Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
ZZT was (is) an ancient shareware DOS game that runs in character mode, created and published by Tim Sweeney. Originally published by Potomac Computer Systems, a company ran out of the basement of Sweeney’s house, when it expanded its software selection it was renamed to Epic MegaGames, and later Epic Games, under which title it remains today, still headed by Tim Sweeney after all these years. He would go on to create the Unreal Engine, upon which the modern fortunes of the company were founded.
But back to ZZT, which is still a nifty piece of software, and a lot of fun to mess around with. It included an editor that allowed users to create their own scenarios, which spawned a modding community that survives to this day. Noted game designer and educator anna anthropy wrote a book about ZZT for Boss Fight and she continues to carry its banner today. ZZT scenarios both old and new can be found on the site Museum of ZZT, and every three hours Mastodon bot Worlds of ZZT publishes screenshots from random ZZT adventures.
Because it’s a character-mode game, ZZT modules are often confused with classic roguelike computer games. ZZT is not necessarily a roguelike, but it may be possible for someone to write a classic-style roguelike game in ZZT.
But running a DOS game nowadays is not as easy as it used to be. It requires the use of either a vintage computer system running a compatible DOS, a virtual machine like VirtualBox or Docker, or some DOS emulator, such as DOSbox, a tool for emulating a working DOS system that can run on current OSes, or Zeta, a DOS emulator with just enough features to get ZZT working.
ZZT was written in Turbo Pascal, but its source code had been misplaced by Tim Sweeney and was considered lost, until very recently (the past few days), when a nearly-complete version of ZZT 3.0 was found. Most of it can be downloaded from The Almost of ZZT, on Github, which is that version minus some parts of the source that are considered to be under third-party copyright.
Since it is incomplete it is not useful for compiling a working game, and is presented for historical reasons more than anything. Fortunately, there already exists The Reconstruction of ZZT, a reverse-engineered (with Sweeney’s blessing) version from 2020 that compiles to identical binaries.
ZZT is a subject that deserves much more detail than I can give it in an introductory post like this. Maybe later….
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Kenta Cho, also known as ABAgames on Twitter and the web, has been at this for a good long while now. He has an amazing way of distilling the essence of gameplay down to its absolute barest essentials. He’s especially known for bullet hell, but my favorite games from him are his many many gameplay experiments. This is one of them: Pac-Man boiled down to its very essence, with the whole maze being a single corridor. It’s Paku Paku:
The single control, any keypress, reverse the direction of travel of Pac-Man’s green cousin up there. The single ghost chases Paku single-mindedly, slowly getting faster. Paku can wrap around the screen at the edge, which causes Blinky to chase them directly. (They’re not that bright.) Eating the large blinking dot that I insist on calling an Energizer makes the ghost vulnerable for a few short seconds. If the ghost is eaten, they regenerate if their eyes made it off the screen. Clearing the whole board of dots instantly produces a new set.
You only get one life, but new games start rapidly. The nearly five minute video above contains dozens of plays. No one gets you over losing and into a new attempt like Kenta Cho does.
Think you can do better? You might! Give it a try!
For this Perceptive Podcast, I’m speaking with Joshua Steinhauer who is the lead designer on the game Ardenfall — an open-world RPG to discuss building the game, RPG design and more.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
It must seem like we have the indie gaming spaces hooked up into our very veins here, but truthfully it’s very easy for games with even a lot of buzz to slip through our greedy fingers. So it is with Pizza Tower (Steam), an extremely cartoony and entertaining platformer heavily influenced by Wario Land 4 (3h,22m). All kinds of people have been praising it, and saying that it does basically nothing wrong.
Here’s Polygon raving about it:
Take a good look at it. The loose animation is actually perfect, which it should be because the game took five years to make. The pixel art has way too many frames. The music jams so much. All of its jokes are funny. It even parodies Five Nights at Freddy’s throughout one level with jumpscares.
