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	<id>https://www.digitalmzx.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WNivek</id>
	<title>MZXWiki - User contributions [en]</title>
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	<updated>2026-06-12T06:16:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=BAND&amp;diff=2960</id>
		<title>BAND</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=BAND&amp;diff=2960"/>
		<updated>2007-01-21T15:42:24Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrongtitle| 1 = BAND!}}&lt;br /&gt;
==About the series==&lt;br /&gt;
BAND! games are all games that make fun of or parody a specific group or person.  Each one has a strange naming convention; ''BAND!'' had four titles, ''BAND! 2'' had three, and ''BAND! 3'' was actually posted and released under the name &amp;quot;''BAND! 4''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game| title = BAND!&lt;br /&gt;
|image = band1.png&lt;br /&gt;
|creator = CJA, ShloobeR, micah&lt;br /&gt;
|company = POOP ROAD &amp;gt;:( + Frozen Cow Industries&lt;br /&gt;
|released = April 2, 2006&lt;br /&gt;
|genre = Comedy/Sidescroller&lt;br /&gt;
}}&lt;br /&gt;
==BAND!==&lt;br /&gt;
Early in 2006, there was a big fiasco over [[Guy]] copying MZXing techniques used by [[CJA]].  It caused quite an uproar... of laughter.  BAND! was the finishing blow.  CJA's voice and [[ShloobeR]]'s animation savvy made the cinemas hilarious.  The gameplay, however, was rather subpar.&lt;br /&gt;
&lt;br /&gt;
===Plot synopsis===&lt;br /&gt;
You play as [[micah]], fed up with Guy.  You decide to go kill him.  But first, you need to get by his clones.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
#BAND!  ''(Working title; what it was referred to during its creation)''&lt;br /&gt;
#Copy'''CAT'''&lt;br /&gt;
#Fagz&lt;br /&gt;
#BAN DMZX&lt;br /&gt;
&lt;br /&gt;
===Credit===&lt;br /&gt;
*CJA - Gameplay, Ending cinemas, Voiceacting for Guy&lt;br /&gt;
*ShloobeR - Title screen, Intro cinema, Original remix of ''Europe - The Countdown''&lt;br /&gt;
*micah - Voiceacting for micah&lt;br /&gt;
&lt;br /&gt;
{{Game| title = BAND! 2&lt;br /&gt;
|image = band2.png&lt;br /&gt;
|creator = CJA + Guy&lt;br /&gt;
|company = POOP ROAD &amp;gt;:(&lt;br /&gt;
|released = April 2, 2006&lt;br /&gt;
|genre = Comedy/Action&lt;br /&gt;
}}&lt;br /&gt;
==BAND! 2==&lt;br /&gt;
One day in [[Mzx_(channel)|#mzx]], [[Lancer-X]] and CJA got into a momfight.  That is, they continually insulted each other's mothers.  This led to CJA and Guy teaming up to fight back in the most effective medium available to them--MegaZeux!  &lt;br /&gt;
The game was released on Mother's Day.&lt;br /&gt;
&lt;br /&gt;
===Plot synopsis===&lt;br /&gt;
You play as Lancer-X, trying to help your morbidly obese mother collect ingredients for Mother's Day.  She needs a massive number of eggs and cartons of milk-- as well as &amp;quot;three fresh young Americans!&amp;quot;  Lancer-X rides to America with a saber and begins the collection.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
#eggs adventure ''(Working title)''&lt;br /&gt;
#LANCER'S MOM IS FAT&lt;br /&gt;
#PREMIERE&lt;br /&gt;
&lt;br /&gt;
===Credit===&lt;br /&gt;
*Guy - Majority of gameplay and cinemas&lt;br /&gt;
*CJA - Voiceacting&lt;br /&gt;
&lt;br /&gt;
{{Game| title = BAND! 3&lt;br /&gt;
|image = band3.png&lt;br /&gt;
|creator = CJA + Guy&lt;br /&gt;
|company = POOP ROAD &amp;gt;:(&lt;br /&gt;
|released = June 14, 2006&lt;br /&gt;
|genre = Comedy/Sidescroller&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==BAND! 3==&lt;br /&gt;
CJA and Guy view [[Commander Pancake]] as a nuisance.  Commander Pancake would act unintelligent for the sole purpose of annoying people, use &amp;quot;newbie talk&amp;quot;, and utilize dumb-looking emoticons.  CJA and Guy thought this was enough, so they created this game.&lt;br /&gt;
&lt;br /&gt;
===Plot synopsis===&lt;br /&gt;
You play as CJA.  CJA tries to chase Pancake, but he gets away; so he hops into a sedan and takes off on the highway.  However, he crashes several times, and must search the area for repair kits.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
#Band! 4&lt;br /&gt;
&lt;br /&gt;
===Credit===&lt;br /&gt;
*CJA - SMZX mode graphics, Level design, some music&lt;br /&gt;
*Guy - Level design, Car driving engine&lt;br /&gt;
&lt;br /&gt;
[[Category:POOP ROAD games]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=NHL&amp;diff=2959</id>
		<title>NHL</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=NHL&amp;diff=2959"/>
		<updated>2007-01-21T15:42:21Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = NHL (National Hockey League)&lt;br /&gt;
|image = none.png&lt;br /&gt;
|creator = T-Bone6&lt;br /&gt;
|company = [[T-Bone6 Productions]]&lt;br /&gt;
|released = 2005/2006&lt;br /&gt;
|genre = Sports&lt;br /&gt;
}}&lt;br /&gt;
'''NHL''' (National Hockey League) is a MegaZeux sports game created by [[T-Bone6]]. There are over &amp;lt;b&amp;gt;25&amp;lt;/b&amp;gt; North American teams to choose from and various different types of game modes to play in. You can play with a friend or against a friend, by using this game's unique multiplayer options.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=World_Chaos&amp;diff=2958</id>
		<title>World Chaos</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=World_Chaos&amp;diff=2958"/>
		<updated>2007-01-21T15:42:18Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = World Chaos&lt;br /&gt;
|image = &lt;br /&gt;
|creator = [[paulguy]]&lt;br /&gt;
|company = &lt;br /&gt;
|released = summer 2002&lt;br /&gt;
|genre = action/adventure&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Sacred_Gem&amp;diff=2957</id>
		<title>Sacred Gem</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Sacred_Gem&amp;diff=2957"/>
		<updated>2007-01-21T15:42:14Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = Sacred Gem (demo)&lt;br /&gt;
|image = SacredGem.PNG&lt;br /&gt;
|creator = [[Commander Pancake]]&lt;br /&gt;
|company = Independent&lt;br /&gt;
|released = May 29 2006&lt;br /&gt;
|genre = Adventure&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Spider_124&amp;diff=2956</id>
		<title>Spider 124</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Spider_124&amp;diff=2956"/>
		<updated>2007-01-21T15:42:10Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spider 124]] was an MZXer responsible for the [[MegaZeux#Spider Versions|Spider series]] of MegaZeux versions. He was also known for being a staunch defender of the [[GPL]] and infamous for discovering the password for the publicly-posted company-only demo of [[Final Fantasy: Dynasty Prelude]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{NeedsPeerReview}}&lt;br /&gt;
[[Category:MZXers]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=High_on_Life&amp;diff=2955</id>
		<title>High on Life</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=High_on_Life&amp;diff=2955"/>
		<updated>2007-01-21T15:42:04Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = High on Life&lt;br /&gt;
|image = &lt;br /&gt;
|creator = [[paulguy]]&lt;br /&gt;
|company = &lt;br /&gt;
|released = early 2005&lt;br /&gt;
|genre = action/adventure&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=EsperNet&amp;diff=2954</id>
		<title>EsperNet</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=EsperNet&amp;diff=2954"/>
		<updated>2007-01-21T15:41:59Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Espernet''' is the primary [[IRC]] network of the [[MegaZeux|MZX]] community since late 2000 or so.  It is home to such channels as [[MZX (channel)|#mzx]], [[Neocesspool (channel)|#neocesspool]], [[Jkpj13 (channel)|#jkpj13]] and others.  Due to its periodic instability there have been occasional calls to move the community, and #mzx in particular, to another network.  However, because of general lack of agreement about what that network should be, the logistics of getting the entire community to agree to move without fracturing it, and temperments which tend to forget the stability problem after a few days until the next time it manifests, the community has largely remained on Espernet to this day.&lt;br /&gt;
&lt;br /&gt;
Espernet is a smallish network compared to some, run on a handful of servers.  The chief IRCop is [[IJ]], and he and others can be consulted in #dragonweyr.  [[dormando]], once a regular member of the MZX community on IRC but since drifted away, maintains dream, one of the servers.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Summer_2005_Dualstream_Day_of_Zeux_Judging_Sheets:Prophet&amp;diff=2952</id>
		<title>Summer 2005 Dualstream Day of Zeux Judging Sheets:Prophet</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Summer_2005_Dualstream_Day_of_Zeux_Judging_Sheets:Prophet&amp;diff=2952"/>
		<updated>2007-01-21T15:41:54Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TEAM 5364&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Galaxy Slime|GALAXY SLIME]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 24/75''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Insanely Difficult&amp;quot; are the key words here. Combine a tight playing space, fast (and fast-shooting) enemies and an unresponsive ship, and you get Prophet throwing a tantrum. Not to mention that the game seemed to end after losing one life, despite claiming that I had seven to spare. What a jip.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 21/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Eh, pretty standard MZX graphics. Nothing particularly special.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 9/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Shooter-scrollers are a dime a dozen. No alternate weapons, no power-ups of any description. Although I did quite like those volcanoes on Red Planet.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 12/40''&amp;lt;br&amp;gt;&lt;br /&gt;
