Summer 2008 Dualstream Day of Zeux Judging Sheets:Wervyn

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Summer 2008 Dualstream Day of Zeux - Judging Results - Wervyn

INTRODUCTION ==================================================================\
| This DoZ was a bit of a disappointment for me. One factor was the turnout,   |
| which we'd known for awhile was going to be low, due to general interest     |
| levels and lack of promotion. The other was the last minute reversal of two  |
| decisions without any discussion, which feels characteristic of the lack of  |
| planning and organization that went into the competition this time around.   |
| These decisions ultimately became: 1) to use an absurdly narrow specific     |
| theme, to appease Risu's feelings on what a DoZ topic ought to be (or so I   |
| imagine, given what we discussed); and 2) to NOT allow competitors to select |
| their preferred scoresheet, which I thought would be a much more meaningful  |
| variation on the rules, along with all the other judges in on the meeting.   |
| The idea was not kept, and so here we are.                                   |
\==============================================================================#

36825 = DoZing Off ============================= DOZ/END OF WORLD = [187/400] =\
= GAMEPLAY                                                          [ 58/120]  |
| A fun series of diversions in the style of WarioWare. What's here is pulled  |
| off reasonably well, but what's here is also very little. There are six      |
| microgames (apparently another was in the works) with three levels each. Not |
| exactly a lot of game to play. Additionally, the balance of the game is such |
| that for at least a few of the harder stages (particularly the bomb-catching |
| game), there are configurations which are impossible to win. The inclusion   |
| of multiple chances for failure mitigates this effect somewhat, but still    |
| makes the challenge of the game seem rather artificial. In short, solid for  |
| what it was, but needed more variety and attention to detail.                |
= GRAPHICS                                                          [ 38/ 90]  |
| Points for accurately and effectively capturing the essential idiom of MZX   |
| as a graphical concept, but not for much else. The graphics have a certain   |
| suitability given the game's content, but that doesn't make them pretty. I   |
| do wonder, though, whether any better done graphics would have been more     |
| appropriate.                                                                 |
= TECHNIQUE                                                         [ 45/ 80]  |
| The game was effectively put together with basically no bugs, at least as    |
| far as program flaws are concerned. There's nothing really advanced going on |
| here, but the Mr_Alert put together some basic sprites with collision and a  |
| good hub-level manager. The code necessary to do these things is competently |
| scripted and largely bug-free, so in a longer, more involved game this would |
| probably be getting more points.                                             |
= STORY                                                             [ 10/ 50]  |
| There is, basically, no story, apart from a brief nod to "I'm Mr_Alert and   |
| this is my self-referential DoZ game" in the opening IRC screen. It's not    |
| the sort of game that necessarily lends itself to storytelling, but then     |
| again, WarioWare does manage to stick some sort of token story behind its    |
| gameplay, and something similar could have been done here but wasn't.        |
= SOUND                                                             [ 24/ 40]  |
| The sound and music was serviceable and went well with the game concept. But |
| like the graphics, they're really only suitable because of what the game is. |
| In other circumstances they'd probably be irritating.                        |
= THEME                                                             [ 12/ 20]  |
| Generally effective theme use, but no real synergy between the ideas of "end |
| of the world" and "DoZ", which was really one of the major drawbacks of this |
| particular topic, and I'm sure to continue complaining about that. Self-     |
| referentialism is good, and what I was expecting to see when the topic was   |
| JUST DoZ, so that's good. And the microgames are all at least vaguely end of |
| the world related, with aliens and armageddons and explosions. But there's   |
| no real unification of the two, something that could have been addressed if  |
| there'd been more story added behind the gameplay. Still better than most of |
| the games using this theme, though.                                          |
= TOTAL                                                             [187/400]  |
| I did like this game, but it felt like a lot more could have and should have |
| been done with it. I'd have trouble believing this actually represents 24    |
| hours of work, when I feel almost certain I could put together this exact    |
| game myself in no more than four hours.                                      |
\==============================================================================#

