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. | \==============================================================================#