation Thing. The commentary text can also be found in the same game.
Edge Exits
- North: 23: "Memorable" (two-way)
- South: 17: "SGADH" (two-way)
- East: None.
- West: None.
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
- North: None.
- South: None.
- East: 16: "$ADHADHADH" (two-way)
- West: None.
Passage Exits
- None.
41: Path to castle
- This is a travel board with no custom objects. It's a recolored version of a board from Town of ZZT with no other apparent changes.
Edge Exits
- North: 44: "The red hallway" (two-way)
- South: 19: "SNORK" (two-way)
- East: None.
- West: 22: "Copy of Board 99" (one-way, Kill screen)
Passage Exits
- None.
42: Outside Castle
- This is based on a board from Flimsy's ZZT contest game DRIP. It also makes an appearance in 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: "Mr. Octopus Wieners" (two-way)
- South: 5: "nature; after vacuum decay, not only is" (non-functioning, mirage trick)
- East: 13: "possibility has now been eliminated." (non-functioning, mirage trick)
- West: 72: "Maximum Security" (non-functioning (except for 1,11 and 1,12), mirage trick)
Passage Exits
- 33,22 Black-on-black: 87: "Bobbi" (One-way)
43: The Rube Board
- This is based on the Rube Board from Shades of Gray, which is in turn based on the 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: "Maximum Security" (two-way)
- South: 56: "Board 1" (two-way)
- East: 22: "Copy of Board 99" (one-way, kill screen)
- West: None.
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. 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: "Toilets" (two-way)
- South: 41: "Path to castle" (two-way)
- East: None.
- West: None.
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.
- Similar to a board in Flimsy's contest game The Mystery of the Swiss Cheese Automation Thing.
Edge Exits
- North: 8: "could always draw stoic comfort from the" (two-way)
- South: 50: "Darker crazy board" (two-way)
- East: None.
- West: None.
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
- North: None.
- South: None.
- East: 37: "Sick Bay" (two-way)
- West: 22: "Copy of Board 99" (one-way, kill screen)
Passage Exits
- 36,19 White-on-red: 52: "Crashed<----- Rocket" (two-way)
47: I forgot my line
- This is a travel board with no stat objects.
Edge Exits
- North: 36: "later, later" (two-way)
- South: 49: "MY BLOODY HAND!" (two-way)
- East: None.
- West: None.
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
- North: 32: "&" (two-way)
- South: 30: "Copy (20-" (two-way)
- East: None.
- West: None.
Passage Exits
- None.
49: MY BLOODY HAND!
- This is a travel board with no stat objects.
Edge Exits
- North: 47: "I forgot my line" (two-way)
- South: 31: "Ii , i i" (two-way)
- East: None.
- West: None.
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
- North: 45: "Copy (2) of soda" (two-way)
- South: 22: "Copy of Board 99" (one-way, kill screen)
- East: 38: "Rocket pad" (two-way)
- West: 22: "Copy of Board 99" (one-way, kill screen)
Passage Exits
- None.
51: Mr. Octopus Wieners
- This is a recolored version of 5: "nature; after vacuum decay, not only is", which is in turn based on the opening board from 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 ("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
- North: None.
- South: 42: "Outside Castle" (two-way)
- East: None.
- West: 52: "Crashed<----- Rocket" (two-way)
Passage Exits
- None.
52: Crashed<----- Rocket
- This is a mangled version of 44 ("The Red Hallway").
- The game-within-a-game in 67: "$Wake Up" says that this rocket has crashed into itself somehow.
Edge Exits
- North: 22: "Copy of Board 99" (one-way, kill screen)
- South: 37: "Sick Bay" (two-way)
- East: 51: "Mr. Octopus Wieners" (two-way)
- West: None.
Passage Exits
- 30,15 White-on-red: 46: "House of Purples" (two-way)
53: O7BBig7a+X0,1YouAASADHHadTooShahSewSoda199
This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.