38887 = Somewhat Dull Adventures of Gun Guy ==== DOZ/END OF WORLD = [236/400] =\
= GAMEPLAY                                                          [ 72/120]  |
| Here we have a decent length DoZ game with some varied styles of play and a  |
| reasonably solid engine. The score hit is largely for some dumb or poorly    |
| considered gameplay decisions, and a few bugs. Major issue number one: all   |
| of the enemies are shorter than you. Barrels are also shorter than you. This |
| means that pretty much all meaningful shooting that takes place in the game  |
| has to be done while ducking. This is a dumb gameplay mechanic, whether it's |
| particularly difficult or not (it's not particularly difficult). Major issue |
| number two: pushing barrels and crates over gaps and down hills is required  |
| in the second segment of the game. You have, however, about a 50/50 chance   |
| of having these actions work, so you pretty much have to save before every   |
| gap and ledge. Much more care should should have been taken to make sure the |
| engine Did The Right Thing (if there was even a case for this in the engine) |
| if it was going to be such a crucial gameplay mechanic.                      |
= GRAPHICS                                                          [ 58/ 90]  |
| Decent but bland. The character art and anims were wacky but good, and the   |
| character editing behind the level design was generally well done, but the   |
| game suffered a lot in coloring and use of space. I saw lots of blacks and   |
| greys, and very little attention to texture anywhere but the edges. For      |
| example, the inclusion of that one random rock near the beginning of the     |
| second part made me laugh.                                                   |
= TECHNIQUE                                                         [ 51/ 80]  |
| Revvy made fairly effective use of his engines here, but took a fairly low-  |
| tech approach to designing them. Making use of external code files is a good |
| idea for a bloc of engines that spans most of the game, but when the engines |
| in question are a very basic move south sidescroller and an overlay head, I  |
| find it hard to be really impressed. The code also includes a game-stopping  |
| bug in the elevator, in the form of a mis-linked board. But it's generally   |
| good stuff that works most of the time.                                      |
= STORY                                                             [ 20/ 50]  |
| For most of the game there really is no story to speak of apart from running |
| around shooting things and having random encounters with non-sensical NPCs.  |
| In the very end one of these characters offers some explanation to try and   |
| tie everything together with the theme, but the game is by and large an      |
| undirected mess, at least as far as the story is concerned.                  |
= SOUND                                                             [ 27/ 40]  |
| The sound was good except for one part of the game (right after the pirate   |
| ship) where the music seemed to be noticeably absent. There wasn't a lot of  |
| music in the game but I did like what I heard, particularly the piece in the |
| second part of the game. As for whether the music really suited the game,    |
| it's hard to tell what the game really was, so this ended up in the "any old |
| thing will do" category. Sound effects were also generally good, even if the |
| laser ploop for the gun was a bit odd.                                       |
= THEME                                                             [  8/ 20]  |
| As explained above, the game made a passing attempt at using the theme right |
| before the end of the game, in an expository textbox dump. Can't say it did  |
| a very good job at it, most of the game was about underground tunnels and    |
| shooting tiny robots. You could possibly make a case for "end of the world"  |
| here, but the DoZ connection was tacked on at best. But that's what you get  |
| when you take two things that have nothing to do with each other and ask     |
| that they both be used in the game.                                          |
= TOTAL                                                             [236/400]  |
| Team Dreamboat should be glad I took a second, thorough playthrough of this  |
| instead of going with my first, brief impression (i.e. this game sux balls). |
| Of course I wouldn't be much of a judge if I hadn't. This is a fairly decent |
| length game with a solid (if somewhat irritating) engine. It just isn't      |
| particularly noteworthy.                                                     |
\==============================================================================#

