fbpx
Wikipedia

ZZT

ZZT is a 1991 action-adventure puzzle video game and game creation system developed and published by Potomac Computer Systems for MS-DOS. It was later released as freeware in 1997. It is an early game allowing user-generated content using object-oriented programming. Players control a smiley face to battle various creatures and solve puzzles in different grid-based boards in a chosen world. It has four worlds where players explore different boards and interact with objects such as ammo, bombs, and scrolls to reach the end of the game. It includes an in-game editor, allowing players to develop worlds using the game's scripting language, ZZT-OOP.

ZZT
Title screen of Town of ZZT
Developer(s)Potomac Computer Systems
Publisher(s)Potomac Computer Systems
Designer(s)Tim Sweeney
Platform(s)MS-DOS
Release
  • NA: January 15, 1991
Genre(s)Action-adventure, game creation system, puzzle
Mode(s)Single-player

The game was designed by mechanical engineering student Tim Sweeney in roughly six to nine months. It was built from a text editor conceived in 1989 to build a better editor for Pascal, after he disliked editors that came with other programming languages. During development, he experimented with adding creatures and characters. He built boards that grew into worlds and refined the editor he used to create his own games—while studying at university. Initially, he made the game for himself, but after positive reception from his friends and neighbors, and seeing the potential for making a profit by releasing the game under shareware, he released it publicly. He marketed the game by distributing it across shareware vendors and bulletin board systems, earning money through mail orders for registered worlds.

ZZT was a commercial success, with around 4,000–5,000 copies by 2009. The game received mixed reception. Much of the positive reception focused on the gameplay, editor, and the community it developed. Criticisms focused on the game's graphical and audio limitations and perceived unfair difficulty. The sequel is Super ZZT (1991). Other ZZT worlds were published later as Best of ZZT (1992) and ZZT's Revenge (1992). ZZT's success led Sweeney to change his company's name to Epic MegaGames, and focus on competing as a video game company using shareware to distribute commercial games. Epic MegaGames later developed other successful games including Jill of the Jungle (1992) and Unreal (1998), using lessons from ZZT's success by focusing on developing the editor and engine to allow others to more easily make games. The game inspired one of the earliest active modding communities, which has grown by making new worlds, editing tools, and source ports, and inspiring some in the community to pursue a career in the video game industry.

Gameplay edit

ZZT is a top-down action-adventure puzzle video game and game creation system. Players control a white smiley face on a navy blue rectangle that can move around in four directions.[1] Players can interact with objects by touching or shooting at them. Touching ammo containers, gems, torches, and keys adds them to your status bar. Boxes of ammo allow players to fire bullets at objects, gems increase health and are used as currency, torches light up a small area around the player in dark boards, and colored keys allow players to open same-colored doors. Other objects in the game includes bombs, doors, and scrolls. One type of object called "Object" interacts based on written scripts using the game's scripting language, ZZT-OOP. As an example, the object could be programmed to give the player health, or fire bullets at the player, flashing text in response. At any time, players can save their progress, and return to the game's exact state.

Game worlds are made up of objects within grid boards that connect to each other. Players can move across different boards by either reaching the edge of the board or entering teleporters. Six game worlds were made for the game's release; four of them are game worlds, and each of the four starts in a different area.[2] Town of ZZT starts in a hub world with four buildings mixed with six exits, Caves of ZZT opens with a sparse area of torches and a scroll, Dungeons of ZZT starts with a linear opening sequence with gates that lock the player inside, and City of ZZT opens with a city street as a hub with a few structures. Two other worlds were included, serving different purposes. Guided Tour ZZT's Other Worlds previews boards of each game worlds, and Demo of the ZZT World Editor creates parallels to a museum by showing all of the items, terrains, and creatures that make up ZZT. The goal for players are to reach the end board, progressing either by collecting purple keys to open locked doors, or gathering objects throughout the world.[3] Boards can contain action or puzzles. Action boards have the player face off against creatures. Creatures include lions, tigers, and bears. When creatures, bullets, or stars touch the player, health is lost. Once the player runs out of health, the game ends. Puzzles consist of untangling combinations of boulders, sliders, and pushers, or mazes that can include invisible walls and teleporters. Some puzzles can trap the player, leading players to require returning to an earlier save.

ZZT includes an in-game editor, allowing players to make their own worlds. Players start with yellow normal walls surrounding a new board as a blank screen. The editor allows players to add and arrange items, creatures, and terrain, and connect different boards together. Each board can be set to include specific settings, such as adding a time limit, making the board dark so the player could not see the board without a torch, or limiting the number of bullets on screen at any given time. Each board had its own isolated variables within the game, and through scripting players could create ten different boolean flags for the environment, shared across boards.[4] Using ZZT-OOP, objects can be named, given commands for actions, and can send and receive messages. Everything within ZZT is displayed in the 255 characters of the IBM PC's character set to create environments. The game supports sixteen colors, but the editor only permits seven colors for colorable objects, and has limits in the amount of objects being placed in each board.[5] Players eventually learned additional ways to add more colors to the game utilizing commands and different text characters, and editing world files. The PC speaker permits seven notes at several different octaves, and instruments with unique pitches of clicks, pops, and snaps to represent percussion. Sounds are played through normal gameplay, or making custom sounds through scripting.[citation needed]

