Where can I get Edible Vomit?
Edible Vomit is available on z2
as well as playable in browser via Archive.org.
You can also explore the world yourself on the
Museum of ZZT Public Beta.
Edible Vomit
Published Under: Reptile House
Released: Mar. 21, 1999
The following content contains material which may be offensive to some audiences. It was most likely originally created by a teenager who has since grown up. This material does not necessarily reflect its creator's current opinions nor behaviors.
Specifically, this page contains depictions of or references to:
Drugs! This Entire Game Is About Drugs!
Before I even start, let me apologize for not thinking to write this article prior to the one for Forrester, because I could've released this game about a drug addicted ferret's search for the perfect drug on 4/20.
Of course it's easy to joke about, but the reality of Edible Vomit is a bit less pleasant. Draco was a very well respected ZZTer. Edible Vomit is probably his most iconic work, but his Teen Priest series were also major titles within the ZZT community. Teen Priest 2 especially, with some ZZTers leading campaigns to have the game banned from the archives for its crude and often sacriligious humor and explicit sexual content. Of course, in the Lord of the Flies community of ZZTers, these moral crusaders never got more than ridicule, beyond a few people opting in to supplying voluntary ratings for their own games or assigning them to ZZT games they'd review in various ZZT magazine worlds.
Edible Vomit however, is a journey into a young Draco's thoughts on drugs released sixteen years prior to his passing away from an overdose. That alone is enough to make it something worth visiting, but even without Draco's misfortune, Edible Vomit is a important release to the ZZT community as we'll shortly see.
The game's title consists of a large dripping eye floating in space between two planets. Not surprisingly, Edible Vomit is filed on z2 under the "trippy" genre, a type of ZZT game that tends to have lots of strangely colored visuals, puzzles which couldn't exist in reality, and plots which tend to frame the games' worlds as a dreamlike state.
Edible Vomit's main menu credits the game once more, and offers the usual passages to the game's introduction and more detailed credits. The player is also introduced to Freddy the Ferret quoting the most iconic of FishIg phrases.
(FishIg has gone undiscussed so far in this series, and thankfully Edible Vomit isn't the place to get into it, but to sum it up quickly: FishIg was a form of typing named and popularized by Fishfood and Lord Igsel consisting of all caps, and extensive deliberate typos. "YAY SIRS" and "OHH DEAR" becoming catchphrases themselves.)
Draco credits a few friends, and some inspirations, both Clysm and Tucan are listed here for their own trippy games, "Kudzu" and "Pop". The ZZT community built off the works of others and was able to explore the concepts introduced by them without having to worry about somebody accusing them of ripping them off.
We also get a discography! It's always fun to get some insight into a ZZTer's musical tastes at the time.
Returning the main menu, let's look at Edible Vomit's introduction
unseen! mummy take me to the clinic for my
dose of methadrine!
shit, you think to yourself, they must've
fuckin' laced it. you feel terribly weak
and feel your complextion turn pallid. you
begin to cough up blood and vomit, and
stumble outside for air. it is just *then*
you are scared the shit out of by many a
spooky vision...
effectively scared shitless, you begin to
cry and run around frantically, grasping
your bleeding arm. you find yourself in a
world unlike any other...nay, not a new
physical place, but a state of mind.
you're smashed, freddy. plastered out of
your fucking mind. and this trip isn't
wearing off the least bit. you begin to
wander your little trippy teletubby
wonderland. you'd pray if either you
beleived in an almighty deity of some sort
or were simply grounded enough to bloody
think. neither is the case.
still tripping, you feel a desire for more
white lines. you convulse and vomit a bit,
then embark on your quest for the perfect
drug. can you, freddy the ferret, acheive
the ultimate high?
Freddy's laced meth begins to have some unexpected effects on him. The board flashes bright colorful shapes, a face, and some bats as Freddy starts his trip...
Welcome to the world as Freddy now sees it. The sky is a reddish purple or just not there at all. The ground a dark blue. Buildings made of mushrooms, a planet in the sky, and an almost but not quite Prince-like symbol.
The two mushroom houses can't be explored, one hints at opening with its m00n shape, but how exactly can't be determined.
South of the homes is an orchard full of otherworldly looking fruit. It's a quiet and empty grove, with nothing for the player to interact with.