51921 = Hellquest ============================== DOZ/END OF WORLD = [105/400] =\
= GAMEPLAY                                                          [  9/120]  |
| So as far as I was ever able to tell, this game has one level, with mobs of  |
| enemies you can't kill, and you only get one life because of a settings bug  |
| on the board that places you in the middle of the lava when you die. I don't |
| know if I should be happy or disappointed that this game wasn't finished. I  |
| guess I'll give you guys the benefit of the doubt and assume the enemy code  |
| for that board was also unfinished, but that still amounts to "no game".     |
= GRAPHICS                                                          [ 41/ 90]  |
| Smileys tend to work out a lot better when you don't try to give them hair   |
| and eyelashes. And noses, uch. The not-title screen was fun in a nostalgic   |
| sort of way, and I did like the aesthetic design of the one included level,  |
| despite the fact that there didn't appear to be any character editing to go  |
| with it. Or maybe the enemies were supposed to be invisible.                 |
= TECHNIQUE                                                         [ 13/ 80]  |
| It looks like a lot of different stuff was tried here, but it doesn't look   |
| like any of it actually works, apart from maybe a key config engine. Since   |
| the menu screen isn't hooked up to the gameplay, it's hard to really tell    |
| without writing code into the game myself, and I'll draw the line at that.   |
| Most of the gameplay engines seemed either broken or non-functioning, and    |
| the separation of shooting keys versus movement keys is a dumb idea to begin |
| with.                                                                        |
= STORY                                                             [ 19/ 50]  |
| Goofy, slightly cliche, but at least a decent start. The problem is that the |
| only story in the game is delivered through some expository pre-title text   |
| and three short cutscenes. The whole "Lancer-X wants to unleash the fury of  |
| hell because he's pissed about a DoZ" plot could certainly go somewhere, but |
| because of the unfinished nature of the game it never does.                  |
= SOUND                                                             [ 10/ 40]  |
| The sound effects I heard were pretty good. The music was not. It's probably |
| good for this game's score that there's so little music actually linked into |
| the game, because if I'd been listening to the music included in the game    |
| directory while playing this game, the score would probably be lower. The    |
| only game with worse music this DoZ is Logicow's, and I'll be taking that    |
| out of his ass when I get there.                                             |
= THEME                                                             [ 13/ 20]  |
| Plotwise this is actually the best marriage of "the DoZ" and "the end of the |
| world" here. The proposed story blends the two in a way that, if somewhat    |
| nonsensical, still makes sense. However, there wasn't a whole lot of plot to |
| go on, and there's not enough of any sort of game to see the theme revealed  |
| in gameplay. So it only goes so far.                                         |
= TOTAL                                                             [105/400]  |
| I'd say team POOPROAD bit off more than they could chew, but honestly what's |
| here is so embarrassingly little that I have to conclude they just didn't    |
| try very hard. I wonder how many people were actually working on this, and   |
| for how long...                                                              |
\==============================================================================#

59446 = Operation: Break Into The Building ========== BUREAUCRACY = [284/400] =\
= THEME                                                             [ 91/100]  |
| It's always heartening to get a game like this and realize, "yes, there are  |
| actually people out there who are on the same page as I am when it comes to  |
| theme". This game is steeped in it, here's a group who went beyond "how can  |
| we work the theme into the story" and also thought about how it might affect |
| gameplay and game atmosphere. This means that a game that would otherwise be |
| unremarkable is actually quite well positioned to win, or at least place, in |
| this DoZ. Which I think is a good thing.                                     |
= GAMEPLAY                                                          [ 60/ 90]  |
| There are a couple fun mini-game like puzzles, and a little bit of walking   |
| around and touching things. That's about it, nothing really novel here. But  |
| it was fun, and that counts for something. The drawer puzzle was a little    |
| odd because I didn't realize at first that I was supposed to be hitting dead |
| ends for following the directions, but it was fun, if easy, to get through.  |
| Being a fan of net myself, I had no trouble with that puzzle since it was    |
| immediately obvious from past experience that I was supposed to use all the  |
| pieces. I had to go back later and confirm that there was an ambiguity if    |
| you didn't have to. So, it was nice to see someone implement it in MZX.      |
= GRAPHICS                                                          [ 42/ 70]  |
| Serviceable and not much else.  They conveyed what they were supposed to     |
| convey, and they didn't look horrible doing it, but there's the same lack of |
| texture here that Gun Guy suffered, only less well-drawn. On the plus side,  |
| it's better to have graphics that are meh, than graphics that are clearly    |
| problematic. I only really noticed them when I started scoring them.         |
= TECHNIQUE                                                         [ 33/ 60]  |
| The most advanced stuff in here is probably the net game, with everything    |
| else being fairly straightforward. It's always nice to see people using      |
| sprites correctly, so some points for that. The dialogue engine was hard-    |
| coded by line, though, so less some points for that. I also felt that the    |
| net puzzle itself shouldn't have had to involve a keypress to check it, so I |
| took a look at the code, and discovered how poorly the check routine was     |
| conceived. What should have taken two lines (a string copy from the board    |
| and a comparison) took about a hundred, and enough cycles to let a slimeblob |
| crawl through a generated maze of the map.                                   |
= STORY                                                             [ 37/ 50]  |
| Amusing, solid, and notably on theme. There's not a whole lot really going   |
| on, granted, but there's enough sense of purpose laid out at the beginning   |
| to drive the game to the end, and coherent interaction along the way to push |
| things along.                                                                |
= SOUND                                                             [ 21/ 30]  |
| There isn't a great deal of music in this game, but the little that is there |
| really works in terms of appropriateness and mood. The game also made good   |
| use of sound effects, though the footstep effect was probably louder than it |
| ought to have been.                                                          |
= TOTAL                                                             [284/400]  |
| This is definitely my favorite game of the group. I could pretty much tell   |
| from the moment I first played it. Of course, there's no rank weighting      |
| anymore, so it's not like that does a lot for you. But I thought you'd like  |
| to know.                                                                     |
\==============================================================================#