Development edit

 
Tim Sweeney at the Game Developers Choice Awards 2017

Video game programmer Tim Sweeney, studying mechanical engineering at the University of Maryland, first developed ZZT as a text editor in Turbo Pascal.[6][7] During this time, Tim did not know how to program graphics and only had a 286 computer and a Model M keyboard.[8][9][10] The text editor idea came from disliking the included editors for the programming languages he tried on his PC. Instead he wanted to recreate his previously made Pascal-like programming environment for the Apple II.[11] He experimented with adding collision to text characters, and made the cursor a controllable character. He found it more fun to make it into a game by adding bullets and creatures to fight. From there, he designed his first levels from text files, creating different boards similar in style to Atari's Adventure, while continually offering additions to the game and editor. Sweeney studied during the day, and worked on his game during the night. The text-based graphics allowed him to produce ideas such as talking trees or interesting characters without breaking immersion.[1] Most of these additions were his own, but he occasionally took ideas from Kroz, such as the bomb. Development took around six to nine months, with under 1,000 hours of time spent developing the game, and making around 20,000 lines of Pascal code.[12]

He shared it with friends and neighborhood kids, taking notes of their joy and excitement playing his own game. He discovered that making games allowed him to share something to the world, and could earn more income compared to wage earners, and chose to sell the game. The game's episodic model took inspiration from Apogee's shareware model, and he encouraged spreading the game across shareware vendors, user groups, and bulletin board systems. He operated his company out of his bedroom, having orders sent to his parents' address, where he would send the remaining episodes on floppy disks by mail delivery. During development, he wrote to Scott Miller for advice and to learn more about the industry. Miller responded with advice and encouragement.[13] Sweeney chose the name so it would be listed last alphabetically in shareware catalogs and on bulletin board systems, though a fan later suggested the backronym of "Zoo of Zero Tolerance", which Sweeney endorsed.[14] He sold it as the first major game with object-oriented programming.[15] ZZT was released on January 15, 1991.[14] Town of ZZT alongside the in-game editor was distributed freely, while the other official worlds could be ordered to receive a single floppy disk including the purchased worlds, and drawn maps of each of the worlds.[16] At one point, City of ZZT was also distributed as ZZT's City, through Softdisk's On Disk Monthly service.[17] Each of the remaining official worlds, along with other ZZT games were later released as freeware on October 10, 1997.[18]

Reception edit

Following ZZT's release, about three to four copies were sold daily, at around 800 copies by November 1991,[14] and around 4,000 to 5,000 copies in total by 2009.[6] Sweeney earned around US$100 (equivalent to $210 in 2022) per day by November 1991, and around $30,000 (equivalent to $53,000 in 2022) from ZZT by May 1999, of which most of the profit came from its first year.[14][19][20] After Sweeney moved out of his parents' house to establish proper corporate headquarters for Potomac Computer Systems, then renamed Epic MegaGames, his father Paul Sweeney, continued fulfilling mail orders to the original address under the Epic Classics label, allowing for purchase of physical copies of ZZT.[16] The final copy of ZZT was shipped to game designer Zack Hiwiller in November 2013.

Contemporary and retrospective reviews from critics were mixed. A comment from Computer Gaming World billed ZZT as "truly charming", finding the gameplay simple to learn.[15] Scott Wolf of PC Gamer (US) stated the graphics and sound for ZZT to be "truly awful", while the gameplay serves as a flashback to "when gameplay was not overshadowed by flashy video and animation".[21] Benj Edwards has called ZZT an "influential and underrated game", crediting its current enjoyment from playing community made worlds and making unexpected things with the "fairly robust" built in editor.[22][23][24] This is while crediting the official worlds for being a "depthy adventure game full of puzzles, challenge, and humor". Chris Kohler of Wired called it a simple, fun, and not always intuitive game design tool under the façade of a simple adventure game, blending seamless game design and play that makes it attractive and user-friendly.[25][26] He found making a game fun, due to the interface being nearly identical to the game, allowing for the easy placement of objects and terrain. Rock Paper Shotgun's Ollie Toms focused on the editor, finding the game to be "a colourful, characterful, years-long course in scripting and programming games".[27] He wrote that though ZZT-OOP was basic and limited, children could learn about and make games without knowing anything about programming. Hardcore Gaming 101 in a podcast episode stated ZZT was "not all that fun", criticizing that official worlds and community made worlds included unavoidable damage, and instant death.[28] They found that games that attempted to expand and push the engine further are generally "rough around the edges", or "more functional rather than good". Rather, they admired ZZT like a science experiment or a demo from a demoscene, existing to study and push the limits of ZZT, finding the game itself and the community that built from it technically impressive.[citation needed]

Legacy edit

By getting $100 per day from ZZT, Sweeney was convinced he could earn enough from the shareware industry, and decided to work in the video game industry.[6] He renamed the company to Epic MegaGames in October 1991.[20] Shortly after the release of ZZT, Sweeney started a level designer contest for registered users to make their own worlds and submit them to him.[14] Over 200 users submitted their custom worlds. The best collaboration games that won the contest were included in The Best of ZZT and ZZT's Revenge, released in 1992. The winners of the contest received prizes of gift certificates, while others would receive honorable mentions. The six winning custom worlds that made up ZZT's Revenge earned the designers employment in Epic MegaGames, with the winning worlds being "Ezanya", "Fantasy", "Crypt", "Smiley Guy", "Manor", and "Darbytown".[1] Sweeney later asked one of these developers, Allen Pilgrim, to create the shareware world "Monster Zoo" for the sequel to ZZT, Super ZZT, released on October 15, 1991.[29] Other worlds available for purchase were "Proving Grounds" and "Lost Forest". The game plays similarly to ZZT, while adding more features such as greater colors accessible within its editor, new enemies and objects, and scrolling map screens that allowed for larger boards than in ZZT. Although Super ZZT incorporated several additions to ZZT, it never caught on with the ZZT community like the original ZZT did, and very few games were ever created for Super ZZT, with one reason being due to the editor being hidden during normal play.[11]

