Flimtown: Difference between revisions

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(68: Copy of two)
(59: Board 99)
Line 924: Line 924:
<h2>55: Slice bible yellow double kudzu marina</h2>
<h2>55: Slice bible yellow double kudzu marina</h2>
[[File:Flimtown-55-slice-bible-yellow-double-kudzu-marina.png]]
[[File:Flimtown-55-slice-bible-yellow-double-kudzu-marina.png]]
* 31,8, 40,12: Myst and Wizard of Oz references, respectively.
* It's possible to reach the eastern board edge by shooting through a path of breakable terrain. The wardrobe and closet from [[#67|67 ("$Wake Up")]] give you just barely enough ammo to do so without zapping.


'''Edge Exits'''
'''Edge Exits'''
* North:  
 
* South:  
* North: None.
* East:  
* South: None.
* West:  
* East: [[#59|59: "Board 99"]] (two-way, '''dead-end''')
* West: None.
 


'''Passage Exits'''
'''Passage Exits'''
* 37,12 White-on-blue: [[#67|67: "$Wake Up"]] (two-way)




Line 977: Line 986:
<h2>59: Board 99</h2>
<h2>59: Board 99</h2>
[[File:Flimtown-59-board-99.png]]
[[File:Flimtown-59-board-99.png]]
* (Not to be confused with 22: Copy of Board 99)
 
* (Not to be confused with [[#22|22: "Copy of Board 99")
 
* '''This is a dead-end''' with one description object at 3,19.
 


'''Edge Exits'''
'''Edge Exits'''
* North:  
 
* South:  
* North: None.
* East:  
* South: None.
* West:  
* East: None.
* West: [[#55|55: "Slice bible yellow double kudzu marina"]] (two-way)
 


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




Line 1,092: Line 1,109:
<h2>67: $Wake Up                                  </h2>
<h2>67: $Wake Up                                  </h2>
[[File:Flimtown-67-$wake-up.png]]
[[File:Flimtown-67-$wake-up.png]]
* The player awakens in a [https://museumofzzt.com/file/c/codered.zip?file=CODERED1.ZZT&board=1 Code Red-style house interior]. An object at 40,12 announces that you have awoken from a dream, and then proceeds to drain the player's inventory (ammo, torches, gems, score). Touching 39,12 twice gives you some ammo back and a purple key, which can be used to open the closet door nearby.
51,16: A DOS computer that allows you to play Town of ZZT (Flimtown) through the menu system as a recursive game-within-a-game. This makes references to many other parts of Flimtown. Once you have gotten to the end of the menus, a hidden auto-warp mechanism from 50,10 to 53,10 sends the player to [[#80|80 ("Dot trade target should would could *clap*")]].


'''Edge Exits'''
'''Edge Exits'''
* North:
 
* South:
* None.
* East:
 
* West:


'''Passage Exits'''
'''Passage Exits'''
* 41,9 White-on-blue: [[#55|55: "Slice bible yellow double kudzu marina"]] (two-way)
* 53,10 Black-on-black: [[#80|80: "Dot trade target should would could *clap*"]] (one-way, '''auto-warp mechanism''')





Revision as of 16:44, 12 September 2018

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

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


Notes

  • The game begins in Room One (board 69).
  • The object positions listed here begin at 1,1 in the upper-left cell of the screen.
  • Board numbers begin 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) - 36%-ish right now.
  • Map of layout, full screenshots with board numbers and titles - Initial draft done.


Maps


Thanks

  • Dr. Dos, for Museum of ZZT, the Zookeeper library, and for demystifying several techniques used throughout.
  • Celine Kalante, for driving interest in this ZZT 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>>>>>

  • 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, 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

Edge Exits


Passage Exits


18: HARUUOO

Edge Exits


Passage Exits


19: SNORK

Edge Exits


Passage Exits


20: ZZZZZZZ

Edge Exits


Passage Exits


21: Board 3


  • Blinky star object: additional text in the scroll if you press down a few more times.
  • Bullet Redirection Chamber: uses objects to make it appear that your bullets are veering off or shooting back at you.

22: Copy of Board 99

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

  • This seems to be a trap, or some kind of anti-cheat. Various boards throughout the game have one-way links to this screen, often accessible only if you used the ZAP cheat to pass through obstacles. There is no 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

Edge Exits


Passage Exits


24: Leftover

  • Shoot the blue object, it will become a scroll. When you touch the scroll, an object monitoring for scrolls on the board will trigger and show text accompanied by the scroll sound effect. (ZZT-OOP-generated scrolls are not able to display text.)

