Where can I get Pop?

Pop is available on z2 as well as playable in browser via Archive.org

For those who get stuck, a walkthrough by Foxman is also available.

Also take note that the game contains a programming error that must be fixed in order to obtain the secret ending, and a possible bug preventing the game from being completed in general which can be gotten around by typing "ZAP" at the cheat prompt (activated with the ? key).

Pop

000
By: Tucan
Released: Aug. 22, 1998

Pop was Tucan's ZZT hit of the Summer of 98. An adventure game with tricky puzzles taking place in an environment I'd best describe as magical-surrealism. Like Deep December, it's a game with a lot of atmosphere, in this case taking place in a large tower on a tiny island in another dimension. The game was well received in its day, and went on to win a Game of the Month Award. It was also tucan's last ZZT release, though nothing indicates that it was necessarily intended to be such.

The game's text file describes Pop as a homage to ZZT's older days (it was only 7 at the time!), being inventory based and Kudzu-esque, and "a really sucky way to kill a few hours".

(Kudzu was another ZZT adventure where you mostly interacted with strange and usual people and things to solve puzzles)

000

The game's title screen opens with a flashing message on the bottom of the screen explaining that Pop is a game where you need no bullets or brain, and credits the game with a second author known as kabra-corn. I've never heard the name kabra-corn anywhere other than this game, and whoever this other person was, there's no clear remnants of them in ZZT's history today.

002

Upon starting the game, the player is taken to a menu of sorts. Lots of games opted to start on a menu rather than jump right into the game itself to allow for things like skippable introduction boards, credits, or game instructions that the player may or may not be interested in.

002

Tucan was nice enough to give some information about himself at the time of making the game. Thank goodness we no longer have to deal with preps with pagers in the 21st century. There's nothing too revealing here, just a typical teenager with ZZT as a unique outlet for creativity.

003

As is often the case, credits in ZZT games are just the author listed for everything except for the special thanks section. The mysterious kabra-corn goes uncredited on this screen. Several of the credited names list the other games which directly inspired Pop's creation.

There's also a shoutout for #darkdigital, which was the main ZZTer IRC channel at the time, which was hosted on AustNet despite the vast majority of ZZTers being from North America and Europe.

I also love the promise of writing down the music that was listened to during the creation of the game. Listing what CDs were listened to, and what food was eaten became a common thing to include in the credits for 24 Hours of ZZT contest entries. This is the first I've seen it done in a regular game.

There's an inaccessible board in the game's file which does list this music. It includes Beck, Jimi Hendrix, and The Velvet Underground among a few others.

004

The last menu section to explore is the information on the game itself, what its goals were, how its name came to be, and lastly an explanation of the game's inventory system

And about that inventory. ZZT doesn't have any innate inventory system beyond keeping track of ammo, torches, gems, and keys. However, by turning ZZT's cheats into a gameplay feature it was possibly to loosely recreate the sort of thing you'd expect from a classic LucasArts or Sierra adventure.

Typing a ? during gameplay in ZZT opens up a cheat menu, and +>flag< could be used to set a flag. On every single room in the game an object checks in a loop if the flag "i" is set, and if so, it opens a list of items you have, allowing you to select one to use on whatever you're standing next to.

The ?+i system was used in several ZZT games (and a few action games would have you reload a gun with ?+r), but was relatively uncommon. Actually typing the command got tedious quickly, and if you made a mistake and typed ?+o instead, you'd set another flag and have to clear it with ?-o.

ZZT only supports 10 flags, so games which used this system had to make sure you never got more than 9 items at a time (as the 10th was needed for the "i" flag itself), and would have their flow designed around which items you might still have. If an 11th flag was set, it would overwrite the 10th flag, leaving you stuck with a now missing item.

Let's take a look at how the code is structured for such a game with this new ZZT scroll technology

inventory
  •    •    •    •    •    •    •    •    •
#cycle 1
:loop
#if i inventory
/i
#loop
:end
#end
:inventory
#clear i

- inventory -

#if r !r; a rock.
#if s !s; a stick.

/i
#loop
:r
#all:rock
/i/i/i
#stupid
:s
#all:stick
/i/i/i
#stupid

:stupid
that's probably not it.
/i
#loop
  •    •    •    •    •    •    •    •    •

You can see that the inventory code checks for more flags and if they're found brings up an interactive hyperlink the player can select which jumps to the :r or :s labels to use them. From there, #all:rock will tell every object on the board that if they have a :rock label in their code to jump to it. For objects that don't, nothing happens and they continue executing the code they've been running already.

If an object has a :rock label, it then tells the inventory object to jump to the :loop label and then does whatever it does when you try to use a rock on it. If nothing tells the inventory to jump back to :loop, it will go through it's /i statements which tell it to idle for a cycle, and eventually hit #stupid, jumping itself to the :stupid label and letting the player know that whatever they tried didn't do anything.

It's a cool little engine that shows what sort of mindset you need to have to write ZZT-OOP. You're constantly sending label jumps to other objects back and forth and reacting to that.

Of course, in most cases the thing you're interacting with is right next to the player to begin with and you could just have the player touch it and bring up a list of items to use on it there, but that's not nearly as flashy.

With the game's mechanics explained, it's time to actually play some Pop!

005 006

The player is dropped in atop the lavender tower with an empty inventory next to an art piece consisting of four globes, three of which have notches in them. One of those notches has been filled with clay. This piece is known as the ya'yono vekka, as displayed in the corner of the screen.

In Pop, every board has a title which is displayed to the player in a corner somewhere. It's a nice way to help the player navigate the tower, giving a concrete way to reference any room no matter how abstract its design may be.

009

With only one way to proceed, the player heads to the outside of a library. There are some plants in the corner which do nothing, but are internally named as plants. I assumed it was some sort of debris in this case. The sign also states the entrance leads to a library and the player comments on being surprised to find it written in English.

010

Inside the library is the game's first lore dump. Pop has quite a lot to read from books as a method of world building, and suffers from a case of telling rather than showing, but reading through everything you find does help you make sense of future puzzles and gives a lot more insight into the dimension the player's been trapped in.

Talking with the person that's busy reading offers no help, as they're too invested in their book to bother speaking with the player.

Several books line the shelf, and you can read every last one of them. Don't feel obligated to read them top to bottom here. Though important in actual gameplay, they can definitely be skimmed here.

012

The mythology book is a bit meaningless. I'm not sure if a nimby is a Not In My Back Yard. "Yapok" is a name drop of the ZZT game Yapok Sundria.

·─ the tower ─·
  •    •    •    •    •    •    •    •    •
#end
:touch
the tower - by keykeeper val'h'ruhai.
            a lexicon of the flora     
            and fauna of the lavender   
            city.                       
            the english version.
            published 400 a.t.e.       

chapter 1. tower lore.
chapter 2. the tower's creatures.

