[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)