- A small portion of 9 ("possibility that perhaps in the course of") is pasted into the upper-left.
Edge Exits
- North: None.
- South: 89: $Title screen (one-way)
- East: 92: "Fun pie11" (one-way)
- West: None.
Passage Exits
- None.
54: AsadMeReSmdaSpiFaiGIaxiRezztnoindc
This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.
- It is not possible to get through the gate without zapping. The eastern board is a dead-end. (This is referenced in the game-within-a-game in 67: "$Wake Up".)
Edge Exits
- North: 92: "Fun pie11" (two-way)
- South: 90: "Fun pie12 (lower right corner)" (two-way)
- East: 93: "Board to the East" (two-way)
- West: 91: "New demon" (two-way)
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 ("$Wake Up") give you just barely enough ammo to do so without zapping.
Edge Exits
- North: None.
- South: None.
- East: 59: "Board 99" (two-way, dead-end)
- West: None.
Passage Exits
- 37,12 White-on-blue: 67: "$Wake Up" (two-way)
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
- North: 43: "The Rube Board" (two-way, but a transporter at 32,4 effectively makes this one-way in practice.)
- South: 22: "Copy of Board 99" (one-way, Kill screen)
- East: 71: "Over And Over" (two-way, dead-end)
- West: 78: "Board 7" (two-way)
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
- North: 60: "Dignity" (two-way)
- South: 14: ">>>>>)>U>>>>>" (two-way)
- East: 65: "Copy (2) of Title screen" (two-way)
- West: None.
Passage Exits
- None.
58: Board 6
This is a dead end when entered from the west (16: "$ADHADHADH").
- Travel to 75: "Duunudududun" is blocked until movable objects in the lower-right are pushed out of the way from the other side.
- Hidden passages are at 54,1 to 57,1, accessible only from the board to the north. Normally, this would cause a mirage effect, but player clones on the destination board (61: "Stripes") cancel out the mirage, and the player really is transported to the board that these passages lead to.
Edge Exits
- North: 7: "chemistry as we know it. However, one" (two-way)
- South: 75: "Duunudududun" (two-way)
- East: 76: "AHHH!" (two-way)
- West: 16: "$ADHADHADH" (two-way)
Passage Exits
- 54,1 - 57,1 Black-on-black: 61: "Stripes" (accessed from the board to the north)
59: Board 99
- (Not to be confused with 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: "Slice bible yellow double kudzu marina" (two-way)
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
- North: None.
- South: 57: "Board 5" (two-way)
- East: 1: "false vacuum has never been a cheering one" (two-way)
- West: 77: "Board 4" (two-way)
Passage Exits
- None.
61: Stripes
- This replaces the "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: "Duunudududun", and the blue stripe extends further into 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: "House of Purples"), and also in the covertly-created third floor of Flimsy's Castle of ZZT.
- The upper-right is based on 14 (">>>>>)>U>>>>>") which is in turn based on a board from the ZZT game Ebert by 'anonmonomus'.
Edge Exits
- North: 75: "Duunudududun" (two-way)
- South: None.
- East: None.
- West: 69: "Room One" (two-way)
Passage Exits
- 24,10 White-on-black: 14: ">>>>>)>U>>>>>" (two-way)
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.
- Row 7 is a snippet copied from 80 ("Dot trade target should would could *clap*").
Edge Exits
- North: None.
- South: 44: "The red hallway" (two-way)
- East: None.
- West: None.
Passage Exits
- None.
63: Objects
This is a dead end when accessed from either the red-on-white passage in 16 ("$ADHADHADH") or from the western board edge.
- Based on the "Objects" board from DEMO.ZZT.
- Objects disguised as breakable terrain prevent bullets or stars from creating a path between the western exit and the enclosed passage.
Edge Exits
- North: None.
- South: None.
- East: None.