#end
:a
the lavender tower is a small universe
consisting of exactly one sea, one sky
one island, one very large tower, and
a large amount of fuck-ups. as king
otto xxvii (most revered) once said,
"the lavender tower's base is basically
the well-known principle that every
great plan, at one point, must either
fuck, or be fucked."

basically, the tower is some sort of
divine joke created by the big guy
upstairs. it is utilized by some of
the higher beings, whether these
beings are demons or angels, it is yet
to be seen.

it is a well known fact that the lavender
tower serves as a sort of trap, if you
will, for people from other dimensions.
however, the trap is a very selective one,
and will only capture people of its own
preference, that is to say, young men
and women of a very curious persuasion.
  why these particular men and women
are selected remains unexplained, but it
is said that the demons/angels are testing
the proportions of human curiousity and
intellect.

another strange fact about the lavender
tower is that at no point does it open
out onto the ground level. in fact, a
floor or staircase situated on ground
level is yet to be found by the several
"wanderers" who "wander" about the lav-
ender tower in search of an exit. not
even the keykeeper of the lavender tower
has found an exit. which leads us to
another subject...

the keykeeper of the tower is a god-like
figure that watches over the "wanderers",
and tends the grounds of the lavender
tower.
the keykeeper of the tower is a former
"wanderer" selected by a small ring of
unseen "watchers", the demons/angels
who constantly glare at the tower
denizens from above. i have had the luck
to be selected for this sole privelege,
it came to me as a dream. the
"watchers" informed me that i had attained
a very remarkable amount of curiousity,
a feat that would not go unrewarded. i
woke from this dream, breaking out in a
sweat, with a key around my neck.

of this affair, i can tell you no more,
other than that it is true... the key-
keeper of the tower does attain the
position of a demi-god, if you will.
there is nothing that is not outside of
my doing.
#end
:b
hûdû- a large possum-like creature with
      fierce territorial instincts. they
      can speak all or most languages,
      possessing both a tenacity to
      learn and a fiery intellect.
      however, the hûdû is not without
      its faults. it is surprisingly weak,
      very belligerent, and usually un-
      willing to speak to anything about
      anything.

grook- a furry, mammalian/snake. these
      creatures can detect the presence
      of minute amounts of gold.
      they served keykeepers as a metal
      detector of sorts. they are now in
      scarcity, a fact owing to their
      magnificent golden pelts. as otto
      the xxvii described: "a sort of
      drab yellow."

rankallan- a large scaly lizard type
          creature possessing suckered
          feet, and over 20 feet of
          colorfully decked body.
          rankallans lead long peaceful
          lives consisting mainly of
          eating passing "wanderers"
          and scaling the tower sideways
          with suckered feet. they re-
          produce asexually, so there is
          usually only one rankallan in
          existence at a time. the cur- 
          rent rankallan answers to the
          name of boris. rankallans, when
          near death, all go to a local
          cave to die. the remains of a
          slain rankallan are perfectly
          preserved near the tower
          balconies.

phrog- a creature resembling a colorful
      bullfrog. it is well known that
      they are extremely partial to
      mangoes and will come out of
      hiding places just for the cause
      of one. their hides are tough,
      and it will take more than one
      slash of a knife to kill a phrog
      and take its hide. their hides,
      which are indeed decorative, are
      also poisonous, and are tra-
      ditionally used on blowpipe darts.

reazles- small, rat/weasel combinations.
        a reazle's chief predator is a
        large slice of gouda or stilton.
        they are known to eat coins them-
        selves.

eguinius- large, predatory sea-horses that
          dwell on land and water. it is
          a well-known fact that eguinius'
          trample victims to death with
          their groins, then slowly suck
          their juices through straw-like
          snouts.

eboral- leathery combinations of
        loch ness monsters/hammerhead
        sharks/dogs.

parakeets- the one animal known to exist
          in all universes at the same
          time, for some annoying reason.
          parakeets have the ability to
          memorize long phrases like
          "help! jonathan's locked me in
          the closet!", and release them
          when jonathan's having tea with
          a friend.

otters- not like the otters found in
        similar universes. small, sleek,
        sentient creatures known to
        breathe fire and eat things dwell-
        ing in closet. the first keykeeper
        moe was known to worship these.

druphus- adorable rabbit like creatures
        who were trained by king otto
        the xxvii to eat people who said
        the phrase, "gee, otto, i'd
        really like to borrow some cash."

octarines- not animals, but fruits.
          octarines have a nectarine-
          like appearance and a blue-ish
          color. they are known to taste
          like an individual's conscience
          (curious people taste a curious
          octarine, mad people taste,
          strangely enough, a mad
          octarine.) rare delicacies.

chameleon rocks- are known to change
                colors to blend into
                their surroundings to
                survive people who,
                after devouring a
                rajaijah mushroom,
                feel like devouring a
                chameleon rock.
  •    •    •    •    •    •    •    •    •

The second book gives the necessary backstory for the game. In short, curious creatures are taken from their dimension to this one where mysterious "watchers" are entertained by those who search the tower for an escape. A keykeeper title is given to those who show an especially noticeable amount of curiosity, essentially putting them in charge of the tower's upkeep. Nobody has ever found an exit, and nobody has been to the tower's ground floor.

The second book also goes on to describe the creatures found within the tower. This is less of an information dump, and more of hints on how to solve some of the puzzles later on with some sillier entries for humor as well.

030

The last book is a sixteen page diary by Jenner, the tower's 10th and current keykeeper.

·─ ya'yono vekka ─·
  •    •    •    •    •    •    •    •    •
:a
july 1, 1997 - have arrived here, rather
inexplicably with my dear dear friend, il-
sa magras. i have spoken to the locals,
and they say that this universe serves
as a trap for people of a curious nature.
the 'watchers', the angel-demons, watch
over us from afar, running tests and bets
and whatnot, and sooner or later, they
kill us off one by one. well, not 'kill',
adrian said (adrian is a dark cyan blob
we met today), those in question just sort
of disappear. they say that once you find
the exit, that's it. the 'watchers' finish
you off. cruel existence. how can we *not*
keep searching for the exit? i told ilsa
we must have faith.
#end
:b
july 10, 1997- these grounds are quite
large, but there seems to be no way
down to the bottom. all of us appear
near a statue called the ya'yono vekka,
a mysterious set of globes, some with
notches carved into them. i accidentally
got my walking staff stuck into one of
them, and it doesn't seem to want to come
out.
#end
:c
july 12, 1997- tried catching some of the
phrogs in the groves. it seems they
favor mangos. they are highly susceptible
to knife-stabs, as adrian demonstrated.
they make terrible eating, but as adrian
also demonstrated, needles can be rubbed
against their caustic hides to produce
cure-tipped darts.
#end
:d
july 13, 1997- i noticed that the hûdû in
the grove steps on the exact same branch
on his way down. i am currently devising
a plan to rid him of that ghastly
rajaijah shroom, the shroom of madness.
#end
:e
july 14, 1997- nearly got stabbed to death
by assassins who offered me lunch. they
congratulated me for outwitting them, and
thus, gave me several clues to the finding
of the exit.
#end
:f
july 16, 1997- i won a gem by doing
battle with a mutant reazle. at first,
i had no clue what purpose the gem served,
but the reazle told me that i would need
at least 8 of those to find the secret
ending to the game. i asked him what
did he mean by 'game'? how could this
universe be a 'game'? and there was a
secret ending to it? come now, how can
one already foresee the ending? the reazle
disappeared. i hid the gem inside the ya'
yono vekka.
#end
:g
july 20, 1997- ilsa and i have found a new
staircase! we have no clue where it leads
to, but we have decided to keep it a
secret from the rest of the group.
#end
:h
july 22, 1997- i have lost ilsa. we found
the exit, it appeared as a shimmering
gateway that was approachable from any
side. ilsa urged me to step through, but
i refused, i did not know where it would
lead. this universe is fine enough for me.
ilsa stepped through, and the gateway
closed behind her. she is the only human
to ever find the exit.
#end
:i
july 21, 1997- i had staked myself out
where the gateway once was, when people
garbed in strange manner came up to me.
they were watchers they said, and said
that they would like to reward me for my
courage. i had no courage, i denied, but
they said that true courage comes from
squelching one's inhibitions. no, i said,
true courage comes from doing what one
thinks is right. a 'watcher' named boris
laughed and said that we need not lessons
in morality. they have crowned me the new
keykeeper. don't let the name fool you.
all i do is maintain this place. they
will tell me more about this universe
later on.
#end
:j
lost the date.

i just realized these stupid watchers had
not known that ilsa was with me. they had
thought that i was the only one. just as
well, if they had known, they would've
killed her.

