Flimtown

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

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


Notes:

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


Boards

0: The possibility that we are living in a

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

1: false vacuum has never been a cheering one

2: to contemplate. Vacuum decay is the

3: ultimate ecological catastrophe; in the

4: new vacuum there are new constants of

5: nature; after vacuum decay, not only is

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

6: life as we know it impossible, so is

7: chemistry as we know it. However, one

8: could always draw stoic comfort from the

9: possibility that perhaps in the course of

10: time the new vacuum would sustain, if not

11: life as we know it, at least some

  • Only one object here: a grey null in the lower-right that shoots you twice upon touching it.
  • West Exit: Copy of Title screen

12: structures capable of knowing joy. This

  • Armoury passage: leads to "HOORAY" (#88)
  • Bank of ZZT passage: points back to this same board.
  • East Exit: to Room One
  • West Exit: "life as we know it, at least some"


13: possibility has now been eliminated.

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

15: T50-175 (5.175)

16: $ADHADHADH

  • The yellow object at 50, 16 turns invisible (char 32) upon touching it, and seems to continue moving around (behaviour unclear). If the player touches the object again, it shows char 1 and plays a very high-pitched note that doesn't stop until you mute ZZT.


17: SGADH

18: HARUUOO

19: SNORK

20: ZZZZZZZ

21: Board 3

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

22: Copy of Board 99

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

23: Memorable

24: Leftover

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


25: $Copy (3) of Title Screen

26: The greatest danger

27: Introduction screen

28: Copy of Introduction Screen

29: Copy (3) of Introduction Screen

30: Copy (20-

31: Ii , i i

32: &

33: I Am X

34: Yellow1

35: Copy of one

36: later, later

37: Sick Bay

38: Rocket pad

39: Copy of soda

40: Queue and Drop

41: Path to castle

42: Outside Castle

43: The Rube Board

44: The red hallway

45: Copy (2) of soda

46: House of Purples

47: I forgot my line

48: Therefore, he waits behind

49: MY BLOODY HAND!

50: Darker crazy board

51: Mr. Octopus Wieners

52: Crashed<----- Rocket

53: O7BBig7a+X0,1YouAASADHHadTooShahSewSoda199

54: AsadMeReSmdaSpiFaiGIaxiRezztnoindc

55: Slice bible yellow double kudzu marina

56: Board 1

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

South Exit: 22: Copy of Board 99

57: Board 5

58: Board 6

59: Board 99

  • (Not to be confused with 22: Copy of Board 99)

60: Dignity

61: Stripes

62: Toilets

63: Objects

64: Copy of Title screen

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

65: Copy (2) of Title screen

66: $Double take

67: $Wake Up

68: Copy of two

69: Room One

  • This is almost identical to the starting board in Town of ZZT.
  • A hidden Object 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.
  • Bank passage: a one-way trip to 81: "$Copyright 1991"


70: Nope!

71: Over And Over

72: Maximum Security

73: KILL HARRY POTTER

74: ADHADH

75: Duunudududun

76: AHHH!

77: Board 4

78: Board 7

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


79: Slice3

80: Dot trade target should would could *clap*

81: $Copyright 1991

  • (TODO expand on this) This board has a corrupted message box drawn into the terrain. A single white Ruffian enemy is present near the bottom of the message box. When the ruffian is destroyed, an object monitoring for any ruffians on the screen uses an unending loop to make a message box of corrupted text appear with some menu choices. Upon choosing a menu choice, more choices with seemingly random text appear. When selecting this choice, an undocumented ZZT command to read in files is invoked on the DOS reserved device name CON, which appears to softlock the game. If the player types some input, then presses ctrl+z to send an EOF escape code, then presses Enter, ZZT will continue to operate. However, the game will still be stuck in an unending loop of making a message box appear. Hitting ESC repeatedly may eventually allow the user to quit the game.
  • Exits: None


82: 1

83: Oooooooooooooooo

84: DROD

85: Board 2

86: Board 8

87: Bobbi

  • There is an ambush and death sequence in the bottom-right, including a character who appears to be trapping you, and who then walks away slowly once you're dead.


88: HOORAY

  • A board filled with gems, slimes, and edge links to itself. Player can take a passage back to the modified Armoury that they entered from (12: "structures capable of knowing joy. This").


89: $Title screen

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

90: Fun pie12 (lower right corner)

91: New demon

92: Fun pie11

93: Board to the East

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