The next board has some more mushrooms, but also somebody for Freddy to talk to.
score me any shit?
lookin' for?
you come back in 2 weeks ill have some
nice white lines or acid or something.
want a joint?
shit!
took, man. i need more or else ill go
phucking crazy.
over to the east in a place called Angel.
he goes by the name of Jimmy the Rat. he's
got some phucking great shit, man. he got
th'strongest shit i've ever seen, anyway.
free shit?
we're talkin' bout th'best shit from
fucking cuba. but just tell him: "Skankk
sent me." that oughta give you a nice
discount.
• • • • • • • • •
Freddy's friend and deal Skankk is fresh out of the good stuff, but he does have a lead with this Jimmy the Rat character who likely has something that can satisfy even Freddy.
Skankk is blocking the entrance to one of the shrooms, but the other can be examined.
Its occupants are busy at the moment.
At this point the player has multiple paths they can choose from. There are exits to the east and west, not the south despite the path appearing to be clear.
To the east is a very large purple wall.
Specifically, the BURR-LYNN WALL. At this point I turn around, not thinking there's anything I can do here, but the brown mass to the northwest can actually be walked on to head north.
Meanwhile to the west is a purple bunny pacing back and forth extremely rapidly and blocking the path.
The bunny needs something to mellow him out, but for now there's nothing to be done.
Following the path north leads to the temple of love. The strange coloration of the building helps this board stand out against the more muted geography around it. There's a locked door on the left, but the temple itself is open, and the player can see a second passage on the roof hinting that they'll make it up top at some point on their quest.
The temple itself is overrun with vines which grow around the walls and windows of the building. There's a steep set of stairs and more to explore to the east.
The large target (or maybe it's a red eye) on the floor can be walked on, but doing so ruins it as much of it is made out of forests which disappear when the player steps on them.
Things get pretty gruesome in the rest of the temple. First thing to do is find out what happened here.
you approach a decapitated man, his limbs
strewn all over th'place, a vine tied
securely around his neck. he has BLO0D
• • • • • • • • •
Despite decapitation, and the removal of his limbs, the wounded wanker is still alive for now. Freddy may be searching for the perfect drug, but he's more than willing to help this guy out.
Of course, there's no rush. Upstairs half of the room is cut off by heavy winds, whoever is on the other side will have to wait until the wind stops or Freddy finds a way to stop it himself. The wind animates, cycling through the usual normal and breakable wall characters to give the wind a sense of movement despite it being rigid on the board.
The only other way to go is through the red passageway up to the roof of the temple.
There's not much to see on the roof, just exploring the three statues up top that couldn't be examined from the ground level.
With the roof explored, there's no place readily apparent to head towards next. Now would be a good time to help the decapitated man.
Back in town, Freddy won't mention the wounded wanker to Skankk, but the door with the moaning people inside is now unlocked giving the player a new location to check out.
The home has a single occupant, a table with some stuff on it, a large bed, and some more ambiguous furniture against the walls of the mushroom. Let's try talking to this person and see if we can help that guy in the temple.
it's stinky the rat! he is a good
acquaintance of yours. he seems like nice
enough a guy...but you fear becoming
attatched for his health is giving way due
to obscene amounts of drug-taking. give
him a few more days max, he'll be dead as
a doorknob.
up dude in the temple of love nearby. he's
like all dead and shit.
whatever the hell you want with him.
• • • • • • • • •
Stinky's drug use has well surpassed being dangerous, and has reached a point where it goes without saying that he won't be around for long with his habit. Freddy's attempt at getting help probably aren't the best, but Stinky leaves (by animating and vanishing on the spot) leaving Freddy to check out the rest of the home.
There's a straw on the table which Freddy can nab. A decade later we'd see this line referenced in Commodore's CAT, CAT, THAT DAMN CAT.
Also on the table, to go along with the straw is some cocaine.
But it's not coke that Freddy is searching for.
Hey remember when I said there's a locked door outside the temple of love? There isn't. It's a large eyeball that looks identical a standard ZZT door. One of the dangerous of having such a limited amount of characters and colors to work with in ZZT is creating an object that shares its design with something built in. With something like a door, it's very easy to turn folks away from trying to interact with the object because they'll see it as something they know can't be interacted with.
Although at this point it's just as good as a locked door to the player, as none of the ways to interact with the eye do anything.
Back in the temple, the decapitated man is gone, and Stinky is nowhere to be seen either. Freddy makes no comment on this, but with the head out of the way, he can climb up one of the vines on the wall now.
