Summer 2009 Dualstream Day of Zeux Judging Sheets:Wervyn
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/= General Overview =========================================================== As DoZ's go, I thought this one turned out pretty well. The decision to | split up the scoresheets seems to have been a moderate success, and I was | pleased with the number of entries that really took to the themes this year. | Though it appears that it may take another round of it before people realize | that it's not only safe, but often PREFERABLE to pick the theme heavy sheet. | Now, I did pick a couple of topics that I thought would be really easy to do | theme-centric games with. I get the feeling, from the spread, that Paranoia | was actually TOO good, compared to News Reporters, although I hope few to | none were under the impression that the latter would have been difficult to | use, there's so much you can do with it after all. I suppose it's impossible | to put all complaints to rest, but for the most part I got the impression | that these topics were well received, and I hope future hosts take my | thought process into account. That is come up with two or three good and | varied game ideas for each theme that would qualify for high theme scores. | We had 12 entries all told this time. One of them, #13967 by logicow, was | disqualified on two counts, first for failing to adequately follow the theme | while using the Lite scoresheet, and second for being impossible to run in | the official competition version of MZX. We also had one entry penalized | 30% for late submission, #52370 by mzxrules, which seems to have been a case | of "woke up late" more than "struggling to finish in time". We also had a | couple of clearly unfinished entries, and then eight entries in a tight | range from moderately good to very good, making this one of the highest | average quality DoZs I can remember. Last winter was also quite good, so I | say, keep up the excellent work guys. I'm already looking forward to the | next one, if this trend keeps up. | And now for the games. | ==============================================================================/ / HEAVY \ [ 10037 ] = Automobile Conspiracy ======================= PARANOIA == [263/400] THEME - 71/100 [ 71/100] Greaser's got the right idea here. It's not exactly a novel interpretation | of the theme, but it's pulled off well and there are a number of little | details that bring it home. First, I liked the graphical touch of the | terrain randomizer, it made the whole outside area feel fractured and a | little tweaked. There were also some excellent musical choices to drive | home the humorous take on paranoia. The thought bubble mechanic was a good | idea for getting us into the character's head (though it could have seen | even more use than it did). And I really liked how the character basically | overrode everyone else's dialogue, which emphasized the extreme introversion | that is typical of paranoids. So in short, good job, and a well picked | scoresheet. | GAMEPLAY - 51/90 [ 50/ 90] A game that essentially involves walking from one place to another while | touching things and watching the occasional cutscene can't be said to have | much gameplay. Which isn't to say it isn't enjoyable, just that that's not | where the points are coming from. The addition of an actiony section does | provide a brief diversion, and this is pulled off pretty well, though it is | a bit short. And of course, that's about the size of the game, too. So all | in all I'd say it's about average for a DoZ. | GRAPHICS - 49/70 [ 49/ 70] They've got a certain charm to them, to be sure. Basic, but competent, | these are very solid graphics that use MZX effectively and pleasingly. Minor | niggling detractors: Some of the color choices on the city screens seem like | they could have blended better, like fields of brown and cyan and purple, | were those supposed to be separate buildings? The proportions seem off, such | that the player seems really tiny compared to the width of the streets (NO, | PLEASE DON'T MAKE ME SMALLER!). And overall there's a sense that it just | doesn't have the detail that really amazing games do. But it is pretty good. | TECHNIQUE - 38/60 [ 38/ 60] Pretty basic stuff here. We've got a simple but effective message box | engine, a simple but effective sidescroller, and I guess the line-of-sight | engine and bullet trajectories were reasonably clever. But mostly what we've | got here is simple and effective MZXing, which is good. Minor niggle, there | was a board misalignment in the city, and having the default "you are out of | ammo!" SFX and message pop up always grates on me in a custom weapon engine. | STORY - 32/50 [ 32/ 50] Basic, rather nonsensical, but extra points for humor and delivery. I | don't know how high I can really rate this, since it was mostly a loosely | connected series of amusing jokes about a rabidly paranoid guy, but it | started, did something, and ended, and had fun doing it. | SOUND - 23/30 [ 23/ 30] I've already said that I thought the music did a good job conveying the | whacked out take on the theme, so it's no surprise that I thought it did a | good job enhancing the game. Pleasant to listen to, hit the right cues, so | overall very solid here. Could have used a few more sound effects in key | locations, like getting hit by the car. | TOTAL - 264/400 [264/400] Overall this is a very solid entry that doesn't get bogged down in the | details and just uses MZX for what it's GOOD at. | ==============================================================================/ / LITE \ [ 13697 ] = Revenge of the Toaster ====================== PARANOIA == [ DQ/400] GAMEPLAY - 37/120 [ 37/120] Back in the early 1980s Atari released such hits as Asteroids and was | hailed for it. Three decades later, we tend to expect a little more than | shooting tiny triangles at bigger triangles. Major gaffe number one: I have | about a dozen weapons and most of them just suck. Generally, the area effect | or spam weapons were the only ones worth anything. Major gaffe number two: | The game naturally suggests positional controls, which is to say, up and | down move forward and back, while left and right turn. Instead, it has | absolute controls, where arrows correspond to directions. This is confusing, | clumsy, and generally makes for a poor gameplay experience. Major gaffe | number three: Game speed is too slow. After playing around for a bit with | different weapons I determined that my "toaster" was perfectly capable of | moving quickly when using weapons like "dash tackle" (mostly useless since | you tend to get hurt in the process). So the fact that I move at a snails | pace most of the time is a game balance problem, not the speed of my | computer; everything animates smoothly. | GRAPHICS - 27/90 [ 27/ 90] If ever there were a clearer example of the difference between graphics | and art, it still couldn't be much better than this. "Graphics" as a DoZ | category means how appealing the game look and how well the visuals | complement the action, NOT how many polygons you