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:
 * A Worldwide Punomenon: If you try to call the operator on the telephone, instead will call the operetta by mistake . There are others, too.
 * Alternate Universe: They even hid one of the keys there.
 * Bigger on the Inside: Except the castle is very large outside and is much smaller inside (and is lampshaded).
 * Blatant Item Placement: Somewhat, although less than some other ZZT games.
 * Bottomless Magazines: There is no need to reload (the gun can hold up to 32767 bullets at once, which is probably more than you can actually find in the game), although you can run out of ammunition.
 * Chekhov's Gun:
 * 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. (Some neutral people can be killed with bullets though)
 * Debug Room
 * Destroyable Items: Diamonds.
 * Destructible Projectiles
 * Dungeon Shop:
 * Empty Room Psych: There is one, seems empty except a pay phone (and a message that asks you if you have agoraphobia).
 * 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). A payphone requires a telephone coin, which is not used as currency to buy anything else.
 * 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.
 * Hitler Ate Sugar: "This game is bad because Hitler played it."
 * 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.
 * Immune to Bullets: There are some characters who are immune to bullets, sometimes due to bullet proof vests.
 * Infinite Stock for Sale: You don't have infinite money, so they don't need infinite stock to sell to you.
 * 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.
 * Joke Item: You can buy stuff that kills you, such as the glass of poison, and the.
 * 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).
 * Monster Adventurers: The player character is monstrous character. Some people hate them, or are afraid of them. Other people do not care.
 * 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".
 * Opening Scroll: Manual scrolling. In the author's opinion this is a best way and cutscenes isn't a good way.
 * Painfully-Slow Projectile: Bullets are just slow enough to outrun.
 * Red Herring:
 * Ripple-Effect-Proof Memory: Used as a justification in the game as to how you can save the game and then try something and if it is no good, to go back and try something else instead and know that the other way is wrong.
 * Segmented Serpent: Some locations have centipedes which can be broken into multiples.
 * Shout-Out
 * 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.
 * Unwinnable by Design: Many ways, including going into jail without any dynamite, running out of ammunition/health/money/etc in places where you need it, etc.
 * Video Game Flight: Flight is a late game ability, because that is when your wing is fixed.
 * 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.
 * You Always Hear the Bullet: Only for bullets shot by the player character