[HN Gopher] ZZT: Epic's First Game
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       ZZT: Epic's First Game
        
       Author : mariuz
       Score  : 64 points
       Date   : 2021-02-22 14:37 UTC (8 hours ago)
        
 (HTM) web link (www.howtogeek.com)
 (TXT) w3m dump (www.howtogeek.com)
        
       | dang wrote:
       | If curious, past threads:
       | 
       |  _The Reconstruction of ZZT_ -
       | https://news.ycombinator.com/item?id=22609474 - March 2020 (39
       | comments)
       | 
       |  _Museum of ZZT_ - https://news.ycombinator.com/item?id=17656822
       | - July 2018 (14 comments)
       | 
       |  _The Last ZZT Disk_ -
       | https://news.ycombinator.com/item?id=6772696 - Nov 2013 (6
       | comments)
       | 
       |  _zztmmo - classic zzt game engine + node.js + jQuery_ -
       | https://news.ycombinator.com/item?id=1323888 - May 2010 (6
       | comments)
       | 
       | Others?
        
       | VectorLock wrote:
       | >try it out using this neat HTML5-based emulation
       | 
       | Click on the link and get met with an "Unable to load Adobe Flash
       | plugin" box. Not HTML5 so much I think. :)
        
         | asiekierka wrote:
         | ZZT Ultra is an older project to try and re-implement ZZT in
         | ActionScript 3; it did receive an HTML5 port attempt a few
         | years later, though.
         | 
         | The best way to play ZZT on the web currently is to use the
         | dedicated Zeta emulator; it's integrated with the Museum of
         | ZZT, as well as used by most ZZT-based games published on Itch.
        
       | jmcgough wrote:
       | I have so many good memories of being a part of the amazing ZZT
       | community and the surprisingly solid games a bunch of teenagers
       | made for fun (burger joint, november eve, the zelda trilogy), as
       | well as making my own crappy little games for friends to play.
       | 
       | The engine for ZZT was so quirky with lots of limitations, so it
       | was fascinating to see the ideas that people came up with to make
       | elaborate games like RPGs, survival horror, etc.
       | 
       | People would ship games they called toolboxes, which had unique
       | and interesting objects or unnaturally colored blocks that you
       | could use for your own games.
       | 
       | There was a series called ZZTV that was an anthology of small
       | games, stories, and teenage rants
       | https://museumofzzt.com/article/422/closer-look-zztv-3
        
         | asiekierka wrote:
         | >People would ship games they called toolboxes.
         | 
         | The term was "toolkits". While most probably followed the
         | convention due to Alexis Janson's 1994 Super Tool Kit, or STK -
         | which utilized hex editing to unlock far more color variants
         | than the engine itself offered - there were actually earlier,
         | based on using in-world interactions to get a more limited set
         | of color variants - such as "Tim's Toolkit" from 1992.
        
           | endgame wrote:
           | https://museumofzzt.com/article/500/closer-look-z-files-v251
        
       | waiseristy wrote:
       | This writer must not remember the way Fornite originally
       | released. It has had such a weird history.
       | 
       | The game originally was not battle royale, and released as a paid
       | early-access title. To this day, you still have to pony up 15$ to
       | get access to the game as it was released back in 2017. The
       | battle royale expansion was added after the game completely
       | flopped on release and the absolutely insane energy around DayZ
       | and PubG started bubbling over to the rest of the industry.
       | Fornite : Battle Royale was the only way at the time to play a
       | royale-type game on a minimally spec'd machine and thus quickly
       | became a total hit.
        
         | mhh__ wrote:
         | Wrt to the last sentence - PUBG ran like a old dog when it was
         | in it's infancy so there was a big gap for fortnite to take.
        
           | waiseristy wrote:
           | Oh totally, and the various Arma mods that this all spawned
           | out of were on par or even worse
        
         | chrysoprace wrote:
         | Potentially unpopular opinion: I much preferred the zombie
         | apocalypse objective game that Fortnite was in early access.
         | Now it's just a generic battle royale.
        
       | endgame wrote:
       | Despite ZZT being 30 years old, the Museum of ZZT (mentioned
       | briefly at the end of the article) has attracted a small but
       | vibrant community. Zeta sets ZZT free from DOS and DOSBox, and
       | because Zeta can be even compiled to JS, games can be published
       | to places like Itch.
       | 
       | Example: The King In Yellow Borders, a horror game:
       | https://stale-meme-emporium.itch.io/the-king-in-yellow-borde...
       | 
       | The other massive shot-in-the-arm for ZZT was asiekierka's
       | disassembly and reconstruction of the original Pascal source
       | code: https://github.com/asiekierka/reconstruction-of-zzt (Tim
       | Sweeney allowed the reconstruction to be released under the MIT
       | licence.)
       | 
       | As an accidental 30th birthday celebration, the community remixed
       | the first world - Town of ZZT - and Dr. Dos livestreamed the
       | first half of it just the other day:
       | https://museumofzzt.com/file/t/TOWNRMIX.zip
       | 
       | Also, Dr. Dos was recently interviewed on "Preserving Worlds",
       | discussing ZZT, the Museum, and Zeta:
       | https://www.youtube.com/watch?v=JhCYQI_XBl0
        
         | asiekierka wrote:
         | Minor correction regarding Zeta: It's still technically an
         | emulator of a DOS environment - just an incredibly bare-bones
         | one, with enough implemented to run ZZT/Super ZZT and little
         | more. However, being made to run a specific executable lets it
         | do some other tricks - such as reduce input lag or introduce an
         | "idlehack" to prevent 100% CPU usage. Zeta was designed over a
         | year before the Reconstruction of ZZT was even a seriously
         | entertained idea, and I'd have certainly gone about it
         | differently had I had hindsight.
         | 
         | Also, Zeta is a JavaScript/WebAssembly project in this regard
         | (the C part of the codebase is compiled to WASM, but can also
         | produce an SDL-based desktop variant) and developed as such;
         | not just JS!
        
