ZZT is an ANSI-based computer game, created in 1991 by Tim Sweeney of Epic Games (then Epic MegaGames), who later designed Unreal. ZZT's name was chosen so it would be last in software catalogs, and does not actually stand for anything. ZZT's graphics were obsolete before it was even created; it used the same style of text-mode graphics that Kingdom of Kroz used 4 years earlier. However, ZZT managed to become fairly popular because of its integration of a simple but effective object-oriented scripting language known as ZZT-OOP. At the time, this was groundbreaking, as most functionality in prior games had been hard-coded. The language allowed extensibility that no other game was able to provide, and allowed a large degree of community involvement that extended far beyond simply creating level terrain with the built-in editor but involved writing programs to make the game run.

LINK II is a high fantasy themed action-adventure game based on the popular Nintendo franchise and was released in 2012 by bitbot. The game is notable for overcoming its limitations, being the largest ZZT world to date. Gameplay consists of a mixture of action, adventure and puzzle solving. Features include an inventory menu, RPG-style battles, a fishing game, a platform level, cutscenes and full musical score in PC speaker using a unique playback engine. Additionally, there are side quests and mini-games that pay homage to such classics as Adventure and Digger. LINK II is a direct sequel to Zelda II: The Adventure of Link again involving the protagonist, Link, on a quest to save Princess Zelda and recover the Triforce. As of this writing, it is the only sequel to the original, as all other games in the series are prequels, according to the official Zelda timeline.

Super ZZT Land
Super ZZT, also called SZZT, is the successor to ZZT, created in 1992 by Allen Pilgrim and Tim Sweeney of Epic Games (then Epic MegaGames). Like its predecessor, Super ZZT was essentially a game creation system with a few games packaged with it, which included Lost Forest, Monster Zoo, and Proving Grounds. Like ZZT, the greatest draw to its sequel was the level editor which allowed players to create their own games. Strangely, the editor itself was somewhat "hidden" by the creators, as it was necessary to add the command line parameter /e when loading Super ZZT in DOS. Some changes to this version include floor textures, new prefabricated enemies and objects, custom hint menus, and scrolling maps allowing for much larger worlds than ZZT would allow. Although Super ZZT is in many ways a vast improvement over ZZT, it never caught on with the ZZT community like the original.

ZZTV is a community project started by Dark FLR in 1998. ZZTers can create and contribute channels, which are small ZZT worlds that can contain any kind of content the author wishes: previews of upcoming games, artwork, minigames, stories, etc... These channels are traditionally given names that begin with the "#" symbol (e.g., "#bakedcheese"). All of the channels are sent to the person in charge of ZZTV; the project leader is then responsible for compiling the contributions into a series of volumes and releasing them to the public. ZZTVs are done at the rate of about one per year. Each ZZTV is numbered; for example, the current ZZTV-in-progress is ZZTV11. The person in charge of ZZTV changes fairly frequently; Zenith Nadir owned the project between issues 4-7 before passing the mantle on, with the more recent project leaders being MadTom, Commodore, and now bitbot.

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