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 ^ 124 � 125 �������� � 126 <���������Ŀ* 127 � 128 � 129 130