- West: 15: "T50-175 (5.175)" (two-way)
Passage Exits
- 33,14 white-on-red: 16#16: "$ADHADHADH" (Two-way)
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
- North: None.
- South: None.
- East: 11: "life as we know it, at least some" (two-way)
- West: 85: "Board 2" (two-way)
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
- North: 68: "Copy of two" (two-way)
- South: None.
- East: 9: "possibility that perhaps in the course of" (two-way)
- West: 57: "Board 5" (two-way)
Passage Exits
- None.
66: $Double take
This appears to be a dead end when entering from the east (3: "ultimate ecological catastrophe; in the").
- Passages along the bottom edge are used as part of a mirage effect when attempting to travel north from the right-hand side of 72: "Maximum Security".
Edge Exits
- North: 22: "Copy of Board 99" (one-way, Kill screen)
- South: 72: "Maximum Security" (two-way)
- East: 3: "ultimate ecological catastrophe; in the" (two-way)
- West: 2: "to contemplate. Vacuum decay is the" (two-way, takes you to a fake wall path on the other side)
Passage Exits
- Line of hidden red-on-red passages, bottom row, right hand side: 66: "$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
- 41,9 White-on-blue: 55: "Slice bible yellow double kudzu marina" (two-way)
- 53,10 Black-on-black: 80: "Dot trade target should would could *clap*" (one-way, auto-warp mechanism)
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.
- Row 2 is a snippet copied from 80 ("Dot trade target should would could *clap*").
- The red solids along the leftmost two columns feature prominently in another ZZT Flimsy game, SIN.
Edge Exits
- North: 68: "Copy of two" (one-way, inaccessible without cheats)
- South: 65: "Copy (2) of Title screen" (two-way)
- East: 15: "T50-175 (5.175)" (two-way)
- West: None.
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
- North: 12: "structures capable of knowing joy. This" (two-way)
- South: 12: "structures capable of knowing joy. This" (two-way)
- East: 61: "Stripes" (two-way)
- West: 12: "structures capable of knowing joy. This" (two-way)
Passage Exits
- 15,10 Red-on-white Armory passage: 87: "Bobbi" (One-way)
- 40,10 White-on-green Bank passage: 81: "$Copyright 1991" (one-way, kill screen)
70: Nope!
This board is a dead-end.
Edge Exits
- North: None.
- South: 1: "false vacuum has never been a cheering one" (two-way)
- East: None.
- West: None.
Passage Exits
- None.
71: Over And Over
This appears to be a dead end when entered from either possible edge.
- This board overall appears to be based on a 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: "ZZZZZZZ".
- Row 15 is a snippet copied from 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: "new vacuum there are new constants of" (two-way)
- East: None.
- West: 56: "Board 1" (two-way)
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
- North: 66: "$Double take" (two-way)
- South: 43: "The Rube Board" (two-way)
- East: 77: "Board 4" (two-way)
- West: 6: "life as we know it impossible, so is" (one-way, inaccessible without zapping along row 10, and only if the object on the other side has been moved out of the way.)
Passage Exits
- Statless blue-on-blue passages along column 60: 0: "The possibility that we are living in a" (non-functional, used as part of a mirage effect.)
73: KILL HARRY POTTER
This board is a dead-end.
- 42,9: Object impersonating the ZZT Board Editor's cursor.
- Black-on-grey objects along the top spell the board title, as though you were viewing the board within the ZZT internal editor.
- A similar style incorporating the imposter cursor and board title appear in Flimsy's contest game The Mystery of The Swiss Cheese Automaton Thing. (Though not apparent from the board viewer, in-game it looks like this after shooting the plant object.)
Edge Exits
- North: None.
- South: None.
- East: None.
- West: 30: "Copy (20-" (two-way)
Passage Exits
- None.
74: ADHADH
- In the bottom-right corner, there is a black-on-black passage just before the white-on-red passage.
- The white-on-red passage can only be accessed from the board to the east (85: "Board 2"), and it's used as part of a mirage effect to show a different board's visuals.