61892 = Chargen ===================================== BUREAUCRACY = [190/400] =\
= THEME                                                             [ 59/100]  |
| So, I've always found the intricately complex character creation process of  |
| most western RPGs to be a bunch of tedious busywork, which is probably why I |
| play so few of them. Congratulations for theme relevance! Apart from that,   |
| the storyline you had developing sounded like it would have been a rather    |
| interesting spin on the theme, if you'd continued working with it. However,  |
| all I can really do is imagine, and there isn't a lot besides that to really |
| capitalize on the theme here.                                                |
= GAMEPLAY                                                          [ 20/ 90]  |
| I see one broken battle engine. While the battle engine appeared to have     |
| some level of basic functionality, none of the special actions appeared to   |
| do anything special, and generally I died too quickly to do much meaningful. |
| And if anything is going on, it's all numbers. Also, attempting to fight the |
| boss hung up on a repeating textbox, had to kill the program. This appeared  |
| to be because I had previously won a battle and the enemy HP didn't reset.   |
| And the hangup is what happens when you beat the boss. Not exactly a great   |
| impression of the game balance, if the game is so hard that things like this |
| slip by for not having been tested.                                          |
= GRAPHICS                                                          [ 46/ 70]  |
| Unlike the previous game, which was middle of the road on graphics because   |
| it was pretty middle of the road, this one is more an average of some very   |
| nice elements ("these trees are beautiful") combined with some very not-so-  |
| nice ones (character art, missing character sets, level design aesthetic).   |
| Actually there's a lot more wrong than there is right.  But I really did     |
| like those trees.                                                            |
= TECHNIQUE                                                         [ 21/ 60]  |
| As far as I can tell, Insidious did manage to put together the basics of a   |
| battle engine, covering turns, damage calculation, and menu selection. But I |
| can't tell if there was anything more than that done. What's there is pretty |
| basic stuff, especially since I saw no graphical tie-in to correspond with   |
| player actions.  Other than that it's just a very basic sprite movement      |
| engine, which is nice, as I've said, this one was implemented in a very      |
| inefficient way with regards to NPC characters.  I really hope you didn't    |
| waste time writing all that setup code by hand...                            |
= STORY                                                             [ 27/ 50]  |
| So, points for having an interesting idea, but you didn't execute it, and    |
| delivery that was in the game consisted mostly of useless NPCs saying random |
| things. Like "whale guts" (ffff). That adds up to about half credit.         |
= SOUND                                                             [ 17/ 30]  |
| Battle theme was irritating. Other music in the game was alright, but there  |
| wasn't anything terribly noteworthy, and there was no sound. For that matter |
| there wasn't a whole lot of music, either, like three tracks, one of which I |
| hated. Oh well.                                                              |
= TOTAL                                                             [190/400]  |
| Another sacrifice on the altar of ambition and apathetic teammates. It sucks |
| to have a great idea yourself that's shared by no one else, and this sort of |
| game is usually the result.                                                  |
\==============================================================================#

