Summer 2010 Dualstream Day of Zeux Judging Sheet:Wervyn
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/= INTRODUCTION ================================================================ | So honestly, this feels like the worst DoZ ever. Maybe it's just having | | come off of a run of pretty good ones with lots of great submissions, but | | even the best games in this turnout aren't really that great, and I expect | | more at least 6 disqualifications if not 8. We've had one DoZ in the past | | with 8 disqualified games, but this is still likely to be the highest | | percentage thrown in the trash. In keeping with that, then, I've only | | submitted indepth scores for the games I actually felt deserved to be | | judged, and spent about half the time on the others. And the games that were | | automatically DQed I didn't bother judging at all. Nevertheless, I hope you | | enjoy them. | | | ===============================================================================/ == THE GOOD == /= 07494 = Immortal Nanomachines =============== IMMORTALITY/LIGHT = [197/400] = - GAMEPLAY --------------------------------------------------------- [ 52/120] - | I do like the basic idea here, MZX still doesn't have a really noteworthy | | RTS as far as I'm concerned and this demonstrates a promising start. However | | in terms of game depth this is pretty shallow, particularly as it's missing | | a major part of the AI component. Marshalling your forces to pick the enemy | | off unit by unit is amusing, but not really challenging or interesting. I | | spent more time devising pincer strategies to get around the limitations of | | the engine than because any sort of strategy was really necessary. Added to | | that, the game is too short, and the number of possibilities too few given | | only two unit types. | | | - GRAPHICS --------------------------------------------------------- [ 34/ 90] - | There's some attention to aesthetics here with char edits and terrain | | dithering (and thank you for wisely aborting your attempt at a random | | ditherer, it looked awful), but for the most part the game just looked like | | fractal vomit, large regions of solid color that vaguely suggested a | | landscape. I can't give this much more than a nod to say that it didn't look | | as terrible as it could have. Menus and title screen were similarly | | servicable but uninteresting. Visual indication of damage during the game | | was also notably absent, and shouldn't have been. | | | - TECHNIQUE -------------------------------------------------------- [ 63/ 80] - | I want to say that I actually am really impressed with your engine here, it | | has a way to go before you can really stick it in a game but it definitely | | works as a proof of concept for a MZX RTS. Add some production buildings, | | resources, and control groups and you've got the makings of a pretty good | | game. One thing that I really would have liked to see for the DoZ was better | | pathfinding, since your units have a tendency to get stuck on walls and each | | other. This makes attacking a solitary foe more micromanagement than it | | ought to be, as you have to deliberately move them close enough for everyone | | to be able to shoot, not just the front guy in the line. I'm also deducting | | a couple points for the graphical glitch with the grenade weapon, which | | should have been easy to fix. | | | - STORY ------------------------------------------------------------ [ 14/ 50] - | There's a difference between a humorous plot and a half-hearted joke. | | Whereas everything in Baby Bonnie Hood's simple game was invested in telling | | his joke, in this case the plot is clearly a tack-on to the engine. As a | | result, my emotional connection to the game suffers, since I care just about | | as much about the story as you do. This might have improved if the game had | | gone somewhere, but it was left unfinished after two levels. So that's | | another strike in this category. | | | - SOUND ------------------------------------------------------------ [ 29/ 40] - | There's nothing about the music here that I really object to, but I don't | | know. Like the story, it feels like most of it was added as an afterthought, | | and doesn't really feel like it makes the game better, just less quiet. The | | wide array of sound effects was a plus though, especially since the ratatat | | of gunfire was the only way you could tell you were attacking or being | | attacked in some situations. Although now that I think on it, I would have | | gone with a more noticeable sound for that, too. | | | - THEME ------------------------------------------------------------ [ 5/ 20] - | Obviously, this scrapes by on the barest mention of the theme as motivation | | for the plot, CJA is trying to become immortal somehow and you must stop | | him, hurr durr. Naturally being deliberately confusing about which topic the | | game is actually using doesn't help matters. I think I'm qualifying this | | mostly because I didn't want yet ANOTHER disqualified game in this already | | pretty terrible competition. | | | - TOTAL ------------------------------------------------------------ [197/400] - | An interesting engine but an uninspired game, this is the concept I'd like | | to see developed after the DoZ the most. Of course, nothing ever comes out | | of aspirations like that, does it. | | | | "Oh snap, I got a cameo!" | | | ===============================================================================/ /= 19798 = One