Flimtown: Difference between revisions

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m (text block on 85: "Board 2" shared with Sixteen Easy Pieces)
m (marking an exit to 22: copy of board 99 as a kill screen)
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* 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.
* Transporter in the upper-left will not work because of an invisible wall placed to its left. The board to the West would have no walkable tiles to enter from that passage in any case.


South Exit: 22: Copy of Board 99
South Exit: 22: "Copy of Board 99" ('''Kill screen''')
<h2>57: Board 5</h2>
<h2>57: Board 5</h2>
<h2>58: Board 6</h2>
<h2>58: Board 6</h2>

Revision as of 20:09, 6 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.

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


Notes:

  • The game begins in Room One (board 69), which is almost identical to the starting board in Town of ZZT.
  • The object positions listed here begin at 1,1 in the upper-left cell of the screen.


Boards

0: The possibility that we are living in a

  • This is visually identical to the Town of ZZT title screen.

1: false vacuum has never been a cheering one

2: to contemplate. Vacuum decay is the

3: ultimate ecological catastrophe; in the

  • This board is dark, though nothing will stop you from invoking the -DARK cheat to turn on the lights, and the area is relatively safe.
  • This board loops from the North and South.
  • TODO: check if the purple Yen item (The "XR7 power drill" -- no flag is set) at 54,10 can be reached without cheating, as it seems to be a comment on using the ZAP cheat.
  • Interesting cave-in effect in the center of the board that's activated by proximity.
  • 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

  • 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)

4: new vacuum there are new constants of

5: nature; after vacuum decay, not only is

  • Exits to the North, South and East are all one-way links to 22: "Copy of Board 99" (kill screen).

6: life as we know it impossible, so is

7: chemistry as we know it. However, one

8: could always draw stoic comfort from the

9: possibility that perhaps in the course of

10: time the new vacuum would sustain, if not

11: life as we know it, at least some

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

Exits

  • North: None
  • South: None
  • East: 12: "structures capable of knowing joy. This"
  • West: 64: "Copy of Title screen"

12: structures capable of knowing joy. This

Edge Exits

  • North: 69: "Room One"
  • South: 69: "Room One"
  • East: 69: "Room One"
  • West: 11: "life as we know it, at least some"

Passage Exits

  • Armory passage: 88: "HOORAY" (two-way, dead end)
  • Bank of ZZT passage: This passage points back to itself.


13: possibility has now been eliminated.

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

15: T50-175 (5.175)

16: $ADHADHADH

  • (Not to be confused with 74: "ADHADH"
  • This screen is heavily based on Satan's lair 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. 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, seems to be a dead-end)

17: SGADH

18: HARUUOO

19: SNORK

20: ZZZZZZZ

21: Board 3

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

22: Copy of Board 99

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

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

23: Memorable

24: Leftover

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


25: $Copy (3) of Title Screen

  • 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.
  • Not sure if the white-on-dark-purple passage at 13,17 can ever be reached. It points one-way to 26 ("The Greatest Danger").
  • There are board edge tiles in an isolated chamber left of the purple passage, but no links are set up on this board.

Edge Exits

  • None

Passage Exits

  • 40, 5 White-On-Red passage: 40: "Queue and Drop" (one-way)


26: The greatest danger

27: Introduction screen

28: Copy of Introduction Screen

29: Copy (3) of Introduction Screen

30: Copy (20-

31: Ii , i i

32: &

33: I Am X

34: Yellow1

35: Copy of one

36: later, later

37: Sick Bay

38: Rocket pad

39: Copy of soda

40: Queue and Drop

41: Path to castle

42: Outside Castle

43: The Rube Board

44: The red hallway

45: Copy (2) of soda

46: House of Purples

47: I forgot my line

48: Therefore, he waits behind

49: MY BLOODY HAND!

50: Darker crazy board

51: Mr. Octopus Wieners

52: Crashed<----- Rocket

53: O7BBig7a+X0,1YouAASADHHadTooShahSewSoda199

54: AsadMeReSmdaSpiFaiGIaxiRezztnoindc

55: Slice bible yellow double kudzu marina

56: Board 1

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

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

57: Board 5

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: Copy of Board 99)

60: Dignity

61: Stripes

62: Toilets

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.

65: Copy (2) of Title screen

66: $Double take

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

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)

67: $Wake Up

68: Copy of two

69: Room One

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


Edge Exits

  • North: 12: "structures capable of knowing joy. This" (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

  • Armory passage: 87: "Bobbi" (one-way)
  • Bank passage: 81: "$Copyright 1991" (one-way, kill screen)


70: Nope!

71: Over And Over

72: Maximum Security

73: KILL HARRY POTTER

74: ADHADH

  • 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

  • North: None
  • South: None
  • East: 85: "Board 2"
  • 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 otherwise inaccessible without cheats. (However, the black-on-black passage sends you to a board with another passage that goes to the same destination.)


75: Duunudududun

76: AHHH!

77: Board 4

78: Board 7

  • Cyan half-block at x23 y16 plays a sound effect when touched.


79: Slice3

80: Dot trade target should would could *clap*

81: $Copyright 1991

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

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

Exits

  • None


82: 1

83: Oooooooooooooooo

84: DROD

85: Board 2

  • 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.


86: Board 8

87: Bobbi

  • When entering from the Armory passage in 69: "Room One", the player is placed in the purple enclosure above. This enclosure expands and allows the player to walk West.
  • 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").
  • There is an ambush and death sequence in the bottom-right, including a character who appears to be trapping you, and who then walks away slowly once you're dead.


Edge Exits TODO

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"

88: HOORAY

This board is a dead-end, but you can return back from where you came.

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

Edge Exits

  • None.

Passage Exits

  • White on Dark-Green Passage: 12: "structures capable of knowing joy. This"


89: $Title screen

  • The West board exit will be blocked by a slider on the other side if it has not been removed already.

90: Fun pie12 (lower right corner)

91: New demon

92: Fun pie11

93: Board to the East

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