can push in a second. So | basically, this game looks like monochrome, pixelated shit. And if that | weren't bad enough, you have issues like shearing between the two triangles | forming each wall, and general graphical junk showing up in odd places. | TECHNIQUE - 59/80 [ 59/ 80] Failing to produce a game that runs in the official version of MZX would | be a major technical issue all its own, but since we decided that you'll be | disqualified for that instead, it's not being factored into the technical | score. So, this is the game's strongest category, and one of the few good | things about it. Where good in this case amounts to "well I guess that's | kinda cool". Largely useless, and inefficiently implemented (hence a number | of other problems for people with slow computers), but kinda cool. Of | course, it could have used, say, real collision detection, or more than two | colors. But oh well. | STORY - 8/50 [ 8/ 50] Small points for making an attempt to be entertaining. Nothing else | though, the game started and ended with an engine, and everything else was | just an afterthought. Too bad it didn't pay off like, say, Cheese's | Adventure this time. | SOUND - 26/40 [ 26/ 40] Generally pleasant music, if not particularly relevant, with a few plinks | and ploops for sound effects. Of course, it's hard to say what sort of music | would have been relevant here. But really, Logicow just decided he'd rip the | soundtrack from Henry Hatsworth in the Puzzling Adventure and hope it seemed | somewhat appropriate to the game. So, something or other, I guess. | THEME - 1/20 [ 1/ 20] I award you one pity point! This is for making some oblique comments in | the pre-level text that might or might not have had something to do with | paranoia. Since the level text had nothing to do with anything, this isn't | of much benefit. You're still disqualified for it. The funny thing is the | whole toaster concept basically came about from Logicow soliciting #mzx for | ideas on what his game should be about. And as poor a job he did of | implementing THAT as a theme, he still did a better job of it than | implementing the REAL theme. | TOTAL - 158/400 DISQUALIFIED [ DQ/400] To logicow's credit, he did take a step outside his comfort zone, however | small, and produced something he knew would probably not win many accolades | instead of gaming the scoresheet per usual, in order to pursue an | interesting technical challenge. Now, why he felt he needed a DoZ to do | this, instead of just producing a polygon blitter on his own time, we may | never know. | ==============================================================================/ / LITE \ [ 35285 ] = Paranoid Heavens ============================ PARANOIA == [243/400] GAMEPLAY - 71/120 [ 71/120] There's actually a reasonable amount of good and varied gameplay here, for | as unassuming as the game looks to start out. You've got your basic MZX | run-and-gun (and take notes guys, this is a successful formula, it's what | MZX is best at doing), combined with an RPG. The RPG aspect is probably a | bit too ambitious, and evidently Goshi didn't have time to do nearly as much | as he hoped, but it's a good start. The addition of a paranoia mechanic | which (I assume) calculated based on how much you talk to people, is an | interesting idea, although I'm not sure how much it really enhances the | game. Maybe drawn out a bit more and we'd see this really start to come into | play. There are also some interesting (if absurdly difficult) bosses in the | traditional MZX style, which may or may not be unbeatable (they could just | be really hard). Technically this game is unfinished, but it doesn't FEEL | like a typical unfinished game, just one that stopped well short of a | conclusion. One complaint: unskippable pauses and player locks when talking | to people slow the game down unnecessarily. I can read faster than that. | GRAPHICS - 55/90 [ 55/ 90] Props to Goshi for these, or at the very least I appreciated the | minimalist style, it really set quite a mood for the game. Of course beyond | that there's a lot of work that could have been done to make it better, such | as varying the characters used for water and other terrain, not resorting to | stick figures for some of the NPCs (especially odd when plenty of of other | NPC art WAS done), or making more use of color for dramatic offsets. But the | bare linework creates this "world-as-a-sketch" feel, which at the very least | is interesting, and the flashes of red, while not as fully realized as I | think they could have been, were a good start. | TECHNIQUE - 44/80 [ 44/ 80] So I guess, average level of MZX programming skill displayed here. There | are some decently complicated bosses (although you can see the duplicate | self seams, Goshi's doing this the old fashioned way), a few custom engines | as well as custom enemies, and it's generally polished so far as there's | game to play. There are a few bugs, like the game just locking up after | attempting to talk to a few adventurers, and that old nemesis the "You are | out of ammo" line; is setting "bimesg" to 0 so hard? And it may just be me, | but I got the impression that both my own shots to enemies, and enemies | shots to me, weren't doing damage a lot of the time. Not in a way that | severely hindered gameplay (in fact not getting hurt when you should would | make the game easier), but there were a lot of times, especially around | explosions, where it felt like I ought to have taken damage but didn't, and | I don't remember such a thing ever being mentioned as a game mechanic. | STORY - 31/50 [ 31/ 50] Kind of average, and it doesn't help that it's rather unfinished. It | seemed to be your basic run-and-gun kill the evil magician and his minions | deal (with exorcist powers, always cool). But it's not much more fully | fleshed than that. Looking at some of the later boss text, it seems like | your exorcist buddy/mentor does a double-cross and you have to fight him, | which is a fun (if cliche) twist. To it's credit, the game drives things | along quite well before it runs into a wall and the content stops. | SOUND - 26/40 [ 26/ 40] I thought the main theme for the first level was pretty catchy, though of | course that's pretty much the only music we get to hear in the game proper. | Goshi packaged a lot of other music, including several level themes, and | some good boss music, and I can see it all being at least suitable, but you | don't really get points for just sending me a soundtrack. In fact, I've | taken off a couple points for discretion, since you basically included 20 MB | of music and used almost none of it in the actual game Bandwidth isn't free | you know! Just cheap. The majority of the negative on this score comes from | a lack of sound effects, though, game really needed them. | THEME - 16/20 [ 16/ 20] This was a pretty good usage of the theme, in my opinion. Not as solid as, | say, Lancer's game, but there were a lot of good tie ins and Goshi clearly | took the effort to think about how Paranoia might work as a gameplay | mechanic and not just a story