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