Edge Exits


Passage Exits



25: $Copy (3) of Title Screen

  • The blue square, upper-center, seems to be a modified snippet of 3 ("ultimate ecological catastrophe; in the").
  • Upon first entering this board, without explanation, an object at 33,2 attempts to take 256 Gems.
  • 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


27: Introduction screen

Edge Exits


Passage Exits



28: Copy of Introduction Screen

Edge Exits


Passage Exits



29: Copy (3) of Introduction Screen

Edge Exits


Passage Exits


30: Copy (20-

This is a travel board with no stat objects.


Edge Exits


Passage Exits


31: Ii , i i

Edge Exits


Passage Exits


32: &

Edge Exits


Passage Exits


33: I Am X

Edge Exits


Passage Exits



34: Yellow1

Edge Exits


Passage Exits



35: Copy of one

Edge Exits


Passage Exits


36: later, later

Edge Exits


Passage Exits


37: Sick Bay

Edge Exits


Passage Exits


38: Rocket pad

Edge Exits


Passage Exits


39: Copy of soda

Edge Exits


Passage Exits


40: Queue and Drop

Edge Exits


Passage Exits



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

Edge Exits


Passage Exits



44: The red hallway

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


45: Copy (2) of soda


Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits

  • None.

46: House of Purples


Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


47: I forgot my line

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


48: Therefore, he waits behind

  • 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!

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


50: Darker crazy board

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


51: Mr. Octopus Wieners

  • 31,2 is some sort of ZZT-OOP Turing machine.


Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


52: Crashed<----- Rocket

Edge Exits

  • North:
  • South:
  • East:
  • West:

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 dark room (nothing checks for the -DARK cheat)
  • Clever object inventory change with a flourescent tube object. If you picked up a golden "L" on a different board, you can place it down here in exchange for the tube. The object changes all white objects to yellow objects and rearranges its position to look like you dropped the L. Similar to inventory swapping in the Dizzy games.
  • Transporter in the upper-left will not work because of an invisible wall placed to its left. The board to the west would have no walkable tiles to enter from that passage in any case.


Edge Exits

57: Board 5

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


58: Board 6

  • This appears to be a dead end when entered from the west (16: "$ADHADHADH").
  • Travel to 75: "Duunudududun" appears to be blocked until movable objects in the lower-right are pushed out of the way from the other side.

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)


59: Board 99

  • (Not to be confused with [[#22|22: "Copy of Board 99")
  • This is a dead-end with one description object at 3,19.


Edge Exits


Passage Exits

  • None.


60: Dignity

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


61: Stripes

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


62: Toilets

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


63: Objects

This seems to be a dead-end when accessed from the red-on-white passage in 16 ("$ADHADHADH").

Edge Exits

  • TODO

Passage Exits

  • 33,14 white-on-red: 16: "$ADHADHADH" (Two-way)

64: Copy of Title screen

  • Poop object kills the player, then gives them 1 Health point to cause the game to move at the fastest setting with sound muted.
  • Egg objects are being duplicated and piling up in the middle chamber.


Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


65: Copy (2) of Title screen

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


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!

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


71: Over And Over

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

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


72: Maximum Security

Edge Exits

  • North:
  • South:
  • East:
  • West:

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 internal editor or Kevedit.


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

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


76: AHHH!

Edge Exits

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

77: Board 4


78: Board 7

  • The Cyan half-block at 23,16, and the White half-block at 37,7, play sounds when touched.
  • The statless Player clones along the top of the board affect where the player appears when entering from the north. It is 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 west-linked board.

Edge Exits

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.


Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


80: Dot trade target should would could *clap*

Edge Exits

  • North:
  • South:
  • East:
  • West:

Passage Exits


81: $Copyright 1991

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

  • (TODO expand on this) This board has a corrupted message box drawn into the terrain. A single white Ruffian enemy is present near the bottom of the message box. When the ruffian is destroyed, an object monitoring for any ruffians on the screen uses an unending loop to make a message box of corrupted text appear with some menu choices. Upon choosing a menu choice, more choices with seemingly random text appear. When selecting this choice, an undocumented ZZT command to read in files is invoked on the DOS reserved device name CON, which appears to softlock the game. If the player types some input, then presses ctrl+z to send an EOF escape code, then presses Enter, ZZT will continue to operate. However, the game will still be stuck in an unending loop of making a message box appear. Hitting ESC repeatedly may eventually allow the user to quit the game.


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 are still in 85: "Board 2". 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.