mechanic. Some of what's missing here, in | fact, is a really direct connection in the STORY to the theme, though it's | quite possible that would have come around if it had had time to continue, | what with double-crosses and demon possessions and all. Still, I give the | game credit for making me jumpy when I was playing it, especially with the | sudden red flashes when you kill an enemy. I'm not sure if Goshi was | intentionally trying to make the player leery by doing that, but it worked | on me. And I know I was generally nervous about making a mistake by talking | to someone and making a wrong decision (which, hey, there actually IS an | instant kill in one place). | Your scaled score if you had picked the Heavy scoresheet: approximately | 257/400. Whoops. | TOTAL - 243/400 [243/400] So I actually did like this game quite a bit, and was a little | disappointed that it ended up unfinished. But like I said, it's not for lack | of content; the game had about as much as a standard DoZ entry does, and I | have to think that Goshi probably would have used his time better to just | focus on building the first level of the game, and THEN worry about coding | two more bosses that never get used. I'm pretty sure this could have gotten | a quick slapdash connection to the final boss room and still looked pretty | decent. | ==============================================================================/ / HEAVY \ [ 40125 ] = News First! =========================== NEWS REPORTERS == [268/400] THEME - 87/100 [ 87/100] Well I've got to give credit for taking the theme and running with it. In | fact, if I'm reserving any points here, it's really just because I would | have liked even more stuff to do in the news studio, than just making | choices a la visual novel. Musical selection was good. Graphics were | serviceable, not impressive perhaps but they got the atmosphere and the idea | across, and that's what matters here. And the whole game and story concept | was just a really clever way to handle the theme. I am glad that at least | one person realized that the concrete topic could be used with this | scoresheet to great effect. | GAMEPLAY - 47/90 [ 47/ 90] The gameplay here essentially amounts to a series of multiple choice | questions (like a visual novel!), and it is unfortunately rather short. But | it makes up for that in being both very entertaining (if your gameplay is | designed around telling a story, then your story helps carry your gameplay), | and providing a decent amount of replayability just to see all the different | branches. And so it seems to me that it all evens out in the end, and is | perhaps even slightly above average. | GRAPHICS - 32/70 [ 32/ 70] They're functional, I suppose. Rather blocky, and the people (especially | after the gunman shows up) are a bit malformed, but they at least get the | job done. In particular, it felt like there was too much black, and not | enough attention to detail in the backgrounds. This happens a lot with more | amateur MZX art, with people attempting to pack detail beyond their skill | level into props and character art, and not paying enough attention to the | scene that everything is set in. (Though of course it's all in how you do | things; Goshi, as mentioned, managed to use "lots of black" as a perfectly | valid artistic direction.) | TECHNIQUE - 33/60 [ 33/ 60] There's not a whole lot of happening that needs to happen for this game, | and it happens in probably the simplest way possible. Weasel links a bunch | of boards together with teleports and has the story branch by moving between | them. On the other hand there's nothing really wrong with doing it this way, | and the game has so few moving parts and is so well organized that it'd be | shocking if there were bugs. So that places the technique score solidly in | the middle: you knew what you were doing, you just didn't do anything | particularly exciting. | STORY - 45/50 [ 45/ 50] It was nothing if not entertaining, that's for sure. This was a very well | written piece of second-person narrative, with plenty of great humor to keep | me engaged, and enough interest to make me want to play through the game | several times just so that I could read all of it. Now of course, the game | is pretty much nothing BUT narrative with some visuals, but that's okay for | the type of game it was. | SOUND - 24/30 [ 24/ 30] Some good choices for music here. I especially liked the title screen | piece, it really set the tone for the game, and is a good example of using | mimetic cues in graphics and sound to enhance the theme. Other than that | nothing really leaped out at me, the main game theme was fine but not | particularly noteworthy, and the sound cues for ratings were effective at | getting the point across. | TOTAL - 268/400 [268/400] Nice work with the scoresheet selection, weasel picked up close to 26 | points that he otherwise wouldn't have had. This certainly isn't my favorite | entry this DoZ, but considering the turnout this time that's mostly because | it's a quality piece of work amidst a lot of other quality pieces of work. | ==============================================================================/ / LITE \ [ 41817 ] = Reconquista+Escalation ====================== PARANOIA == [323/400] GAMEPLAY - 83/120 [ 83/120] Well, no one will ever be able to say this game is too short. On the other | hand, one could certainly say it's too long, which I think may be a first | for the DoZ; this literally took me hours to finish playing, and since it | was as well put together as it was I wanted to give it the full go. As a | result I was honestly a bit less enthused about this score by the end of the | game than my first impression led me to believe. However, this is still a | really impressive game, with the main portion invoking the addictive | qualities of Meritous and its massive, sprawling maze of rooms, mixed with | some clever weapon engines. The weapon dynamic in particular I really liked, | since it changes the rules a bit and makes the game more about positioning | and cover than covering the room with bullets and hoping the enemies don't | randomly dodge. And the blood vision concept, if a little shaky at first, | turned out to be an effective mechanic for adding a little flavor midway | through the game. Or, should have been midway through; that fifth level was | more than a bit too much and was about as long as the other four levels | combined. | As for the Escalation section of the game, this was more laid back, and | possibly a bit too easy, but it was a nice change of pace and it really | helps Lancer's score that he had the insight to break up the action, rather | than the game being nothing but an endless dungeon crawl. In the absence of | more powerups (positive feedback loops are always a good thing), varying the | gameplay is probably the next best thing for getting people to play to the | next level. | GRAPHICS - 69/90 [ 69/ 90] Lancer's a master of making the most of what he's got, graphic skill wise. | And his skills are not something to scoff at, just that there are plenty of | better