boris explained to me this dimension. it
does not travel. when another dimension
is adjacent to it, this dimension overlaps
the other. if a sentient being happens to
be on the exact point of overlap, and this
sentient being is an inquisitive sort, he
is sucked through into this one.
#end
:k
had an argument with boris over whether it
was right to kill the more successful ones
the ones that actually found the exit and
used it. it makes the rest of the
wanderers fearful. most of the wanderers,
especially adrian, despise me for some
reason.
#end
:l
i have built a vacuum cleaner for the
watchers. they are especially pleased with
it, in their pocket dimension, they have
no such minds as mine, the mechanical
mind. they say that i should start build-
ing more for them.
#end
:m
boris explained to me that this dimension
is actually a game, made by invisible
outsiders for enjoyment. the watchers say
that they have never seen these
ur-watchers. i find it humorous. watchers
being watched.

boris said that the purpose of this game
is to be killed by watchers while trying
to find the exit. i find *that* futile.
is dying considered winning? but if one
wanders around this dimension for an
eternity, have they won the game?
#end
:n
boris has given me plans for a device
he could not explain. i looked at them.
they are brilliant. i will not tell the
watchers, but i have devised a way from
these plans to make an escape route
for myself. a simple catapult, that will,
if you will, catapult me into an adjacent
dimension. all or nothing. ilsa has
written me several letters that somehow
flew into this one. this gives me reason
to believe that my home dimension is
alligned.
#end
:o
bloody work. i had to kill a rankallan
that ate too many wanderers. the plumbing
in the men's bathroom went out. i can't
find the glyph that opens the laboratory,
i left it in the soap factory. reazles
have overtaken the gallery. these mundane
subjects distract me from my major ob-
jective. and the interdimensional workman
has just delivered an exquisite painting
for me.
#end
:p
have finished the transdimensional cata-
pult. it is done.
  •    •    •    •    •    •    •    •    •

The keeper's diary in interesting as it drops so many hints for the game's puzzles that it's very much like its own subtle walkthrough for much of the game. To summarize, jenner and isla were brought to the tower together, and actually managed to find the exit. Isla ran out and jenner stayed behind, having grown tolerant of life in the tower's dimension. Eventually one of the watchers discovered jenner and made them the new keykeeper. Upon learning that exiting normally means certain death, and that an alternate means of exiting safely could be created jenner planned their escape.

034

Continuing deeper into the library brings the player to a large bookshelf. The use of half solid characters in varying colors like this was a very common way to create bookshelves. In a bit of an issue with continuity, the player immediately comments on not being able to find a dictionary, but no dictionary has been mentioned, until investigating the torn out pages of a diary in the corner.

035 036

The player is thus informed about a dictionary that will let them communicate with those who only speak izanuoylrak'ian. It also provides a bit of insight onto the ya'yono vekka seen at the start of the player's journey. This diary also reiterates the importance of the eight gems which can be found in the game in order to obtain the special ending.

As we'll see, obtaining the eight gems without using a walkthrough or peeking in the editor is a gargantuan task. Even Foxman who wrote the game's walkthrough admitted to not knowing where one of the gems is. I'm confident that nobody got the secret ending without cheating in some way.

In order to find the dictionary, it may be wise to ask the librarian for some help.

Interaction
  •    •    •    •    •    •    •    •    •
you come up to the librarian and he greets
you in izanuoylrak'ian:

librarian: golmox rahutay skryll?       

you: hello... i... uh...

<you are suddenly reminded that you need
a dictionary...>

you: izanuoylrak... yes? yes?

you (thinking): good... i think he under-
stands *that* much... what's this? it
seems he wants a trade...
/i
maa... maanhg... mango.                 

he wants a mango for a measly dictionary?
where the hell do i find a *mango*?
  •    •    •    •    •    •    •    •    •

And with that the player gets their first task. Find a mango, receive a dictionary. The back of the library contains nothing of interest, just a few open books on a shelf. It's time to move on down the tower.

045

The southwest tower board foreshadows some lower balconies that the player will eventually be able to explore. On the current level, there's a large shrub and a creature standing near it.

047 048 045

One thing worth pointing out here, is the interesting shading on the tower displayed here. It uses the standard ZZT fade of solid -> normal -> breakable -> water -> repeat which is used normally in the skyline in the background, but on the tower itself it's handled a little differently. There are these sort of vertical seams created which help add some roundness to the shape of the tower. This is done by taking advantage of how normal walls and water tiles are the inverse of each other graphically. So a dark purple on dark blue normal looks almost but not exactly like a dark blue on dark purple water. This creates the seam when you put the two next to each other and is a really cool effect that I don't think I've seen used anywhere else in this manner.

049

The entrance to the main hub of the tower is the next screen. This room also has the first solvable puzzle, and immediately requires you to get into Pop's mindset. The game's included text file even tells you how to solve it, which is generous because it's already not the most intuitive solution.

051 052 057 060

Investigating the statue brings up a few interesting choices of what to do to it. You can go down the list and get various reactions, but until you insult it enough, it won't do anything. ZZT games rarely required repeated interactions like this so even just getting the statue to wake up can be a challenge. And when it does, you begin a fortunately slow chase.

061 054 062 063

With the statue slowly chasing the player, they'll have to move over to a large drill, activate it, and lure the statue to its demise. All of this is a very elaborate method of obtaining a rock. The player can also activate the drill in advance, but the statue does move slowly enough that it's not necessary to pace back and forth across the board for added safety.

Murder count: 1

067

Rather than proceed inside the tower, I continued down the path. There's a lot to take in on this board. Like the dead body! But first let's get ourselves killed by a coke machine.

068 069 070

Yes, a second game with coke machines in it. Unlike Deep December's commitment to brand ideals, in the world of Pop, vending machines can be far deadlier.

072

You can safely spit in it though.

074

Next in line is a parakeet. Just like the statue and coke machine there's a variety of options to choose from.

075

Talking to the parakeet makes the dead body up ahead go from suicide to murder. Attempting to kill the parakeet yourself is met with a message about how it refuses to give you the chance. You're also unable to offer it any food regardless of what's in your inventory.

076

Offering it a gem which you don't have will cause it to fly away, which it actually does by moving up and across the screen to the edge before disappearing, which is a pleasant detail rather than simply making the object #die and vanish on the spot.

If the player does have a gem, the parakeet will take it before leaving, thus preventing the special ending from being possible. It's a pretty needless design decision.

080

The victim is revealed to be a maid, and the circumstances of her death are mysterious, but will ultimately go unexamined in the player's quest for the exit.

081

The last board of the tower's exterior is the guava groves. This board has quite a bit to interact with despite its small accessible area.

082

Firstly is the goal of the dictionary quest, a mango on the tree. Unfortunately there's no way to remove it currently.

084 083

Next is this viewing lens. Without any gems there's not really anything the player can do with it yet either.

085

Attempting to pick the mushroom causes the hûdû atop the tree to run down and bite you for trying to steal their mushroom. So we are 0 for 3. What a productive trip to the guava groves. Time to backtrack and enter the tower proper.

088

The board has a really cool perspective, simultaneously showing both the inside and outside of the tower. It uses transporters which blend into the walls to let the player transition from the outer section to the inner.

089

Talking to the gatehouse-keeper gives you a prompt to give him your name. Each option gets a slightly different response, but none of them have any effect on how the conversation proceeds.

085
sir lugg
  •    •    •    •    •    •    •    •    •
so... anyways, my name's sir martin lugg,
for ye... been gatehouse keeper o' this
here tower for past sevendy nine years..

been ups and downs, lately. don't think
of yourself as the only bright eyed
young-un to come through these doors,
sniffing every crack...

you <a big ignorantly>: seventy nine   
years!                                 

sir lugg: that's it for ye... i've been
searching a way outta these damned
towers for years... it's all mazes and
junk...

you: c'mon... surely you remember which 
way you came in...                     

sir lugg: do you?

you: well... i, uh... er...             

sir lugg: zackly the point. people come
in, don't come out. firstmaster
jenner allus takes care of 'em. gives
em jobs, or 'e just takes 'em down
to the basement... they don't come up
from there either...

you: sounds like something my grandfather
told me during a thunderstorm...       

sir lugg: ain't no tale, sonny. it's real.
any case, jenner's a kind soul. 'e's
just a bit confused...

confused?
i see...
#end
:a1
 
yes, son, confused. 'e built this place...
talked to me a spell or so... a long
while, tried to see things through
with me... said i was one of the smarter
ones... hell, he even told me i'd
be runnin' the place once he kicked back..