It has a bit of a plot, but it didn't make much sense. Okay, there's slime growing on these planets. Where does it get the spaceships from? Are they made from organic material? Can the slime manifest itself as these things? Is it a rip-off of the Many from System Shock 2? Who can tell?&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 11/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The music was a mixed bag. Some of it was okay, and I rather liked the argh-omg-scary song. It still gets low marks, however - where were the sound effects? What sort of space shooter doesn't have zappy laser-y noises and explosions? One that only gets 11/35, that's what.&lt;br /&gt;
&lt;br /&gt;
''Theme - 20/30''&amp;lt;br&amp;gt;&lt;br /&gt;
It had space and I suppose it included exploration to a degree. But! But in a clever way, it also sort-of incorporated growth. Oh go on, have a twenty.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 6/15''&amp;lt;br&amp;gt;&lt;br /&gt;
A tad buggy, and too frustrating to be much fun. The white zig-zaggy corridors reminded me of a game I played many years ago, so it gets an extra point for nostalgia. By the way, the big boss's right half seemed to be COMPLETELY INVULNERABLE. Gah.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 103/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 6170&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[A Space Exploration Game of Some Sort|A SPACE EXPLORATION GAME OF SOME SORT]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 5/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Um, well, it was more of a graphics demo than a game, but whizzing around with inertia was fun for a minute, I suppose. Oh, and you can shoot. But not at anything. Hmm.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 15/60''&amp;lt;br&amp;gt;&lt;br /&gt;
They weren't altogether pretty, but as a technical achievement, I was quite impressed.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 20/45''&amp;lt;br&amp;gt;&lt;br /&gt;
An innovative engine with no game to back it up.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 0/40''&amp;lt;br&amp;gt;&lt;br /&gt;
There wasn't one. I mean, come on, would it have taken that long? I'll even help you out: &amp;quot;You are a space pilot in the 26th century who has suddenly died. As punishment for your lifelong sin of molesting kittens, you are damned to spend eternity flying through a featureless void. Enjoy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 2/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Pure silence. A faithful depiction of space, but not very exciting.&lt;br /&gt;
&lt;br /&gt;
''Theme - 20/30''&amp;lt;br&amp;gt;&lt;br /&gt;
It has space. It has a spaceship. The exploration part is a bit tenuous, though. &amp;quot;Advanced Discover-How-Terrifyingly-Empty-Space-Really-Is Simulator&amp;quot; sounds more accurate.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 3/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Aw, I'm a sucker for vector graphics.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 65/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 9081&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[A Sad Game|A SAD GAME]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 37/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Run around some corridors and talk to people - pretty standard fare, really. The conversations at the start were annoying - it shouldn't take five seconds to move between lines, especially not at speed 1! The parts with the fires were frustrating, but the weirdness on Deck 3 was rather well done, I think. I didn't like the &amp;quot;wrong board&amp;quot; joke, mainly because I fell for it and quit the game before it was explained :P&lt;br /&gt;
&lt;br /&gt;
''Graphics - 23/60''&amp;lt;br&amp;gt;&lt;br /&gt;
They were okay. Not amazing, but functional.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 20/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The game was surprisingly atmospheric, and I was a little disappointed that the dream sequence ended so quickly. The race to the escape pod was definitely unusual.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 14/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Not a lot of it... escape from a failing spacecraft, and then somehow end up in System Shock. Odd. Was SHODAN supposed to be behind the problems with the air system? It could've done with a little more development.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 19/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The music was quite good and fit the setting (no, I haven't played Earthbound). There wasn't many sound effects to speak of, apart from the freaky noises accompanying the (unnervingly happy) music on Deck 3.&lt;br /&gt;
&lt;br /&gt;
''Theme - 13/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Again, it had space, but not exactly exploration of it.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 7/15''&amp;lt;br&amp;gt;&lt;br /&gt;
I quite liked this, but I'm not sure why. I didn't encounter many bugs, but the instant death annoyed me greatly.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 65/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 19662&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Cheese's Adventure|CHEESE'S ADVENTURE]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 55/75''&amp;lt;br&amp;gt;&lt;br /&gt;
A platformer-y/RPG game with a great pixel engine. It's an interesting game to play, though pitched way on the wrong side of hard. There were a couple of bugs - for example, on the first tree level, you don't die from falling off-screen, and on one occasion, re-entering a boss level caused the boss to disappear.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 55/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with a very pretty intro sequence, the game is pixel-based which gives the graphics very smooth animation. They are a bit on the diddy side though, and at times have attribute clash problems reminiscent of the ZX Spectrum. ;) That said, they really are of excellent quality.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 40/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Certainly this is an innovative game. Pixel-smooth graphics and an interesting skill-point system, as well as being able to backtrack to gain experience make it a game worth seeing.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 15/40''&amp;lt;br&amp;gt;&lt;br /&gt;
A plot is never really given, although 'grow and survive' seems to be the general idea, and it's implemented well in the skill-point system.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 25/35''&amp;lt;br&amp;gt;&lt;br /&gt;
A mixed bag - I loved the gentle forest music, but the boss theme made me want to tear my ears off. The sound effects are minor, but effective.&lt;br /&gt;
&lt;br /&gt;
''Theme - 20/30''&amp;lt;br&amp;gt;&lt;br /&gt;
It fits in with the growth theme quite well. The little dude even gets bigger as you go along - how about that for quality?&lt;br /&gt;
&lt;br /&gt;
''Discretion - 10/15''&amp;lt;br&amp;gt;&lt;br /&gt;
As unique as it is, I found the game more frustrating than fun. I have a feeling this'll make me unpopular, but I didn't really enjoy it that much.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 220/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 21986&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Agent Ballpark Will Explode|AGENT BALLPARK WILL EXPLODE]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 6/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, this was an incredible disappointment. After an amusing and intriguing intro sequence, I was expecting a lot more than one half-complete level with a broken engine and an indestructable enemy.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 46/60''&amp;lt;br&amp;gt;&lt;br /&gt;
The intro is lovely with its photo slideshow, and the in-game landscape is gorgeous. Agent Ballpark himself looks pretty decent - with a nice twist on the traditional smiley. I'm knocking a few points off for the broken lettering in the mission briefing, and the way Ballpark's sprite spazzes out when you enter the red zone of the fatometer.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 16/45''&amp;lt;br&amp;gt;&lt;br /&gt;
From the briefing, this sounds like it could've been a highly innovative game - the fatometer scores some points, but not as many as it would've if it'd been properly implemented. The idea of jumping instead of walking is an interesting one, too.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 20/40''&amp;lt;br&amp;gt;&lt;br /&gt;
A well-conceived plot, thrown at the player a little too fast. Alas, it isn't fleshed out through the game at all, so it only gets twenty.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 21/35''&amp;lt;br&amp;gt;&lt;br /&gt;
I'm slightly ashamed to admit that I adore the song in the intro. The in-game tune is dire, though. The Stephen-Hawking sound-a-like gains a few points in this category, as does the tribute to Queen ;)&lt;br /&gt;
&lt;br /&gt;
''Theme - 25/30''&amp;lt;br&amp;gt;&lt;br /&gt;
A very clever twist on the idea of growth.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 5/15''&amp;lt;br&amp;gt;&lt;br /&gt;
What happened to the game, guys?&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 139/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 31340&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[React|REACT]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 60/75''&amp;lt;br&amp;gt;&lt;br /&gt;
