Keyboard shortcuts

Press ← or → to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Screenshots

The gameplay chapters (and a few others) mark where an image of the running game belongs with a placeholder: a block quote that begins

> 📷 **Screenshot: `isle-feature-panel`**
> *What the image shows.*
> *Capture:* how to reach that moment.

Ids are lower-case words with hyphens, unique across the book. The table below is generated from them.

Capturing

FromHow
the port in a browseruv run port package && uv run port serve, play, and use the browser's screenshot tool on the canvas (the game's area is 640×480 and scales in whole multiples) or open the page with ?screenshot and read /screenshot.bmp from the page's file system
the headless portuv run port run --headless --seconds 60 --click 12000:320,240 --screenshot build/port/shot.bmp: scripted clicks (--click MS:X,Y, or :press/:move/:release to drag) reach a scene without a window; the BMP is the 640×480 screen. Convert to PNG with any tool
the original, in the VMuv run vm run, play, uv run vm screenshot (a PNG of the VM's screen): useful for comparing the port with the original
moviesuv run assets frames LOGO025 1 701 draws frames of the converted intro as PNGs in build/movie-frames/
backdrops and artthe images in assets/<ARCHIVE>/tBMP/ are the game's own pictures (scene backdrops are the 640×480 ones, 5000.png and nearby); use them for a clean, UI-free view

Reaching a given scene quickly: from Zoombini Isle, make a party and set out; the map's practice mode (Ctrl-P, then 1-4) opens every place at the chosen level without touching a real journey; and uv run port run --headless with --click can script the whole route. Hidden scenes need the cheat codes described in Hidden scenes.

Use PNG, at the game's native 640×480 where you can, named <id>.png.

Adding one

  1. Save the image as docs/src/images/<id>.png.
  2. uv run book screenshots --embed inserts ![…](…/images/<id>.png) above the placeholder and leaves the placeholder as the caption.
  3. uv run book screenshots --update refreshes the index below (a test checks it is current), and uv run book screenshots lists what is still missing.