'e said it was a trap. y'know, the way
a spider web gets 'em chiggers, the
towers were meant to get curious folks
like yerself... never said what 'e'd
do to 'em, just said he liked company
of thinkers, then.

#end
:b1
well, been nice talking to you... come
back sometime soon.
#end

:touch
sir martin vendul lugg looks up
expectantly...

so, could you let me into the tower?
what sort of language do they speak?
what does master jenner look like?
what are those statues for?

#end
:a2
well, e'er since about two weeks ago,
those there mushrooms blocked up the
passage to the tower... vicious mushrooms.
ye'd best watch out for 'em.
#end
:b2
izanuoylrak'ian. like from around the
heptagonal sea. it's hard to git, but
you can hold a conversation fer a spell
if you've got a dictionary...
#end
:c2
i dunno, 'is face keeps changin'... one
thing, you'll recognize 'im by 'is eyes..
yes, them eyes...
#end
:d2
one's justice. and one's the weasel...

you: the weasel?                       

yep... justice is blind, y'see, so
the weasel does the seeing, and justice
acts upon 'is eyes... rather unfair.
justice makes some mighty bad decisions
that way...
#end
  •    •    •    •    •    •    •    •    •

There's quite a conversation to be had with the gatekeeper. Again the dictionary is stressed as being something to get sooner rather than later. There's also the mention of the mushrooms blocking the actual entrance and the weasel that's been tricking justice.

105 106

This leads to the next puzzle. In order to balance justice's scales, something needs to weigh down the lighter one. This is where the rock from the statue comes in.

108 110

With the mushrooms gone, the player can now enter the tower, though two of the passages are blocked.

On the carpet at the entrance, is a large piece of cheese and a rat quite interested in it, but other than that there's no interaction between the two objects.

113

What might appear to be a passage on the painting is in fact an inscription, revealing it to be a painting by isla to jenner. Jenner's diary mentioned that isla had been able to send messages from their home dimension into the tower's since the two were aligned. The hint given here isn't readily apparent, but will come into play later.

It turns out if you look at the inscription a second time, you'll find out there's a note on the back of it which mentions that the two of them had a secret room in the library and that isla has a surprise there for jenner.

Some ZZT games would put passages on picture frames as a way to take the player to a board where they could view the painting and nothing else which is what I was expecting here. Using the same character as a passage for this object isn't the ideal choice, but there's no harm done here in expecting a passage and just getting a message instead.

116

The worker in the upper right has been waiting for jenner who hasn't been around and as is the theme with Pop, presents a variety of dialog options to the player.

drinking on the job, eh?
117

what exactly *does* that machine do?
118

how'd you get into this tower place?
119

the boss says it's break-time...
120

Telling the worker it's time for a break results in them rushing out of the room, taking the player along for the ride if they happened to be below the worker when they talked to him

When they leave, the passage sound effect plays! More fun little details.

With the worker gone, the player can now pick up a bottle of oil that was previously inaccessible. After doing so, I follow the path to the only new exit, the cafeteria.

124

The cafeteria has lots of people to talk with, most of which are pretty inconsequential.

blob
  •    •    •    •    •    •    •    •    •
you blink your eyes... a strange pulsating
creature stands here, looking passively
at the menus. yes, its quite possible for
a large, amorphous mass of snot to look
passively at something.

blob: can i help you with something?   

you: augh!

what?                                   

no, i... uh, thought... well... you kind
of blend into the walls when you stand
still.

yeah, i have a tendency of doing that...

so, what universe are you from?

upper left quadrant. the tower and my   
universe were alligned, so i fell right 
in. my name's bob... what's yours?     

bob the blob, huh?...

pardon?                                 

sorry, it's a... uh... human joke...

damnit, *i'm* a human!                 

no you're (you think better of it)...

whatever.                               
  •    •    •    •    •    •    •    •    •

The table in the top left has something a bit more meaningful.

withel
  •    •    •    •    •    •    •    •    •
withel: psst! psst!                     

uh... yeah?

nothing... you fresh fish?             

wha?

you know... new penny, fresh fish, ripe 
plum... you just arrived?               

yeah, i suppose so... i'm lost.

(laughs). aren't we all? look, don't tell
anyone, but these demons, you see...   

bodhran: thought they were angels...   

uh, yeah... that's my otter friend over 
there... and bodh, any angel that'd lock
us in a damned tower's a demon t'me.   
/i
wait... these angels... uh... demons
locked you inside this tower?

figuratively speakin' a'course. these   
demons, see, they's watching us. joe   
blogg, aye, 'e was one of the braver   
ones, then... joe, 'e disappears, and in
in his place... there's plumage!       

what... birds?

nitwit! angels!                         

bodhran: thought they were demons.     

well, in any case, these angel/demons, 
they take the better ones, and we don't 
see 'em again. not again. i 'ad the good
chance to meet one of these, and wot did
'e say? i'll tell you wot... 'e said the
'ole thing's pointless.. the 'ole thing's
bloody pointless. and we'd have to give 
up to get out of here, i told 'im we al-
ready gave up, an' 'e laughs! 'e bleedin'
laughs!                                 

bodhran: that's angels/demons for ya.   
  •    •    •    •    •    •    •    •    •

Again the player is told that they need to give up in order to actually escape the tower. Bodhran the otter is constantly changing colors as well in this screen, so attention is easily drawn to them. But the most important conversation you can have in the cafeteria is with the person located in the lower right.

seven
  •    •    •    •    •    •    •    •    •
you: hello there.

seven: hello.                           

you a new arrival here?

i have been here since the tower's estab-
lishment.                               

did you build this place?

figuratively. my job is to watch over   
you wanderers.                         

do you help them?

no... just watch them. we experiment on 
curious minds like yourself, although you
never realize it.                       

we?

well, yes... there are many of us. there
are many of us surrounding you right now.
#zap touch
#end
:touch
any advice on getting out of this place?

you must give up.                       

but i've just started trying to get out of
these damned towers!

this tower exists on two dimensions.   

two dimensions? but that's impossible!
are they overlapping each other!

no, they coexist. two dimensions. if you
give up in one dimension, then you will 
automatically find yourself outside of 
both. it may be hard for you to under- 
stand. but to quit the game, you must   
first stop trying to exit the tower. once
you exit the tower, you must quit the   
game.                                   

game? exits? what the hell are you talking
about?

i can tell you no more. give up while you
still can. it is pointless. you might   
survive.                               
  •    •    •    •    •    •    •    •    •

How much of the Pop's story is meant to be taken as metaphor and how much is actually breaking the fourth wall is purposely ambiguous. It's a ZZT game, but are the watchers actually aware it's a ZZT game?

All in all, while providing more information on your quest, the cafeteria offers nothing to the player to help them actually complete it. Though, by entering the tower the player did pick up that bottle of oil which can be put to use immediately.

143

Running all the way back to the guava groves, coating the branch with oil, and then attempting to pick the mushroom again causes the hûdû to slip and crash on the ground.

147 149

This time the player gets to keep the mushroom, and with the hûdû incapacitated, the player can climb to the top of the tree for a stick.

150

With the branch you can fill one of the two notches on the ya'yono vekka, though what this does isn't made apparent to the player right away. Being able to do this to begin with is hinted at in one of jenner's diary entries where they mention getting their walking stick stuck in one of the globes.