Climbing the vine leads to a different roof. This time with a clear view of the BURR-LYNN wall. The night sky is full of stars and a large red planet.
For some reason you can walk off the roof and onto the background. This is probably unintentional, but there are moments later where some breaking of perspective is deliberate.
As mentioned earlier, the wall itself has a somewhat hidden passageway to the north. At this point it becomes necessary to make any more progress.
The map of the game stops making logical sense here, as this board is both to the north of the wall, and to the west. ZZT's support for arbitrary board exits like this don't get used very often since it can get very confusing very quickly, but here there's just this tiny pocket of the board that can now be accessed.
And now Freddy has a hammer.
Turning around and going back through the temple of love again to get to the roof, Freddy can now interact with one of the statues.
with all your strength, you slam the
hammer full-force into the head of the
baby statue. the hammer gets lodged in and
the whole thing begins to shake.
the statue of the baby actually lay intact
on the bottom ledge, only with a few
chunks fallen out and blocking the window.
• • • • • • • • •
Freddy knocks the statue down, obscuring a window meaning he has somebody else to talk to now.
There's a very young child here smoking a joint that's completely ignoring Freddy.
Like taking marijuana from a baby, Freddy snatches the joint without any resistance from the child.
Really makes u think...
The bunny happily takes our stolen weed and calms down, unblocking the path to the west. Freddy is complemented on his abilities to solve problems.
Past the rabbit is a non-mushroom building. The landscape in this area is a bit different from what's been seen so far with the introduction of some greenish water to with the blue ground.
Inside the house itself is a flickering fireplace made using blinking colors to flash between yellow and dark red, and a lone occupant to speak with.
i was trapped, and the well promised me no
exit, lest i offer my left eye. and i did,
i.
those krazy kaves man?
*sigh* 'twas a fool, i was. in my old age
wandered i foolishly, and was confronted
by a bunch of savage weezils. i backed
myself into a corner and stumbled upon
the Wishing Well, who then proceeded to
ask for my eye in return for a safe exit.
the most stupid move ive made yet, i.
just may wander down there.
money. i search the perfect drug and i
need to pay for it.
greater a high than material things.
greater a pleasure than drugs. drugs come
and go. eternity is forever. follow your
conscience, young ferret, and karma will
lead the way.
be damned, i need me some white lines or
something.
now i sit here, cold and blind. i may as
well have sewed mine eyes shut from whence
i was but a child but lived a clean mind.
young one. follow your own path. just take
heed my words and look at me. im blind.
i am in hell. help me.
• • • • • • • • •
Horus ventured into the Karma Kaves in search of fortune, but his greed cost him his left eye. I don't know why losing just one eye would make him blind, but blind he is. Freddy pays no heed to his warning and figures it would be a good place to search for his own fortune of the perfect drug. Horus does his best to warn Freddy that whatever he may find in the caves won't be worth it, but the ferret doesn't care.
Sure enough, just south of Horus's home is the entrance to the Karma Kaves, Freddy's next objective. There's even a sign for them placed just outside the cave's mouth which is made up of black passages for the player to venture into.
The Karma Kaves are straightforward, and honestly don't look all that different from the scenery on the surface world. The right path is blocked off by a huge boulder that Freddy can't make his way past. It may seem like a temporary roadblock, but it's a permanent one with nothing beyond it.
A smaller rock blocks the other exit, but is still light enough for Freddy to move it out of his way and venture deeper inside the caves.
The next screen is a bit difficult to figure out. To me it looks like a large body of water dotted with tiny islands with trees on them, but the water is made of fake walls and can be walked on so I'm not really sure what the floor texture changing is supposed to mean.
Of course, before the player can figure any of this out, they'll need to talk with one of the Weezils Horus warned Freddy about.
im busy being an asshole.
weezil Horus speaked of?
• • • • • • • • •
Remnants in the code make it sound like there was something more that was intended here. Willy constantly loops checking for a flag called "mov" to be set before jumping to a "move" label. There is no move label in the code so whatever puzzle was meant to be here seems to have been scrapped with Willy placed somewhere safely out of the player's path.
Talking to Willy a second time brings up some questions Freddy can ask.
:a
caves. the job is mine to maul anyone
searching for the treasure.
stumble upon this cave for treasure, see.
what better way to feed a starving weezil
than feasting on an unsuspecting buff-
assed adventurer?
treasure, are you?