After publishing Best of ZZT and ZZT's Revenge, Sweeney realized the community began creating worlds that reached or exceeded the quality of his work.[19] Furthermore, he believed that games with cutting edge graphics and sound similar in commercial quality to Super Nintendo Entertainment System or Sega Genesis games would have higher sales in the shareware model, taking influence from Commander Keen and Duke Nukem. As such, he moved away from ZZT indefinitely to work on other projects like Jill of the Jungle. He has commented on wanting to build a massive-multiplayer online version of ZZT during an interview, but his future focus on the company was to move forward with new franchises, while learning from the success of ZZT.[30] Sweeney and Mark Rein later credited that much of the core idea of Unreal and Unreal Engine came from what Sweeney learned from the success of ZZT, with a focus on building games with clean code and editing tools, so that others can build their own games.[8][22] Mark Rein has claimed that Unreal Tournament became a spiritual successor to the game thanks to the game's modding community and versatile developer tools.[31]

An early modding community emerged within Prodigy, America Online, Compuserve, and the Internet.[32][33] Many fan-made worlds and editing tools are curated on a fan website, Museum of ZZT. The game provided the community with an outlet for creativity and self-expression without artistic or programming skills, especially among stigmatized groups such as transgender people.[34] As of 2021, more than 3,000 worlds have been created using the built in editor, or third party editors such as KevEdit.[35][36] Tim Sweeney has claimed that tens of thousands of workers in the game industry have previously made worlds in ZZT.[12] A port called Zeta allows for playing ZZT games on Windows or a web browser, and another source port, DreamZZT, allows ports to consoles, specifically the Dreamcast and Nintendo DS.[37] Worlds continue to be developed that have expanded beyond its intended genre, creating shoot 'em ups, falling block puzzle games, complex role-playing games, and point-and-click adventure games, sometimes deriving from other entertainment releases.[25][28] The source code of ZZT was lost in a computer crash,[6][13] a community developer, Adrian Siekierka, reconstructed and released the source code in 2020, creating a binary accurate executable of ZZT with Sweeney's permission.[38][39]

On January 28, 2023, the original source code for ZZT 3.0 (without third party content) was uploaded to GitHub under the MIT License with permission of Tim Sweeney.[40]

Other games have been inspired by ZZT, such as MegaZeux, PuzzleScript, and Frog Fractions 2, and authors of ZZT worlds became professional video game developers.[41][42] Rock Paper Shotgun has made comparisons to Minecraft and Roblox, in its ability to serve as a start for new video game developers. Wired and Hardcore Gaming 101 found similarities in its seamless blend of gameplay and editing to LittleBigPlanet.[27][26]

