User:Zzo38/XYZABCDE.ZZT

While flying to Mornington Crescent, your wing suddenly broke and you fell down and got badly injured. But this is ZZT, so there are magic diamonds to help you!

You have:
 * A broken wing
 * An unloaded gun
 * No tea

Tropes:
 * Alternate Universe: They even hid one of the keys there.
 * Blatant Item Placement: Somewhat, although less than some other ZZT games.
 * Damage Discrimination: Some people cannot be killed, but this is usually either because they have a bullet proof vest or because you are not allowed to use guns in this area.
 * Debug Room
 * Destructible Projectiles
 * Dungeon Shop:
 * Everything Fades: Most (but not all) dead creatures are removed from the game's memory immediately.
 * Friendly Fireproof: Your opponents are, because this is ZZT.
 * Global Currency: This game is not the entire world, but still, it does not use the same currency everywhere. Mostly diamonds are used, but the subway station guard insists on being paid in pounds, and one item in the shop costs one million dollars (you can't buy it).
 * Heal Thyself: Magic diamonds, not medical supplies. One diamond won't heal you much, though.
 * Hint System: A false hint system.
 * Hints Are for Losers: You lose a point (and get nothing) if you request a hint. If you refuse the hint, it tells you that you probably need the hint.
 * Hyperactive Metabolism: Sometimes if you eat someone's blood you can heal 1 HP (although 1 HP is hardly anything in ZZT; if you get hit, you lose 10 HP), but not always. However, you can get full; it is only the first point of Hyperactive Metabolism which is (sometimes) valid.
 * Infinite Stock for Sale:
 * Insecurity Camera: The security cameras work (and are resistant to being damaged), but nobody is watching them.
 * Insurmountable Waist-Height Fence: There are "road closed" signs, doors marked "employees only", and private residences which the player character has no need to enter and therefore refuses to.
 * Interchangeable Antimatter Keys: Some keys are interchangeable if the colour matches.
 * Justified Extra Lives: Not extra lives, but the fact that you can save and restore the game. Because they are the main character in a computer game, this gives them the psychic powers to know what happens and to try something else instead.
 * Kaizo Trap:
 * Lighthouse Point: Except in this case, it is an abandoned dark house (put there to scare away boats).
 * Magic Floppy Disk: You can find one (and a computer that can read it and execute the program stored in it).
 * NPC Amnesia: In some cases. If you keep asking same questions, you may keep getting same answers, too.
 * Numerical Hard: There are no difficulty levels, but it is numerically hard compared with many other ZZT games.
 * Only Smart People May Pass: One puzzle, "only smart people (and monsters) who solve this puzzle may enter the castle".
 * Painfully-Slow Projectile: Bullets are just slow enough to outrun.
 * Sound-Coded for Your Convenience: ZZT just does that (for some objects, anyways).
 * Ten-Second Flashlight: In dark rooms, the torches last only a few seconds, and then you must use a fresh one (you can't relight the existing one).
 * The Maze: Two kinds of invisible mazes.
 * Units Not to Scale: Tiles are used.
 * Universal Ammunition: Any ammunition you find is suitable for your gun.
 * Video Game Stealing: You can steal something from the pocket of someone who is sleeping, once you put something in his pocket so that you can later steal it back.
 * You All Look Familiar: There are no graphics, rather just tiles to tell you what it is, so it doesn't looks all differences, even though the characters actually would look like different to each other in the story.