Tower, One Life ================= IMMORTALITY/HEAVY = [144/400] = - THEME ------------------------------------------------------------ [ 42/100] - | I don't know if this was really meant to be submitted on the Heavy sheet, | | but those are the rules so if you wanted something different you should have | | paid attention. As a theme-heavy application of immortality, I'd classify | | this as slightly below average. The theme is there, but not drawn on enough | | to really make it central, especially since immortality as the motivation | | for playing the game is unattainable. This makes the game more of a Knights | | vs. Horrible Dragon thing with a role reversal twist than anything else. | | There's the possibility for some meta-commentary on the theme here in | | contemplating the futility of aspiring to immortality, but if that's what | | you were going for you should have been more explicit about it, as Baby | | Bonnie Hood was with his game. | | | - GAMEPLAY --------------------------------------------------------- [ 32/ 90] - | Ultimately, this whole game comes down to tweaking the stats on an | | otherwise non-interactive process. As a result, it's not really much of a | | game. There's also no win condition, so there's no real motivation to play. | | Despite that, I was surprised at how many times I played this to try and | | improve my "score", so to speak. There's at least some level of strategy in | | how you apply points to stats. So I gave you some points back for keeping me | | entertained. | | | - GRAPHICS --------------------------------------------------------- [ 18/ 70] - | Pretty garbage, even for the default palette and charset. I'm not going to | | spend a lot of time rubbing your nose in that though and just assume that, | | like me, graphics are not your strong point. Objectively, there's too much | | black, not enough definition on the large piece to tell what it's supposed | | to be without inferring from the accompanying text, and nothing else besides | | the one board (or three effectively identical boards) to judge. | | | - TECHNIQUE -------------------------------------------------------- [ 27/ 60] - | This is coded in the old style that invokes commands like "duplicate self" | | and "if blocked east", using the physical presence of robots to do work | | instead of just manipulating numbers. However, it does work, so I can't | | slight it too much for "not how I would have done it". I did deduct a few | | points for engine balance, since the line between "doin' just fine" and | | "oops you're dead" seems to be so thin that I wonder if there isn't a bug | | somewhere. At the very least, for a game like this you want a much broader | | spectrum of life and death in order to provide time to react to changes in | | time. | | | - STORY ------------------------------------------------------------ [ 11/ 50] - | Little more than some cursory motivational text for attempting an | | impossible task. This isn't always a problem if the game itself can provide | | the emotional engagement that I call Story, but in this case it can't; the | | overall emotional takeaway is apathy. This is where I'm picking up the | | meta-commentary I mentioned, but again, I don't think it's something you | | were doing on purpose. | | | - SOUND ------------------------------------------------------------ [ 14/ 30] - | There's only the one mod, and some sound effects to give you cues on when | | you were getting hurt or when you were attacking would have helped. On the | | other hand, it was a cute, whimsical mod that fit the mood, such as I | | perceived it, so that's something. | | | - TOTAL ------------------------------------------------------------ [144/400] - | Overall this was an interesting little diversion but not much more. I do | | find it a little depressing that it ends up in the top half of the | | submissions due to the high volume of disqualified crap. | | | | "Just keep rollin' that boulder." | | | ===============================================================================/ /= 22625 = King Yu's Tower ===================== IMMORTALITY/HEAVY = [281/400] = - THEME ------------------------------------------------------------ [ 76/100] - | Well logicow has a pair of brass ones. Not only did he branch way outside | | his normal submission with this, but he went for the scoresheet he's done | | nothing but rant at in the past. And for all that, he did a pretty good job. | | The theme is worked into story that, while simple, uses it centrally and | | well. This isn't superlative usage -- I feel it acts more as a backdrop for | | the game than as a gameplay element for example -- but it is solid usage, | | and that makes it better than a lot of them. I tossed in a few extra points | | for a possible theme interpretation of "immortality as retro". ZZT4EVA BABY! | | Yeah, it's a bit of a stretch. | | | - GAMEPLAY --------------------------------------------------------- [ 71/ 90] - | This was definitely the best GAME out of the whole group, and while I | | suppose that might be saying a lot about the quality of the submissions in | | general, it was genuinely fun. The different weapons were simple but well | | implemented and the bosses were actually reasonably difficult without being | | frustratingly tough; I generally found myself with just enough health and | | supplies to make it through, which speaks to good balance. Although on the | | other hand, I did wonder about the reward for defeating a couple of the | | bosses, beyond