A traditional MZX run-around adventure, with more to offer than first appears. It's quite action-oriented, giving you multiple weapons, although shooting masses of guards and plants gets incredibly tedious after a while. It has RPG elements in that you can level-up and gain more health, but I completely forgot it existed for most of the game. The story is long, surprisingly good and has multiple endings - naturally, I got one of the bad ones. Tch.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 15/60''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics were poor. There's no two ways about it - the character set and palette were uncompletely untouched. However, they were functional, and mostly unobtrusive, so they get a fifteen.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 10/45''&amp;lt;br&amp;gt;&lt;br /&gt;
I wouldn't call it particularly innovative. It did have RPG elements, but they weren't very important. It's a solid traditional MZX game, and there's nothing wrong with that.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 31/40''&amp;lt;br&amp;gt;&lt;br /&gt;
The plot is definitely this game's strong point. Although the writing is a little iffy, the story is strong and carried well, with some decent twists. The endings, on the other hand, seem pretty rushed - a single static screen per ending with a brief explanation of what happened.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 21/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Yay, Delta! Most of the music was pretty good and suited the game. On the down side, I don't recall hearing a single sound effect.&lt;br /&gt;
&lt;br /&gt;
''Theme - 23/30''&amp;lt;br&amp;gt;&lt;br /&gt;
It has a plant which grows and grows (and grows some more). I guess it just about fits in with growth?&lt;br /&gt;
&lt;br /&gt;
''Discretion - 11/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Mostly pleasing, although the shooting got dull. There were a few bugs - dialog boxes popping up multiple times, for example, and there were instances of blank spaces appearing in the floor.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 171/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 31711&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Final Frontier|FINAL FRONTIER]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 60/75''&amp;lt;br&amp;gt;&lt;br /&gt;
It starts off on the wrong foot - an overly complex flying and shooting level where attacking the enemy is the worst thing you can do - you can complete the level in five seconds if you just fly straight to the end. However, the second part is an RPG adventure which, while not great, is pretty fun. It has six weapons (although I only found four while playing) with some items to use. There's some monster shooting and a little bit of exploration before the inevitable boss fight who, by the way, is insanely overpowered.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 35/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Reasonably good graphics, but nothing too astounding. The planet boards seemed a bit ZZT-y, but that's not necessarily a bad thing as they were still aesthetically pleasing.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 30/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Oh yes, I liked this. Obviously someone in this team has a slight fondness for Doom, and the choice of weapons reflects this - it was quite fun to blast aliens with the ole' double-barrel, and the implementation of backpacks was a good idea. The idea of a moving status pane was novel, but too annoying to score many points.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 25/40''&amp;lt;br&amp;gt;&lt;br /&gt;
The plot was a bit weak, to be honest - crash-land on a planet and (omg) there are hostile aliens. The idea of an alien cult was interesting, though, and the ending was pretty funny.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 27/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Some reasonably mood-fitting music, and lots of lovely sound effects that enhance the game (even if most of them are stolen from Doom ;)&lt;br /&gt;
&lt;br /&gt;
''Theme - 22/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Mankind is exploring space, you get shot down and have to explore an alien planet. It fits, I guess.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 12/15''&amp;lt;br&amp;gt;&lt;br /&gt;
A few bugs, involving overlay problems and missing-floor-syndrome, but I found this game quite engaging (once I got past the first mission, that is). I've knocked a point off for the stupidly powerful final boss ;P&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 211/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 37052&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Growth and Consolidation|GROWTH AND CONSOLIDATION]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 45/75''&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting idea, and one that appealed to me originally. You have to dig, plant and grow plants to produce fruit, which you sell at a profit. Unfortunately, the novelty of digging and watering your seedlings quickly gets monotonous, and isn't helped by the clunkiness of MZX's mouse control.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 19/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Simple, but functional. However, it loses points because some of the colour contrasts could've been better - I had to lean in close to see the holes I had dug - and the buildings looked, well, pretty much atrocious. There were a few glitches where parts of the status text would get obliterated.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 35/45''&amp;lt;br&amp;gt;&lt;br /&gt;
A lovely concept - strategy games are rare in Megazeux, after all - with some novel ideas (making jam, jam, jam, is always fun... but plants with AIDS?).&lt;br /&gt;
 &lt;br /&gt;
''Plot - 10/40''&amp;lt;br&amp;gt;&lt;br /&gt;
A quick introduction, and I suppose a little more is explained in the ending, but the plot isn't the game's main focus point.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 25/35''&amp;lt;br&amp;gt;&lt;br /&gt;
There are no digitized sound effects, but the [[PC speaker]] blips weren't bad at all. It gives you a choice of music to listen to while playing, and although most of them don't fit the mood, the title screen song makes me bob my head like an idiot. Kudos!&lt;br /&gt;
&lt;br /&gt;
''Theme - 27/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Grow dem plants! Yup, growth in its entirety here.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 9/15''&amp;lt;br&amp;gt;&lt;br /&gt;
I really wanted this game to be great, but alas it ends up merely mediocre, if original. The 1x1 graphics meant that it was hard to get the cursor to sit on the correct block and given the speed at which the plants deteriorated, this was annoying as heck.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 160/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 39201&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Space Kung-Fu|SPACE KUNG FU]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 70/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Quite easily my favourite game from this DoZ! This is a puzzle/arcade game that is, while challenging, not frustrating. I played through the entire thing in one sitting, and was sorely disappointed that it ended when it did. Each level seems to have a trick to it, but even when you've worked it out, it still takes skill to pull it off. And - gasp - it was fun to play!&lt;br /&gt;
&lt;br /&gt;
''Graphics - 45/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Reasonably pretty graphics. They won't blow your socks off, but they're adequate for the game. There are a few glitches here and there - holes appearing in the floor, and your character looks very odd when running against a one-way passage, but they're forgivable.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 40/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Oh yes. The multiple skills are dished out in such a way that there is no single dominating character - all three have to work together to complete each level. The robots, which only move within certain sectors, and are controlled by cameras added some extra strategy to the game. Marvellous.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 15/40''&amp;lt;br&amp;gt;&lt;br /&gt;
The plot wasn't particularly developed, but it was mostly there for comedic reasons anyway.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 30/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The music is quite... quirky, which fits the game nicely. The numerous sound effects are great though I must say, the spoken briefing at the start was both amusing and annoying.&lt;br /&gt;
&lt;br /&gt;
''Theme - 10/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Space, yes. Exploration, no. Naughty, naughty.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 13/15''&amp;lt;br&amp;gt;&lt;br /&gt;
I really enjoyed this entry, and I sincerely hope it gets turned into a fully-fledged game.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 223/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 42914&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Secret Galaxy|SECRET GALAXY]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 2/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, the jump engine was quite nice... but that's all there was, apart from a rather passive tortoise.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 15/60''&amp;lt;br&amp;gt;&lt;br /&gt;
The player character was very well drawn and animated. The rest of it, however, was fairly bland.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 3/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Jump. Shoot. Tortoise.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 15/40''&amp;lt;br&amp;gt;&lt;br /&gt;