         | TurkTurkleton wrote:
         | Since I imagine there are many HN readers that might not get
         | it: "The King in Yellow Borders" is a ZZT inside joke. When
         | editing a ZZT world, new boards by default are created with a
         | yellow border of what (if memory serves me) in Unicode would be
         | U+2593 "dark shade" blocks. A game containing boards that
         | maintain these borders in an unironic way would generally be
         | perceived as... well, I'd say "amateurish" but ZZT creators
         | were generally all amateurs, so let's go with "unrefined".
         | 
         | (It's also a pun on _The King in Yellow_ but that reference is
         | explained in the itch.io page.)
        
           | endgame wrote:
           | In those days we called them char 178 (from Code Page 437,
           | and possibly others).
        
         | [deleted]
        
       | 1123581321 wrote:
       | Despite what the article said about no programming required, ZZT
       | was a very fun early programming environment. The creatures in
       | the game were literally called Objects and passed messages to
       | each other to activate each other's functions to store
       | information, move, sing, shoot, etc. By doing this in conjunction
       | with the easy level builder, it was possible to manage fairly
       | complex world and story state. Alan Kay may have approved, if he
       | ever saw it.
        
         | throwanem wrote:
         | I learned a fair bit from ZZT, maybe more than I did from
         | MegaZeux - even if I did find the latter more fun to build
         | stuff in, mainly just because it was more capable overall.
        
       | asiekierka wrote:
       | The amount of worthwhile short games and art created with ZZT in
       | the past has always made me feel rather astonished. That people
       | are still making new, high-quality productions in it in the
       | present - even moreso.
       | 
       | By the way - If you're a ZZT (or MegaZeux!) user from the
       | 90s/early 00s and still have archives from that period of any
       | kind - that is world collections, etc. - we'd love to hear more!
       | A common misconception is that we have preserved almost all ZZT
       | worlds ever released to the public. Unfortunately, that's not
       | true; while it's getting better thanks to modern efforts (with
       | hundreds of previously unknown worlds archived in the past two-
       | three years), archives especially from the BBS and AOL-centric
       | eras (1991-1998) remain particularly spotty.
        
       | benhoyt wrote:
       | ZZT holds a special place in my heart. I played the shareware
       | "Town of ZZT" as a teenager, made my own (very incomplete)
       | worlds, and had fun with the programming language, ZZT-OOP -- a
       | very quirky beast.
       | 
       | Every few years I have a silly notion I want to write a similar
       | game but with a real programming language like Lua (or one of my
       | own creation). Then I sketch up the easy stuff for a bit, but
       | give up as soon as it gets hard. :-)
       | 
       | I think there's been something of a resurgence of ZZT stuff in
       | recent times, thanks in no small part to Adrian Siekierka's work,
       | particularly his "Reconstruction of ZZT", a reverse engineering
       | of the lost Turbo Pascal source code. That project is incredible
       | to me -- the reconstructed source code, when compiled with Turbo
       | Pascal 5.5, compiles to an executable file that's byte-for-byte
       | identical to the original ZZT.EXE. His description is here:
       | https://blog.asie.pl/2020/08/reconstructing-zzt/
       | 
       | One fun thing I did do was take Adrian's Pascal source code, and
       | write a Pascal-to-Go transpiler to produce a Go version of the
       | same. It kinda works: https://benhoyt.com/writings/zzt-in-go/
       | 
       | There's also a fully functioning Rust port, which was written
       | before the reconstructed source was available:
       | https://github.com/yokljo/ruzzt
        
         | mbg721 wrote:
         | I also have fond memories of ZZT; my first encounter with it
         | was a shareware disc of "SuperZZT's Monster Zoo", which I
         | gather was a somewhat less-popular sequel with a screen that
         | was allowed to scroll rather than paging over. Some of the fan-
         | made worlds were really impressive in how they managed to
         | accomplish visual and gameplay effects.
        
         | endgame wrote:
         | If the Town of ZZT holds a special place in your heart, I
         | _strongly_ recommend the Town Remix.
        
       | tolstoshev wrote:
       | I went to highschool with Tim and remember when he was writing
       | this in his parents basement while going to UMD. Little did we
       | know what would come from his tiny shareware business.
        
         | asiekierka wrote:
         | I'd like to ask a fairly specific question as a ZZT
         | archivist/researcher; it's okay if you don't remember the
         | answer.
         | 
         | Based on interviews with Tim Sweeney, it is said that he would
         | let other people playtest pre-release versions of ZZT. What
         | wasn't clear from the context is if anyone else ever had their
         | own copy of these pre-release versions, which have been for a
         | long time - due to some features and traits present in some of
         | the pack-in worlds which were not possible to achieve with the
         | editor as released - a source of speculation in the community.
         | Do you happen to have any recollection of that?
        
         | echelon wrote:
         | Any memories of your interactions with him that you wouldn't
         | mind sharing?
        
       | abduhl wrote:
       | Did ZZT allow consumers to use other programmers' programs on
       | their programming system so that these other programs could be
       | run within ZZT or was the ZZT platform an unethical and walled
       | garden? Was the walled garden an antitrust violation? Why were
       | other "app stores" not allowed?!
        
         | gameswithgo wrote:
         | zzt allowed you to do anything you wanted, same with unreal and
         | unreal script
        
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       (page generated 2021-02-22 23:00 UTC)