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]
===============================================================================/