Invasion ZZT Revision

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Released
Genre
Size
172.3 KB
Rating
4.50 / 5.00
(1 Review)
Board Count
86 / 86

Closer Look: Invasion ZZT Revision (Part 1)

An alien abudction of the family dog turns into a fight for mankind's survival. Three kids on a heartwarming quest to save the Earth

Authored By: Dr. Dos
Published: Jun 30, 2020
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Underground, Andrew rushes on ahead probably right into an alien trap leaving Sam to catch up. The alien with the box is still pushing it and grumbling the whole time about regretting joining the army.

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The only other item of interest is this scroll which "cryptically" explains that the gem count for a player attempting to collect them all right now should be five out of ten. The annoyed alien also mentions how they lost the key somewhere which means Sam can safely turn around and collect any missed gems. Later on there will be a point where Sam can't turn back, and even later there will be a point where the location of all the gems is revealed in the game itself and not just the documentation, but you'd have to start over to collect anything missed by the time you see the full list in game.

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This alien is one of the most sympathetic characters I've seen.

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They also do what I can only describe as yeeting themselves right out of the game as they run right over some walls and off the board.

In reality there's a fake wall path to the north and a secret board connected to this one. I'm literally using a custom HUD to show me board exits and I still missed it.

Guess what? That secret board has one of the gems on it.

Instead all I found were the two crates which contained some health via an alien meal (which Sam debates on if it's safe for his body to consume it) and some coins and torches in the other.

The alien crossing the fake walls is weird enough that it's very jarring to see, but I don't think I'd have made the connection that the player would be able to follow them, especially playing in vanilla ZZT and not being able to see a board connection to the north. I think this could have been communicated better.

Andrew
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Crap!
A Security system!

They really don't want people messing
around down here!

▓░> Sam <▓░
Where are they taking all that purple
junk anyway?

I have no clue. I also have no clue where
in the world we are going to pull out
an idea to get past this. It's really
tight..

Furthermore, there are guards all
over the place. We're gonna have
to use our heads.

▓░> Sam <▓░
The panel has a series of buttons on it.
How the heck can we tell which combo
activates the door?

We shouldn't use random combos, it would
either set off an alarm flag or cause
a lockout function ofter X failed logon
attempts.

▓░> Sam <▓░
Wait! I've got an idea!
It's not only numbered, but it also
is color coordinated.

You're right! Where have we seen a number
or color code before?
  •    •    •    •    •    •    •    •    •

This is the sort of thing that makes me think Andrew is going to get captured. This is a very dialog heavy game, and it's been a game where the dialog has been enjoyable. The issue though is that so much of the dialog has been about brainstorming what the aliens are up to and how to stop them. I feel like once aboard the UFO there's going to be far less reason for these long conversations. I'm expecting a more frantic pace and shift to action that's going to make these conversations seem a lot more tedious.

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The password is of course the alien-Canadian flag colors of red, white, and pink.

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Andrew, desperately wanting to get him and Sam killed just runs right through the open door into a group of aliens, pushing Sam along the way.

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THEY SURE DID BUDDY.

Luckily by this point Sam's gotten pretty good at shooting aliens. Andrew, despite being armed with a weapon now, doesn't move or shoot during this encounter. He'll say ouch if he's shot but there's no way for him to be killed and end the game.

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Once the defenses are neutralized, Andrew runs ahead again showing no fear whatsoever. This time it works out as there aren't any aliens left down here. Instead there's this very large device whose purpose is currently unknown.

Again the stylistic choice to use walls instead of objects for the bulk of these things works. It's all weird alien technology and it's perfectly fine to make no sense.

Andrew
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Whoa! Look at that!

It's a transportation device. Sweet.
I bet it will take us straight up to
the U.F.O.!

▓░> Sam <▓░
We did it! We found a way in!

Ah man we sure did! This is great!
Activate the switch will ya...
I'm going in.

▓░> Sam <▓░
I have no idea how to work it!

Hmm... Tell me what you see for controls.
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This is the perfect opportunity to ditch Andrew. Have him operate the controls while Sam uses the transporter and it's a nice easy break. At least until Sam discovers that there's a timer.

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Sam activates the machine and Andrew is beamed up onto the ship. Sam follows closely behind.

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Welcome to the UFO. Andrew is already checking the place out when Sam finishes arriving. (The player's in the empty spot since I took my screenshot at the wrong time while paused.)

I always love the goof that aliens are running MS-DOS compatible machines that seems to show up every so often in ZZT.

Andrew
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Hey Sam. Well this is it... We're in an
actual U.F.O.! This is so impossible!

▓░> Sam <▓░
I agree. I'm not sure what we can do
though.

What do you mean?

▓░> Sam <▓░
Well, we were lucky enough that the
U.F.O. didn't take off back into the
nothingness from which it came.

For sure. It's been chansey but we got
lucky. I still don't quite get your
point.

▓░> Sam <▓░
Well, What can we do? And where should
We do it?

I see. We are in such a hurry to get here
but we actually have no plan as of yet.
I think we should look for the front
enterance and see if we can't find Anne.
Then we can come up with a search
strategy to find your dog and stop the
invasion plans.

▓░> Sam <▓░
I feel better knowing we have at least
a plan.

Yea same here, I am the type that really
dislikes a situation that I am not in
control of. Thinking up a plan gives me
a form of control.

▓░> Sam <▓░
For sure.
Let's go find Anne.

Right. Hmm... I really don't know where
we should start. I have no idea what
room or floor we are even on. There must
be an elevator of sorts around this
place somewhere. Maybe we could at least
get on to the right floor where the front
door is.

▓░> Sam <▓░
Hmm.. Maybe there are some windows that
we could look out of.