- The multi-colored objects center-left are floppy disks and set flag "pile" upon taking them.
- The messy red, blue and purple area to the right is adapted from a board in another Flimsy ZZT game, '____________________'.
Edge Exits
- North: None
- South: None
- East: 85: "Board 2" (two-way)
- West: 3: "ultimate ecological catastrophe; in the" (two-way)
Passage Exits
- 59, 23 Black-on-black passage: 25: "$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".
- The colored stripe design continues on from 61: "Stripes".
- A tiny, modified bit of the rainbow line room from 25 ("$Copy (3) of Title Screen") is pasted into the upper-left of this board.
Edge Exits
- North: 58: "Board 6" (two-way)
- South: 61: "Stripes" (two-way)
- East: 33: "I Am X" (two-way)
- West: 88: "HOORAY" (one-way)
Passage Exits
- 10,8 White-on-purple: 75: "Duunudududun" (same board)
- 46,10 White-on-grey: 75: "Duunudududun" (same board)
- 59,10 Black-on-black: 34: "Yellow1"
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:
- 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
- North: 35: "Copy of one" (two-way)
- South: None.
- East: 60: "Dignity" (two-way)
- West: 72: "Maximum Security" (two-way)
Passage Exits
- 41,3 White-on-red: : "The possibility that we are living in a" (one-way, appears inaccessible without zapping]]
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.
- The bottom-left half of this is based on one of the cave boards in Town of ZZT. The bottom-right is taken from Dungeons of ZZT. Unsure about the upper part.
- A portion of row 16 is a snippet from row 9 of 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
- North: 87: "Bobbi" (two-way, returning is affected by the player clone edge trick)
- South: 16: "$ADHADHADH" (two-way)
- East: 56: "Board 1" (two-way)
- West: 8: "could always draw stoic comfort from the" (two-way)
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
- North: 17: "SGADH" (two-way)
- South: 18: "HARUUOO" (two-way)
- East: None.
- West: None.
Passage Exits
- 26,12 White-on-black: 0: "The possibility that we are living in a" (one-way, destroyed when flag "aim" is set)
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
- North: 80: "Dot trade target should would could *clap*" (two-way)
- South: 80: "Dot trade target should would could *clap*" (two-way)
- East: 80: "Dot trade target should would could *clap*" (two-way, mirage effect when stepping east off of 60,22)
- West: 80: "Dot trade target should would could *clap*" (two-way)
Passage Exits
- 1,22 White-on-black: 28: "Copy of Introduction Screen" (one-way)
- 15,14 White-on-black: 4: "new vacuum there are new constants of" (two-way)
- 52,1 Blinking black-on-black: 80: "Dot trade target should would could *clap*" (loops back on itself)
81: $Copyright 1991
This is a kill screen with no way out.
- A corrupted message box is drawn into the board terrain. A single white Ruffian enemy is present near the bottom of the message box. When this ruffian is destroyed, an object monitoring for any ruffians on the screen uses an unending loop to make a message box of corrupted text appear with some menu choices. Upon choosing a menu choice, more choices with seemingly random text appear. When selecting this choice, an undocumented ZZT command to read in files is invoked on the DOS reserved device name CON, which appears to softlock the game. If the player types some input, then presses ctrl+z to send an EOF escape code, and then Enter, ZZT will continue to operate. However, the game will still be stuck in an unending loop of making a message box appear. Hitting ESC repeatedly may eventually allow the user to quit the game.
- There seems to be a Zork reference buried among symbols in the message box. It reads: "Such language in a high-class establishment such as this!" The message in Zork is nearly the same.
Edge Exits
- None.
Passage Exits
- None.
82: 1
Edge Exits
- North: 83: "Oooooooooooooooo" (two-way)
- South: 22: "Copy of Board 99" (one-way, kill screen)
- East: 89: "$Title screen" (two-way)
- West: 22: "Copy of Board 99" (one-way, kill screen)
Passage Exits
- None.
