Q/A or ↑↓ = up/down · O/P or ←→ = left/right · ENTER = pause (any key carries on)
touch: hold where Zippy should go · don't let the maze carry you into the red frame
How to play. The maze lurches about one block at a time, and Zippy rides along with it:
the walls never push him, but every lurch carries him across the screen. Get carried into the red
frame and it's SPLAT — so keep walking against the drift. Black blocks are solid. Yellow and blue
blocks you can just walk over. Grass, plums and green or magenta blocks are lunch: 5 points on level 1,
then 5 × the level, or double that if you munch them moving up or down. Spikes and water are deadly.
Anything you eat grows back once it scrolls off the screen and on again. The ??% shows how far
through the level you are; finish on the square you started on and the bonus is doubled. Somewhere
there's a flashing bonus Zippy (an extra life), some invisible grass, and an exit on level 7. Good luck
with that one.
1983 is the original, rule for rule, from its own code. On normal difficulty walking into
the frame just stops you (only the maze can splat you), the maze lurches 25 % less often, and you
get an extra second to find your feet before it starts.