References edit

  1. ^ a b c Anthropy, Anna (2014). ZZT. Los Angeles, CA: Boss Fight Books. ISBN 978-1-940535-02-9. OCLC 887992348. from the original on February 13, 2022. Retrieved November 26, 2021.
  2. ^ Dr. Dos (July 22, 2018). "Closer Look: Caves of ZZT". Museum of ZZT. from the original on December 3, 2021. Retrieved December 3, 2021.
  3. ^ Dr. Dos (June 19, 2017). "Closer Look: City of ZZT". Museum of ZZT. from the original on December 3, 2021. Retrieved December 3, 2021.
  4. ^ Fiadotau, Mikhail (2016). "Game Engine Conventions and Games that Challenge them: Subverting Conventions as Metacommentary". Replay. The Polish Journal of Game Studies. 3 (1): 47–65. doi:10.18778/2391-8551.03.03. ISSN 2449-8394.
  5. ^ Dr. Dos (September 18, 2016). "640x350x16 A History of ZZT's Graphics". Museum of ZZT. from the original on February 2, 2022. Retrieved April 9, 2022.
  6. ^ a b c d Edwards, Benj (May 25, 2009). "From The Past To The Future: Tim Sweeney Talks". Gamasutra. from the original on February 4, 2017. Retrieved March 27, 2018.
  7. ^ Thomsen, Mike (June 15, 2012) [February 24, 2010]. "History of the Unreal Engine". IGN. from the original on January 8, 2022. Retrieved January 8, 2022.
  8. ^ a b Conditt, Jess (March 20, 2019). "Epic Games has 250 million 'Fortnite' players and a lot of plans". Engadget. from the original on March 20, 2019. Retrieved December 13, 2021.
  9. ^ Totilo, Stephen (July 12, 2011). "The Quiet Tinkerer Who Makes Games Beautiful Finally Gets His Due". Kotaku. from the original on June 3, 2020. Retrieved December 3, 2021.
  10. ^ Boudreau, Ian (April 5, 2020). "When it comes to keyboards, Tim Sweeney sticks with the classics". PCGamesN. from the original on December 14, 2021. Retrieved December 14, 2021.
  11. ^ a b Hercules (November 17, 2000). "Hercules meets Tim Sweeney". Interactive Fantasies. from the original on August 24, 2017. Retrieved March 28, 2018.
  12. ^ a b Takahashi, Dean (January 20, 2012). "Epic's 3D graphics wizard Tim Sweeney says business and technology are "intricately linked" (interview)". VentureBeat. from the original on December 17, 2021. Retrieved December 17, 2021.
  13. ^ a b Sweeney, Tim. "The Official ZZT Home Page". Epic Games. from the original on October 10, 1999.
  14. ^ a b c d e Dr. Dos (January 15, 2021). "ZZT and Epic Newsletter Scans". Museum of ZZT. from the original on January 16, 2021. Retrieved January 15, 2021.
  15. ^ a b Circle Reader Service #12 (July 1991). "Taking a Peek" (PDF). Computer Gaming World. No. 84. p. 78. (PDF) from the original on March 27, 2020. Retrieved April 1, 2018.{{cite magazine}}: CS1 maint: numeric names: authors list (link)
  16. ^ a b Pitcher, Jenna (November 21, 2013). "Epic Classics ships last copy of ZZT". Polygon. from the original on May 19, 2016. Retrieved March 28, 2018.
  17. ^ Dr. Dos (October 15, 2019). "Closer Look: ZZT's City + Interview With Stuart Hardwick". Museum of ZZT. from the original on December 15, 2021. Retrieved December 15, 2021.
  18. ^ . Epic MegaGames. October 10, 1997. Archived from the original on February 14, 1998. Retrieved December 15, 2021.
  19. ^ a b Bovelander, Wouter (May 25, 1999). . Planet ZZT++. Archived from the original on October 11, 2000. Retrieved December 3, 2021.
  20. ^ a b Dr. Dos (February 15, 2021). "The Epic Mega Haul". Museum of ZZT. from the original on December 13, 2021. Retrieved December 13, 2021.
  21. ^ Wolf, Scott (December 1995). Bennet, Dan (ed.). "Lupine Online". PC Gamer (US). Vol. 2, no. 12. Burlingame, CA: Imagine Publishing. p. 297. ISSN 1059-2180.
  22. ^ a b Edwards, Benj (February 19, 2021). "Before Fortnite, There Was ZZT: Meet Epic's First Game". How-To Geek. from the original on December 28, 2021. Retrieved December 28, 2021.
  23. ^ Edwards, Benj (September 3, 2007). "Great Moments in Shareware: ZZT". Vintage Computing and Gaming. from the original on December 28, 2021. Retrieved December 28, 2021.
  24. ^ Edwards, Benj (March 10, 2016). . PC Magazine. Archived from the original on July 18, 2016. Retrieved December 28, 2021.
  25. ^ a b Kohler, Chris (October 12, 2005). "Chapter 8, Playing at Game Design". In Jepson, Brian (ed.). Retro Gaming Hacks: Tips & Tools for Playing the Classics. Sebastopol, CA: O'Reilly Media, Inc. p. 441. ISBN 978-1-4493-0390-7. from the original on January 8, 2022. Retrieved June 18, 2018.
  26. ^ a b Kohler, Chris (October 1, 2008). "First Impressions: LittleBigPlanet's Ever-Expanding World of Wonder". Wired. ISSN 1059-1028. from the original on March 4, 2021. Retrieved April 9, 2022.
  27. ^ a b Toms, Ollie (October 23, 2019). "Have you played… ZZT?". Rock Paper Shotgun. from the original on December 18, 2021. Retrieved December 17, 2021.
  28. ^ a b Switter (May 14, 2018). "Episode 99: Kirby's Dream Land 3, ZZT". Top 47,858 Games of All Time (Podcast). Hardcore Gaming 101. from the original on December 28, 2021. Retrieved December 28, 2021.
  29. ^ DOSGuy (April 27, 2015). "Allen Pilgrim Interview". RGB Classic Games. from the original on February 7, 2022. Retrieved February 7, 2022.
  30. ^ Elig (July 15, 2007). "An Interview with Tim Sweeney". dMZX Forums. from the original on December 28, 2021. Retrieved December 28, 2021.
  31. ^ Kohler, Chris (February 5, 2007). "Interview: Epic's Mark Rein". Wired. ISSN 1059-1028. from the original on February 13, 2022. Retrieved December 17, 2021.
  32. ^ Au, Wagner James (April 16, 2004). "Triumph of the mod". Salon. from the original on July 3, 2015. Retrieved January 8, 2022.
  33. ^ Schreiner, Lukas; von Mammen, Sebastian (August 3, 2021). "Modding Support of Game Engines". The 16th International Conference on the Foundations of Digital Games (FDG) 2021. FDG'21. New York, NY, US: Association for Computing Machinery. pp. 1–9. doi:10.1145/3472538.3472574. ISBN 978-1-4503-8422-3. S2CID 239053857.
  34. ^ Welch, Tom (December 2018). "The Affectively Necessary Labour of Queer Mods". Game Studies. 18 (3). ISSN 1604-7982. from the original on December 9, 2020. Retrieved December 28, 2021.
  35. ^ Dr. Dos. "Mass Downloads". Museum of ZZT. from the original on December 28, 2021. Retrieved December 27, 2021.
  36. ^ Dr. Dos. "Closer Look: Modern ZZT Editing With KevEdit". Museum of ZZT. from the original on April 18, 2018. Retrieved April 17, 2018.
  37. ^ Carless, Simon (2004). Gaming Hacks (1st ed.). Sebastopol, CA: O'Reilly Media, Inc. p. 67. ISBN 9780596007140. OCLC 326649266. from the original on January 8, 2022. Retrieved April 17, 2018.
  38. ^ Gipp, Stuart (March 17, 2020). "ZZT's source code has been reconstructed - Reconstruction of ZZT is a game-changer for the ZZT community". Retronauts. from the original on March 18, 2020. Retrieved April 12, 2020.
  39. ^ Siekierka, Adrian (August 4, 2020). "ZZT Stories: The Reconstruction". asie's blog. from the original on July 24, 2021. Retrieved July 18, 2021.
  40. ^ Siekierka, Adrian [@cbrzeszczot] (January 28, 2023). "According to [Tim Sweeney], the original ZZT source code was lost in the early 90s: "[... If] I had it, I'd release it, but I lost it in a crash a long time ago." But they were all of them deceived, for another backup was made" (Tweet). from the original on January 31, 2023. Retrieved January 31, 2023 – via Twitter.
  41. ^ Warren, Jonah (June 18–21, 2019). "Tiny online game engines". 2019 IEEE Games, Entertainment, Media Conference (GEM). New Haven, CT, US: IEEE. pp. 1–7. doi:10.1109/GEM.2019.8901975. ISBN 978-1-7281-2404-9. S2CID 208210552. from the original on January 8, 2022. Retrieved February 7, 2022 – via IEEE Xplore.
  42. ^ Graft, Kris (February 20, 2018). "Frog Fractions 2 ARG co-creator reflects on what makes a good alternate reality game". Game Developer. from the original on December 14, 2021. Retrieved December 14, 2021.