76722 = Untitled (Logicow Sidescroller) ======== DOZ/END OF WORLD = [215/400] =\
= GAMEPLAY                                                          [ 82/120]  |
| So I know this is "oh groan, logicow turned in the same pixel-scroller for   |
| the third time", but I can't deny the engine works, and makes for some nice, |
| solid gameplay. Logicow has also improved on his previous outing of this     |
| engine by providing us with a weapon that, while still weak as hell, is at   |
| least somewhat usable. This is pure gameplay gaffe, and I really will never  |
| understand why you have such trouble giving the player a BASIC PROJECTILE    |
| WEAPON. I know you can code one, all the enemies are using it. But seriously |
| the game was still fun, and moderately challenging, so the biggest complaint |
| I can give is that it's way too short, given that there are only two boards  |
| that are actually difficult to navigate, and a simple boss fight.            |
= GRAPHICS                                                          [ 56/ 90]  |
| What you say? How can the graphics be scoring only slightly above average    |
| when the whole game was pixel-precise? Because ultimately I'm still looking  |
| at pixel-precise default ASCII. Points for the pretty text effect, but the   |
| large part of the graphics in this game is a technical feat, not a graphical |
| one. Minor niggles on the collision detection causing graphical bugs, too. I |
| don't mean when sprites overlap, I mean when the ground changes color when   |
| the player lands on it. Also some color errors on one of the boards made it  |
| hard to see what was ground and what was empty space.                        |
= TECHNIQUE                                                         [ 63/ 80]  |
| This game basically boils down to a well-designed pixel sprite blitter. Or   |
| at least a well functioning one. The code behind it shows a lot of waste, as |
| is typical for Logicow's engines, but it gets the job done. Maybe it's some  |
| misguided attempt at gaining speed through loop unrolling? There's also a    |
| nice physics based movement engine, or so it appears to me. The physical     |
| collision seemed a little finnicky to me, though, or perhaps that was on     |
| purpose. Player collision with walls worked fine, but projectiles seemed to  |
| have a very narrow hitbox.                                                   |
= STORY                                                             [  9/ 50]  |
| What story? Hi we're aliens, we're here to blow things up, but oh no I'm in  |
| the middle of a DoZ! I know you're not very creative but you could at least  |
| TRY to put something behind this. It can't have been THAT hard to think of a |
| better motivation for the action.                                            |
= SOUND                                                             [  0/ 40]  |
| I figure Logicow basically rolled an intentional gutter ball here, as a way  |
| of giving all of his competitors the finger because of how awesome he is. At |
| least, that's the only slightly rational explanation I can come up with for  |
| this music, which proves the adage, "no music is better than bad music". Had |
| to turn the sound off to play the game. Seriously. No, it isn't "cute".      |
= THEME                                                             [  5/ 20]  |
| You did the minimal amount of work necessary to genuflect to the theme and   |
| avoid getting disqualified. This is Logicow's bird to the judges, along with |
| his continued use of old engines. I wonder if I should start doing code      |
| comparisons to see if he's using pre-built engines...                        |
= TOTAL                                                             [215/400]  |
| Fun, but too short, and the sort of thing we generally expect from Logicow,  |
| thumbing his nose at the idea of the DoZ to prove he can win without having  |
| to apply any effort. Of course these scores put him at the back of the pack  |
| of legitimate contenders, everything below him being unfinished or complete  |
| crap. Funny how that works out.                                              |
\==============================================================================#