character artists out there. Instead, Lancer makes very effective use | of color and form, as well as a formidable technical skill, to produce | flashy visuals like his trademark title screen, and pleasing (if drab, for | mood's sake) level design. I'm also quite impressed with the art design of | the blood vision, which affects both the second sight itself and provides | visual cues of your health as you take damage. This is very smart work, both | in form and in function. Minor quibble: there were some interesting | instances of hallway garbage appearing at the edge of the screen, which I | sort of wondered might not be there to emphasize the increasingly fractured | mood, but ultimately this didn't get used in enough places or varied ways | for me to think it was anything but a graphical glitch. | TECHNIQUE - 72/80 [ 72/ 80] There's a lot to choose from here, from an engine that can handle hundreds | of enemies and projectiles (on two separate layers at the same time, though | admittedly that's not too hard to manage), a neat weapons engine, a well | designed secondary game, and then all the neat little graphical tricks | Lancer always likes to pull out for his games. I did notice a very few cases | of unlinked or missing doors (INVALID JUMP), and I think I'd have been even | more impressed with a script generated level (which might have fixed those), | but for the most part the game was flawlessly put together. Impressive work. | STORY - 43/50 [ 43/ 50] Lancer has basically admitted that the story here is a pseudo-deep tale | that draws most of its intrigue from keeping the player in the dark for most | of the game and tantalizing him with the ultimately rather simple details. | But for all that, it's certainly not a bad story, and points for delivery; | other judges may disagree, but I eat that sort of story delivery for | breakfast and like it. And Lancer knows it, and he did it this way on | purpose. | SOUND - 36/40 [ 36/ 40] The music for this game is just really well picked out and fits | beautifully for the most part. The biggest issue, I think, is that you end | up listening to it for so long because of the length of the levels, and so | it starts to become monotonous after awhile. But apart from that, I'd really | like to draw special attention to the timing of various pieces, particularly | the opening sequence (absolutely brilliant), and the soft piano piece that | follows each Escalation section. Lancer was clearly paying attention when he | timed those scenes. Other than that, sound effects are well chosen and | weapon sounds are nice and weighty. | THEME - 20/20 [ 20/ 20] Now here's where I got confused, because when I started playing this game | and saw how effectively it was using the theme, I thought "aha, Lancer gets | it, I'm so glad he and other people are realizing how EASY Paranoia is to | use as a theme." (Totally on purpose by the way, I wanted something that | would play very well with the theme heavy scoresheet.) But then I | discovered that he'd elected for the Lite sheet, after becoming over-anxious | about his prospects. The thing is, this game nails the theme in almost every | way it is POSSIBLE to nail the theme; the only thing that might have been | better would be a more paranoia-centric soundtrack, and that's hardly saying | the music was inappropriate. Set the story aside, that obviously got it | right with a double dose, layering classic and novel interpretations on the | idea of paranoia. Graphically, the game does a number of cool, theme-related | things, like the way blood scratches on your eyes as you get hurt, or the | fritzing TV effect of the level text which creates an uneasy feeling. The | progressively more bizarre and twisted levels take us deeper and deeper into | mental instability. And probably most direct of all, invisible enemies, a | tactic that has you reflexively pressing V every time you enter a room; that | is until they start showing up in the hallways too and then all bets are | off. | Which is all basically to say, Lancer picked the wrong sheet, and I hope | this is a lesson to people in the future. You can win BIG if you're willing | to put in the effort towards really thinking about the theme. If you're | going to really think about the theme and then not get the bonus for it, why | did you bother in the first place? I'd probably rate this game a 93/100 on | the other sheet. With all the other scores scaled, that leads us to about | 335/400, as opposed to, well... | TOTAL - 323/400 [323/400] Okay, so it's not that much of a difference. Though on the other hand | judges (or at least this judge) tend to rate the other categories a bit more | generously on the other sheet when they particularly enhance the theme, it's | sort of a combination effect. And of course, part of it comes down to, when | you make a great game, it's just a great game, no matter which scoresheet | you decide to use. This is definitely a great game, though, even if it is | too long. | ==============================================================================/ / LITE \ [ 52370 ] = Night's Journey ============================= PARANOIA == [114/400] GAMEPLAY - 49/120 [ 49/120] The game is essentially a sprite-based sidescroller engine, given that it | wasn't really finished beyond that. So, the engine is decently fun, a little | clunky and with some odd level design choices (such as having to jump into a | roof in order to make a gap), but with enough variety and different | abilities that you could sort of see where things were going. It didn't seem | to me like the enemies did any damage beyond making you blink, and the | addition of an instant kill spike pit below a required drop off was a bit of | a dick move, but it's hard to tell where the engine test-bed ends and the | actual level design begins. Ultimately the biggest problem is that there's | just not a lot here to judge. | GRAPHICS - 37/90 [ 37/ 90] My first thought when the actual level started was "dear God what is that | thing!" I felt like I should be a bit more generous though, since there is | a lot of effort in the character art, and the level design has an aesthetic | that seems to be coherently incoherent and theme driven in that endeavor. So | my big "huh-wha" is that, well, it's a giant mess. I mean I understand that | it's supposed to be a dream world, but nothing is tying it together, | visually. You shoot giant purple blobs with angry faces and poorly defined | boundaries, the terrain is a single meandering line of A-grade generic | customblock, the background is just a bunch of empty space, and the | character art is what the hell ever (and occasionally dark blue on black, | WTF), but generally done with much more detail than anything else (mostly to | unappealing effect). It's not that the graphics are out of place, it's that | there isn't a place for the graphics to begin with. | TECHNIQUE - 52/80 [ 52/ 80] I must say, the engine is pretty solid for the most part, even though | there are some things I might do with collision to facilitate better | gameplay. It has some interesting player