Index

IdChapterWhat it showsHow to capture it
camp1-overviewgameplay/campsShelter Rock: the scrolling rows of camp slots, the Zoombinis standing in them, and the buttons at the right edge.finish Pizza Pass (or use practice mode off with a saved game that has).
camp1-draggameplay/campsA Zoombini picked up from its slot and being dragged toward the "party" area.click and hold on a Zoombini in the camp.
camp2-bookgameplay/campsShade Tree: the "book" of Zoombinis waiting there, with its scroll arrows.finish Stone Rise or Mudball Wall.
cliffs-overviewgameplay/group1The cliffs: two bridges, upper and lower, with Zoombinis waiting at the left and the buttons at lower right.start a new game, make a party, click button 6, wait for the journey.
cliffs-sneezegameplay/group1A Zoombini turned back by a sneezing cliff.send a Zoombini across the wrong bridge.
caves-overviewgameplay/group1The caves: four doors in the rock face, the characters at them, and Zoombinis queuing.complete Allergic Cliffs.
caves-remarkgameplay/group1A guard speaking one of its remarks.wait on the screen.
pizza-overviewgameplay/group1Pizza Pass: the pizza being assembled in the middle with the topping buttons to its left, and the trolls waiting.complete Stone Cold Caves.
pizza-trollsgameplay/group1The trolls Arno, Willa and Shyler, each with a thought bubble of what they want.higher levels have more trolls.
pizza-yuckgameplay/group1A troll reacting to a pizza it dislikes.serve a pizza with a topping the troll doesn't want.
ferry-overviewgameplay/group2The river with Captain Cajun's ferry, the landing places and the Zoombinis waiting on the bank.from Shelter Rock, set out with button 1.
ferry-crossinggameplay/group2The ferry mid-river carrying Zoombinis, with Captain Cajun at the helm.place some Zoombinis on the ferry's seats and let it cross.
toads-overviewgameplay/group2The river with the grid of lily pads and toads.complete the ferry.
toads-hopgameplay/group2A Zoombini hopping across lily pads.start the crossing once the board is set.
stonerise-overviewgameplay/group2The cliff of stones with the Zoombinis waiting at the bottom and the cells above.complete the toads.
stonerise-lit-pathgameplay/group2A path of lit stones between Zoombinis that share a feature.place Zoombinis in adjacent cells.
fleens-overviewgameplay/group3The Fleens scene: a row of Fleens (small creatures) beside a line of Zoombinis.from Shelter Rock, set out with button 2.
fleens-pickgameplay/group3A Zoombini dragged beside a fleen; the pair walking on together.drag a Zoombini to a fleen.
hotel-overviewgameplay/group3The hotel front: rows and columns of rooms, with labels along the top and left, and Zoombinis arriving.complete the Fleens.
hotel-roomsgameplay/group3Zoombinis sent into rooms; a room that doesn't fit stays dark.send a Zoombini to a room.
mudball-overviewgameplay/group3The wall of 5×5 stones with a rope along its top and the pond below; a Zoombini on the rocks.complete the hotel.
mudball-codesgameplay/group3The codes box showing the chosen row and column values.click the controls to set a code.
lion-overviewgameplay/group4The lair: the lion's paw over the golden stepping stones across the chasm, with Zoombinis at the left.from Shade Tree, set out.
lion-placesgameplay/group4Zoombinis standing on stones that match the feature the lion wants.drag Zoombinis onto the stones.
mirror-overviewgameplay/group4The mine: a boulder wedged overhead, wooden trestles and a rail track, with two rows of Zoombinis facing each other.complete the Lion's Lair.
mirror-gridgameplay/group4The hex grid of Zoombinis filling in, neighbours sharing features.at higher levels.
bubble-overviewgameplay/group4The dark chasm with the Zoombinis' bubbles rising over it.complete the Mirror Machine.
bubble-linesgameplay/group4The squares and lines the sequence is set on.at higher levels.
hidden-catchgameplay/hiddenThe hidden catching game.on the map, type the cheat code that isCheat(0x469110d3, 0x1e1c32f2) tests for, then click hotspot 9.
hidden-targetsgameplay/hiddenThe hidden targets game.on the map, enter the code that isCheat(0xc07a877d, 0xedfa7273) tests for, then click hotspot 8.
journey-overviewgameplay/indexThe map screen with all sixteen hotspots visible and the map's text box showing "choose a level".from the map (scene 1), in practice mode.
isle-overviewgameplay/isleZoombini Isle: the panel of feature buttons (four rows of five) at lower left, the Zoombini being made in the middle, and the queue of finished Zoombinis waiting along the shore.start a new game; you arrive here after the logo.
isle-feature-panelgameplay/isleClose-up of the feature panel: hair, eyes, nose and feet choices (5 each) and the seven panel buttons below it.same scene, crop to the panel (isleButtons, x 3-198, y 304-478).
isle-sending-offgameplay/isleA party of Zoombinis walking off toward the map after the player clicks the "send off" button.make at least the minimum party, click button 6.
map-overviewgameplay/map-and-journeyThe map with its sixteen hotspots drawn on the terrain and the text box at upper left.from Zoombini Isle click the map button (panel button 5).
map-practice-levelsgameplay/map-and-journeyThe map in practice mode: the level list (1-4) and the "snoids to practice with" count in the text box.open the map with no saved journey so every hotspot is available.
journey-travelgameplay/map-and-journeyA map screen mid-journey: Zoombinis walking along a path, with the map's name and the grid of places visited.leave a puzzle for the next without "transitions off" (Ctrl-T).
journey-population-signgameplay/map-and-journeyThe "zoombiniville population N" sign.travel to or from Zoombiniville.
start-logogameplay/startThe intro logo movie playing full screen (a frame from Logo025.MOV), at 640×480.the first seconds after pressing Play in the port; or uv run assets frames LOGO025 1 701 for stills from the converted movie.
dialog-keep-partygameplay/startThe dialog "the current party of zoombinis will be lost if you go to the map" with its LOSE 'EM / KEEP 'EM buttons.from a puzzle, click the map button while Zoombinis are in the party.
dialog-gamesgameplay/startThe saved-games dialog (LOAD / SAVE) listing games.press Ctrl-L (or Ctrl-S) at any time.
dialog-optionsgameplay/startThe options/help dialog with the ON/OFF toggles (music, sound, less/more action, hide cursor, sticky mouse…).press ? or /.
town-overviewgameplay/zoombinivilleZoombiniville: one of the six 320-pixel-wide screens of the town, with townsfolk walking and the settled Zoombinis around.finish Bubblewonder Abyss, or open the town from the map (hotspot 16).
town-monumentgameplay/zoombinivilleA monument's plaque open: "this monument was made to honor the zoombinis who:" and the journey it records.click a building in the town.
town-clockgameplay/zoombinivilleThe clock tower, with hands showing the real time; clicking it winds them.click the clock (townsfolkViews[0]).