..."no."
im too lazy to eat you now, see. but feel
more than welcome to return in an hour or
so. >chuckle, snigger, etc.<
:b
southeast of here. it is said the great
treasure lies ahead of the wishing well,
but the well asks of one's left eye to
proceed. of course, a man blind cannot
find a treasure worth shit, see?
:c
in nature, really. but recently weezils
have been becoming endangered species due
to starvation...fortunately, myself and my
pak came across this cave of wonders, and
living creatures seem far more nourishing
than vegitarianism. so now you know.
:d
• • • • • • • • •
Any danger posed by the weezil originally is gone, and the player can just walk on by without issue. Willy gives the player a bit of backstory as to why he's eating anybody after the treasure and restates what Horus said about how losing an eye for the treasure won't do any good. He's also certain that there is no perfect drug, and thus no happy ending in store for Freddy.
Up ahead is a small farmhouse with a tiny pasture attached. Some animals wander around at random inside.
The gate can be opened, and some cows may stagger out into the rest of the caves, but there's no consequences for setting them free or keeping them penned in.
There's also this guy in the corner who can only be accessed if you exit the previous board from a specific point.
It's Master Bates! Like the cows, he's just there.
Entering into the farmhouse cuts to an interior shot. The exterior colors become more muted which is a nice touch. Here the chimney smoke is animated, but the fire is still. Oddly enough the fire is actually made of fakes so the player can step into it freely.
There are some drawers Freddy can dig through. The first contains socks. The second, silverware.
Of the three, only the spork can actually be taken.
The only other point of interest is one of the bowls on the table.
There seems to be more cut content here. These symbols are never mentioned again, and examining the bowl sends a command to every object on the board to jump to the label "whest", but not a single object on the board has such a label so nothing happens.
The last portion of the Karma Kaves is east of the farmhouse where the wishing well Horus spoke of can be found.
Freddy is presented with the same offer Horus took, give up his left eye and receive the treasure. He takes it. It blinds him, and the game ends as the board erases itself leaving Freddy in darkness forever.
(He has a second eye! Why is he blind?!)
Okay, that's not how Edible Vomit actually ends. It's just another puzzle. After backtracking to the cyan door outside the temple of love...
The cyan door is as brought up earlier, a giant eyeball. Except this time Freddy has a spork.
No positive reinforcement for this random act of violence.
But Freddy does get an extra eyeball, and I think you can see where this is going.
Yep. Also you can see a bug with scroll rendering here where text overflows the borders of the scroll when a line is made too long due to the indenting of the hyperlink.
No drugs here, just a rope. Not exactly worth losing an eye over.
After lots more backtracking to and through the temple of love, along with another vine climb, Freddy's back on the roof.
The very long rope can be used to create a makeshift bridge between the temple and the Burr-Lynn wall.
Freddy breaks on through to the other side and climbs his way down the wall.
Freddy's made it to Angel. Jimmy the Rat must be close, and then Freddy can finally get himself the perfect drug, but first there's somebody to talk to...
dear God, here sits the young child you
stole that marijuana from. he looks at you
innocently, blinking to hold back his
tears.
my everything. my drugs were my everything
to me.
the perfect drug ?
wow, you think. this boy really struck a
deep cord in you. *are* drugs everything
they're cracked (no pun intended) up to
be?
dude, that there's far more in life than
drugs. i have more in life than just
drugs.
driven by addictive, over-priced pleasure
things. but im old and stupid. you still
have hope.
misery things.
• • • • • • • • •
Feeling remorseful for his actions, Freddy decides to do something for the kid. He has a bit of a moment himself as well where he begins to question exactly what he's been doing and if it's the way he wants to live his own life.
Freddy then climbs up into the background and grabs the m00n right out of the sky. Welp.
The m00n is obviously the key to opening up the locked door from the very first board of the game proper. Once again Draco plays with the lighting when venturing into an interior here.
The building is almost completely empty except for a single hole in the wall.
Freddy, having taken the m00n from the night sky, proceeds to snort up a teddy bear via the straw he took earlier.
On my way back to Angel, I accidentally took the stairs instead of the vine up the temple of love and found the child still standing where Freddie took his joint. But that's non-canon.
In Angel, Freddy delivers the bear, but it's too late. Consumed by his addictions the child wastes away to nothing. His last request, for Freddy to give up drugs and save himself before he too suffers the same fate.