Further reading edit

External links edit

1991, action, adventure, puzzle, video, game, game, creation, system, developed, published, potomac, computer, systems, later, released, freeware, 1997, early, game, allowing, user, generated, content, using, object, oriented, programming, players, control, sm. ZZT is a 1991 action adventure puzzle video game and game creation system developed and published by Potomac Computer Systems for MS DOS It was later released as freeware in 1997 It is an early game allowing user generated content using object oriented programming Players control a smiley face to battle various creatures and solve puzzles in different grid based boards in a chosen world It has four worlds where players explore different boards and interact with objects such as ammo bombs and scrolls to reach the end of the game It includes an in game editor allowing players to develop worlds using the game s scripting language ZZT OOP ZZTTitle screen of Town of ZZTDeveloper s Potomac Computer SystemsPublisher s Potomac Computer SystemsDesigner s Tim SweeneyPlatform s MS DOSReleaseNA January 15 1991Genre s Action adventure game creation system puzzleMode s Single playerThe game was designed by mechanical engineering student Tim Sweeney in roughly six to nine months It was built from a text editor conceived in 1989 to build a better editor for Pascal after he disliked editors that came with other programming languages During development he experimented with adding creatures and characters He built boards that grew into worlds and refined the editor he used to create his own games while studying at university Initially he made the game for himself but after positive reception from his friends and neighbors and seeing the potential for making a profit by releasing the game under shareware he released it publicly He marketed the game by distributing it across shareware vendors and bulletin board systems earning money through mail orders for registered worlds ZZT was a commercial success with around 4 000 5 000 copies by 2009 The game received mixed reception Much of the positive reception focused on the gameplay editor and the community it developed Criticisms focused on the game s graphical and audio limitations and perceived unfair difficulty The sequel is Super ZZT 1991 Other ZZT worlds were published later as Best of ZZT 1992 and ZZT s Revenge 1992 ZZT s success led Sweeney to change his company s name to Epic MegaGames and focus on competing as a video game company using shareware to distribute commercial games Epic MegaGames later developed other successful games including Jill of the Jungle 1992 and Unreal 1998 using lessons from ZZT s success by focusing on developing the editor and engine to allow others to more easily make games The game inspired one of the earliest active modding communities which has grown by making new worlds editing tools and source ports and inspiring some in the community to pursue a career in the video game industry Contents 1 Gameplay 2 Development 3 Reception 4 Legacy 5 References 6 Further reading 7 External linksGameplay editZZT is a top down action adventure puzzle video game and game creation system Players control a white smiley face on a navy blue rectangle that can move around in four directions 1 Players can interact with objects by touching or shooting at them Touching ammo containers gems torches and keys adds them to your status bar Boxes of ammo allow players to fire bullets at objects gems increase health and are used as currency torches light up a small area around the player in dark boards and colored keys allow players to open same colored doors Other objects in the game includes bombs doors and scrolls One type of object called Object interacts based on written scripts using the game s scripting language ZZT OOP As an example the object could be programmed to give the player health or fire bullets at the player flashing text in response At any time players can save their progress and return to the game s exact state Game worlds are made up of objects within grid boards that connect to each other Players can move across different boards by either reaching the edge of the board or entering teleporters Six game worlds were made for the game s release four of them are game worlds and each of the four starts in a different area 2 Town of ZZT starts in a hub world with four buildings mixed with six exits Caves of ZZT opens with a sparse area of torches and a scroll Dungeons of ZZT starts with a linear opening sequence with gates that lock the player inside and City of ZZT opens with a city street as a hub with a few structures Two other worlds were included serving different purposes Guided Tour ZZT s Other Worlds previews boards of each game worlds and Demo of the ZZT World Editor creates parallels to a museum by showing all of the items terrains and creatures that make up ZZT The goal for players are to reach the end board progressing either by collecting purple keys to open locked doors or gathering objects throughout the world 3 Boards can contain action or puzzles Action boards have the player face off against creatures Creatures include lions tigers and bears When creatures bullets or stars touch the player health is lost Once the player runs out of health the game ends Puzzles consist of untangling combinations of boulders sliders and pushers or mazes that can include invisible walls and teleporters Some puzzles can trap the player leading players to require returning to an earlier save ZZT includes an in game editor allowing players to make their own worlds Players start with yellow normal walls surrounding a new board as a blank screen The editor allows players to add and arrange items creatures and terrain and connect different boards together Each board can be set to include specific settings such as adding a time limit making the board dark so the player could not see the board without a torch or limiting the number of bullets on screen at any given time Each board had its own isolated variables within the game and through scripting players could create ten different boolean flags for the environment