weapons (though one at a time, | please, what did you think I could dynamically create objects?) and if the | enemies don't do anything to you when you hit them, at least you can tell | that you hit them. The platform tool is interesting, and seems to work | pretty well, but when you use it away from a hotspot location it still | activates and then drops you, which seems to be a bug; it probably shouldn't | activate at all. | STORY - 11/50 [ 11/ 50] Poor little Timmy is stuck in the scary nightmare world of sharp, pointy | teeth and giant numbers! Far be it from me to discount the possibility of | this going somewhere interesting, but the only thing here, story-wise, is a | vaguely defined premise. Surely Old-Sckool wasn't expecting any more, here. | SOUND - 5/40 [ 5/ 40] No sound nor music. Although Old-Sckool did accidentally package a module | player app that he was working on... | THEME - 9/20 [ 9/ 20] I can see where this was going, although I think it might have been more | the province of a topic like Fear than of Paranoia. The disorienting and | broken text spilled all over the game screen was one of the few good | graphical choices made here, and does strike me as a reasonable attempt at | the theme, even if there's nothing in the plot as given that really connects | it. So hey, at least it isn't disqualified. | TOTAL - 163/400 30% PENALTY [114/400] A little more work on this might have gone a long way. After all, the | engine was there, you could have built an entire game on that. What it | needed was levels and some story resolution. I also have a hard time | believing Old-Sckool ran out of time, this looks a lot more like a | motivation thing to me, especially judging by some of the game text. But oh | well, good effort all the same, sucks about the late penalty. | ==============================================================================/ / LITE \ [ 52517 ] = Risa ======================================== PARANOIA == [254/400] GAMEPLAY - 77/120 [ 77/120] It's a spritescroller, and probably handled a little better than the one | in Night's Journey. This one has some actual difficulty and a few different | weapons to play with, all fairly entertaining. There appears to be something | going on with weapon leveling, and they do seem to get a bit more powerful | as you use them, although the rules governing this are a bit sketchy. The | level design hearkens a bit to something like Megaman, especially with the | respawning enemies. And even though it's absurdly easy to die (get to that | in a moment), the game is fairly forgiving in that the levels are short and | you can constantly restart at the beginning. Now, I do have a gripe with the | way enemies push you while damaging you, making it very easy to completely | wipe out if you time a jump wrong, or if you jump onto a platform and that | stupid flying thing knocks you into the pit for the tenth time frghrfhr... | Oh yeah, and bosses would have been nice. But over all this is pretty solid | work. | GRAPHICS - 61/90 [ 61/ 90] They're pretty good, especially once you get to the first level proper. | And I'll say, the fact that the second and third levels are missing graphics | isn't as big a downside as Kuro might have thought, they still have good | contours even if the backgrounds are decked out in black-is-the-new-black. | The preponderance of empty space is more of a problem for the cutscenes, | where things feel awfully sparse. And for no really good reason, either; I'm | not sure if the three line text thing should be a gameplay or a graphics | ding, but I know I found myself wanting to see more of the text at a time. | Character portraits were a bit goofy, but serviceable, and I did like the | textbox art at least. And oh yeah, back to the levels. The art here is | simple but effective, and enemies, even if I'm not entirely sure what they | are, don't look garish or anything like that. So, good job. | TECHNIQUE - 59/80 [ 59/ 80] As sidescroller engines go, this one is pretty solid. Not perfect, and I'm | pretty sure the enemy collision thing is actually a code oversight and not | an intentional gameplay decision. I'm also not getting the responsiveness | out the jump that I really need, and this led to me falling off of cliffs a | number of times. But apart from that, the engine does what it's supposed to | and does it well, and the enemy AI works fine until it walks into a wall and | gets stuck. I also want to give props to the cutscene engine; there's some | debate as to whether writing an engine to handle dialogue from a file or a | string actually saves any time. I suppose it depends on the amount of text | you have to process in the game, and there's a fair amount here. But | regardless, it LOOKS more impressive if you do it this way, from a coding | standpoint, and I guess that's worth something. | STORY - 24/50 [ 24/ 50] Heh! So, when I have a story that makes me laugh when I think it's trying | to make me emotionally tense or sad or surprised or whatever, I take it as a | good sign that the story is probably not that well written. Sort of like | when I went and saw Transformers 2 off a friend's recommendation and then | realized "no, wait, this is just as bad as any other Michael Bay movie, I | want my $10 back." Combined with some of the more irritating anime tropes | ("big brother!", "...", etc.), and, well...at least I got a few good groans | out of it. And you did go to all the trouble of including multiple endings, | which I guess is not really that much trouble, but it at least looks like a | little extra effort. Hey, it could be much worse, you could have just not | tried at all. Oh, and thank you very much for allowing me to skip the | opening cutscene; this could have been a major gameplay gaffe when combined | with the lack of ability to save. | SOUND - 23/40 [ 23/ 40] Can't say I'm really a fan of the tracks here. Props for using original | work, but the music here struck me as serviceable, and not a whole lot more. | Opening cutscene needed music. The game was also in desperate need of some | sound effects. Swishes, twangs, thwacks, what have you; at some point I | would really like to see someone put together a general purpose SFX pack for | MZX, I know I have the same problem and wish I had a toolkit I could just | pull something out of. | THEME - 10/20 [ 10/ 20] Delivered largely in the story, and it fits well enough. I think this | would have tied in a bit better if it had related to the protagonist's | motivations for the game, instead of the protagonist's crazy brother. But | it's a decent effort, more than sufficient to give it a pass. | TOTAL - 254/400 [254/400] Unlike some of the other Paranoia themed games which kind of chickened out | on the scoresheet, this one definitely knew what it was doing, and played to | its strengths. Kuro/Koku/Lachesis turned out a solid game, despite not | having the time to finish everything he wanted, and that's good work. One of | the best skills to develop in the DoZ is knowing when to cut your losses and | tie everything up quickly. | ==============================================================================/ / LITE \ [ 89341 ] = California Rookie ===================== NEWS REPORTERS == [223/400] GAMEPLAY - 61/120 [ 61/120] In the vein of many story-driven games, this one pretty much has you | navigate from place to place touching the right things until you win. | There's something to be said for making this generally entertaining to do, | and a lot of games do rely on this mechanic, but still, what do you expect? | I do appreciate that there's some semblance of inductive reasoning involved | in figuring out which things to touch (particularly, say, the Library), but | ultimately that's largely an illusion too, and really just comes down to | "what stands out on THIS board?" So as fetch-quest games go, this one gets | a solid "average". | GRAPHICS - 63/90 [ 63/ 90] I was actually quite pleased with these, they're not superb but they're | still good, as MZX graphics go. Good use of color and space, in the wider | shots, and generally well planned art. The title screen was a bit meh, but | no one really cares if you don't spend a lot of effort on those, and you | don't REALLY even need to have one; Lancer's the only person I know who | tries to make them really knock-out gorgeous. | TECHNIQUE - 27/80 [ 27/ 80] There's not a whole lot going on in the code department, and not that | there really needs to be. The game is pretty much entirely driven on touch | labels, counter increments, and board teleports, and so it's actually a | little surprising that the game is as buggy as it is. First, it's impossible | to finish the game because one piece of information doesn't increment | correctly. Second, you can get stuck in the university because a bad | teleport overwrites your exit. And then there are three cases of missing | color fades, two of which prevent you from seeing the ending and the credits | even when the other problems are fixed. I say this every time, but TEST YOUR | GAME before you submit, bugs like this are easy to catch on a playthrough | (especially when they prevent you from finishing the game), and trivial to | fix. | STORY - 35/50 [ 35/ 50] It's pretty simple, but points for executing it well and interactively. I | especially liked how the information for different news articles wasn't all | contained in discrete locales. That is, you didn't get all the bank | information just by going to the bank, and the elementary school bus crashed | into the university. Touches like that keep the player occupied in the game | world and make it feel just a little bit less like checking off a box on a | list. Not that much less, I suppose, I may be giving a little too much | credit. But ultimately what I want to say is, the story kept me engaged | through the short duration of the game, and that's some sort of something. | SOUND - 19/40 [ 19/ 40] A collection of random MZX chiptunes, none of which really seem to belong | anywhere. It feels very much to me like the game has music just as a matter | of necessity, than that any real though went into picking it. None of it is | terrible (though some of it is a bit grating), but it's just sort of there. | Also, points off for whatever sound effect was playing on the first office | board. Seemed like it was supposed to be a footstep engine, but it ended up | just sounding like a bunch of dirty electronic thudding. | THEME - 18/20 [ 18/ 20] When your game and story essentially revolve around doing reporter grunt | work to collect information for news articles, I'd say it's pretty difficult | to get closer to the theme. Some things nooodl COULD have done: Better | music. Seriously, it makes all the difference when the audio sets the proper | mood. Another thing I would have liked to see is a one of those spinning | newspaper headlines, because it's such a touchstone for the genre and it | would have worked great as an ending sequence here. I'm actually | disappointed no one thought to do it this time around. | TOTAL - 223/400 [223/400] Someone sure picked the wrong scoresheet! Maybe if I start calling them | the Theme Sheet and the Gameplay Sheet, people will pick up on the idea. | Although the Gameplay Sheet is really the Everything Else Sheet. In any | case, this would have been a great opportunity to capitalize on the theme, | especially with a general lack of gameplay, but oh well. We did explain the | rules in advance. | ==============================================================================/ / LITE \ [ 90622 ] = Achtung! ==================================== PARANOIA == [264/400] GAMEPLAY - 93/120 [ 93/120] Maxim is well on his way to pioneering his own genre of game: The Maxim | Shooter. Which is basically the same sort of thing you'd find on a quarter | sucking arcade cabinet back in the 80s. This is his smoothest yet, and I | daresay he may have to find a new horse to ride because I'm not sure there's | a whole lot more improvement to be done on this concept, at least | gameplay-wise. I will say, the addition of an easy mode with infinite | continues is a great boon to those of us who haven't grasped the strategy | for staying alive in an bulletspam arena shooter yet. This is not my | favorite type of game, by a long shot. But I can definitely appreciate that | there's a lot of gameplay to be had here; lots of fun powerups, hordes of | enemies to kill, a couple of insane bosses, and the promise that if you work | hard enough at it, you might just be able to make it through without | cheating, or spending your entire allowance. | GRAPHICS - 53/90 [ 53/ 90] As always, it's a technicolor explosion all over my screen and I think I | may have an aneurysm. But to his credit Maxim knows exactly what sort of | graphical style he's going for and is completely unapologetic about it. The | most important thing here is that the graphics are properly informing the | user of what's happening, and that they're setting the proper mood. While | the you occasionally lose the player in all the mess that's going on, he | usually sticks out well enough because he's a different color than anything | else on the screen; good for you! And the spread of the weapons tends to | provide excellent feedback on which ones to use. So while I don't think I'll | ever consider this style pleasant to look at, I can appreciate that it | expertly avoids the pitfalls that might come with it, and properly captures | the classic arcade mood. | TECHNIQUE - 70/80 [ 70/ 80] By this time, it shouldn't be surprising that Maxim has this engine down | pat, and part of me thinks it's time he tried something new. But for all | that, it's a well built engine with no bugs that I can find, able to handle | hundreds of enemies and projectiles at the same time and do it FAST. | Combined with lots of juicy powerups and their different firing patterns, | this is an expertly written, technically impressive piece of work. As it | should be, given that it's the centerpiece of the game. | STORY - 17/50 [ 17/ 50] Who cares about story go kill some demons. In the understanding that this | is basically a classic shmup with all the story requirements of, say, | Galaga, I've