It had an interesting opening story, but it fails because it never got developed.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 7/35''&amp;lt;br&amp;gt;&lt;br /&gt;
There were a few songs, of which I liked the title screen and planet ones. No sound effects.&lt;br /&gt;
&lt;br /&gt;
''Theme - 25/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, a space game in this DoZ that actually has some degree of exploration. Well, in theory, anyway.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 2/15''&amp;lt;br&amp;gt;&lt;br /&gt;
There's not much more to say.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 69/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 44305&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Chronicles of a Broken Man|CHRONICLES OF A BROKEN MAN]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 45/75''&amp;lt;br&amp;gt;&lt;br /&gt;
A decent-ish platformer game. The levels weren't particularly exciting, but gosh darn it, that sword was fun to play with (although if you got shot while hanging on a wall, you fell with the sword graphic still lodged in it). The asteroid belt level was bugged and pretty pointless - I won it by not moving at all. Overall, it was a pretty solid game, but its buggy jump engine lets it down.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 45/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Ooh, very nice indeed - some pleasantly animated parts, including chopped-up enemies falling into pieces. I have no idea what the cutscene graphics were supposed to be about, though.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 20/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing that makes your jaw drop, though I did like the 'hang on the wall by your sword' manoeuvre and the blippy swipe-in-swipe-out instruction box.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 25/40''&amp;lt;br&amp;gt;&lt;br /&gt;
A tad confusing, as it doesn't develop all that much, making the big boss's motivations unclear. It kept the game going, though, and it was reasonably well-written.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 19/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Some nifty sound effects (BLAARGH), and the music is fitting, if not very memorable.&lt;br /&gt;
&lt;br /&gt;
''Theme - 21/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Hmm, tricky - the first two levels were set in space, and the plot pivoted on the idea of space exploration, but there wasn't a lot of evidence for it. &lt;br /&gt;
&lt;br /&gt;
''Discretion - 7/15''&amp;lt;br&amp;gt;&lt;br /&gt;
A pretty cool game, marred by its sheer bugginess. Any game loses points when the judge has to fix board links themselves ;)&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 182/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 52671&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Demon Surge|DEMON SURGE]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 60/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty decent gameplay - an adventure with a decent sword engine and a sneak-or-fight style like Metal Gear Solid (it even has an evade counter) which determines which of the three endings you'll get. However, the game is far too short - there are only three playable boards, and the lack of length hurts the plot.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 45/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Very pretty for the most part, but the quality deteriorates as the game progresses, from the detailed and foreboding prison to the 'what the hell is this supposed to be?' final encounter. The cutscenes were rather attractively drawn.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 15/45''&amp;lt;br&amp;gt;&lt;br /&gt;
I've never seen an evade engine in a Megazeux game before, so I'll give it props for that. The sword engine wasn't anything special (although I think it was supposed to be a stick or club or something).&lt;br /&gt;
 &lt;br /&gt;
''Plot - 25/40''&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting plot about genetic manipulation and experimentation to create 'demons'. It had more than just an echo of Metal Gear Solid's plot, however. The biggest problem was that due to the size of the game, the plot came at you too thick and fast. On the first board, you have no memory, but on the second, the first huge plot point was given away. I can't help thinking I'd have liked it better if it came out slower and more subtle.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 29/35''&amp;lt;br&amp;gt;&lt;br /&gt;
A few dinky sound effects, but the music really is lovely. It has slow, mysterious pieces for the prison and forest, a fast, panicky song for the evasion countdown and a suitably powerful tune for the boss battles. Yum.&lt;br /&gt;
&lt;br /&gt;
''Theme - 18/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Growth as a person, and growth through genetics, but they seem to be stuck onto the end of the game at the last minute. The game itself doesn't involve growth much at all.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 10/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty decent, I didn't encounter many bugs although occasionally parts of my sword didn't get deleted properly. The endings are pretty darn lackluster, too.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 202/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 37052&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Valve Pressure|PRESSURE VALVE / VALVE PREASURE]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 50/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Run around, shoot things, and occasionally hit a valve to reduce the ever-climbing pressure. This'd be a lot more exciting if the pressure actually did anything anywhere on the ship, except for in one room. With the main feature out of the way, the game is pretty standard fare - shoot, find passwords, and go to the next level.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 45/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty, very pretty. Unfortunately, some parts could've been clearer - I only managed to exit the first level by accidentally hitting the right wall tile, which doesn't stick out that much from the others. The doors sliding open and closed was a nice touch, as were the pools of alien blood and the animation of the player character. There were quite a few glitches with the overlay, and sometimes you can see El Smiley where the player graphic should be.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 15/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The concept of constantly having to keep an eye on the pressure clock is a good one, but it just wasn't implemented well. Apart from this, however, there wasn't much to make it stand out from the crowd.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 10/40''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You are in a spaceship. Aliens have invaded. Find the escape pod&amp;quot;. Glak. And that's the only mention of the plot until the incredibly weak ending.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 25/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The music mostly fit the setting, and the sound effects were nice, especially the alien growls and hiss of the steam.&lt;br /&gt;
&lt;br /&gt;
''Theme - 10/30''&amp;lt;br&amp;gt;&lt;br /&gt;
You're in space, in a spaceship, but not actually exploring. And no, it doesn't get extra points for the brief mention in the ending. Pssh.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 7/15''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Preasure&amp;quot;? An unbelievably obvious typo on the title screen? Fail. And double fail for making me race against the clock, even though there's no penalty for letting it run out. Bah.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 162/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 66108&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Super Space Adventure 3D|SUPER SPACE ADVENTURE 3D]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 9/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Oh dear. It starts with a promising story, but quickly fizzles out. You run around huge, empty areas and talk to a few people. There's no story to speak of, nothing to fight, no puzzles. The only thing vaguely interesting is the shooting gallery game, and even that's dull as ditchwater.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 8/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Poor. There are seven, count 'em - SEVEN modified graphics. Only one colour has been modified. This in itself isn't a crime, but the boring room layouts are.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 4/45''&amp;lt;br&amp;gt;&lt;br /&gt;
None, save the 'eh'-ish shooting gallery.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 13/40''&amp;lt;br&amp;gt;&lt;br /&gt;
It has a moderately interesting opening story, but that's pretty much it. You meet some people who make you play a mind-numbing arcade game, then take you to a computer that sends you home. Oh dear.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 2/35''&amp;lt;br&amp;gt;&lt;br /&gt;
No music at all, and only the default MZX sound effects.&lt;br /&gt;
&lt;br /&gt;
''Theme - 20/30''&amp;lt;br&amp;gt;&lt;br /&gt;
