![]() It had scripted behaviors, functionality to manipulate and transform the board, and hypertext dialogues with event flag toggles. 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.īut it also had code, and code integrated in a way that was well documented and tutorialized. ![]() It was just not good in terms of shelf-space bullet points - nothing flashy about it. 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 had built-in, non-configurable stuff for action gameplay with some puzzle elements. 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. 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. 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. Still, AGT (Adventure Game Toolkit), based on an earlier program called GAGS, was released for DOS in 1987. Almost all of my paper round income went on computer magazines back then. 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. ![]() OK, I'll give you this maybe in the DOS world and maybe on the US side of the Atlantic. > This was absolutely revolutionary at the time. ![]() 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. ![]()
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