story advancement. Max health increased by 5? Seriously? | | Thanks mom, I'll take that nickel down to the general store and buy a pop! | | | - GRAPHICS --------------------------------------------------------- [ 37/ 70] - | While I understand that the graphical style chosen here is an intentional | | pastiche, I find it slightly above average even in comparison to other ZZT | | games. It's competently put together but not more than that, and there's | | several boards that look either too plain, or too haphazard (compare | | Necromancer's crypt and Herbalist's gardens). Or maybe I just don't like | | black <s>people</s> backgrounds. | | | - TECHNIQUE -------------------------------------------------------- [ 42/ 60] - | The game is bug free as far as I can tell and well put together. There's | | nothing really special being done here that warrants lots of bonus points, | | but there doesn't really need to be. Nice work on the boss fights and the | | weapon engines of course, but there's nothing else of particular note going | | on. | | | - STORY ------------------------------------------------------------ [ 31/ 50] - | I found this good enough to engage me through the game, even if it wasn't | | terribly compelling. The plot arc was simple and folloew a pretty classic | | form, with exposition and foreshadowing, rising action and conflict, climax, | | and of course next to no denouement since who cares about that anymore? I | | wasn't quite sold on the ending with the king's sudden "now we must kung fu | | fight" reversal. From a gameplay perspective it makes perfect sense, but | | from the way the story was set up it kind of comes out of nowhere. | | | - SOUND ------------------------------------------------------------ [ 24/ 30] - | Some good musical choices here, I found myself humming along as I played. | | Again, nothing really stand out about it, but it was well selected and | | worked effectively at setting the tone in each of the areas of the game. The | | PC speaker sound effects were an obvious but good choice to round out the | | style package, so that's worth a little something too. | | | - TOTAL ------------------------------------------------------------ [281/400] - | So my overall feeling in most categories here is "solid, but not | | spectacular". And in a DoZ where people are submitting either engines that | | are pretty but incomplete or nothing worthwhile at all, "solid but not | | spectacular" might be plenty enough to win. | | | | "Wait, I changed my mind, I'm too young to die!" | | | ===============================================================================/ /= 22677 = Untitled Game about Puffy =========== IMMORTALITY/LIGHT = [285/400] = - GAMEPLAY --------------------------------------------------------- [ 77/120] - | There's a lot of good here, as far as the engine goes. You have a solid | | spritescroller with a randomly generated maze of a level, and a satisfying | | if simple combat mechanic. The improvements to character stats over time | | theoretically make for an engaging difficulty curve, but in practice the | | real difficulty was in dealing with the lag your progressively more potent | | projectile spam produced (more on that in the Technique score). The game | | suffers from a lack of variety though, and random generation actually hurts | | more than it helps in that area by making everything seem very samey. It's | | still very satisfying to drop down a ladder and turn everything in the hall | | into a hail of confetti, but it doesn't take much thought or effort, and | | something like a boss fight would have been a good idea. | | | - GRAPHICS --------------------------------------------------------- [ 65/ 90] - | I like the individual graphical elements here a lot, especially the player | | animation work but all of the artwork has a lot of detail put into it. Where | | it falls apart is the integration, I think. The randomly placed background | | art gives the level design a real "what am I really looking at here" feel, | | with no cohesion to it. Perhaps that was the point though. A much worse | | mistake is the third level, where the enemies were all the same dark purple | | as the primary background and almost impossible to see. Not that you really | | need to when you can just fill the hallway with bullets, but it's a major | | graphical problem. | | | - TECHNIQUE -------------------------------------------------------- [ 62/ 80] - | This is an engine after my own heart, to be sure, exactly the sort of thing | | I'd probably write. It's modularized and settings based and for the most | | part is extremely fluid. The level generator is another nice piece of work, | | even if the levels it generates are not particularly interesting. The | | primary loss of points here then is the poorly scaled leveling system, which | | sets the numbers to values that ultimately result in the player firing | | several thousand projectiles per cycle and making the game effectively | | unplayable due to lag. I also noticed stats like accuracy counted downwards | | to zero but weren't clamped, causing the score to go negative eventually and | | start reducing accuracy. Though having a weapon that spams bullets in a wide | | arc down the hall is probably more devestating than a weapon that just fires | | in an accurate line. Apart from that, the level generator occasionally | | generated terrain that was difficult or impossible to navigate, such that | | you could fall down a pit with no ladder