shared across boards 4 Using ZZT OOP objects can be named given commands for actions and can send and receive messages Everything within ZZT is displayed in the 255 characters of the IBM PC s character set to create environments The game supports sixteen colors but the editor only permits seven colors for colorable objects and has limits in the amount of objects being placed in each board 5 Players eventually learned additional ways to add more colors to the game utilizing commands and different text characters and editing world files The PC speaker permits seven notes at several different octaves and instruments with unique pitches of clicks pops and snaps to represent percussion Sounds are played through normal gameplay or making custom sounds through scripting citation needed Development edit nbsp Tim Sweeney at the Game Developers Choice Awards 2017Video game programmer Tim Sweeney studying mechanical engineering at the University of Maryland first developed ZZT as a text editor in Turbo Pascal 6 7 During this time Tim did not know how to program graphics and only had a 286 computer and a Model M keyboard 8 9 10 The text editor idea came from disliking the included editors for the programming languages he tried on his PC Instead he wanted to recreate his previously made Pascal like programming environment for the Apple II 11 He experimented with adding collision to text characters and made the cursor a controllable character He found it more fun to make it into a game by adding bullets and creatures to fight From there he designed his first levels from text files creating different boards similar in style to Atari s Adventure while continually offering additions to the game and editor Sweeney studied during the day and worked on his game during the night The text based graphics allowed him to produce ideas such as talking trees or interesting characters without breaking immersion 1 Most of these additions were his own but he occasionally took ideas from Kroz such as the bomb Development took around six to nine months with under 1 000 hours of time spent developing the game and making around 20 000 lines of Pascal code 12 He shared it with friends and neighborhood kids taking notes of their joy and excitement playing his own game He discovered that making games allowed him to share something to the world and could earn more income compared to wage earners and chose to sell the game The game s episodic model took inspiration from Apogee s shareware model and he encouraged spreading the game across shareware vendors user groups and bulletin board systems He operated his company out of his bedroom having orders sent to his parents address where he would send the remaining episodes on floppy disks by mail delivery During development he wrote to Scott Miller for advice and to learn more about the industry Miller responded with advice and encouragement 13 Sweeney chose the name so it would be listed last alphabetically in shareware catalogs and on bulletin board systems though a fan later suggested the backronym of Zoo of Zero Tolerance which Sweeney endorsed 14 He sold it as the first major game with object oriented programming 15 ZZT was released on January 15 1991 14 Town of ZZT alongside the in game editor was distributed freely while the other official worlds could be ordered to receive a single floppy disk including the purchased worlds and drawn maps of each of the worlds 16 At one point City of ZZT was also distributed as ZZT s City through Softdisk s On Disk Monthly service 17 Each of the remaining official worlds along with other ZZT games were later released as freeware on October 10 1997 18 Reception editFollowing ZZT s release about three to four copies were sold daily at around 800 copies by November 1991 14 and around 4 000 to 5 000 copies in total by 2009 6 Sweeney earned around US 100 equivalent to 210 in 2022 per day by November 1991 and around 30 000 equivalent to 53 000 in 2022 from ZZT by May 1999 of which most of the profit came from its first year 14 19 20 After Sweeney moved out of his parents house to establish proper corporate headquarters for Potomac Computer Systems then renamed Epic MegaGames his father Paul Sweeney continued fulfilling mail orders to the original address under the Epic Classics label allowing for purchase of physical copies of ZZT 16 The final copy of ZZT was shipped to game designer Zack Hiwiller in November 2013 Contemporary and retrospective reviews from critics were mixed A comment from Computer Gaming World billed ZZT as truly charming finding the gameplay simple to learn 15 Scott Wolf of PC Gamer US stated the graphics and sound for ZZT to be truly awful while the gameplay serves as a flashback to when gameplay was not overshadowed by flashy video and animation 21 Benj Edwards has called ZZT an influential and underrated game crediting its current enjoyment from playing community made worlds and making unexpected things with the fairly robust built in editor 22 23 24 This is while crediting the official worlds for being a depthy adventure game full of puzzles challenge and humor Chris Kohler of Wired called it a simple fun and not always intuitive game design tool under the facade of a simple adventure game blending seamless game design and play that makes it attractive and user friendly 25 26 He found making a game fun due to the interface being nearly identical to the game allowing for the easy placement of objects and terrain Rock Paper Shotgun s Ollie Toms focused on the editor finding the game to be a colourful characterful years long course in scripting and programming games 27 He wrote that though ZZT OOP was basic and limited children could learn about and make games without knowing anything about programming Hardcore Gaming 101 in a podcast episode stated ZZT was not all that fun criticizing that official worlds and community made worlds included unavoidable damage and instant death 28 They found that games that attempted to expand and push the engine further are generally rough around the edges or more functional rather than good Rather they admired ZZT like a science experiment or a demo from