tossed a few extra points back here. Maybe that doesn't buy | much, but at least Maxim knows how the genre works: if you're going to have | a game where a guy kills hordes of demons, you at least have a tagline on | the front of the box how the guy is going to kill hordes of demons. And | maybe he saves the president while he's at it. On second thought all these | people are losers anyway, maybe I should kill them myself. | SOUND - 25/40 [ 25/ 40] It gets the job done, but it feels like it's missing something. The music | is a sort of repetitive drone, which is normal for Maxim's pieces, and not | entirely out of place in a game like this, but I think something with a bit | more drive and rhythm to it would have served the game better. A solid, 120 | bpm breakbeat would have done a lot more to pump the adrenaline than the | plodding sort of selections picked out here. The sound effects, on the other | hand, were wonderfully retro. | THEME - 6/20 [ 6/ 20] Paranoia is a much easier theme to design a shmup with than, say, Murder | Mystery. I'll bet Maxim is pretty glad of the new scoresheet rule, since | News Reporters doesn't lend itself much better, if you don't really want to | take the time to connect it. Though it's far from impossible to do an action | game that involves journalists; see: Dead Rising. Booyah, people who thought | that theme was too limiting. But anyway, you kill the demons because you're | paranoid. I'll buy that for six points. | TOTAL - 264/400 [264/400] I'd say Maxim has definitely found his niche. While I'd love to see him | branch out, I do understand the hesitation to mess with a formula that | works. Of course, he's up against a lot of good games in a lot of different | styles, here, so to produce a DoZ winning game he may need to mix it up a | bit in the future. But it ain't no little piece of work. | ==============================================================================/ / LITE \ [ 92782 ] = Jack Flaps, News Reporter ============= NEWS REPORTERS == [182/400] GAMEPLAY - 37/120 [ 37/120] This game got off to a decent start but then suffered for lack of anything | else to do. It appeared like it would have been a collection of minigames, | but the trouble with that is you need a lot of minigames to really get | anywhere on that angle, and two is not a lot. I suppose I can still award | some points for what's here: a paper stamping game that makes the tedium of | mindless paperwork just as tedious as the real thing! And then there's a | driving game of the blandest sort. Eh. | GRAPHICS - 59/90 [ 59/ 90] Upper mid-tier kind of stuff, and I think I'd score this a higher if there | were MORE. After all it seems a little unfair for a game that does a lot of | good graphics work across the board to get the same score as a game that | does hardly any work but does what little it has well. Still, it IS good | stuff, so don't misunderstand. I particularly liked the design for the | actual Jack Flaps character, and a shame that didn't see much use. But it's | still three hours worth of graphics work or less for any competent artist. | TECHNIQUE - 45/80 [ 45/ 80] Some very simple minigame code, with the paper stamping being the most | complex, but certainly not that difficult to pull off. Worked nicely though. | On the minus side, I looked at the character animation code and said "ew, | people are still using char edit for large scale, multicharacter | animations?" I thought we were training people better than that. Oh, and | message box thing, you can have a few extra for that I guess. | STORY - 12/50 [ 12/ 50] Well it was off to a good start, but unfinished is as unfinished does, and | it hurts all over. And this is the sort of game where it's really important | to HAVE some sort of story to connect it. It sets itself up for it, and so | it lives or dies by it. Well, that's a bit dramatic, but it does lose more | points because of it. Yes, Maxim got a better story score than you did. | SOUND - 22/40 [ 22/ 40] There's a module, and it's not a bad choice considering the topic, but | it's only the one, and I sort of have to imagine what it would be like to | have this playing for the length of a full game, since it never changes at | all and is maybe a minute and a half long. Sound effects for the paper are | good. But it's that whole unfinished thing again, there just isn't enough to | go off of, here. | THEME - 7/20 [ 7/ 20] I see where this was going, and it's enough to win the benefit of the | doubt, but honestly what's the difference between this and a game where the | theme was "Office Work" or "Bureaucracy" (hey, I remember that one)? Not | much. I imagine this would have solidified a bit more once we got to the | game proper; maybe some good old-fashioned Film Noir sleuthing, to go by the | music? | TOTAL - 182/400 [182/400] "Unfinished" is pretty much the watchword here. And I can't even say you | would have done better to go with the other sheet instead of defaulting, | because you wouldn't have. As I understand it, this is largely a result of | Malwyn and CJA not showing up and Kom trying to handle the game by himself; | although with the amount of excellent solo work turned out this time, I | think we've proven that you don't need to have a team to do really well. | ==============================================================================/ / LITE \ [ 98505 ] = Untitled, Unfinished ======================== PARANOIA == [ 86/400] GAMEPLAY - 27/120 [ 27/120] You walk around, you get some exposition dispensation, and that's pretty | much it. Oh, and there's a section of stealth-ish gameplay, although the | guards are mostly blind and tend to just spazz out when they actually do see | you. I'm not sure I really follow the extreme amount of DoZ demotivation | that leads to this scenario, where you actually do enter the DoZ, but then | only spend about an hour working on it. | GRAPHICS - 19/90 [ 19/ 90] Pretty rough. About the only positive thing I can say is that there was a | tiny bit of gradient work in the opening and the levels. Other than that, | it's mostly just solid blocks and default smileys, and for the one level it | looks like Insidious turned on the draw tool and just fooled around until | he'd drawn a couple of squiggly lines from top to bottom of the screen. | TECHNIQUE - 12/80 [ 12/ 80] Well this is a real mess. There are a couple problems with board linkage | going on, as the first cutscene deposits you in the middle of a wall on the | second, and then that board isn't lined up correctly with the third. And | since that's basically the whole game, then the whole game is pretty much | broken. There's an unimpressive stealth engine that draws a straight line in | front of the patrolling robot (but only when he's facing east or west), so | you could be standing right in front of him but just slightly off to the | side and he'd never know you were there. And that's about the size of the | code here. | STORY - 16/50 [ 16/ 50] This was developing a bit better than the story for Jack Flaps, for | example, but it may just be because it had more potential to