151

Back inside the tower, the effects of filling a globe are made apparent as one of the doors blocking further passage disappears.

152

The path winds a bit, without a whole lot to interact with. The sign by the blue passage is written in izanuoylrak'ian, only saying "uroos maluroos". If you go all the way back to the diary pages found in the library, you'll be told that this translates to "the murderers". Naturally, the player should go inside.

154 155

On entering the murder room, a group of people are seated around a dining table and polite request you to bring the soup and enjoy a meal with them.

158

The player can't actually take the soup until it's been properly flavored. The puzzle is kind of arbitrary since it explicitly tells you to add a mushroom to the soup, and in order to be able to access this room to begin with the player has to have already gotten the branch from the guava groves, and if the player can get the branch, they can get the mushroom as well.

159 160 162
drakat
  •    •    •    •    •    •    •    •    •
you: now then, someone pass me the soup?

drakat: perfectly alright... since we know

drakat: how many you very liking centipede

drakat: in your dimension, mary cooked it

specially for yours!

you: uh... thanks. (must've mistaken the

dimension somehow...)

are you sure you wouldn't like some

centipede?

drakat: yeck! how could someperson eat

these? no offense or something...

you: uh... yeah...

you watch as they alternately drink from

the bowl of soup...

drakat: ...

mary: ...

vicki: ...

drakat: licorice!

mary: carton!

vicki: they're on my braaain!
  •    •    •    •    •    •    •    •    •
166

Murder count: 4

With the murdered dead, it's time to figure out why they died.

167 168 169 170

Unsurprisingly, it's because of the random mushroom you decided to add to their soup. Don't add random wild mushrooms to soup! Though, it paid off in this case what with the room being full of murderers who intended to poison the player's centipede dinner. Inspecting one of the murderers does net you a knife, which will pretty logically allow the player to cut them a mango and get their dictionary finally.

It's impossible to be killed by the murderers since you aren't allowed to pick up the soup without putting the mushroom into it. Also if you have the dictionary you can use it on the sign to reveal that it's full of murderers, but since you need to solve this room's puzzle before being able to get the dictionary it's a bit moot by that point.

171

Next up on the path is a bouncing booger.

172

Here the tower opens up, offering three new paths to take in the second checkerboard room. This room has a large fountain of water in the center of it.

173 174 188

Conveniently, bathrooms for numerous species from several dimensions can all be boiled down into male/female. I opt to explore the men's room first.

178

Inside the restroom are various urinals intended for the different creatures residing in the lavender tower. The stall contains a roll of toilet paper, and er...

toilet
  •    •    •    •    •    •    •    •    •
#end
:touch
it's a white cabbage.
#zap touch
#end
:touch
you thought i was gonna say 'toilet', eh?
#end
  •    •    •    •    •    •    •    •    •

A white cabbage that is named toilet, but will never have its name shown in the game itself since its messages are one-liners and don't require a big text box.

Oh, there's also a dead guy who died while brushing his teeth.

180

You can also pick up a bar of soap here. You'll need it for the women's room, but there's no particular reason why it's not possible to do what you do there in here.

175

Moving to the women's bathroom, it's pretty similar, though lacking a corpse and it only has one urinal. Examining the women's room urinal results in the player wondering what strange creature could possibly need a urinal while also being a girl. ZZT games in 1998 created by early teenagers were not the most progressive in terms of gender representation.

176 177

There's also a whole mess of floss you can take.

185 184 187

Our puzzle here is to dissolve the soap in the water and obtain the glyph that was trapped inside. Think back to jenner's diary again, where they mentioned that they lost the glyph required to enter the lab while in the soap factory. See, it all makes sense. At least more sense than not being able to interact with the sink in the men's room at all. It would've been easy enough to put everything in one bathroom, and either make it unisex (which is probably a good idea when dealing with creatures from several dimensions) or just have the player character refuse to enter one of them. Though, I suppose the player is never gendered in this game! Who's to say which bathroom they should to using?

189

Bathrooms aside, the balconies takes us to the lower area seen early on in the game where the only thing to interact with is a post.

190 191

This sort of marks the moment where a lot of the game's puzzles and solutions are right next to each other.

karthas
  •    •    •    •    •    •    •    •    •
#cycle 1
#end
:touch
karthas: don't come any closer! i'll   
jump! i swear i will!                   

why?

because... i.. uh...                   
/i
karthas: oh, uh, thanks mister for saving
my life. or something.                 

you: i suppose you all have these troub-
ling mood swings in your dimension, right?

karthas: what mood swings?
#zap touch
#end
:touch
ask karthas about:

his dimension.
the tower interiors.
reazles.
i have no more to talk about.

#end
:a
we all have tails.
#end
:b
not much, just a wine cellar and the
burial grounds of a rankallan. they say
master jenner slew it 'imself. i wouldn't
go in there though, those rabid reazle's
would eat you alive.
#end
:c
reazles? vicious cross between rats and
weasles. most of 'em are harmless, but
these ones'd inside'd tear you apart.
i hear they like really shiny stuff.
#end
:d
#lock
thanks again fer saving me, mister.
/w/w/n/n/n/n/n/n/n
#die
  •    •    •    •    •    •    •    •    •

Talking to this individual gives you some information on the area up ahead having a reazle infestation, and reminds you about their love of shiny things, which can also be found by reading one of the books in the library

199

Sure enough, the next room is full of reazles. Tucan was nice enough to stop the player from getting themselves killed, and you're blocked by an invisible object until you find something to deal with the reazles. This is a good a time as any to do some cleanup on the boards which have bene visited before.

202

Heading back to the main path, it's possible to cut down the shrubbery with the assassin's knife and pick up a gold coin.

205

Unsurprisingly, it can also be used to cut the mango from the tree. The obvious thing to do is give it to the librarian right away, but it also serves a second purpose here.

208 209 211 212

Investigating the area near the arrow lets you interact with the frog. You can then lure it over and skin it for its poisonous hide.

This puzzle isn't the best. If you try to turn in the mango before getting the frog skin the game won't let you. The books in the library mention the frogs loving mangoes, but it would work just as well if the frog didn't need to be lured since you still need the knife to begin with to get its skin. If the player doesn't remember the connection between frogs and mangoes, they can easily find themselves arbitrarily unable to solve the dictionary puzzle.

216 218

Once the player has the frog skin, they're free to give away the mango and get their dictionary. I like how the dark cyan book actually vanishes when you take the dictionary off the shelf.

221

Now's also the time to move the stick and explore the other passageway in the tower.

223

After a several boards long trip, the right side passage in the tower takes the player to this green room.

224 225 226

There's not a whole lot to do here. The tubular object can be adjusted, but doesn't do anything. The guard prevents the player from going to the clearly marked exit, and then there's the guy that says fifty things.