back up. | | | - STORY ------------------------------------------------------------ [ 36/ 50] - | I admit I'm taken with the presentation here, even though the ending feels | | a bit unresolved. I get the feeling there was supposed to be a boss fight or | | some sort of thing on the last board and it never got finished. But the | | dialogue is cute and entertaining while obliquely hinting at the state of | | the universe in some far flung future where humanity committed itself to | | become living planet ships in order to secure its immortality. At least, I | | think that was the idea, it was a bit confusing. I am taking off some points | | for the non-ending, at any rate. | | | - SOUND ------------------------------------------------------------ [ 32/ 40] - | The musical selection was fairly good if a bit bland (and occasionally | | downright odd, looking at you level 4), but I really enjoyed satisfying | | splat crack of the weapon and the other sound design. Attention to detail in | | that area won some points that I wouldn't have given to the music alone. | | | - THEME ------------------------------------------------------------ [ 13/ 20] - | I'm pretty sure I understood what you were going for with this, as noted in | | the story comment. It's definitely good enough, but I think a more | | deliberate tie in to the game or explicit discussion in the plot would be | | necessary before I could award it more points for theme. This game is | | primarily an engine with some story in the background, and I like to reserve | | my high theme scores for games that really blend the two. | | | - TOTAL ------------------------------------------------------------ [285/400] - | Nice work on the engine guys, it's my favorite of the competition as far as | | cool coding goes. Yes, that includes madbrain's techdemo, all that really is | | is a good SMZX sprite blitter. As with a lot of ambitious DoZ entries, this | | one looks like it ran up against time, but at least it's mostly finished and | | only has the one major bug, so good job. | | | | "Didn't even have time to come up with a title." | | | ===============================================================================/ /= 54188 = Indiana Smiley and the Orb of Immor = IMMORTALITY/HEAVY = [215/400] = - THEME ------------------------------------------------------------ [ 83/100] - | Well if I gave logicow points for retro as immortality I have to give some | | to BBH. It's surprising to get two classic throwbacks in the same DoZ, and | | this is very nostalgic old-school MZX. But leaving that aside, I do feel | | that this is the game that incorporated Immortality most thoroughly this | | competition, even if it was really just to make an amusing, somewhat | | extended joke. It's inarguably both a core mechanic to the story and the | | gameplay, so I feel comfortable giving it a lion's share of the points here; | | it won't be getting many of them from the other categories. | | | - GAMEPLAY --------------------------------------------------------- [ 38/ 90] - | Yeehaw, shoot them builtins! Navigating one board of default MZX terrain | | hardly qualifies as cutting edge gameplay, and of course after that it turns | | into navigating similarly default terrain while invulnerable to damage. | | While I fully understand that this is the point and I do think that having | | the player yawn through situations that would ordinarily be ragequittingly | | hard is at least somewhat clever, those are more properly story points than | | gameplay points. Still, it's not like this was an unenjoyable game | | experience -- you'd lose a lot more points if I hadn't been invulnerable -- | | it's just not really fair to give it the same score as games that are | | actually, you know, games. | | | - GRAPHICS --------------------------------------------------------- [ 31/ 70] - | In keeping with my comments on logicow's graphics, while making a | | deliberate decision to use retro-style graphics is not something I penalize | | for, it's not something I automatically give you points for either. The | | monochromatic dungeon motif was an interesting style decision but I think I | | would have appreciated more contrast within the environments instead of just | | between them. And it's a fact that you can only make things so pretty with | | the default character set. | | | - TECHNIQUE -------------------------------------------------------- [ 12/ 60] - | Points for a competent and bug free demonstration of basic MZX skills, and | | nothing else. There's nothing to score in this category but some very simple | | shoot seek enemies and teleport player commands, and at this point I expect | | anyone to be able to do that. | | | - STORY ------------------------------------------------------------ [ 34/ 50] - | Remember that story is a measure of my emotional engagement in the game, | | not simply another word for plot. I thought the plot of the game was pretty | | dumb. I thought the story the game told was a reasonably clever dumb joke, | | pardon the oxymoron. I got an especially good chuckle out of the last | | dungeon/temple/thing where he says "meh, whatever" and it's an absurd | | pingpong path through lava and sharks. That's humor at the expense of the | | medium, right there, so good job for making me laugh. | | | - SOUND ------------------------------------------------------------ [ 17/ 30] - | This only had the one mod to work with (well I guess there were two, but | | the other one is brief), so while it