You go into space, but don't 'explore' as much as 'are led around some utterly uninteresting rooms before the game abruptly ends'.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 4/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, I didn't find any bugs, so that's something, right?&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 60/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 79840&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Blacktropix|BLACKTROPIX]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 18/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Run into a village, talk to a bunch of offensively stereotypical black people then go shoot some built-in enemies in a badly-drawn cave. Not very fun, and no challenge at all. The title screen fooled me into thinking it would be good :(&lt;br /&gt;
&lt;br /&gt;
''Graphics - 17/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Title screen = yay. Map screen = okay. In-game = argh.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 3/45''&amp;lt;br&amp;gt;&lt;br /&gt;
For the end-of-game-twist, which I found mildly amusing.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 5/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Your uncle's been kidnapped and taken away to a cave, so you, uh, go in and find him.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 17/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The music was pretty decent, except for the cutscene tune. &lt;br /&gt;
&lt;br /&gt;
''Theme - 4/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Find your uncle, and he reveals he's experimenting in space exploration. Erm...&lt;br /&gt;
&lt;br /&gt;
''Discretion - 4/15''&amp;lt;br&amp;gt;&lt;br /&gt;
(15 - (1 x 'nigga')) = 4. Crikey.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 68/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 81762&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[The Gardener|THE GARDENER]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 32/75''&amp;lt;br&amp;gt;&lt;br /&gt;
A run-around inventory adventure. There are no enemies (unless you count the redneck), and the puzzles aren't exactly brain-teasing. It's a bit annoying that you can't pick up items until after you've been told what they're used for. Considering how basic the game is, it's extremely short.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 7/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Very [[ZZT]]-ish - it even uses the [[ASCII]] char set. The boards are large and mostly empty, and there's hardly any scenery to make up for it. Bland, bland, bland.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 17/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing amazing in terms of gameplay, but I thought the solutions to growing the plants were creative, if not complex. I also really dig the status screen that pops up when you press Enter.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 12/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Grow six bizarre plants in order to enter a gardening competition. And... that's about it.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 4/35''&amp;lt;br&amp;gt;&lt;br /&gt;
No music and only one, lonely sound effect.&lt;br /&gt;
&lt;br /&gt;
''Theme - 26/30''&amp;lt;br&amp;gt;&lt;br /&gt;
You grow plants. The plants grow. That's growth. Yups.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 7/15''&amp;lt;br&amp;gt;&lt;br /&gt;
There's something endearing about this game, but it's not enough to warranty how amazingly lazy it seems. I did like the Canadian Bacon Tree, though.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 105/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 81802&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Zt - The Dawn of Zeux|THE DAWN OF ZEUX]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 45/75''&amp;lt;br&amp;gt;&lt;br /&gt;
A blend of runaround adventure, RPG, side-scrolling platform and button mashing, but three of these are handled pretty badly. What's the point of an experience system where you never level up and which has no effect on anything? The platform levels seemed a bit clunky, and the button-mashers were far too easy. Nonetheless, the adventure bit was rather good - I especially liked the spectrum puzzle in the caves.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 47/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Excellent on the whole, but the Mighty Bomb Jack parts looked atrocious. The cutscenes were rather good, though. (Adeel looks so cute in his boxers ^^)&lt;br /&gt;
&lt;br /&gt;
''Innovation - 15/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing mind-blowing, though I don't think I've ever seen a Megazeux game with so much politics crammed into it. The one-long-sample music was an interesting idea, too.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 17/40''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Random&amp;quot; is a good word to describe this. It has a lot of left-wing politics which seemed rather overbearing at times (and I'm a left-winger, folks). I'm not quite sure how the carjacking scene or the Mighty Bomb Jack game fit into it all, and the sudden time-travel/Super-Sayajin thing seemed, oh... unbelievably contrived?&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 17/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The music wasn't really my cup of tea, and some songs didn't seem to fit all that well with the locations (the caves are a good example). The sound effects were rather nice - I must admit I took a shine to the 'ohhh'.&lt;br /&gt;
&lt;br /&gt;
''Theme - 8/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Growing... as a nation? Growing in terms of tolerance? It seems a bit tenuous whichever way you look at it.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 6/15''&amp;lt;br&amp;gt;&lt;br /&gt;
It was okay... but the politics were as subtle as a shovel to the head. And why the heck is it called &amp;quot;Dawn of Zeux&amp;quot;? Crikey, I hate hip-hop.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 155/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 86970&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Shoot the Enemy and Win|SHOOT THE ENEMY AND WIN]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 3/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Ah. Walk left or right as the game dictates until the next cutscene triggers. They also progress very fast, so any plot points probably flew straight past me. If they existed. Um.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 23/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Adequate MZX-y graphics... nothing really out of the ordinary. The boards were absolutely miniature, though.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 2/45''&amp;lt;br&amp;gt;&lt;br /&gt;
It made me raise an eyebrow in confusion, so I think that's worth something.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 15/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Something about... growing... as a person? And, uh, realising that... umm, killing is wrong? Jeez, I don't know. I'm still not sure whether this is an attempt at deep, philosophical storytelling or a lame joke.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 2/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing at all.&lt;br /&gt;
&lt;br /&gt;
''Theme - 12/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Uh, growing as a person? I guess?&lt;br /&gt;
&lt;br /&gt;
''Discretion - 6/15''&amp;lt;br&amp;gt;&lt;br /&gt;
It's a bit buggy - you can wander all over some of the boards. And where the heck's the game?&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 63/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 98083&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Space Invader|SPACE INVADER]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 30/75''&amp;lt;br&amp;gt;&lt;br /&gt;
I'm going to admit that I didn't finish this game. Mainly because it's COMPLETELY IMPOSSIBLE. Seriously, fifty fuel points to explore the galaxy with? What were you thinking?! Anyway, when you land on a planet, it's a fairly standard side-scroller. You have extremely limited bullets and an infinitely-useable laser thing. It would've been extremely nice if the instructions informed you that these exist. It would also have been nice if it told you that you HAVE A FRICKING JETPACK. Graarragh.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 22/60''&amp;lt;br&amp;gt;&lt;br /&gt;
The space scene looks quite nice, and the clouding adds to the exploration theme, but the planet graphics are poor at best.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 20/45''&amp;lt;br&amp;gt;&lt;br /&gt;
I liked the idea of conquering the galaxy planet by planet, but did the fuel have to be quite so limited? The only way I actually found other planets was by looking in the editor and planning the shortest route.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 10/40''&amp;lt;br&amp;gt;&lt;br /&gt;
A short introduction, and no plot buildup (that I saw). I'll give it a ten just in case something terribly interesting happens later on.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 2/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Didn't hear a thing.&lt;br /&gt;
&lt;br /&gt;
''Theme - 20/30''&amp;lt;br&amp;gt;&lt;br /&gt;
You actually explore space - what a boon! And then you even get to  conquer it! Well, at least it sounds good.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 6/15''&amp;lt;br&amp;gt;&lt;br /&gt;
I liked the idea, but it was buggy and could've done with a lot of playtesting, even if just to show how limited the fuel is.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 110/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
TEAM 99086&amp;lt;br&amp;gt;&lt;br /&gt;
'''''[[Space Exploration|SPACE EXPLORATION]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 46/75''&amp;lt;br&amp;gt;&lt;br /&gt;