Beyond the child lies the end of Freddy's search. Surrounded by oversized mushrooms is a gigantic scorpion.
At the last moment Freddy has a change of heart. He's seen too much lost to drugs to keep using them himself. Maybe he won't make it without them, but he knows for sure that he won't make it with them.
The credits from the main menu are repeated in scroll form.
And the game ends with a plug for a sequel.
There never was a sequel. There was a... remix? Less than two months after Edible Vomit's release, Draco published Inedible Vomit. The game is essentially identical with a few minor changes. For one, the graphics are simplified, and purposely made uglier. The cool blue and cyan colors throughout Edible Vomit replaced with solid greens and browns. It's messier, deliberately so. The game also starts with a #endgame command to kill the player before giving them health to bring them back. This puts ZZT in its game over state which runs much faster than its regular speed.
There are other little changes throughout, object characters, the child being a girl rather than a boy, nothing major. Well, nothing major until the ending.
bes--
/i
the emptiness inside of you is devouring
you. you reminisce of Horus...who lost his
left eye and his dignity in search for
earthly pleasures.
...of that poor youth who lost his not yet
fully-developed life, who will now never
experience the wonders of life...
...of Skankk, who lives in poverty in a
mushroom because of spending his every
cent on drugs...
...of Stinky the Rat, who's surely dead at
this point, all because of his constant
dosages of heroin...
...of you, who's wasted away his life thus
far for disposable fun. can you really
afford taking another hit? can you truly
afford to turn out like stinky, skankk,
the little boy, and all junkies out there?
perhaps the wishing well worked. maybe
your greatest fortune is being clean for
once. perhaps you've realized a gift many
were too stoned to notice. maybe this is
your calling.
but you are a coward. your addiction comes
over you.
you've got. heroin, buddy. pure heroin.
mind if i shoot up here?
• • • • • • • • •
and so it ends. horus, the little girl...
so they fuckin' payed for their addictions
and shitnaught. but not you. you're sittin
pretty on your furry little ferret ass,
shooting up on anything injectible. the
good life, indeed. but does it matter?
you're happy. your happiness is all that
matters. life is good and good to you.
you kick back and pull out your needle.
today is a coke day, indeed...everyone
loves coke...life is good.
¦¦¦¦ credits
happiness. yes...all that matters
?
#endgame
• • • • • • • • •
Inedible Vomit takes a darker path for Freddy. One where he succumbs to his own addictions. Given Draco's ultimate fate, it's hard to say which world has a more depressing ending.
Final Thoughts
Draco created something special with Edible Vomit. It's certainly isn't some after-school special about the dangers of drugs. For nearly all of the game Freddy just wants more drugs, and the player has no particular reason to not want to help him fulfill his goal. It's tonal shift happens gradually, with each character introduced portraying drugs more and more harshly. Skaank is completely on board with Freddy's quest. Stinky is happy with drugs, but clearly going to die from them, and soon. Horus gave up his sight for his greed, and warns Freddy how his quest isn't worth it. The child gets caught up in his own addiction and dies from it, with Freddy's thievery as a catalyst.
It never feels preachy. Freddy's change of heart may be a bit sudden, and Draco's ideas of how to overcome substance abuse are pretty simplistic (I don't think Freddy has a very good support network here), but they come from the heart in a way that doesn't feel like there's any judgment towards those who began to use drugs. Edible Vomit is an introspection on hard drug use rather than a public service announcement. It feels natural. Jimmy may be a giant scorpion, but there's no scary monster trying to convince Freddy that drugs are good. The antagonist here isn't a strawman. Rather, it's Freddy's own habits that could lead him to his own demise, not anyone else's. There's agency here which makes the game feel sincere.
The game had a strong impact on the community. Like Tucan and Clysm's work before Draco's, the aesthetics of Edible Vomit became well established visuals for other games which gave themselves the trippy label. It would frequently show up in listings of ZZTers' favorite worlds.
Draco himself and his drug habits were iconic as well. He was definitely considered the community's resident stoner, likely the first ZZTer of many to become associated with the recreational usage of drugs. The ZZTer IRC channels were full of other experimenting teens venturing into a world of marijuana, DXM, LSD, shrooms, and salvia throughout the early 2000s.
Give Edible Vomit a try. It's a pleasant trip.
Support Worlds of ZZT on Patreon!