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How
well did Super ZZT sell compared to ZZT?
TS:
Super ZZT was never successful. It was... maybe a copy a day at its peak. Hard
to say why. I guess that's the danger of Super ZZT. It went more in the
direction of being a real game with realistic scrolling, graphics, and
everything.
Did it have an editor with it? I don't ever remember using the editor in
that game.
TS:
Yeah, it shipped with one, but there's some stupid cheat code you had to use to
get into the editor.
That was probably your problem, then.
TS:
Yeah, there was a business mistake there. Kroz did the same thing. With Kroz,
Apogee released game for free as shareware -- one episode of it, and you could
buy the other episodes. But the editor you had to pay money to get, so most
people never got the editor or never saw it. So you didn't have this sort of
user community developing around the editor.
ZZT included
the editor in the shareware version and everybody was able to do it whether or
not they sent in money. That was a huge factor in it being successful, I think.
Just looking at our current stuff, I have to wonder how much more successful --
how much larger the mod community for Unreal or more recent games might
have been if we'd given away the editor tools to everybody without any cost at
all.
Without
selling the game to them? Is that what you're saying?
TS:
Yeah. But it's a different scale. You can't really make the business
comparison, because millions of people bought Unreal, whereas several
thousand bought ZZT, so it might be that buyers of a game like Unreal
are enough to fully support the community.
Did
you ever consider doing a version of ZZT with bitmapped sprites?
TS: When I created ZZT, it was 80x25 column,
16 color text mode, basically. I then created Super ZZT, which was lower
-- it was 40-column mode, so characters were square, which was better for the
movement speed and everything. I was thinking at that point of creating a
graphical game, sorta like Ultima-level graphics -- still tile based,
but with iconic representations of everything.
There were two problems: one, I was such a terrible
artist; I didn't have any collaborators at the time. The other thing is, a lot
of the cool constraints that made ZZT interesting really don't work when
you're unconstrained graphically.
With ZZT, every character is at a
particular grid location in the world, and if you have fractional movement
between grid locations, you have a whole different set of obstructions and
rules for movement. Animation becomes
more complicated, and then you have to handle collisions between guys which are
half-way between cells. So I ended up concluding that it wasn't worth creating
a tile-based game with unconstrained movement.
At
the same time, I started working on Jill of the Jungle, and there were
these 2D platformer games. That approach seemed to work better. You still had a
tile-based environment, but you had gravity, so the characters were always
drawn towards the ground.
You had a really clear method of finding where a
platform is that you can stand on and what kind of tiles you can go through --
it just seemed like the better approach for developing a 2D graphical game to
introduce gravity and all the constraints that come with it.
Jill
of the Jungle was developed similar to ZZT. It started
out as an editor -- I wish I had put more time in the editor along with the
game; it was kind of crappy and didn't have a scripting language. Most of the
deficiencies of that game came from just wanting to ship it really quickly to
be able to compete in the serious shareware business, rather than spending a
lot of time to develop a good framework for future re-use.
If I
had taken a slightly different approach, I think I could have built Jill of
the Jungle and the engine more modularly and had an engine that could have
been re-used for four or five games. That could have made a few million bucks
at that point. It would have been a distraction from Unreal, ultimately,
but it certainly would have been a more profitable business approach than
developing a whole bunch of external games with their own engines.
There's
a game called Xargon. Did that use Jill of the Jungle's engine?
TS:
Yeah, that's the one game that used the Jill engine. That was built by
Allen Pilgrim, who started out as a ZZT level designer. He's a really
smart guy, but he had absolutely zero programming experience until he started
working with ZZT.
And he created a bunch of the winning levels in the
Best of ZZT contest. So I contacted him to make Xargon, and he
learned to program from scratch in C++ on that project and shipped the game
about a year later -- really impressive work.
But
then we went to develop Jazz Jackrabbit where Arjan Brussee -- this
brilliant Dutch programmer -- wrote this platform scrolling engine, and Cliff
Bleszinski designed the game levels and designed the game itself.
Did
Cliff design the Jazz Jackrabbit character?
TS:
Yeah, the whole game design and concept for the game was Cliff's. It was
loosely supposed to be an answer to Sonic the Hedgehog on PC. Previous
games to that had been Mario-style games: slow character movement and
cutesy characters. Jazz Jackrabbit was still a cute game, but it was more
bad-ass -- much faster and more wild movement.
Did
you create the Jill of the Jungle character yourself? Was that your
idea?
TS:
Yeah. I wanted to do a Nintendo-style
game and all of the PC shareware games of the time had these heroic male
characters, so I wanted to do something to distinguish the game from that.
It could have gone further than that. We could have
developed 3D games along that line, kind of what Eidos did with Lara Croft, but
it never became a priority.
Did
you ever think of making another Jill of the Jungle?
TS:
At one point, I had a grand scheme to create a second 2D side-scrolling engine
-- basically everything that I had wanted to do in Jill of the Jungle
but didn't have time for. To create better smooth scrolling using some of the
new VGA scrolling tricks that were available, to create parallax effects.
I was
also thinking of doing some sort of real physics in the game. Not the sort of
physics you see in LittleBigPlanet, but something that would have been
pretty beefy for the time, like suspension bridges that change shape as you
move around, and real dangling vines.
But I never got around to that. At that point, after I shipped Jill
of the Jungle, I went into a few years of just being a producer for all
these external projects.
It was a funny time. I think that by not doing that,
I made a really sub-optimal short-term business decision, but the funny thing
is at that point we brought in a lot of the key folks that became Epic's great
developers. And if I hadn't done that, it would have been lone wolf -- I would
have made a lot more money at that point, but we wouldn't have the company we
have now.
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I absolutely love hearing of Id Software and the other big boys back in the golden era of PC game development. I always wondered what Tim Sweeney was thinking when Id Software released DOOM and Wolfenstein 3D. Classic response.
I still remember Solar Winds, Epic Pinball and Jill of the Jungle. Thanks again.
Excellent read.
Ah, now that explains a lot:), had always been wondering why the unreal engine needed to abuse the C++ language so much, for no apparent reason at all.