a demoscene existing to study and push the limits of ZZT finding the game itself and the community that built from it technically impressive citation needed Legacy editBy getting 100 per day from ZZT Sweeney was convinced he could earn enough from the shareware industry and decided to work in the video game industry 6 He renamed the company to Epic MegaGames in October 1991 20 Shortly after the release of ZZT Sweeney started a level designer contest for registered users to make their own worlds and submit them to him 14 Over 200 users submitted their custom worlds The best collaboration games that won the contest were included in The Best of ZZT and ZZT s Revenge released in 1992 The winners of the contest received prizes of gift certificates while others would receive honorable mentions The six winning custom worlds that made up ZZT s Revenge earned the designers employment in Epic MegaGames with the winning worlds being Ezanya Fantasy Crypt Smiley Guy Manor and Darbytown 1 Sweeney later asked one of these developers Allen Pilgrim to create the shareware world Monster Zoo for the sequel to ZZT Super ZZT released on October 15 1991 29 Other worlds available for purchase were Proving Grounds and Lost Forest The game plays similarly to ZZT while adding more features such as greater colors accessible within its editor new enemies and objects and scrolling map screens that allowed for larger boards than in ZZT Although Super ZZT incorporated several additions to ZZT it never caught on with the ZZT community like the original ZZT did and very few games were ever created for Super ZZT with one reason being due to the editor being hidden during normal play 11 After publishing Best of ZZT and ZZT s Revenge Sweeney realized the community began creating worlds that reached or exceeded the quality of his work 19 Furthermore he believed that games with cutting edge graphics and sound similar in commercial quality to Super Nintendo Entertainment System or Sega Genesis games would have higher sales in the shareware model taking influence from Commander Keen and Duke Nukem As such he moved away from ZZT indefinitely to work on other projects like Jill of the Jungle He has commented on wanting to build a massive multiplayer online version of ZZT during an interview but his future focus on the company was to move forward with new franchises while learning from the success of ZZT 30 Sweeney and Mark Rein later credited that much of the core idea of Unreal and Unreal Engine came from what Sweeney learned from the success of ZZT with a focus on building games with clean code and editing tools so that others can build their own games 8 22 Mark Rein has claimed that Unreal Tournament became a spiritual successor to the game thanks to the game s modding community and versatile developer tools 31 An early modding community emerged within Prodigy America Online Compuserve and the Internet 32 33 Many fan made worlds and editing tools are curated on a fan website Museum of ZZT The game provided the community with an outlet for creativity and self expression without artistic or programming skills especially among stigmatized groups such as transgender people 34 As of 2021 more than 3 000 worlds have been created using the built in editor or third party editors such as KevEdit 35 36 Tim Sweeney has claimed that tens of thousands of workers in the game industry have previously made worlds in ZZT 12 A port called Zeta allows for playing ZZT games on Windows or a web browser and another source port DreamZZT allows ports to consoles specifically the Dreamcast and Nintendo DS 37 Worlds continue to be developed that have expanded beyond its intended genre creating shoot em ups falling block puzzle games complex role playing games and point and click adventure games sometimes deriving from other entertainment releases 25 28 The source code of ZZT was lost in a computer crash 6 13 a community developer Adrian Siekierka reconstructed and released the source code in 2020 creating a binary accurate executable of ZZT with Sweeney s permission 38 39 On January 28 2023 the original source code for ZZT 3 0 without third party content was uploaded to GitHub under the MIT License with permission of Tim Sweeney 40 Other games have been inspired by ZZT such as MegaZeux PuzzleScript and Frog Fractions 2 and authors of ZZT worlds became professional video game developers 41 42 Rock Paper Shotgun has made comparisons to Minecraft and Roblox in its ability to serve as a start for new video game developers Wired and Hardcore Gaming 101 found similarities in its seamless blend of gameplay and editing to LittleBigPlanet 27 26 References edit a b c Anthropy Anna 2014 ZZT Los Angeles CA Boss Fight Books ISBN 978 1 940535 02 9 OCLC 887992348 Archived from the original on February 13 2022 Retrieved November 26 2021 Dr Dos July 22 2018 Closer Look Caves of ZZT Museum of ZZT Archived from the original on December 3 2021 Retrieved December 3 2021 Dr Dos June 19 2017 Closer Look City of ZZT Museum of ZZT Archived from the original on December 3 2021 Retrieved December 3 2021 Fiadotau Mikhail 2016 Game Engine Conventions and Games that Challenge them Subverting Conventions as Metacommentary Replay The Polish Journal of Game Studies 3 1 47 65 doi 10 18778 2391 8551 03 03 ISSN 2449 8394 Dr Dos September 18 2016 640x350x16 A History of ZZT s Graphics Museum of ZZT Archived from the original on February 2 2022 Retrieved April 9 2022 a b c d Edwards Benj May 25 2009 From The Past To The Future Tim Sweeney Talks Gamasutra Archived from the original on February 4 2017 Retrieved March 27 2018 Thomsen Mike June 15 2012 February 24 2010 History of the Unreal Engine IGN Archived from the original on January 8 2022 Retrieved January 8 2022 a b Conditt Jess March 20 2019 Epic Games has 250 million Fortnite players and a lot of plans Engadget Archived from the original on March 20 2019 Retrieved December 13 2021 Totilo Stephen July 12 2011 The Quiet Tinkerer Who Makes Games Beautiful Finally Gets His Due Kotaku Archived from the original on June 3 2020 Retrieved December 3 2021 Boudreau Ian April 5 2020 When it comes to keyboards