83: Oooooooooooooooo
Edge Exits
- North: 10: "time the new vacuum would sustain, if not" (two-way)
- South: 82: "1" (two-way)
- East: 22: "Copy of Board 99" (one-way, kill screen)
- West: 22: "Copy of Board 99" (one-way, kill screen)
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
- North: 84: "DROD" (two-way)
- South: 84: "DROD" (two-way)
- East: 54: AsadMeReSmdaSpiFaiGIaxiRezztnoindc" (one-way)
- West: 82: "1" (one-way, not accessible without zapping)
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.
- This block of text is also found in Sixteen Easy Pieces.
- The messy red, blue and purple area to the left is adapted from a board in another Flimsy ZZT game, '____________________'.
Edge Exits
- North: None.
- South: None.
- East: 64: "Copy of Title screen" (two-way)
- West: 74: "ADHADH" (two-way)
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
- North: 91: "New demon" (two-way)
- South: 19: "SNORK" (one-way)
- East: 90: "Fun pie12 (lower right corner)" (two-way)
- West: 86: "Board 8" (one-way)
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.
- 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. The upper-left subsection is a miniature version of a board from Flimsy's ZZT game '____________________'.
Edge Exits
- North: None.
- South: 78: "Board 7" (two-way, you will appear on the right-hand side due to a player clone edge trick)
- East: None.
- West: 10: "time the new vacuum would sustain, if not" (two-way, affected by player clone edge trick)
Passage Exits
- 7,5 Black-on-black, becomes white-on-red upon initialization: 69: "Room One" (Two-way after first enter)
- 29,13 Black-on-black: 73: "KILL HARRY POTTER" (one-way)
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
- North: 88: "HOORAY" (two-way)
- South: 88: "HOORAY" (two-way)
- East: 88: "HOORAY" (two-way)
- West: 88: "HOORAY" (two-way)
Passage Exits
- White on Dark-Green Passage: 12: "structures capable of knowing joy. This"
89: $Title screen
This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.
- There are no objects on this board.
- The west board exit is blocked by objects along the edge if you have not already unlocked the gate on the other side.
Edge Exits
- North: 84: "DROD" (one-way)
- South: 24: "Leftover" (two-way)
- East: 90: "Fun pie12 (lower right corner)" (one-way)
- West: 82: "1" (two-way)
Passage Exits
- None.
90: Fun pie12 (lower right corner)
This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.
- There are no objects on this board.
Edge Exits
- North: 54: "AsadMeReSmdaSpiFaiGIaxiRezztnoindc" (two-way)
- South: None.
- East: 90: "Fun pie12 (lower right corner)" (one-way, not reachable without zapping)
- West: 86: "Board 8" (two-way)
Passage Exits
- None.
91: New demon
This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.
- There are no objects on this board.
Edge Exits
- North: 91: "New demon" (one-way)
- South: 86: "Board 8" (two-way)
- East: 54: "AsadMeReSmdaSpiFaiGIaxiRezztnoindc" (two-way)
- West: 84: "DROD" (one-way)
Passage Exits
- None.
92: Fun pie11
This is part of a grey, self-contained, three-by-three board maze area with unusual edge links.
- There are no objects on this board.
Edge Exits
- North: None.
- South: 54: "AsadMeReSmdaSpiFaiGIaxiRezztnoindc" (two-way)
- East: None.
- West: 94: "EffffffffffffPSP~!@#$%^&*(" (two-way)
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
- North: None.
- South: None.
- East: None.
- West: 54: "AsadMeReSmdaSpiFaiGIaxiRezztnoindc"
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
- North: None.
- South: 86: "Board 8" (one-way)
- East: 92: "Fun pie11" (two-way)
- West: 53: "O7BBig7a+X0,1YouAASADHHadTooShahSewSoda199" (one-way)
Passage Exits
- None.