Heh, for sure. Sometimes I get to wound up
in a crazy plan I forget how basic some
answers really can be.

▓░> Sam <▓░
Um.. Glad I could help.

Ha-Ha!
Let's take a looksie out the window shall
we?
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There's a big mess of dialog yet again as the two try to come up with a plan since getting on board has been pretty improvised and none of them know the details of where exactly they are or where they should be going. Finding the front door and getting Anne on the ship seems like a good enough first step, but before the two can get anywhere...

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Two aliens wander onto the scene.

Alien/Alien2
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Man, I hear that a kid is on our trail.
The boss is ticked off about it too!

Oh yea? Some kid huh?
Any reason why it's  following us?

I Dunno.
I hear that it has something to do with
that dog we took.

I remember that. We captured 30 or so
different species. I have no idea why
the boss wants such lowly slave labour.

You think the kid is going to be a
problem?

Na. They are all inferior to us so I
doubt the human kid is anything to
worry about.
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Okay. Okay I did not expect this to happen. Alena seriously just killed off Andrew.

Andrew
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Gasp...
It hurts....
I doubt I'll make it Sam...

▓░> Sam <▓░
No! This is not fair! You're innocent!

Sam, The old adage of life being unfair
is a lie. People are unfair. Life is
beautiful. waking up, breathing, watching
the beauty that is nature. The only thing
unfair about it is that nobody has done
anything that good to deserve the
beautiful planet we have...

▓░> Sam <▓░
Please Andrew! You gotta make it!

I wish I could Sam. I don't want to die,
but I fear I don't have a choice.

*cough* *cough*

Sam. If you want things to be fair you
must first be fair. Always ask yourself
how you would handle things before telling
others they are unfair. I agree, some
people hurt others and this is unfair.
Blame the unfairness on the people, not
life itself.

As Peter Gabriel said to me once..

▓░> Sam <▓░
You met Peter Gabriel?

No. I must be delirious since I'm dying!

▓░> Sam <▓░
Sorry, please continue...

Anyway, as Peter Gabriel once said ...
"Only love can make love."

Sam...

▓░> Sam <▓░
Yes my friend.

Please bring me the Alien part on the
transporter console... I wish
to look at it before...
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Even in death these kids just want humanity to be better.

Sam gets the random alien artifact and brings it to Andrew.

Andrew
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Thank you Sam...

I love technology. This thing is quite
interesting... I have no idea why it's
here...

▓░> Sam <▓░
What do you mean?

*cough* *wheeze*

I mean, this puppy looks like a remote
control. Unfortunately it looks seriously
damaged.

I have no *cough* idea what this is for.

Sam... I feel this is the end.

Good luck...

*gasp!*
*groan!*

I wonder what happens *cough* next....

*faint*
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The death of Andrew absolutely caught me be surprise. Invasion ZZT has played like a kid's novel so far. The characters have felt invincible if only because they were the protagonists. They were too important to actually get rid of, and here we are with one them lying dead in the middle of a UFO.

The more you dwell on it the heavier it gets. There's no ages for the characters, but if I had to guess I'd say they were intended to be pre-teens. This is a ZZT game that killed a child and not in a way where you're supposed to find it funny or edgy, but genuinely sad.

Most ZZT games handle death very poorly, through a combination of factors including killing characters the player has only superficial knowledge of, using the death as a joke (typically in poor taste), or hamming it up so bad that it ought as well be a joke. The characters Sam, Anne, and Andrew are not only developed, but they've been such positive people that this scene is significantly more tragic than any other ZZT death scene I can think of. You probably aren't holding back tears, but there's no denying the real sadness felt here, even when the scene itself is still a little silly. (None of the aliens seem to care that Andrew was talking to somebody else the whole time?)

Alena brings death to ZZT in a way where an emotional response can actually occur, and I think of all the surprises this game has had, it's this one that makes it stand out most of all.

Not Yet Final Thoughts

We're not done yet of course. The death of Andrew on the UFO is only about the halfway point of the game. I did play through the game in its entirety before writing the article and deciding to split it into two parts, so expect the conclusion next month. For now though, I think there's so much praise to give to this game. Princess Alena makes so many bold choices, and excels at it. Everything about it just makes feels so different from what you'd expect out of a ZZT game. This is especially the case for the time it was released. In a sea of ZZT worlds taking jabs at fellow ZZTers, playing up stereotypes for humor, or just outright trying to make the player uncomfortable, the positive and hopeful messages throughout this game make it feel like something from another era.

I'm trying to come up with flaws, and mostly getting ahead of myself. I won't reveal too much after the rest of the game, but it's not as good as this honestly. I've covered plenty of worlds which run-on a little too long. Invasion ZZT doesn't quite fall apart or anything, but there's a shift in Sam's interactions (entirely unrelated to Andrew's demise). This first half though? Brilliant. I keep going back and looking at the board that's the outside of Sam's house, this tiny building nestled among these huge mountains and it just has such an impressive sense of scale to it. The game's top-notch ability to create tension with its writing when I don't actually thing it's trying to be all that suspenseful. ZZT games about secret alien invasions are nothing new, (I've yet to properly showcase MadGuy's classic RPG War-Torn,) but this one is far more interested in doing its own thing as opposed to creating a depressing scenario whose drama comes solely from the consequences of failure. The characters are welcoming enough that I'd be just as worried about Sam's missing dog if they simply got outside and ran into the woods, no aliens needed.

Unlike other articles which which split across multiple parts like November Eve and NextGame 33, this is one definitely worth finishing before I do. The second half isn't as strong, but it still offers plenty of surprises worth experiencing for yourself.

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