1
2$Terrains
3:top;
4     Terrains are the most important
5part of any ZZT board because they form
6the foundation upon which the game's
7action is based.
8
9     Walls, Boulders, Forest, and other
10terrains can be arranged to form
11puzzles, mazes, and scenery.  Each type of
12terrain has unique properties.
13
14$Water
15
16     Neither players nor creatures can
17travel through water, except sharks, of
18course, but bullets pass freely over it.
19The player must maneuver around water,
20taking care to avoid bullets passing over
21it.  Interesting enough, objects with
22stats, including the player, can be placed
23ON water, as well as on empty and fake.
24
25$Forest
26
27     The player can move through forest,
28clearing a path behind him.  Creatures can
29not move through forest, but readily
30follow the player through cleared paths.
31
32$Solid and Normal Walls
33
34     These walls form a barrier that is
35always impenetrable.  Nobody walks
36through walls except objects that are
37programmed to clear it out first.
38
39$Breakable Walls
40
41     These walls also block the player and
42all creatures, but can be destroyed.
43
44     When a breakable wall is shot with a
45bullet, one piece of the wall disappears.
46Also, when a bomb explodes, all breakable
47walls in the vicinity of the bomb are
48destroyed.
49
50$Boulders
51
52     Boulders are solid objects that can
53be pushed around by the player.
54
55     By combining boulders, pushers,
56walls, and other objects, a variety of
57challenging thought puzzles can be
58created.
59
60$Sliders
61
62     Sliders are similar to boulders, but
63are confined to move in a line.  A slider
64looks like a line with two arrows at
65opposite ends, and can only move in the
66direction of the arrows.
67
68$Fake walls
69
70     Fake walls look exactly like normal
71walls, but have no effect on the player.
72The player can walk over fake walls just
73as if they were empty space.  Fake walls
74are meant for creating secret passages.
75
76$Invisible walls
77
78     Invisible walls look like empty space
79to the player, but prevent the player from
80moving over them.  When the player touches
81an invisible wall, it suddenly appears as
82a normal wall.  Creatures can't pass
83through invisible walls either.
84
85$Blinking walls
86
87     A blinking wall placed on the board
88emits a ray pointing in a specified
89direction.  This ray blinks on and off at
90a constant rate, and forms a barrier that
91is difficult for the player to cross.
92
93     When created, each blinking wall
94must be assigned a starting time and a
95duration.  By creating a line of walls
96with the same duration but varying start
97times, a moving wave appears.
98
99$Transporter
100
101     When the player enters a transporter,
102he is magically moved to another area of
103the board.
104
105     Each transporter points in a given
106direction, and the player can only enter
107the transporter from behind.  He is then
108moved along a line, in the direction of
109the transporter, to the nearest trans-
110porter that points in the opposite
111direction.
112
113$Ricochet
114
115     Ricochets will redirect the direction
116of a bullet. If a bullet hits it head-on,
117it goes right back in the opposite
118direction.  If it hits a wall, and a
119ricochet is right next to its last
120position, it ricochets at a right angle,
121like so:
122
123                    ^
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126        <���������Ŀ*
127128129
130