84459 = Monroe Monroe: Attorney at Law ============== BUREAUCRACY = [208/400] =\
= THEME                                                             [  9/100]  |
| I'd say you guys picked the wrong topic, but then again if you'd turned this |
| in for the other topic you'd have been disqualified. Though the extra time   |
| necessary to prevent that by tacking on some better exposition would have    |
| been much less than the amount of time necessary to make up the 90 points    |
| you lost here. Anyway, this game has one flimsy shred of plot to connect it  |
| to bureaucracy, which is that the player has been left behind to guard some  |
| sort of government complex by some sort of government. And he's a senator or |
| something. Weak, no sauce.                                                   |
= GAMEPLAY                                                          [ 69/ 90]  |
| This was fun stuff. There was a major bit of gameplay missing in the second  |
| level (explained as "CJA disappeared"), but for the most part the combat in  |
| the game was interesting and varied. It was only on my second playthrough    |
| that I discovered I had more than a melee weapon, and the weapons are very   |
| well differentiated in terms of use and strategy. For instance, the flagpole |
| is extremely powerful at its short range, while the flamethrower is pretty   |
| much indispensible in the last fight (and the semi-last fight right before   |
| it). Toss in some keycard fetching and tightrope walking and you've got a    |
| decent game.                                                                 |
= GRAPHICS                                                          [ 56/ 70]  |
| Well drawn, if a little bland in parts. Definitely the best overall graphics |
| I've seen this DoZ, though. Lots of variation, good use of texture and       |
| color, and a nice throwback to Rogue in the third level (is that a bell or a |
| candle?). The character animation was also very solid, again the best I've   |
| seen in this competition. The enemy coloring in the last fight made the      |
| enemies hard to see, but on the other hand there was so much stuff flying    |
| around the screen already.                                                   |
= TECHNIQUE                                                         [ 43/ 60]  |
| There are some solidly built engines here, nicely incorporated into an MZM   |
| robot bloc and pasted to each board. Nothing really special going on in the  |
| player anim and weapon use routines, but all built out generally as you'd    |
| expect. There was of course the footstep engine, but I'll bring that up in   |
| sound, since it's not really a point of robotic prowess so much as artistic  |
| intelligence. The game coding was solid and the enemies were well done too.  |
| The biggest hit here is that you forgot to set the starting board properly.  |
| Title screen ahoy! Oops.                                                     |
= STORY                                                             [  7/ 50]  |
| What story? I know I used that already but somehow this game manages to be   |
| even less coherent than the previous one. The flow of the levels is random   |
| and arbitrary. There's something about aliens but in the end I'm apparently  |
| fighting a rogue AI (not to be confused with a Rogue AI, that was the third  |
| level). And I'm still not sure if I'm supposed to be playing an attorney, or |
| a "senator or something".                                                    |
= SOUND                                                             [ 24/ 30]  |
| The sound in this game was excellent, particularly the attention to detail   |
| in the footstep engine. Here, a simple piece of code goes a long way towards |
| setting the ambience. The music was fun too, what there was of it, and       |
| reasonably well suited to whatever the atmosphere of the game was supposed   |
| to be (hell, I just liked it). So the biggest drawback is that there wasn't  |
| enough music, there should have been something on the title screen and the   |
| last levels.                                                                 |
= TOTAL                                                             [208/400]  |
| This would have been near the top of the entry stack if it had paid any      |
| attention to the other theme and been submitted for that scoresheet. Or even |
| if we'd gone with our initial idea to have the scoresheet be selectable by   |
| the competitor, along with the theme. Seriously, this game as it is would've |
| received 262/400. Except it would have been disqualified for a 2/20 theme.   |
\==============================================================================#

90556 = A ZZT For the DoZ? ===================== DOZ/END OF WORLD = [  0/400] =\
= TOTAL                                                             [  0/400]  |
| Haha asiekierka.                                                             |
\==============================================================================#

91210 = Odell Mermaid and... =================== DOZ/END OF WORLD = [ 28/400] =\
= GAMEPLAY                                                          [  2/120]  |
| It's, uh, a momentum engine. For no apparent reason. With one level of speed |
| in any given direction. Can you feel the excitement?                         |
= GRAPHICS                                                          [ 11/ 90]  |
| So, the mermaid sprite is kinda nice in an 8-bit sort of way. Otherwise, you |
| have a big empty gradient. Also your title screen is an eyesore.             |
= TECHNIQUE                                                         [  7/ 80]  |
| I suppose I should congratulate you for animating a SMZX character. Except   |
| that's so mundane that it's really only pity that you're getting points at   |
| all.                                                                         |
= STORY                                                             [  2/ 50]  |
| Not even a hint of one beyond some "here's what I was GOING to do" text.     |
= SOUND                                                             [  5/ 40]  |
| Bleh, this music sucks. The worst thing about it is that you packaged a 2 MB |
| ogg file for THIS game. And it sucked. Do you think I'm made of bandwidth?   |
= THEME                                                             [  1/ 20]  |
| Bzzt. Try again next time. I wonder, is it worse to be disqualified, or have |
| a game like this actually scored in the running with all the other games?    |
= TOTAL                                                             [ 28/400]  |
| I can't waste my time writing a page of scoring notes for a game like this.  |
\==============================================================================#

