
$Terrains
:top;
     Terrains are the most important
part of any ZZT board because they form
the foundation upon which the game's
action is based.

     Walls, Boulders, Forest, and other
terrains can be arranged to form
puzzles, mazes, and scenery.  Each type of
terrain has unique properties.

$Water

     Neither players nor creatures can
travel through water, except sharks, of
course, but bullets pass freely over it.
The player must maneuver around water,
taking care to avoid bullets passing over
it.  Interesting enough, objects with
stats, including the player, can be placed
ON water, as well as on empty and fake.

$Forest

     The player can move through forest,
clearing a path behind him.  Creatures can
not move through forest, but readily
follow the player through cleared paths.

$Solid and Normal Walls

     These walls form a barrier that is
always impenetrable.  Nobody walks
through walls except objects that are
programmed to clear it out first.

$Breakable Walls

     These walls also block the player and
all creatures, but can be destroyed.

     When a breakable wall is shot with a
bullet, one piece of the wall disappears.
Also, when a bomb explodes, all breakable
walls in the vicinity of the bomb are
destroyed.

$Boulders

     Boulders are solid objects that can
be pushed around by the player.

     By combining boulders, pushers,
walls, and other objects, a variety of
challenging thought puzzles can be
created.

$Sliders

     Sliders are similar to boulders, but
are confined to move in a line.  A slider
looks like a line with two arrows at
opposite ends, and can only move in the
direction of the arrows.

$Fake walls

     Fake walls look exactly like normal
walls, but have no effect on the player.
The player can walk over fake walls just
as if they were empty space.  Fake walls
are meant for creating secret passages.

$Invisible walls

     Invisible walls look like empty space
to the player, but prevent the player from
moving over them.  When the player touches
an invisible wall, it suddenly appears as
a normal wall.  Creatures can't pass
through invisible walls either.

$Blinking walls

     A blinking wall placed on the board
emits a ray pointing in a specified
direction.  This ray blinks on and off at
a constant rate, and forms a barrier that
is difficult for the player to cross.

     When created, each blinking wall
must be assigned a starting time and a
duration.  By creating a line of walls
with the same duration but varying start
times, a moving wave appears.

$Transporter

     When the player enters a transporter,
he is magically moved to another area of
the board.

     Each transporter points in a given
direction, and the player can only enter
the transporter from behind.  He is then
moved along a line, in the direction of
the transporter, to the nearest trans-
porter that points in the opposite
direction.

$Ricochet

     Ricochets will redirect the direction
of a bullet. If a bullet hits it head-on,
it goes right back in the opposite
direction.  If it hits a wall, and a
ricochet is right next to its last
position, it ricochets at a right angle,
like so:

                    ^
                    │
                   ▓└────── °
        <──────────┐*
                   │
                   °

