[HN Gopher] The Reconstruction of ZZT ___________________________________________________________________ The Reconstruction of ZZT Author : endgame Score : 52 points Date : 2020-03-17 19:49 UTC (3 hours ago) (HTM) web link (github.com) (TXT) w3m dump (github.com) | npongratz wrote: | This is fantastic. Tangentially, I did not know the source code | was lost: | | "Please don't ask for the source; if I had it, I'd release it, | but I lost it in a crash a long time ago." -Tim Sweeney | | https://web.archive.org/web/19991010013339/http://www.epicga... | | I find the whole thing interesting, because I remember the | shareware versions that I downloaded from my friendly | neighborhood BBS offered the source code for a fee; a large fee, | if memory serves. I wonder if any of the purchasers of said | source code might still have it sitting around on their floppies | somewhere. | asiekierka wrote: | >I remember the shareware versions that I downloaded from my | friendly neighborhood BBS offered the source code for a fee; a | large fee, if memory serves. | | None of the BBS releases for ZZT we found have such a | statement; though I do think there exist some pieces of | software which did. | npongratz wrote: | Very interesting! I'll try to dig out my old floppies with | the shareware version and see. | | Thank you so much for what you did here! This is seriously | awesome! | | Edit: I haven't found the floppy yet, but as I think about it | some more, I may be remembering Kroz (and not ZZT) as | offering the source code for a fee... | [deleted] | tssva wrote: | The source for Kroz was definitely available for a fee. | endgame wrote: | BTW, I'm replying to Asiekierka, who built this | reconstruction and secured Tim's permission to do so. | Minor49er wrote: | ZZT is great. Without it, we wouldn't have gotten MegaZeux. Both | had really fun communities | danbolt wrote: | This is so lovely to see! ZZT got me into programming in a very | holistic, human, way. I'm happy that it's being explored. | jschwartzi wrote: | Me too! I spent an entire summer when I was 11 making a weird | adventure game in ZZT using the scripting tools. It was pretty | fun! | benhoyt wrote: | asiekierka, I'm very impressed. How did you go about building | this? Did you start with the assembly and work backwards to | Pascal? Did you use a Pascal decompiler? Even then I can't | imagine how you managed to get the output byte-for-byte | equivalent... | | Anyway, as someone who downloaded ZZT from BBSes and wrote ZZT- | OOP back in the day, I love this. I recently started writing a | version of ZZT in Go, but haven't progressed since being able to | load and display worlds. :-| | csense wrote: | For those who are unaware, ZZT was a text-mode DOS adventure game | written in 1991 by the founder of Epic Games, Tim Sweeney. | | It included a level editor and scripting language, which allowed | anyone to unleash their creativity and design their own text-mode | games using the ZZT engine. | | This was absolutely unique at the time. | | As a company, Epic is still hugely successful. Most gamers in | 2020 have probably heard of Fortnite and Unreal Engine. According | to Wikipedia, Tim Sweeney still owns over 50% of the company. | | ZZT explored a lot of ideas about how to build a game creation | system, which influenced Unreal Engine, which itself was hugely | influential throughout the game industry. | | The standard paradigms for today's game engines and editors was | clearly influenced by ZZT. | bartread wrote: | > It included a level editor and scripting language, which | allowed anyone to unleash their creativity and design their own | text-mode games using the ZZT engine. | | > This was absolutely revolutionary at the time. | | Well... OK, I'll give you this _maybe_ in the DOS world and | _maybe_ on the US side of the Atlantic. Maybe. And granted that | we didn 't all, me included, have access to the latest and | greatest of anything back then: you knew only what you were | exposed to through computing magazines, cover disks, and | printed manuals, and you might not have extensive access to | many of those. Almost all of my paper round income went on | computer magazines back then. | | Still, AGT (Adventure Game Toolkit), based on an earlier | program called GAGS, was released for DOS in 1987. | | Moreover, in the 8-bit world, The Quill was released for the ZX | Spectrum in 1983, GAC (Graphic Adventure Creator) was released | in 1985 for Amstrad, ZX Spectrum, C64, and even BBC Micro, and | PAW (Professional Adventure Writer) - a successor to Quill - | was released in 1987. | | Point being, a wide variety of text and graphic adventure | "construction set" programs were introduced in the early 1980s, | and were widespread by the early 1990s. | asiekierka wrote: | They indeed were; ZZT is far from the first game creation | tool. | | However, most of those were either commercial products or | restricted the editing capabilities in some manner to free | users. ZZT was shareware, but the registered version differed | solely in the amount of official game worlds available (and | the lack of a registration message on exit). The editor was | fully-featured and no restrictions were put on usage. This is | what I think makes it stand out from other game creation | tools of the era and what made it a popular tool on BBSes. | mntmoss wrote: | The "free" of it definitely made a difference, but there | was also a certain lack of concern about the shape of the | resulting product that made ZZT feel different and more | flexible than the preceding tools when you tried to work | with it. | | It had built-in, non-configurable stuff for action gameplay | with some puzzle elements. It did very little with regards | to assets, unlike contemporaries - no animation sets or | hitbox definitions or music importer or similar ideas, | really just a level editor. It was just not good in terms | of shelf-space bullet points - nothing flashy about it. If | that was all that it had, it would not be a hugely | differentiated game since the level editor concept had been | around since Lode Runner. | | But it also had code, and code integrated in a way that was | well documented and tutorialized. It had scripted | behaviors, functionality to manipulate and transform the | board, and hypertext dialogues with event flag toggles. | Having the hypertext and flags may have been the one most | critical part of all this since it really enabled choice- | based interactive storytelling techniques, and that's a | huge deal even if you didn't have enough of an algorithms | background to try abusing the other functionality to make a | platformer or whatnot. | | And so I think the longevity of ZZT really rests in the way | that it guides you towards code, because it has so little | else to offer. | acheron wrote: | This is awesome. | | Who would have guessed of all the games I was playing in 1993 | that ZZT would be the one where the creator went on to become a | billionaire... ___________________________________________________________________ (page generated 2020-03-17 23:00 UTC)