be the kind of | story I'd find entertaining, that I'm giving it a few more points. It's | still just the start of something, and needs an end or even a middle in | order to score more. | SOUND - 5/40 [ 5/ 40] Nothing but the default MZX sound effects, which you can hear if you trip | off the guards. But hey, who am I to complain, there's always that one game | Logicow submitted a year ago if you want something REALLY terrible. | THEME - 7/20 [ 7/ 20] As with the previous game, I could see how this was developing into a | paranoia related game, what with the research scientists developing some | sort of super soldier but then being afraid (i.e. paranoid) it might turn on | them. And note to scientists developing super soldiers that might turn on | them: Don't. I mean it never works, it always goes wrong, why do you people | even bother? | TOTAL - 86/400 [ 86/400] Paradoxically, this actually could have picked up more points on the | Theme-Heavy sheet, even though it wasn't particularly well connected to the | theme, just by dint of having very poor scores in all the other categories. | While Kom's game and Old-Sckool's game were both clearly in the unfinished | category, this is much more of an "I wanted to submit something but I didn't | feel like DoZing" affair. And I don't really want to discourage that, since | I like it when people compete. More just to ask, was this really all you had | in you? | ==============================================================================/ / HEAVY \ [ 98991 ] = Welty Wickleson, Harbinger of Truth ========= PARANOIA == [293/400] THEME - 81/100 [ 81/100] Playing up the more humorous side of paranoid delusion, this game does a | very good job of staying on message, even if the message is a bit tweaked. | Gameplay oriented around staying away from certain people because "they'll | get you" also fits the idea pretty well, and even though it's not my first | pick for paranoia, the first musical selection does an excellent job of | getting across the point of "this character has several screws loose", so | the atmosphere is carried effectively. And then of course, the story, and | what says Paranoia like a completely crazed conspiracy theorist? Lots of | other thing, but this is a good choice. | GAMEPLAY - 51/90 [ 51/ 90] Mostly revolves around stealth gameplay combined with with reaching | multiple targets, and for just that it pulls it off alright. There are a few | issues with getting caught and restarting, particularly noticed on the beach | board, where enemies wouldn't properly return to their initial locations. | Though with as difficult as the pattern was to navigate on that board, it | may be for the best that this led to an exploit for repositioning the | patrols out of the way. Apart from that, there wasn't a whole lot else to do | here. | GRAPHICS - 61/70 [ 61/ 70] Quasar's in top form here, as we've all come to expect, with colorful and | detailed levels and well-rendered artwork for Welty's Hunter S. | Thompson-esque profile. There are a few indicators of rushed work here and | there, such as visible control robots on a couple boards, but for the most | part this is very polished, only wanting for a few more large pieces of | inter-level artwork. | TECHNIQUE - 35/60 [ 35/ 60] This is basically just a stealth patrol engine, with a two-state program | and a reset button that doesn't always go off right. Oh, and some decently | handled message box stuff, never forget that. Handled quick and dirty with | MZMs, but for speed and appearance that's really the best compromise. | STORY - 42/50 [ 42/ 50] I think this is probably some of the funniest dialogue this DoZ, for sure, | and so this entry already has major points for story delivery. As stories | go, this one is pretty wacky, and then takes a hard left turn into bizarre | meta-storytelling at the end, but that's all good. It suffers a bit for | being clearly rushed for time at the end, but I'm still chuckling at the | dialogue with the paranoid old guy on the beach. And oh yes, "Of course, I'm | Benjamin Franklin, biotch." Classic. | SOUND - 23/30 [ 23/ 30] After the first level track, which fit so well, I was ready to give this | full marks or close to it. But then there was no sound for the second level, | and the sound on the third level dropped out after I got pinched, and so I | really have to wonder why the decision to go with mod * on all those boards, | and why you couldn't dig up another SOMETHING to put in the second level. It | kind of dampened the experience. | TOTAL - 293/400 [293/400] Despite any misgivings and lingering sense of incompleteness I have about | the game, it's still a very strong entry and a good pick for the scoresheet. | I'm glad Quasar and Tixus decided this was worth a full effort; to think, | you were just going to do a joke game and call it a night! | ==============================================================================/ /= Score Summary ============================================================== --- PARANOIA ------------------------------------------------------------------ 1. 41817 (Lancer-X) - Reconquista+Escalation 323/400 [A/L] 2. 98991 (Tixus, Quasar84) - Welty Wickleson, Harbinger of Truth 293/400 [A/H] 3. 10037 (GreaseMonkey) - Automobile Conspiracy 264/400 [A/H] 3. 90622 (Maxim) - Achtung! 264/400 [A/L] 5. 52517 (Kuroneko) - Risa 254/400 [A/L] 6. 35285 (Goshi) - Paranoid Heavens 243/400 [A/L] 7. 52370 (Old-Sckool) - Night's Journey [-30%] 114/400 [A/L] 8. 98505 (Insidious) - Untitled, Unfinished 86/400 [A/L] --- NEWS REPORTERS ------------------------------------------------------------ 1. 40125 (WildWeasel) - News First! 268/400 [C/H] 2. 89341 (nooodl) - California Rookie 223/400 [C/L] 3. 92782 (Kom, CJA, Malwyn) - Jack Flaps, News Reporter 182/400 [C/L] --- COMPLETE ------------------------------------------------------------------ 1. 41817 (Lancer-X) - Reconquista+Escalation 323/400 [A/L] 2. 98991 (Tixus, Quasar84) - Welty Wickleson, Harbinger of Truth 293/400 [A/H] 3. 40125 (WildWeasel) - News First! 268/400 [C/H] 4. 10037 (GreaseMonkey) - Automobile Conspiracy 264/400 [A/H] 4. 90622 (Maxim) - Achtung! 264/400 [A/L] 6. 52517 (Kuroneko) - Risa 254/400 [A/L] 7. 35285 (Goshi) - Paranoid Heavens 243/400 [A/L] 8. 89341 (nooodl) - California Rookie 223/400 [C/L] 9. 92782 (Kom, CJA, Malwyn) - Jack Flaps, News Reporter 182/400 [C/L] 10. 52370 (Old-Sckool) - Night's Journey [-30%] 114/400 [A/L] 11. 98505 (Insidious) - Untitled, Unfinished 86/400 [A/L] DQ. 13697 (logicow) - Revenge of the Toaster [DQ] 158/400 [A/L] ==============================================================================/ /= Closing Remarks ============================================================ So that was the DoZ. Congratulations to everyone who participated and | entered a game; and I do mean everyone. There's no point in us doing this at | all if people don't want to play. Even you, Logicow, and your silly rule | flaunting and your leaving forever. Here's to many more great competitions | to come. | ==============================================================================/