This was... odd. It's an adventure/platformer centred around finding enough Bollars to buy a new spaceship from the planet Flan. There's a sense of freedom, as you can choose to visit the seven planets in any order. It's vaguely fun and humorous (especially the ending), in an odd way, although it does have some annoying parts (ping-pong paths and invisible walls, anyone?). Hmm.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 33/60''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing spectacular, but they're functional and pretty enough in a [[Cans]]-like way. Nice 'n bright, too.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 6/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Not a lot to talk about. Although there's an atomic yo-yo. Can you tell I'm getting bored of writing these things yet?&lt;br /&gt;
 &lt;br /&gt;
''Plot - 9/40''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Plot? What plot?&amp;quot; You're supposed to find cash to buy a ship. And that's all it tells you. More of an occurance than a story, but eh.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 10/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The horrible Planet Funhouse music appealed to me, but the rest is take-it-or-leave-it. No sound effects either.&lt;br /&gt;
&lt;br /&gt;
''Theme - 22/30''&amp;lt;br&amp;gt;&lt;br /&gt;
You fly to other planets and explore them for Bollars. Hmm, I guess it just about fits.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 7/15''&amp;lt;br&amp;gt;&lt;br /&gt;
It wasn't anything special, but it appealed to me for some reason. I didn't find any bugs or speeling misstaks, but there could've been a bit more meat in the game.&lt;br /&gt;
&lt;br /&gt;
'''Total Score: 133/300'''&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;1) Space Kung Fu (39201)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;2) Cheese's Adventure (19662)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;3) Final Frontier (31711)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;4) React (31340)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;5) Dawn of Zeux (81802)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;6) A Sad Game (9081)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;7) Growth and Consolidation (37052)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;8) Pressure Valve / Valve Preasure (37052)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;9) Space Exploration (99086)&amp;lt;br&amp;gt;&lt;br /&gt;
10) The Gardener (81762)&amp;lt;br&amp;gt;&lt;br /&gt;
11) Chronicles of a Broken Man (44305)&amp;lt;br&amp;gt;&lt;br /&gt;
12) Demon Surge (52671)&amp;lt;br&amp;gt;&lt;br /&gt;
13) Galaxy Slime (5364)&amp;lt;br&amp;gt;&lt;br /&gt;
14) Space Invader (98083)&amp;lt;br&amp;gt;&lt;br /&gt;
15) Agent Ballpark Will Explode (21986)&amp;lt;br&amp;gt;&lt;br /&gt;
16) Shoot the Enemy and Win (86970)&amp;lt;br&amp;gt;&lt;br /&gt;
17) Blacktropix (79840)&amp;lt;br&amp;gt;&lt;br /&gt;
18) Super Space Adventure 3D (66108)&amp;lt;br&amp;gt;&lt;br /&gt;
19) A Space Exploration Game of Some Sort (6170)&amp;lt;br&amp;gt;&lt;br /&gt;
20) Secret Galaxy (42914)&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer 2005 Dualstream Day of Zeux Judging Sheets]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Weekend_of_Zeux_2001_Judging_Sheets:Exophase&amp;diff=2951</id>
		<title>Weekend of Zeux 2001 Judging Sheets:Exophase</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Weekend_of_Zeux_2001_Judging_Sheets:Exophase&amp;diff=2951"/>
		<updated>2007-01-21T15:41:48Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are my scores. - [[Exophase]]&lt;br /&gt;
&lt;br /&gt;
'''''Game #2594, &amp;quot;[[Big Fast Electric Ballz|Big Fast Electric Ballz!]]&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
''Graphics - 2.5/5''&lt;br /&gt;
Very simple, but clean. Little variety.&lt;br /&gt;
&lt;br /&gt;
''GamePlay - 2/15''&lt;br /&gt;
Hmm.. I couldn't figure out how to play it, despite the vague instructions. I gave up quickly. Very confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
The start board had horrible control, you had to either switch to speed one to move or mash the keys like crazy, this was VERY frustrating.&lt;br /&gt;
&lt;br /&gt;
''Creativity - 5/10''&lt;br /&gt;
I've never seen anything like it, but I couldn't figure out how it worked either. I'll give it the benefit of the doubt and assume it *did* work but my inability to use it hurt this score a bit. Really uncreative title too.&lt;br /&gt;
&lt;br /&gt;
''Presentation - 2/15'' (sound being 5 of those points)&lt;br /&gt;
No sound, automatic 0 for that. The menu looked okay, but it was so confusing, plain, and short, and I can't see how it followed the topic. At all. Fortunately there isn't a category for that or else it'd be in even bigger trouble than it is right now.&lt;br /&gt;
&lt;br /&gt;
''Completeness - .5/5''&lt;br /&gt;
Well I couldn't get it to work... seemed to lack any ending, but also lacked a beginning so it pretty much worked out. Menu worked but it was so horribly coded I felt like shooting something.&lt;br /&gt;
&lt;br /&gt;
'''Overall score- 12/50 (that's an F.)'''&lt;br /&gt;
&lt;br /&gt;
This was little more than a confusing engine that probably didn't completely work. There was really very little &amp;quot;game&amp;quot; to this and whoever entered it was obviously not very comitted to the WEoZ and probably spent little time on it. If the judge sheet had more robust categories, such as plot and theme, it would have done considerably worse. I was being a bit generous, but it doesn't really matter because I can tell that it will definitely get last place. Now one to something hopefully a bit better...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Game #82896, &amp;quot;[[Fourth Power]]&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
''Graphics - 5/5''&lt;br /&gt;
Amazing. Simply amazing. Very well done animations. Some of the best seen in MZX, easily.&lt;br /&gt;
&lt;br /&gt;
''GamePlay 13/15''&lt;br /&gt;
Thouroughly fun and entertaining. There were a few bugs, though, that kept some things from being fully appreciated, but nothing fatal. Level design was great, and everything had a polished look. Some areas were a little difficult, but nothing beyond reason. Respawning enemies were a little annoying but they kept me on my toes. There was one irritating but subtle and often overlooked design flaw, however, and that was allowing saving during the boss battle. I entered with 10 health, and it was very difficult winning. Fortunately constantly resaving when I made progress and retrying made me through it (a technique that has saved me in a few MegaMan X games..).&lt;br /&gt;
&lt;br /&gt;
''Creativity - 8/10''&lt;br /&gt;
Well, it's a sidescroller. But I can't resist giving credit to such creatively done robotics to pull it off. The story was creative, and pretty funny too! And nice title.&lt;br /&gt;
&lt;br /&gt;
''Presentation - 14.5/15''&lt;br /&gt;
First, sound. It used sound from other games, including Caverns, but its usage of it was quite clever and funny. The original music was very well done. I did have to take off a .5 though because one of the authors used a MOD they had used in a previos DoZ game, and that's pretty cheap, not to mention a dead giveaway. The other components are an easy 10/10. The story was pretty well done and despite being funny it wasn't too stupid or silly, rather satirical. The cinemetics were austounding, the artwork very well done and one scene, making fun of another popular game, was side-splitting (I won't spoil it.). The end parts were a little cheesy, but the way it had been handled surpassed any other time an MZX game had done something similar to that. Very polished and profesional looking game.&lt;br /&gt;
&lt;br /&gt;
''Completeness - 4.5/5''&lt;br /&gt;
Hey, it actually had a concrete start and ending. ;) It wasn't a breeze, but anyone interested (and it's a very interesting game) will be able to beat it with a little work. A few annoying bugs kept it from recieving a perfect score, but none are fatal; the biggest one (not being able to restart the level) can be worked around by saving at the level select menu.&lt;br /&gt;
&lt;br /&gt;
'''Overall score - 45/50''' (A+. I don't care if it's not &amp;gt; 97% :))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Game #55975, &amp;quot;[[Komplot]]&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
''Graphics - 5/5''&lt;br /&gt;
I was contemplating giving it a little less for not having char edits as impressive as #82896, but the ANSI graphics were just too good to give any lower.&lt;br /&gt;
&lt;br /&gt;
''GamePlay 11/15''&lt;br /&gt;
This game is a little strange, mechanically. It's fun, and challenging.. the puzzle was interesting. I had a hard time using the mouse to shoot the guys, though, and that really made little sense. People appearing out of nowwhere was a bit.. annoying. The inclusion of difficulty levels was a very good thing. I was a total loser, of course ;)&lt;br /&gt;
&lt;br /&gt;
''Creativity - 9/10''&lt;br /&gt;
It was a shooter, but using the mouse was definitely creative, and a change of pace, if not rather akward. The whole &amp;quot;look&amp;quot; of the game was pretty creative, as was the puzzle.&lt;br /&gt;
&lt;br /&gt;
''Presentation - 11.5/15''&lt;br /&gt;
5/5 on sound, easily. Great music, great sound effects. Now.. for the 6.5/10. That's mainly because of lack of plot and relation to the theme. The game also wasn't very cinematic. It didn't really require these things, as a game it worked fine without, but these are typically expectations of *oZ games (to keep in line with the subject). The author did try at a plot in simple text but it was extremely weak :P Other than that, the game flows well, looks nice, and has an ominous but interesting speed meter in the title screen (it's actually pretty simple, the higher the rating the more difficult, with speed 5 being about a 10. Not sure how he calculated this though.)&lt;br /&gt;