50 things.
  •    •    •    •    •    •    •    •    •
#end
:touch
#zap touch
hello! i'm a guy that says 50 things!
#end
:touch
#zap touch
this is the first thing.
#end
:touch
#zap touch
you won't last till thirty!
#end
:touch
#zap touch
yo' momma's a whore!
#end
:touch
#zap touch
baskitkc, you whore!
#end
:touch
#zap touch
qwertyuiop
#end
:touch
#zap touch
i am a poolboy! hear me roar!
#end
:touch
#zap touch
skunks!
#end
:touch
#zap touch
sk8er!
#end
:touch
#zap touch
god, this gets more unoriginal by the
second.
#end
:touch
#zap touch
holy rusted metal, batman!
#end
:touch
#zap touch
my town is the ninth layer of hell.
#end
:touch
#zap touch
i'm not a lesbian, but my girlfriend is.
#end
:touch
#zap touch
wowee zowee.
#end
:touch
#zap touch
damage inc. kicks ass.
#end
:touch
#zap touch
i know you're reading this!
#end
:touch
#zap touch
i'm with stupid.
#end
:touch
#zap touch
i really really wanna play yoshi's island.
#end
:touch
#zap touch
this game sucks.
#end
:touch
#zap touch
no it doesn't.
#end
:touch
#zap touch
yes it does.
#end
:touch
#zap touch
is this #25? or #40?
#end
:touch
#zap touch
i think it's #50.
#end
:touch
#zap touch
wait, it can't be.
#end
:touch
#zap touch
i was originally supposed to say 100
things.
#end
:touch
#zap touch
little things.
#end
:touch
#zap touch
big things.
#end
:touch
#zap touch
one fish.
#end
:touch
#zap touch
two fish
#end
:touch
#zap touch
fifteen hundred fish.
#end
:touch
#zap touch
fifteen hundred phish.
#end
:touch
#zap touch
fifteen hundred phishes.
#end
:touch
#zap touch
tuc's fingers are getting tire
#end
:touch
#zap touch
i fell down and i can't stop typing.
#end
:touch
#zap touch
this is what tuc does during the summer.
#end
:touch
#zap touch
wastes his time, yep.
#end
:touch
#zap touch
i'm afraid for these 32k limitations.
#end
:touch
#zap touch
i'm afraid of americans.
#end
:touch
#zap touch
search for a blatant cause/blame it on
menopause/or perhaps stress and strain/
credit cards/lumbar pain.
#end
:touch
#zap touch
gawd, pavement kicks ass.
#end
:touch
#zap touch
so does the velvet underground.
#end
:touch
#zap touch
so do the beatles.
#end
:touch
#zap touch
so does ani difranco.
#end
:touch
#zap touch
so does the doors.
#end
:touch
#zap touch
so does beck.
#end
:touch
#zap touch
so does sublime.
#end
:touch
#zap touch
i listen to crappy music, i know...
#end
:touch
#zap touch
i mean... tuc listens to crappy music.
#end
:touch
fine! here's a gem!
/i
#zap touch
#put seek boulder
#change boulder ammo
#change ammo gem
#end
:touch
i don't say anything else.
#zap touch
#end
  •    •    •    •    •    •    •    •    •

Remember those 8 gems for the secret ending? Here's one of them. Just talk to this guy until he runs out of things to say! It's tedious! One of his lines mentions being worried about hitting the 32 KB limit. Since this game predates external editors, there's no way to find out how large your board is unless you export it to its own file. To make matters worse, though ZZT's file format will support a 32 KB board, in practice ZZT has issues with boards at around 20 KB. There's no real exact size threshold to avoid crossing, but 20 KB became the mark to keep things under. If you go beyond this limit, you'll increase the chances of your board being corrupted when saving, or objects having their code randomly deleted. Lots of work has been lost this way.

With that, the player's seen everything they can prior to passing through the reazle caves. It's time to head back there.

233 234

Using the coin found in the shrubs, the player can gain safe passage through the cave as all the reazels run off to take a good long look at the coin.

236

The burial caves mark the start of the game's next segment. The torches flicker between a blue and white flame by #putting blue and white water around themselves. I guess outside of ZZT "use water to represent fire" isn't a common technique. The sign has quite a bit to say about the burial caves

sign
  •    •    •    •    •    •    •    •    •
#end
:touch
·─-─-─-─-─·
the burial caves
·─-─-─-─-─·

welcome (or farewell)! you are now stand-
ing in what was named one of the greatest
nine wonders of this dimension. the
burial caves.

for interests at hand, this sign is
printed in north american anglo-saxon,
a language which is most prevalent in
the oortas, gilmoni, and bastard
dimensions. if for some reason, you are
not from either of these dimensions, or
you do not speak north american anglo-sax-
on, please consult the help desk. (as
if you actually understood that).
/i
the burial caves contain the remains of
approximately 1,OOO dead wanderers, all
buried personally by the many keykeepers
of this tower over the years. these wand-
erers have all died from the two main
causes of death: 1) failure to find the
exit from this dimension. 2) suicide
resulting from the aforementioned.
/i
to the north, you will see the beheaded
skeleton of a rankallan (giganticus
reptilicus), a sort of 40 foot lizard
with suckered feet that spends its life
scaling the towers sideways (and occasion-
ally poking a scaly head through a window
to snap at wanderers). this specimen
was slain by our current keykeeper,
jenner marchesa tenth keykeeper.

feel free to take any bones.
/i
to the east are the wine cellars, where
many a wine from many a dimension are
kept. make sure you read the helpful
spirits legend by our very own cellar-
otter, joe. many wanderers have died from
drinking wines most caustic to those of
their respective dimensions.

also to the east are the remains of
our previous nine keykeepers.
/i
to the south is the exit... stop at
the gift shop on your way out!
/i
thank you for visiting the burial caves!
happy wandering, and we hope you enjoy
your stay!
#end
  •    •    •    •    •    •    •    •    •
244

The help desk is not particularly useful.

247 248

Do people today know what nmiaow is? It's on Urban Dictionary, and doing a quick google search brings up a 2002 thread on Digital MZX asking if the term originated in the ZZT/MZX communities and spread to the greater internet or came from somewhere else and spread into standard ZZT/MZX lexicon. It sounds like it's a ZZT/MZX thing.

Nmiaow stands for "Not meant in an obscene way". Now you know. I always pronounced it as nuh-meow.

249

The wine cellar is next on the tour. There are a few barrels with various wines which can be sampled, and a handy wine list to learn about what the player might be sampling.

252

At least if you have an izanouylrak'ian dictionary. Fortunately, we do.

wine list
  •    •    •    •    •    •    •    •    •
hrm... lesse...
/i
(quick translation, eh?)

1. water (hydrox, nya, übrel)           
    its effect differs slightly (or drast-
ically) from one dimension to the next. in
some dimensions, it is known to be an
extremely intoxicating drink, as compared
to the vodka of the oortas dimension. in
others, it is an extremely caustic sub-
stance used to execute unsavories, as in
the êlbeç. in yet others, as in gilmoni,
it is one of the major necessities of
life, and can be found in the natural
world nearly *anywhere*. if you are not
sure of the effects of water on people of
your dimension, please consult the
cellar-otter.
/i
2. mango wine.                         
a heavily acidic, yet pleasant tasting
drink, that was first brewed in this
dimension.

(note: do not store in wooden barrels.)
/i
3. vendace.                             
an effervescent daisy wine. it is known
to kill people from certain dimensions.
an easy remedy to this is to drink some
kolfthas beforehand, although this may
result in extremely strange hallucinogenic
visions that usually result in an almost
indelible willingness to eat rocks.
/i
4. kolfthas.                           
an earthy tasting wine made from crushed
sea grapes. this is recommended as a foil
for the all too fatal 'vendace' wine.
  •    •    •    •    •    •    •    •    •

With knowledge of each wine casket, the player can begin drinking. The water is harmless, and you can't drink the mango wine as it's blocked off. (Though a rat stumbling across the room is drunk from it). If you drink the vendace without drinking any kolfthas beforehand, you'll die instantly. If you do remember to drink your kolfthas first...

257 258 259 260 261

And now the player's in a hallucinogenic sequence! They'll only stay on this board for a limited time before being teleported back to reality. This entire sequence is optional, but you can get two gems out of it.

262 263

Firstly by examining your backpack twice, you'll receive one gem. This is the one that went undiscovered in Foxman's walkthrough. If you push the six plastic statues in the correct order of iguana, otter, nimby, dragon, yapok, and ocelot, you'll get the second gem. There's also a lion enemy wandering around, but there's no real reason to not just take the hit and be able to work the statues in peace. If you hit the statues in the wrong order they all reset. The time limit on this room is tight, but nothing too difficult.

275

Once the sequence ends, you're whisked back to the wine cellar proper and no longer able to drink any more wine.

276

Now sober, it's time to enter the crypt. On the tables are various mummies of each of the tower's previous key keepers. All of them have a coin half set in their mouth. Except for one...

