RetroHub games

Zipper

Close the loop, and the zone is yours.

  • Run along the sides: the zipper closes behind you.
  • Go all the way around a zone to close it.
  • Dodge the critters: one touch costs a life.
A game of Zipper in the garden: several zones closed under their pattern of pots, a small zone that just scored 100 points, the grey zipper pull below it and three orange critters in the corridors.

What is in the maze

The zipper pull

That is you. It only travels along the sides, from one crossing to the next. The ones at the top right are your lives: seven to start.

An open side

Zipper teeth. It is waiting to be run from one crossing to the other.

A closed side

A solid line. It closes behind the pull as it moves along.

A closed zone

All its sides are closed: it fills with its pattern, and it is yours for good.

The object

Four zones per maze hide one. Closing them scores 500 points, and the power.

The exit

The number at the end of a corridor: it is the maze it leads to.

The critter

Three per maze, a little slower than you. They undo nothing: they kill, and that is all.

The pale critter

During the power. Now it is your turn to eat it.

Closing the loop

Hold an arrow: the pull moves along the side, and the zipper closes behind it. Let go, and it stops at the next crossing. A direction asked for on the way waits for that crossing.

When every side of a zone is closed, it fills with its pattern and the amount scored is written on it. Size does not matter: a big zone is worth as much as a small one.

The garden half filled: closed zones, sides still showing teeth, two rakes and two flower pots in the open zones, three critters around the centre.

Running a closed side again opens it. Going back and forth along the same corridor undoes your work. Only the sides of a zone already closed stay put — and since neighbouring zones share their sides, the maze gets lighter as it fills up.

Hesitating costs nothing: turning back halfway along a side returns you to the crossing you came from without changing a thing. A side only flips once it has been run all the way.

100a closed zone, whatever its size
500a zone hiding an object, instead of the 100
100a critter eaten

The power

Closing a zone with an object gives ten seconds of power. The sides turn pale, so do the critters, a tune plays, and the bar says Now eat them.

Touch a pale critter: it disappears, scores 100 points, and only comes back a good while later. A second object during the power resets it to ten seconds.

The power does not go through the door: changing mazes ends it.

The power in the garden: pale sides and pale critters, the pull on a side it is closing behind it.

The critters

They wander the corridors as long as they cannot sense you. Get too close and they give chase: two crossings away on the first level, three on the second, four after that.

One time in three, they take the wrong turn, and lose you for a good while. That break gets shorter from one level to the next.

When you are caught, the screen closes from the top and the bottom, then opens again: everyone goes back to their start, and you have one life less. Your lines stay, and so do your points.

Four mazes, one world

Zipper's world has four mazes, each with its own colours, its picture in the middle and its objects. They meet at their exits: the number at the end of a corridor says where it leads. Each one keeps your work: what you closed there is still there when you come back.

The garden: pinkish mauve sides, cream zones dotted with pots, two rakes and two flower pots.
1 · The garden a rake a flower pot
The tipi: orange sides, zones with an Indigenous pattern, a drum, a shield and tomahawks.
2 · The tipi a tomahawk a drum a shield
Sewing: white sides that close in cyan, zones of turquoise wickerwork, scissors in the middle.
3 · Sewing a spool a needle a pin a dress
The sea: blue sides, tiles of anchors and life buoys, a sailboat in the middle.
4 · The sea a life buoy an anchor a fish a rudder

The pull stops on an exit. To go through, let go of the arrow and press it again: running a corridor in one go never sends you to another maze by accident. You enter the next one from the opposite side, and its critters start again from their spot.

Finishing the level

A filled maze has no critters left: they vanish with the last zone, to a short fanfare. All that is left is to go and fill the others.

When all four are filled, the level is done and the game waits: ✓ for the next one. The mazes empty out, you keep your points and lives, and the critters sense you from further away.

The game only ends with your last life.

The garden completely filled at the end of the level, with no critters, and the bar saying level 1 done, check mark for next.

Controls

Phone and tablet

The touch pad: four arrows, the check mark, F1 and the star.
▲ ▼ ◀ ▶held, move along the sides
✓go to the next level, or play again
✱leave the game

Computer

↑ ↓ ← →held, move along the sides
Enter Spacego to the next level, or play again
Esc *leave the game

Television

the arrowsheld, move along the sides
OKgo to the next level, or play again
Backleave the game

Zipper is ranked: your final score goes to the masters' board, and the best one shows under the maze for the whole game.