99348 = Nuclear Doom and... ==================== DOZ/END OF WORLD = [109/400] =\
= GAMEPLAY                                                          [ 32/120]  |
| Largely a default MZX fetch quest. Go into building, take item, leave, and   |
| repeat. And all the buildings are the same. Except for the last one where    |
| you have to shoot someone to death. Blah blah blah I'm a final boss, and     |
| haven't we all played this boring crap a billion times already?              |
= GRAPHICS                                                          [ 19/ 90]  |
| Try harder! With a little bit of applied effort you'll be able to fill up    |
| all that empty space, instead of having to make self-denigrating references  |
| to your inability to do so.                                                  |
= TECHNIQUE                                                         [ 13/ 80]  |
| Well the final boss would have required at least a little bit of robotic     |
| work, if not a lot. But you should really start working on building some     |
| real robotic skill if you want to seriously compete in a DoZ.                |
= STORY                                                             [ 14/ 50]  |
| Lalala the world is ending but oh no you must compete in a DoZ! Well it's at |
| least a reversal on the expected take of "lalala it's a DoZ but oh no the    |
| world is ending". And is it just me or is the world in surprisingly good     |
| shape outside, for being in the middle of a nuclear war?                     |
= SOUND                                                             [ 21/ 40]  |
| The game uses several chippy old tunes, which work okay I guess, but nothing |
| to really get excited about. Mostly I just found it mildly irritating.       |
= THEME                                                             [ 10/ 20]  |
| Manages to incorporate both elements in a nonsensical manner without really  |
| tying them together, which is again more the fault of the theme than the     |
| fault of the competitors. Thoroughly average theme use.                      |
= TOTAL                                                             [109/400]  |
| Yeah, I didn't really feel like doing an indepth disection of this game,     |
| either. Can you really blame me? At least you got more than Odell Mermaid.   |
\==============================================================================#

FINAL SCORE SHEET =============================================================\
 1. 59446 = Operation: Break Into The Building ========= BUREAUCRACY = [284/400]
 2. 38887 = Somewhat Dull Adventures of Gun Guy === DOZ/END OF WORLD = [236/400]
 3. 76722 = Untitled (Logicow Sidescroller) ======= DOZ/END OF WORLD = [215/400]
 4. 84459 = Monroe Monroe: Attorney at Law ============= BUREAUCRACY = [208/400]
 5. 61892 = Chargen ==================================== BUREAUCRACY = [190/400]
 6. 36825 = DoZing Off ============================ DOZ/END OF WORLD = [187/400]
 7. 99348 = Nuclear Doom and... =================== DOZ/END OF WORLD = [109/400]
 8. 51921 = Hellquest ============================= DOZ/END OF WORLD = [105/400]
 9. 91210 = Odell Mermaid and... ================== DOZ/END OF WORLD = [ 28/400]
10. 90556 = A ZZT For the DoZ? ==================== DOZ/END OF WORLD = [  0/400]
BY THEME = BUREUACRACY ========================================================|
 1. 59446 = Operation: Break Into The Building ========= BUREAUCRACY = [284/400]
 2. 84459 = Monroe Monroe: Attorney at Law ============= BUREAUCRACY = [208/400]
 3. 61892 = Chargen ==================================== BUREAUCRACY = [190/400]
BY THEME = DOZ/END OF WORLD ===================================================|
 1. 38887 = Somewhat Dull Adventures of Gun Guy === DOZ/END OF WORLD = [236/400]
 2. 76722 = Untitled (Logicow Sidescroller) ======= DOZ/END OF WORLD = [215/400]
 3. 36825 = DoZing Off ============================ DOZ/END OF WORLD = [187/400]
 4. 99348 = Nuclear Doom and... =================== DOZ/END OF WORLD = [109/400]
 5. 51921 = Hellquest ============================= DOZ/END OF WORLD = [105/400]
BY THEME = DISQUALIFIED =======================================================|
 1. 91210 = Odell Mermaid and... ================== DOZ/END OF WORLD = [ 28/400]
 2. 90556 = A ZZT For the DoZ? ==================== DOZ/END OF WORLD = [  0/400]
\==============================================================================#

CLOSING REMARKS ===============================================================\
| This was not my favorite DoZ ever. I'm not sure I can claim it as my least   |
| favorite, but it's certainly close. Low participation combined with a minor  |
| hosting snafu leaves a bad taste in my mouth. Despite that, there were some  |
| good entries with some interesting work. The Gun Guy game is probably a good |
| candidate for re-working/expansion, and logicow has submitted the same pixel |
| sidescroller enough times now that I'm sure he could make a game out of it   |
| if he just applied himself. But in any case, here's hoping for better luck   |
| next time, and perhaps a bit more organization.                              |
\==============================================================================#