278

Here's the programming error that prevents you from getting all eight gems! This object tries to jump to a label that's already been "zapped" in its code, so there is no label to jump to and the object errors out. Oddly, the game is uploaded on z2 as "version 2" and one would think that this would be a very easy bug to catch in testing, but it remains in place.

285

There's also a plaque ready for whenever jenner dies, and a few other plaques that have yet to be engraved for future key keepers. Oh hey we also get a pronoun for him.

290

Entering the second half of the room with the dictionary conveniently translates the writing making this puzzle quite obvious. If the writing isn't translated, the player won't even try to use the glyph. The rest of the room consists of vases filled with a variety of things ranging from plants, to diamonds, and an otter in the center of the room admiring the quality handwriting.

293

The final room to visit in the tower is the evil lab, and there's a lot to take in. The red and white objects make up a stretch-o-matic, which the player is informed can be used to stretch animal hides. To the right of it is a drill-o-matic which can be used to hollow out something.

In the upper corners there's one body suspended in a blue jelly, and other shattered tube with a dead body. The lower left corner has a mysterious and very evil scientist working on something/

297 298

In the lower right, we can find the patient and his sister, crying about the boy's condition.

303 304

The player has all the items necessary to make use of the machinery here. First the frog skin on the stretch-o-matic and then the bone on the drill-o-matic

305 307 308
bone
  •    •    •    •    •    •    •    •    •
alright, here's the drill here, first off,
this isn't your regular run-of-the-mill
type ?+i object. you have *only*
one poisoned needle, so listen closely.
/i
sure, you can use that poisoned needle
by simply pressing space or and
an arrow key, but then you've wasted a
needle, and you've lost the game.
/i
to make sure your needles don't go to
waste, simply select the *blow-pipe*
from your inventory to raise it. select
it again to put it down. the *blow-pipe*
*must* be raised in order for any needles
to hit their targets.
/i
there is only one object in this game with
a :shot tag, so *save*, and think before
you fire. (it shouldn't be too hard to
find the object in question.)
  •    •    •    •    •    •    •    •    •

The blow pipe comes with a large disclaimer about its special use case. It's a very convoluted system that should really just use :shot and nothing more, but as we'll see there is a specific reason for the raising/lowering requirement. It also has the issue of softlocking the game if you use it in the wrong place.

313

The obvious solution of shooting the doctor with the dart is not even an option to try.

315

Murder count: 5

317
amy
  •    •    •    •    •    •    •    •    •
amy: you bitch! that doctor was our only
hope!
/i
you: but... i thought that doctor... did
that to your brother!                   
/i
 
amy: it was a fungal infection, moron!
 
/i
you: but... he was evil! he has the     
people in the glass cages, the evil in- 
ventions... you... i... uh...           
/i
amy: this is not good... this is not good.
with bill in this state, and no one to
help him, i have no clue what to do, and
he's about to die, and i'm stuck in an
alternate dimension... and oh christ...

<sob>... you fucker... i can't believe
you...

<she runs away>
/i
#cycle 1
/n/n/n/n/w/w/w/w/w/w
you: boy, i feel like a heel.
  •    •    •    •    •    •    •    •    •

Six if you want to count her brother's certain demise.

It's a bit of an odd scene, being that it's completely optional. You can just choose to get involved and kill the scientist on the assumption that he's evil.

Anyways, with that board complete, the player now has everything they need to escape from the tower! There are still four gems that haven't been picked up, so now's the time to do the final set of backtracking and collect the rest.

326

One skipped gem is in the coke machine. You can get it by kicking the machine five times. Every other time you kick it, it just says that nothing happens.

327 328 329 330 331

Spending four gems on the viewfinder in the guava groves nets you a fifth gem.

332 333

Running all the way back up the tower to the ya'yono vekka, is this sixth gem, which was hinted at in key keeper jenner's diary.

Our last gem is located in the library where you can sit on one of the shelves.

335 336 337 338

That all adds up to 7 gems. Don't forget that a programming error prevents the player from picking up the 8th among the key keeper mummies. All that's left is to finally make it to the exit.

225

Back at the room with the exit, it's time to do something about the guard. Just raise the blow-pipe and...

339

And this is why there's that weird mechanic where you have to raise and lower the blow-pipe.

340 341 342 343 344

Using the weird device to deflect their shot, the player can now exit the tower! Or at least, if Tucan remembered to have the guard object #die they could. You have to ?ZAP past him. I still have no idea how these two really obvious bugs weren't found, especially for a game which had an updated release!

Time to see the mystery of the lavender tower revealed in the game's ending

345 346 347
jenner
  •    •    •    •    •    •    •    •    •
jenner: bye, bye, kiddo!
/i/i/i/i/i
you: who the hell are you?
/i/i/i/i/i
jenner: let's just say... i've been watch-
/i/i/i/i/i
ing closely...
/i/i/i/i/i
you: i see. and what the hell is that?
/i/i/i/i/i
jenner: no time for talk, kid, i'm busting
/i/i/i/i/i
outta this hell-hole dimension!
/i/i/i/i/i
jenner: and remember, kid, don't go
/i/i/i/i/i
through the passage! you'll fucken'
/i/i/i/i/i
regret it!
  •    •    •    •    •    •    •    •    •
357 358 359 360

Jenner is whisked away into the portal he created to escape from the tower's dimension and return back to his own. Despite warning the player not to cross the exit, there's nothing else for the player to do at this point but proceed.

361
you
  •    •    •    •    •    •    •    •    •
@you
/i/i/i/i/i
you: at last... the exit...
/i/i/i/i/i
you: all that trial... all that error...
/i/i/i/i/i
you: winds down to a single doorway...
/i/i/i/i/i
you: leading to a single beach...
/i/i/i/i/i
you: leading outta this goddamned tower!
/i/i/i/i/i
you: but what am i waiting for?
  •    •    •    •    •    •    •    •    •
367 368 369
Interaction
  •    •    •    •    •    •    •    •    •
@interaction
#cycle 1
 
you: nyrrr... my head...               
   
/i
watchers: hello player... we've been, uh,
watching you.
/i
 
you: you have?                         
 
/i
 
watchers: moron.
   
/i
   
you: so what happens now?               
   
/i
watchers: well, having beaten the game;
essentially, you die now.
/i
you: what?! damnit, i thought i beat   
the game!                               
/i
watchers: well... er... you did. but
the author wrote it in the script. that's
indelible. you kind of have to die now.
/i
you: yeah... what, *you'll* fucking ice 
me? you're just a bunch of friggin' dis-
embodied eyes!                         
/i
watchers: i'm sure the author'll work out
some sort of arrangement. (it won't hurt.)
/i
you: but... i thought i beat the game! 
i can't just bloody die!               
/i
watchers: does it make a difference? you
had a fun time getting here, enh? (or not)
we saw you work out all those tricky
puzzles. er... good job.
/i
you: *bleedin'* good job? that's it? then
i die? the ending's supposed to be bloody
happy!                                 
/i
 
you: ...                               
 
/i
 
watchers: ...
 
/i
watchers: if it makes you feel any better,
you're not the one to blame for this
*cough* strange turn of events.
/i
 
you: who *fuckin'* well is then?       
   
/i
watchers: you've been staring at him the
whole time, damnit.
/i
<the white on dark blue smiley suddenly
realizes, with a strange, lucid sensation,
that he *has* been staring through a large
window cut into the sky this whole time.>
/i
<at the recieving end of the window is
a disappointed looking adolescent boy.>
/i
you <facing the boy>: you bloody wanker!
it was *you* that led me to this crappy 
ending!                                 
/i
watchers: he couldn't bloody avoid it.
just wanted to see what's at the end of
the road. undeniable curiousity and all.
this is the end of the road. it's quite
crappy, we must say.
/i
 
you: damn straight.                     
     