&lt;br /&gt;
''Completeness - 5/5''&lt;br /&gt;
I couldn't notice any bugs. Very full and polished, had a distinct beginning and an end and wasn't lacking anything major that I could tell.&lt;br /&gt;
&lt;br /&gt;
'''Overall score - 41.5''' (I'll give this one an A-, not really based on the score but my own personal taste.)&lt;br /&gt;
&lt;br /&gt;
That's it. If you have any questions or deaththreats send to exophase@earthlink.net or find me on [[Mzx (channel)|#mzx.]]&lt;br /&gt;
Till we [[Day of Zeux|DoZ]] again...&lt;br /&gt;
&lt;br /&gt;
[[Category:Weekend of Zeux 2001 Judging Sheets]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Cans&amp;diff=2950</id>
		<title>Cans</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Cans&amp;diff=2950"/>
		<updated>2007-01-21T15:41:44Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cans, by [[inmate2993]], is a series of comedy games starring Chuck Flemwas. It is perhaps best known as one of the first MZX games to feature cameos of the active MZXers of the time, and has served as the inspiration for many imitation (&amp;quot;Cans-style&amp;quot;) games, such as [[Idiocy]] and [[Life of Mr. Ascii]]. ([[emo maggot FREAK]] carries the torch spiritually, if not following the Cans structure.) &lt;br /&gt;
&lt;br /&gt;
For the most part, the Cans series takes place in The Bronx, with Chuck eventually making his way to Planet #megazeux, Planet Badness, space, and Barkness.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
Cans deals with the apparently ongoing conflict between Inmate and his little brother Robert. Chuck is always pulled along to aid Inmate in his attempts at stopping Robert, much to Chuck's dismay.&lt;br /&gt;
==Characters==&lt;br /&gt;
===Chuck Flemwas===&lt;br /&gt;
A character that somehow manages to embody both Beavis and Butthead into one person. Chuck is always armed with a slingshot and an infinite supply of high explosives, though more often than not there is little reason to use either of them. No matter where he works, Chuck always ends up being employed as a janitor. He resents being dragged into Inmate's business, and really just wants to have fun by any means necessary.&lt;br /&gt;
&lt;br /&gt;
Of the six party members that can be acquired in Cans 3, Chuck is the only one that does not attack with a melee weapon. This does not affect his damage at all.&lt;br /&gt;
&lt;br /&gt;
===Guy===&lt;br /&gt;
Although he is a fully grown adult, Guy enjoys spending his time in front of the television, watching the Mostly Morphine Powder Strangers.&lt;br /&gt;
&lt;br /&gt;
===Cindy===&lt;br /&gt;
Cindy first appears in Cans 3, somehow inexplicably on a date with Chuck.&lt;br /&gt;
&lt;br /&gt;
===Inmate===&lt;br /&gt;
The creator of the game, manifested as a smiley with sunglasses.&lt;br /&gt;
&lt;br /&gt;
===Robert===&lt;br /&gt;
The primary antagonist.&lt;br /&gt;
&lt;br /&gt;
==Notable MZXer Cameos==&lt;br /&gt;
===[[Exophase]]===&lt;br /&gt;
Exo, appearing here as gaK, is presumably only included as a plot device so that the main characters may steal his airship. Most often, said airship is crashed into a building of some sort.&lt;br /&gt;
&lt;br /&gt;
===[[Zixyer]]===&lt;br /&gt;
Zixyer, first appearing in Cans 2, explains most (if not all) of the major plot details to the main characters by way of [[Sivion|Sivion-style]] cutscenes. He has his own theme song, Da Zixyer Rave.&lt;br /&gt;
&lt;br /&gt;
===[[Waka]]===&lt;br /&gt;
Although he gets an inconsequential cameo in Cans 2, he joins your party in Cans 3.&lt;br /&gt;
&lt;br /&gt;
===Rook Eldain===&lt;br /&gt;
Though not actually an MZXer (rather, the creation of one), Rook appears in both Cans 2 and 3. In Cans 2, he aids Chuck in fighting [[Monthigos]] in an RPG battle (Chuck is given the option to throw Rook at Monthigos, which causes more damage). In Cans 3, Rook appears just for the sake of appearing (and in this appearance, Rook uses Sivion-style conversation windows for a brief moment).&lt;br /&gt;
&lt;br /&gt;
==Games in Series==&lt;br /&gt;
* ''Cans'' - inmate2993 - [[Dementia Software]], 1996&lt;br /&gt;
* ''Cans ]['' - inmate2993 - [[Destiny Software]], 1997&lt;br /&gt;
* ''Cans III'' - inmate2993 - [[Autumn Dreams]], 1998&lt;br /&gt;
* ''Cans Episode One'' - inmate2993 - (no group), 2001&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Cans is arguably one of the most popular/famous MZX games of all time, rivaling other games like Caverns of Zeux. Newbies in particular tend to adore this game much more than most, despite the fact that the cameos are years old and mostly of people who are long-gone.&lt;br /&gt;
* Inmate planned to make Cans 4, but the project was cancelled. All that remains of it is its music, which Inmate had uploaded to his website.&lt;br /&gt;
* Chuck Flemwas appears in [[Kuddy|Kuddy's]] game, [[BLARGFRDRGMAHAG!]], as one of the objects that Slap can throw at enemies.&lt;br /&gt;
* Chuck's name also appears in Inmate's [[MegaZeux Combat Trainer]], as one of the high-score rankings.&lt;br /&gt;
* Cans 2 starts off in the same fashion as [[Veloso|Veloso's]] game [[MegaZeux Superstar]].&lt;br /&gt;
* The voice clip on Cans Episode One's death board is of [[dormando]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Pancake_RPG_Engine&amp;diff=2949</id>
		<title>Pancake RPG Engine</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Pancake_RPG_Engine&amp;diff=2949"/>
		<updated>2007-01-21T15:41:40Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = Pancake RPG Engine&lt;br /&gt;
|image = Prpg.PNG&lt;br /&gt;
|creator = [[Commander Pancake]]&lt;br /&gt;
|company = Independent&lt;br /&gt;
|released = Jun 16 2006&lt;br /&gt;
|genre = Engine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The engine featured the Boss Battle theme from Final Fantasy IV.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Weekend_of_Zeux_2001_Judging_Sheets:Hercules&amp;diff=2948</id>
		<title>Weekend of Zeux 2001 Judging Sheets:Hercules</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Weekend_of_Zeux_2001_Judging_Sheets:Hercules&amp;diff=2948"/>
		<updated>2007-01-21T15:41:38Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Game ID - [[Komplot|#55975]]&lt;br /&gt;
 Judge   - [[Hercules]]&lt;br /&gt;
 &lt;br /&gt;
 * Graphics - 4/5&lt;br /&gt;
 * GamePlay - 10/15&lt;br /&gt;
 * Creativity - 5/10&lt;br /&gt;
 * Presentation  - 11/15&lt;br /&gt;
 * Completness - 4/5&lt;br /&gt;
 * Overal score 41/50&lt;br /&gt;
 &lt;br /&gt;
 * Comments:&lt;br /&gt;
 &amp;quot;A nicely-done shoot 'em up with well-done graphics and good, soulful music.&lt;br /&gt;
 It was fun to play, although a tad monotonous. It's of substantial length, &lt;br /&gt;
 too. A good job!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 ========&lt;br /&gt;
 &lt;br /&gt;
 Game ID - [[Big Fast Electric Ballz|#25944]]&lt;br /&gt;
 Judge   - Hercules&lt;br /&gt;
 &lt;br /&gt;
 * Graphics - 1/5&lt;br /&gt;
 * GamePlay - 2/15&lt;br /&gt;
 * Creativity - 2/10&lt;br /&gt;
 * Presentation  - 2/15&lt;br /&gt;
 * Completness - 1/5&lt;br /&gt;
 * Overal score 10/50&lt;br /&gt;
 &lt;br /&gt;
 * Comments:&lt;br /&gt;
 &amp;quot;A very, very poor and lacking game. A story, in text on the title screen? &lt;br /&gt;
 Hmm. The main menu was incredibly slow and buggy and the game itself was &lt;br /&gt;
 even buggier, if you ask. It also lacks in graphical and overall &lt;br /&gt;
 presentation. Moreover, it seems completely off-topic and waaay too short.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 ========&lt;br /&gt;
 &lt;br /&gt;
 Game ID - [[Fourth Power|#82896]]&lt;br /&gt;
 Judge   - Hercules&lt;br /&gt;
 &lt;br /&gt;
 * Graphics - 5/5&lt;br /&gt;
 * GamePlay - 13/15&lt;br /&gt;
 * Creativity - 8/10&lt;br /&gt;
 * Presentation  - 14/15&lt;br /&gt;
 * Completness - 5/5&lt;br /&gt;
 * Overal score 48/50&lt;br /&gt;
 &lt;br /&gt;
 * Comments:&lt;br /&gt;
 &amp;quot;My goodness, this is one heck of an amazing multi-char side-scroller! Sure, &lt;br /&gt;
 we've seen it in [[Amnesia]] before, but this plays silky smooth! Both the &lt;br /&gt;
 programming and the graphics stunned me and besides the game being highly &lt;br /&gt;
 enjoyable, it was quite funny as well. The [[MegaZeux]] boss was very cleverly &lt;br /&gt;
 thought-up, too. Definitely one of my favorite [[Day of Zeux|DoZ/WEoZ]] entries ever, and I &lt;br /&gt;
 would be surpised if we don't have a winner here. :D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weekend of Zeux 2001 Judging Sheets]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Hammer_(like_a_sword_but_a_hammer)&amp;diff=2947</id>
		<title>Hammer (like a sword but a hammer)</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Hammer_(like_a_sword_but_a_hammer)&amp;diff=2947"/>
		<updated>2007-01-21T15:41:34Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This was a description of a weapon in one of [[Ripster88|Ripster88's]] planned games. Its unintendedly hilarious phrasing caused the description to be said frequently by most other MZXers. (Of course, Ripster intended that the hammer weapon would be swung in an arc like a typical sword weapon is on MegaZeux games.)&lt;br /&gt;
&lt;br /&gt;
==External links ==&lt;br /&gt;
[http://www.digitalmzx.net/forums/index.php?showtopic=7555&amp;amp;st=30&amp;amp;#entry107131 DMZX thread of origin]&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Christmas_2004_Dualstream_Day_of_Zeux&amp;diff=2946</id>
		<title>Christmas 2004 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Christmas_2004_Dualstream_Day_of_Zeux&amp;diff=2946"/>