wasn't bad per se, it's only worth half | | the points to me. I did think having the tempo start slowing down as ennui | | set in was a nice touch though, so I threw a few points back. | | | - TOTAL ------------------------------------------------------------ [215/400] - | Pretty average entry, maybe a little less than average except for making | | good use of the theme. This is the sort of short, sweet one-off that you | | submit not because you wanted to seriously compete but because you just | | wanted to have a little fun. And you know that's cool by me. | | | | "I guess I'll just have to take up knitting or something." | | | ===============================================================================/ == THE BAD == /= 08724 = Nanofighter ======================== NANOMACHINES/LIGHT = [145/400] = - GAMEPLAY --------------------------------------------------------- [ 22/120] - | Enough to keep me occupied for a minute testing out the engine and the | | combos, and to hint at what the game might have been like if it was actually | | hooked up. As the title screen freely admits, this is a tech demo, not a | | game. | | | - GRAPHICS --------------------------------------------------------- [ 53/ 90] - | So, points for drawing some detailed sprites and animations, and minus | | points for ye gods what is happening to their legs when they jump, and | | what's up with that grody green bikini on that fat-ass cat? The sprites are | | the only noteworthy thing, since the background is necessarily solid color | | in order for the blitter to not look like crap. | | | - TECHNIQUE -------------------------------------------------------- [ 47/ 80] - | Points for implementing the solid BEGINNINGS of a sprite fighter (spriter? | | sprighter?), minus points for not nearly going all the way. And after all, | | as impressive as this may look, I know better about how difficult it | | actually is. If you wanted to really impress me, you'd figure out how to | | deal with colliding sprites, since the engine's going nowhere until that's | | sorted out. | | | - STORY ------------------------------------------------------------ [ 8/ 50] - | Nothing at all to speak of, "it's just an engine" after all. I suppose I | | can pretend there's a story in which Cristofo and Greenwitch fight each | | other. And then yiff each other. Uck. | | | - SOUND ------------------------------------------------------------ [ 15/ 40] - | Just the one mod, which to be fair isn't a bad choice for a fighting game, | | although it would need to be longer and looped for it to actually work for | | that. Still, not worth much. | | | - THEME ------------------------------------------------------------ [ 0/ 20] - | The only reason I have to presume the game is using the Nanomachines topic | | is the title. Not even worth a pity point. | | | - TOTAL ------------------------------------------------------------ [145/400] - | Nice engine madbrain. I guess if one of you brothers is going to take the | | competition seriously for once, the other one needs to pick up the slack. | | | | "Ouch, right in the tail hole." | | | ===============================================================================/ /= 24560 = Untitled Game about Nanobots ======= NANOMACHINES/LIGHT = [ 79/400] = - GAMEPLAY --------------------------------------------------------- [ 14/120] - | You can touch stuff (which doesn't work right on the title screen because | | you can't press enter to clear the message), and you can run around a big | | empty landscape. And if you look carefully you can find another sprite dude | | running around on the big black title screen, who will follow you. Wow, you | | quit pretty early, huh. | | | - GRAPHICS --------------------------------------------------------- [ 34/ 90] - | Eliding right past the title screen, the board that was supposed to be the | | overworld map looks KIND OF nice, but the blockiness of using a map tiler | | really stands out, especially in the coastline and the mountains. Kind of | | nice is not the same thing as actually nice. | | | - TECHNIQUE -------------------------------------------------------- [ 21/ 80] - | I looked through some of the codefiles for this, and I like your enterprise | | software driven approach! And just like with most enterprise software, | | there's a lot of complex code for very little actual result. Maybe if this | | game actually did something with it. | | | - STORY ------------------------------------------------------------ [ 6/ 50] - | I am an NPC! Even less potential for reading in a story here than for Furry | | Fighter II. | | | - SOUND ------------------------------------------------------------ [ 4/ 40] - | No sound or music. | | | - THEME ------------------------------------------------------------ [ 0/ 20] - | Again, the only clue I have to the theme for this is the "255 nano robotz" | | on the title screen, and nothing else to suggest Immortality. | | | - TOTAL ------------------------------------------------------------ [ 79/400] - | If you're finding it hard to motivate yourself to keep working with a | | codebase that squirrelly, keep in mind that really simple games using almost | | no code are scoring better than this one, and are probably more fun to make. | | | | "But at least it LOOKS like I know what I'm doing." | | | ===============================================================================/ /= 75946 = Mina and the Quest for Immortality == IMMORTALITY/HEAVY = [ 96/400] = - THEME ------------------------------------------------------------ [ 5/100] - | Nothing at all beyond the promise of a quest for some immortality. You lied | | to me commodorejohn! | | | - GAMEPLAY --------------------------------------------------------- [ 14/ 90] - | I find this walking around and bumping into things game just slightly more | | invigorating than the previous walking around and bumping into things game. | | But only slightly. Hey, with the scoresheet difference it works out to the | | same score anyway! | | | - GRAPHICS --------------------------------------------------------- [ 28/ 70] - | Way too much gray makes this whole thing look downright bleh, even if the | | pixelart thing is a theoretically cool idea. It's still just a big empty | | board with bland terrain and inscrutable spike walls. | | | - TECHNIQUE -------------------------------------------------------- [ 31/ 60] - | The basics of the engine are nice, but it just doesn't do enough to be | | worth more, all you're doing is drawing sprites to positions other than the | | default MZX character grid, and that's not hard anymore. Walking and | | scrolling are also distractingly out of synch. | | | - STORY ------------------------------------------------------------ [ 10/ 50] - | Hello, young lady! This has the beginning of an idea but nothing else. | | | - SOUND ------------------------------------------------------------ [ 8/ 30] - | One especially irritating mod to accompany your walkabout. | | | - TOTAL ------------------------------------------------------------ [ 96/400] - | So did you know that it's possible to get 10 colors out of a 160x50 pixel | | engine? That's some high fidelity grayscale you could be having, right | | there. | | | | "How about a quest for some color next time?" | | | ===============================================================================/ /= 95763 = denis =============================== IMMORTALITY/HEAVY = [ 58/400] = - THEME ------------------------------------------------------------ [ 10/100] - | The game, such as it is, appears to explicitly involve you getting shot but | | not dying, which is enough to classify as "aiming for the immortality sheet" | | but not much else. | | | - GAMEPLAY --------------------------------------------------------- [ 8/ 90] - | It's really hard to pin down an appropriate gameplay score for a game where | | you don't actually do anything. What makes this waste of time less worthy | | than one of the previous wastes of time? I guess it just pissed me off more. | | | - GRAPHICS --------------------------------------------------------- [ 14/ 70] - | Well the gradient effect was kind of neat I guess. | | | - TECHNIQUE -------------------------------------------------------- [ 7/ 60] - | Solely for getting the board to work in a mostly sensible way. But I notice | | you didn't even bother using copyrobot. | | | - STORY ------------------------------------------------------------ [ 5/ 50] - | Yeah, it's definitely because it pissed me off. | | | - SOUND ------------------------------------------------------------ [ 14/ 30] - | I did sort of like the mod, though. Title screen mod was stupid. | | | - TOTAL ------------------------------------------------------------ [ 58/400] - | This is the "meh, whatever" to get over the last hump before I turn in my | | scores. | | | | "I am the Penis Mightier." | | | ===============================================================================/ == THE DISQUALIFIED == /= 03656 = Unknown ==================================== DISQUALIFIED [ 0/400] = | Not a MegaZeux Game. | | | ===============================================================================/ /= 41608 = Untitled =================================== DISQUALIFIED [ 0/400] = | Use of disallowed external media. | | Submitted by contest judge. | | | ===============================================================================/ /= 85132 = Untitled =================================== DISQUALIFIED [ 0/400] = | Use of disallowed external media. | | | ===============================================================================/ /= 71124 = Unknown ==================================== DISQUALIFIED [ 0/400] = | Not a MegaZeux Game. | | Submitted by contest judge. | | | ===============================================================================/ /= Total Scores ================================================================ 1. 22677 = Untitled Game about Puffy ============ IMMORTALITY/LIGHT = [285/400] 2. 22625 = King Yu's Tower ====================== IMMORTALITY/HEAVY = [281/400] 3. 54188 = Indiana Smiley and the Orb of Immort = IMMORTALITY/HEAVY = [215/400] 4. 07494 = Immortal Nanomachines ================ IMMORTALITY/LIGHT = [197/400] 5. 08724 = Nanofighter ========================= NANOMACHINES/LIGHT = [145/400] 6. 19798 = One Tower, One Life ================== IMMORTALITY/HEAVY = [144/400] 7. 75946 = Mina and the Quest for Immortality === IMMORTALITY/HEAVY = [ 96/400] 8. 24560 = Untitled Game about Nanobots ======== NANOMACHINES/LIGHT = [ 79/400] 9. 95763 = denis ================================ IMMORTALITY/HEAVY = [ 58/400] DQ. 03656 = Unknown ===================================== DISQUALIFIED [ 0/400] DQ. 41608 = Untitled ==================================== DISQUALIFIED [ 0/400] DQ. 85132 = Untitled ==================================== DISQUALIFIED [ 0/400] DQ. 71124 = Unknown ===================================== DISQUALIFIED [ 0/400] ===============================================================================/