/i
watchers: look at the clown. his fingers
are trailing toward <esc>. he's wasted a
few hours, now he wants to go to bed,
damnit. of course, he's entirely ignorant
of what's building up here.
/i
 
player: nyerggh...
   
/i
watchers: you forget, of course, that it's
a wholly acceptable (and large)
probability that the adolescent boys
guiding you in this dimension are being
guided themselves in their own... to an
irreversible death, really.
/i
 
watchers: but now... you *must* die.
 
/i
 
you: how dramatic.                     
 
/i
<as a large battalion of previously unused
cerebral nerves spring into synapses,
producing many a probing thought, a large
brick hurtling from the sky at a steady
70 miles per hour buries itself into your
brain...
/i
... and empties your brain of all
thoughts entirely>
/i
you: you bastard programmer! you couldn't
think up a better death?!               
/i
  •    •    •    •    •    •    •    •    •

The fourth wall is suddenly annihilated in some commentary on player agency that you'd expect from Undertale. All the talk of a game and a secret ending was literal. The mention of giving up being the only way to escape, and escaping the tower being certain death are also revealed to be true.

By playing Pop you've agreed to its rules, and a ZZT game has to end with a game over whether you've won or lost.

While today this sort of meta narrative of "is the player guiding the game's player or is the game's player taking the person at the keyboard on a journey" isn't the most groundbreaking and insightful commentary, I have to give Tucan props for coming up with this scenario in the late 90s as an early teen. Also, the very safe guess that whoever was playing Pop would be a teenage boy who wants to sleep.

If the player has more than eight gems (cheating gives you five at a time) the game cuts out here. If the player has fewer than eight, they'll go straight to the credits. If the player's managed to get all eight, they proceed to the secret ending from this point.

407 408
st. smiley
  •    •    •    •    •    •    •    •    •
/i/i/i
step on to the cloud... that's right,
sonny...
/i
st. smiley: okay, kid... let's check
your record...
/i
 
you: w-w-where am i?                   
 
/i
it has many names... but for sanity's
sakes, you can call it.....
 
s m i l e y h e a v e n !
 
/i
 
you: wow. spiffy echo effect.           
 
/i
st. smiley: mrmph... let's see...
babyhood is spotless... don't get too
many of those...
/i
eck. your adolescence detracts some
points, tiger...
/i
 
your adulthood isn't too great either...
   
/i
 
you: but... but...                     
 
/i
st. smiley: no matter. i'll let you in
on account of your retrieving eight
maaagical gems. wow.
/i
you: wow! thanks! er... what goes on here
anyhows?                               
/i
st. smiley: eternal bliss, perpetual
happiness... occasionally freaking out
militantly paranoid types. it's fun.
but we don't show that in this game.
/i
st. smiley: there's also the obligatory
cameos. knock yourself out.
  •    •    •    •    •    •    •    •    •

Cameos and closure that at least the smiley player went to heaven. It's a happy ending?

422 423 425 426 427 428 429 430 431 432

The cameos are pretty straightforward additions of ZZTers, family members, and singer Ani DiFranco. Cameos were really popular within the ZZT community. z2 even had a list people could post their preferred colors and character. Most games just had relatively pointless boards like this one. Some would have a cameo mid gameplay as a non sequitor. Still others would actually have their games plot entirely revolved around cameos of other ZZTers, both in the sense of "this is a game about ZZT and ZZTers" as well as "this is a game that has nothing to do with ZZT, but is full of ZZTers as the characters of its own story".

434
credits
  •    •    •    •    •    •    •    •    •
/i
·─-─-─-·
general credits
·─-─-─-·

concept ... tucan.
design ... tucan.
music (or lack thereof) ... tucan.
graphics ... tucan (some credit to hm).
 
/i
·─-─-─-·
special thanks
·─-─-─-·

andy warhol ... i dunno.

bongo ... giving a damn.

booth ... creating bizanloo.

chronos ... for that inventory engine
idea, which, a half year ago, wouldn't've
been possible for me.

cly5m ... kudzu, damnit.

draccko ... inspiration from that teen
priest beta.

tseng ... the stasis qube cameo, also
giving a damn.

nimby ... giving a damn, relieving irc
boredom.

xabbott ... being generally cool.

all those saps in damage inc. for letting
me in.

all those saps that actually visit
phish stampede.

all those saps in #darkdigital.

all those saps who were naive enough to
think this game was worth looking forward
to.
/i
·─-─-─-·
music tuc listened to.
·─-─-─-·

the beatles-past masters, volume 2.
the beatles anthology three.
beck-mellow gold-odelay.
pavement-wowee zowee-brighten the corners
crooked rain crooked rain.
the velvet underground.
ani difranco-imperfectly.
jimi hendrix-electric ladyland.
the doors-the best of the doors. 

/i
·─-─-─-·
if you liked this game...
·─-─-─-·

send me money.
wait for space otter/burning acid 2.
make sure you don't have kids with the
same taste in zzt games.
/i
·─-─-─-·
good night. thank you. bye.
·─-─-─-·
  •    •    •    •    •    •    •    •    •
443 444

The linked Xoom page is pretty decently preserved and has a lot of information about Tucan and some descriptions of ZZT games he was working on including "Liquid", a sequel to Pop. Check out the cosmic melon

And that's Pop!

I went into this game remembering that it was a hit when it was released, and that I never got anywhere in it at the time. My thoughts on the game as a whole are really all over the place. The archived version of Tucan's site leads me to believe this game was made by a 13 year old, and when you realize that, it pulls up the game's flaws and makes what it does well more impressive. There's a very good sense of being brought to a strange world, and that world is built cohesively. The giant early dumps of information could be handled a bit better, but it does ensure that if the player takes what they're told to heart, they'll have a much easier time progressing through the tower grounds.

Visually, the game has a well-crafted aesthetic. Boards like the entrance hallway's inside/outside perspective really give a sense of depth compared to just a simple rectangle for a room. There's plenty of animation as well, birds flying away, drills operating, simple touches that help bring the boards to life.

I think my biggest complaint about Pop would have to be the constant backtracking. In this article I had the luxury of just cutting from one board to another, but in gameplay you'll find yourself running across large empty boards many times. It's made worse if you aren't taking advantage of the walkthrough as a wrong hunch on how to solve a puzzle can waste a few minutes of your time.

Pop's puzzles themselves also aren't the best. You'll have a harder time getting into the tower than anything else in the game. There are also the moments of inconsistencies like not being able to give the librarian the mango unless you lured the frog with it, or only being able to use the sink in one of the bathrooms to find the glyph in the soap when the other can't be interacted with at all.

There's a fun game here, but a slow one. The characters are fun to talk to, and there's a sense of humor about everything while also maintaining enough of a serious mystery. The ending is hyped up throughout the game, and I found myself curious about how the game would actually end. It kept me motivated enough, and just as the game began to wear thin it was time to end it.

The sidequest for the gems meanwhile, is a mess. First of all, the game is bugged so you can't actually get all the gems, but then most of the gems doing things repeatedly that do nothing over and over again until suddenly it works and you're rewarded. Nobody is going to kick a vending machine five times when kicking it a second time says the same thing as the first time. The guy who says 50 things may be pointless, but there's at least knowledge that every time you talk to him, you get something different.

If you read through this before deciding to play Pop, well, there's not all that much to see that you haven't already here. It's a decently put together adventure game, a genre in ZZT that's a bit lacking, and that gives it an edge as something noteworthy. Playing along with the walkthrough can make the game move forward at a fast enough pace that it could certainly be an enjoyable experience just journeying through the strange dimension that Tucan created. Playing it blind I feel will really suck the excitement out of it.

For an amateur adventure game by a 13 year old, Pop does a pretty solid job, but pitting it against the adventure game genre as a whole would be asking too much of it.

The Closer Looks series is a part of the Worlds of ZZT project, committed to the preservation of ZZT and its history.
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