Tim Sweeney sticks with the classics PCGamesN Archived from the original on December 14 2021 Retrieved December 14 2021 a b Hercules November 17 2000 Hercules meets Tim Sweeney Interactive Fantasies Archived from the original on August 24 2017 Retrieved March 28 2018 a b Takahashi Dean January 20 2012 Epic s 3D graphics wizard Tim Sweeney says business and technology are intricately linked interview VentureBeat Archived from the original on December 17 2021 Retrieved December 17 2021 a b Sweeney Tim The Official ZZT Home Page Epic Games Archived from the original on October 10 1999 a b c d e Dr Dos January 15 2021 ZZT and Epic Newsletter Scans Museum of ZZT Archived from the original on January 16 2021 Retrieved January 15 2021 a b Circle Reader Service 12 July 1991 Taking a Peek PDF Computer Gaming World No 84 p 78 Archived PDF from the original on March 27 2020 Retrieved April 1 2018 a href Template Cite magazine html title Template Cite magazine cite magazine a CS1 maint numeric names authors list link a b Pitcher Jenna November 21 2013 Epic Classics ships last copy of ZZT Polygon Archived from the original on May 19 2016 Retrieved March 28 2018 Dr Dos October 15 2019 Closer Look ZZT s City Interview With Stuart Hardwick Museum of ZZT Archived from the original on December 15 2021 Retrieved December 15 2021 News Update Epic MegaGames October 10 1997 Archived from the original on February 14 1998 Retrieved December 15 2021 a b Bovelander Wouter May 25 1999 Tim Sweeney interview Planet ZZT Archived from the original on October 11 2000 Retrieved December 3 2021 a b Dr Dos February 15 2021 The Epic Mega Haul Museum of ZZT Archived from the original on December 13 2021 Retrieved December 13 2021 Wolf Scott December 1995 Bennet Dan ed Lupine Online PC Gamer US Vol 2 no 12 Burlingame CA Imagine Publishing p 297 ISSN 1059 2180 a b Edwards Benj February 19 2021 Before Fortnite There Was ZZT Meet Epic s First Game How To Geek Archived from the original on December 28 2021 Retrieved December 28 2021 Edwards Benj September 3 2007 Great Moments in Shareware ZZT Vintage Computing and Gaming Archived from the original on December 28 2021 Retrieved December 28 2021 Edwards Benj March 10 2016 7 Classic PC Games With ASCII Graphics PC Magazine Archived from the original on July 18 2016 Retrieved December 28 2021 a b Kohler Chris October 12 2005 Chapter 8 Playing at Game Design In Jepson Brian ed Retro Gaming Hacks Tips amp Tools for Playing the Classics Sebastopol CA O Reilly Media Inc p 441 ISBN 978 1 4493 0390 7 Archived from the original on January 8 2022 Retrieved June 18 2018 a b Kohler Chris October 1 2008 First Impressions LittleBigPlanet s Ever Expanding World of Wonder Wired ISSN 1059 1028 Archived from the original on March 4 2021 Retrieved April 9 2022 a b Toms Ollie October 23 2019 Have you played ZZT Rock Paper Shotgun Archived from the original on December 18 2021 Retrieved December 17 2021 a b Switter May 14 2018 Episode 99 Kirby s Dream Land 3 ZZT Top 47 858 Games of All Time Podcast Hardcore Gaming 101 Archived from the original on December 28 2021 Retrieved December 28 2021 DOSGuy April 27 2015 Allen Pilgrim Interview RGB Classic Games Archived from the original on February 7 2022 Retrieved February 7 2022 Elig July 15 2007 An Interview with Tim Sweeney dMZX Forums Archived from the original on December 28 2021 Retrieved December 28 2021 Kohler Chris February 5 2007 Interview Epic s Mark Rein Wired ISSN 1059 1028 Archived from the original on February 13 2022 Retrieved December 17 2021 Au Wagner James April 16 2004 Triumph of the mod Salon Archived from the original on July 3 2015 Retrieved January 8 2022 Schreiner Lukas von Mammen Sebastian August 3 2021 Modding Support of Game Engines The 16th International Conference on the Foundations of Digital Games FDG 2021 FDG 21 New York NY US Association for Computing Machinery pp 1 9 doi 10 1145 3472538 3472574 ISBN 978 1 4503 8422 3 S2CID 239053857 Welch Tom December 2018 The Affectively Necessary Labour of Queer Mods Game Studies 18 3 ISSN 1604 7982 Archived from the original on December 9 2020 Retrieved December 28 2021 Dr Dos Mass Downloads Museum of ZZT Archived from the original on December 28 2021 Retrieved December 27 2021 Dr Dos Closer Look Modern ZZT Editing With KevEdit Museum of ZZT Archived from the original on April 18 2018 Retrieved April 17 2018 Carless Simon 2004 Gaming Hacks 1st ed Sebastopol CA O Reilly Media Inc p 67 ISBN 9780596007140 OCLC 326649266 Archived from the original on January 8 2022 Retrieved April 17 2018 Gipp Stuart March 17 2020 ZZT s source code has been reconstructed Reconstruction of ZZT is a game changer for the ZZT community Retronauts Archived from the original on March 18 2020 Retrieved April 12 2020 Siekierka Adrian August 4 2020 ZZT Stories The Reconstruction asie s blog Archived from the original on July 24 2021 Retrieved July 18 2021 Siekierka Adrian cbrzeszczot January 28 2023 According to Tim Sweeney the original ZZT source code was lost in the early 90s If I had it I d release it but I lost it in a crash a long time ago But they were all of them deceived for another backup was made Tweet Archived from the original on January 31 2023 Retrieved January 31 2023 via Twitter Warren Jonah June 18 21 2019 Tiny online game engines 2019 IEEE Games Entertainment Media Conference GEM New Haven CT US IEEE pp 1 7 doi 10 1109 GEM 2019 8901975 ISBN 978 1 7281 2404 9 S2CID 208210552 Archived from the original on January 8 2022 Retrieved February 7 2022 via IEEE Xplore Graft Kris February 20 2018 Frog Fractions 2 ARG co creator reflects on what makes a good alternate reality game Game Developer Archived from the original on December 14 2021 Retrieved December 14 2021 Portals nbsp 1990s nbsp Video gamesFurther reading editAnthropy Anna 2014 ZZT Boss Fight Books ISBN 978 1 940535 02 9 External links editOfficial website at the Wayback Machine archived January 26 2002 ZZT at MobyGames Mostly complete source code repository for ZZT 3 0 on GitHub Retrieved from https en wikipedia org w index php title ZZT amp oldid 1174084074, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.