Its hero, the amusingly-named Peppino Spaghetti, isn’t Wario, but has his own vibe. He looks like he might have an aneurysm at any second. But like Wario he’s mostly invincible when he’s not fighting a boss. In normal levels enemies may slow him down, or cause him to lose points, or even give him temporary abilities, but they can’t stop him. He has a wide variety of moves to get him through the game world that you’ll have to completely master by the end.
The biggest point in common with Wario Land 4 is the escape sequences. Each of the game’s levels has a place in it where you have to destroy a pillar, which starts a timer and forces you to go back through the level you just passed with some minor differences. You can fail here if you don’t make it out in time. In order to get the highest rank on a stage, the vaunted “P” rating, you have to escape perfectly, without breaking your combo, and find all the treasures… and also escape twice within the time limit, by going through a 2nd Lap portal at the exit that takes you back to the beginning!
It’s already gotten a lot of people talking about it in terms like Game of the Year, and I’m sure it’ll be a prominent run at SGDQ 2023! Have a trailer:
We’re not averse to some cross-promotional synergy at Set Side B, so I figured I’d get a day’s linkage from a Q&A that I myself did with Patrick Traynor, creator of the astounding and brilliant puzzle game Patrick’s Parabox (itch.io, Steam). Parabox starts with Sokoban, but then compounds it in bizarre and fascinating ways. Ways like these (and this is very much only the beginning):
I did the Q&A some months ago, but it ended up getting delayed until late January of last month.
Turbo Rascal, more fully known as “Turbo Rascal Syntax Error” or TRSE, is a multiplatform game and demo development system, including a compiler, afull IDE and some miscellaneous utilities like an image editor. It’s based on Pascal, which might be annoying to people who have the conventions of C burnt into their brainmeat, but is easier on newbies on the whole, since its language idioms tend to be more readable for intent, and it doesn’t include structures like the ternary operator: (a ==0) ? isequal() : isnotequal();
While it supports a lot of different classic computing devices, TRSE’s “native” platforms, those it has the most support for, are the 8-bit Commodore machines. Using it, you can pretty rapidly put together a program to display an image on the C64’s hi-res screen:
It comes with a lot of example projects too, including a number of technically proficient demos that show off its capabilities. After you install a C64 emulator (VICE is recommended), the following can get up and running in less than a minute:
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
We now turn to the RPG genre, that also helped while I was writing my book on RPG design. We have some very different takes that go from being old school, to not-so-old school design.
#3 Betrayal at Club Low
You may have played a lot of RPGs, but tell me, have you ever played one where you are a pizza spy trying to break into a club and may inadvertently become the greatest DJ ever known? Betrayal at Club Low is a trip through a strange world where you must use the power of your dice, and pizza, to get past different encounters. Upgrading your dice will give you a better chance at winning encounters, and the story will go differently based on what choices you choose and which encounters you win. There really is nothing else quite like this game, and it’s such a weird delight to go through, especially if you love pizza as well.
#2 Chained Echoes
The most “traditional” RPG on the list this year, Chained Echoes does a great job of mirroring and honoring classic JRPGs but does it in a way that is different the more you look under the surface. With a huge world to explore, challenging combat, and amazing pixel art, this is the game for JRPG fans who are looking for something new to play. While it’s a bit too traditional when it comes to encounters for my taste, it’s still a solid game.
#1: Fear and Hunger 2
I’ve already talked about my love/hate of the brutally difficult Fear and Hunger, and Fear and Hunger 2 continues that trend with more disturbing sights, challenging gameplay, and a whole new world to get lost in…and killed in. This is not for the faint of heart, or those looking for an easy time. This is a game where failing the tutorial will get your legs chopped off.
This is less of an RPG and more of a brutal puzzle for you to try and solve. One day, I need to sit down and try to learn both games. If you like your RPGs hard, and aren’t easily disgusted, there is no other series like it.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”