		<updated>2007-01-21T15:41:32Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Christmas 2004 DsDoZ was organized by [[Kuddy]] using the topics &amp;quot;Fear&amp;quot; and &amp;quot;Ancient Ruins.&amp;quot;  It was held on December 27th through 28th, starting and ending at 6PM GMT.  The judges for this DoZ were [[Lancer-X]], [[WildWeasel]], [[Galladin]], and [[astral]].&lt;br /&gt;
&lt;br /&gt;
At the end of the grace period, there were seventeen entries submitted.  One of these, &amp;quot;Tha Mindkilla&amp;quot; by the team &amp;quot;crunk-ass ballerz&amp;quot; (composed of [[Luke Drelick|SEGA]] and [[Nash|Nashizzle]]) ended up being automatically disqualified due to very low theme scores. &amp;quot;Unearthin' Egypt&amp;quot; was also considered for DQ due to a breach of anonymity in the chatroom [[#mzx]], but in this instance it was possible through quick action to keep this information from reaching the judges and the game was not DQed.  ''(confirmation?)''&lt;br /&gt;
&lt;br /&gt;
The entries were scored as follows:&lt;br /&gt;
&lt;br /&gt;
*1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; - Entry 9532 - '''Fear''' - ''[[RUN! RUN! RUN!]]'' - Team Not Appearing in this DoZ ([[Trev-MUN|Trev-MUN Explains It All]], [[Esdemo1|The Adventures of Es and Es]], [[Wervyn|Wervyn's Modern Life]])  (Score: 1330/1600)&lt;br /&gt;
*2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; - Entry 6168 - '''Ancient Ruins''' - ''[[Judgement of the Immortal]]'' - The Supreme Latecomer ([[Quasar|Quasar84]]) (Score: 1240/1600)&lt;br /&gt;
*3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; - Entry 4865 - '''Ancient Ruins''' - ''[[Scottish Adventure]]'' - Tony's Team Tiger ([[MadBrain|Mad]]) (Score: 1179/1600)&lt;br /&gt;
*4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 84865 - '''Fear''' - ''[[Fear Nothing]]'' - A Pagan and a Jew ([[NoahSoft]], [[Natasmai]], [[Aeon17]])  (Score: 984/1600)&lt;br /&gt;
*5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 5349 - '''Ancient Ruins''' - ''[[Massachussetts Jones in Unearthin' Egypt]]'' - Team Ultra Mega Mega Man ([[ler]], [[Insidious]], [[Micah]])  (Score: 893/1600 (15% off for lateness))&lt;br /&gt;
*6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 35974 - '''Fear''' - ''[[Are You Afraid?]]'' - Better Than 9th This Time ([[KirbySSB]], [[Edge]]) (Score: 833/1600)&lt;br /&gt;
*7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 7586 - '''Ancient Ruins''' - ''[[Zeeb's Interplanatary Adventure]]'' - [[Zeuxworld]] is dead and [[Joelville]] is not far behind ([[ZzCrook]])  (Score: 760/1600)&lt;br /&gt;
*8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 17915 - '''Fear''' - ''[[They Hide in the Dark]]'' - ZelapsoStijo ([[KKairos]]) (score: 709/1600)&lt;br /&gt;
*9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 323 - '''Fear''' - ''[[Voyage of Fear]]'' - Team Zerg Rush ([[Revvy|Drone Revvy]], [[KenOhki2112|KenLing2112]], [[LogiCow|LogiPool]])  (Score: 694/1600 (15% off for lateness))&lt;br /&gt;
*10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 812 - '''Ancient Ruins''' - ''[[Jeff Kenny: Secret Agent - Rise of the Kyken Ruins]]'' - Mouth Off! Productions ([[funkbrat]]) (Score: 650/1600)&lt;br /&gt;
*11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 962 - '''Ancient Ruins''' - ''[[ZOMBIES]]'' - team this is my honeymoon ([[seven|ibuki]], [[zer0|Delirium Zer0]], [[Xeirxes]]) (Score: 606/1600)&lt;br /&gt;
*12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 723 - '''Ancient Ruins''' - ''[[The Temple o' Ketera]]'' - Beardy smiley ([[Torte]]) (Score: 554/1600)&lt;br /&gt;
*13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 1799 - '''Ancient Ruins''' - ''[[Dungeons Down Under]]'' - untitled ([[pyro1588]] and [[commodorejohn]]) (Score: 543/1600)&lt;br /&gt;
*14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 2004 - '''Fear''' - ''[[Afraid to Forget]]'' - l33t m3g4z3ux 5k1llz0rz! ([[Zagooky]]) (Score: 512/1600)&lt;br /&gt;
*15&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 548 - '''Fear''' - ''[[The Infernal Fear]]'' - Cyborg Ninja Enterprises ([[Inuchance]] and [[AgentJJ]]) (Score: 172/1600)&lt;br /&gt;
*16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Entry 22947 - '''Fear''' - ''[[a game about fear]]'' - Three to one marny... I mean, one man army ([[Apage43]]) (Score: 126/1600)&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; - Entry 96234 - '''Fear''' - ''[[Tha Mindkilla]]'' - crunk-ass ballerz ([[Luke Drelick|SEGA]] and [[Nash|Nashizzle]]) (Score: 95/1600)&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
&lt;br /&gt;
''See [[:Category:Christmas 2004 Dualstream Day of Zeux Judging Sheets|Christmas 2004 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.digitalmzx.net/dsdoz04/ Christmas 2004 Dualstream Day of Zeux Website]&lt;br /&gt;
*[http://www.digitalmzx.net/forums/index.php?showtopic=8200&amp;amp;st=0 Christmas 2004 DsDoZ discussion and results thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Summer_2005_Dualstream_Day_of_Zeux_Judging_Sheets:RoSS&amp;diff=2945</id>
		<title>Summer 2005 Dualstream Day of Zeux Judging Sheets:RoSS</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Summer_2005_Dualstream_Day_of_Zeux_Judging_Sheets:RoSS&amp;diff=2945"/>
		<updated>2007-01-21T15:41:30Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;------------------------------------------&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Name: Dualstream Day of Zeux - Summer 2005&amp;lt;br&amp;gt;&lt;br /&gt;
Themes: &amp;quot;Growth&amp;quot; and &amp;quot;Space Exploration&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Host: Insidious and box43.net&amp;lt;br&amp;gt;&lt;br /&gt;
Judge: RoSS&amp;lt;br&amp;gt;&lt;br /&gt;
Entries: 20&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;------------------------------------------&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The scoring system:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Gameplay - 75/400'''&amp;lt;br&amp;gt;&lt;br /&gt;
Seems pretty basic, right? If a game is not fun,&lt;br /&gt;
it's very difficult, if not nearly impossible for it to&lt;br /&gt;
be wholly enjoyable, therefore it is weighted highest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 60/400'''&amp;lt;br&amp;gt;&lt;br /&gt;
If a game does not look good, or even acceptable,&lt;br /&gt;
it is much more difficult for someone to be willing to&lt;br /&gt;
get all the way through it, and therefore truly enjoy it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 45/400'''&amp;lt;br&amp;gt;&lt;br /&gt;
Aren't games always more fun if they do something&lt;br /&gt;
different? MZX is good in that there is plenty of stuff&lt;br /&gt;
still undone, so it is not overly difficult to make&lt;br /&gt;
somebody say &amp;quot;Wow, I've never seen this before in MZX.&amp;quot;&lt;br /&gt;
Extra kudos if I haven't seen it ever before in anything.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Plot - 40/400'''&amp;lt;br&amp;gt;&lt;br /&gt;
Plot is good. Always. In certain games, it is what&lt;br /&gt;
drives the player to keep playing, in other games, it&lt;br /&gt;
simply makes the game that much better. I personally&lt;br /&gt;
believe that every game should have a plot, regardless&lt;br /&gt;
of game type. Of course, a puzzle or vertical shooter&lt;br /&gt;
would need less of a plot and that will be taken in&lt;br /&gt;
consideration, but it will still not receive top marks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 35/400'''&amp;lt;br&amp;gt;&lt;br /&gt;
Music is there to set the tone and bring you&lt;br /&gt;
into a game. Sound effects heighten the atmosphere&lt;br /&gt;
and really bring you into a game. If the music and/or&lt;br /&gt;
sound effects are bad or inappropriate, you will be&lt;br /&gt;
deducted points. If you have neither, you will be&lt;br /&gt;
rewarded 2 points, and if you have one, you will&lt;br /&gt;
receive 1 point for the missing one. Unlistenable&lt;br /&gt;
music or sound effects, however, will receive a 0.&lt;br /&gt;
I use 30/35 for music and 5/35 for sound effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Theme - 30/400'''&amp;lt;br&amp;gt;&lt;br /&gt;
This one should be pretty obvious. The entire&lt;br /&gt;
point of this competition is to make a game using a&lt;br /&gt;
specific theme, and you can get up to 30 points for&lt;br /&gt;
doing so. I will not award 30 points to anybody who&lt;br /&gt;
uses the theme, however, I will consider how well you&lt;br /&gt;
used the theme in your game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 15/400'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;common sense&amp;quot; category. Did the creator&lt;br /&gt;
fail to play test the game enough or at all? Is there&lt;br /&gt;
a lot of stuff that would make the player not want&lt;br /&gt;
to play but wouldn't fall into the other categories&lt;br /&gt;
(like superfluous vulgar language or situations)?&lt;br /&gt;
All of these offenses will come out of this category.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*****************************************************&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scores:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5364 - &amp;quot;''[[Galaxy Slime]]''&amp;quot; (DQ'd)&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 20/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
Simply not a very fun game. The controls feel&lt;br /&gt;
jerky, the levels are mediocre, the difficulty is too&lt;br /&gt;
high and many bugs prevent the game from running&lt;br /&gt;
smoothly. It is very easy to get hit in this game,&lt;br /&gt;
and with only 8 health and no lives (due to a bug),&lt;br /&gt;
I had to hack the global robot just to play through,&lt;br /&gt;
and even then there were fatal problems with the game&lt;br /&gt;
that even an hp hack couldn't fix: in level one, if&lt;br /&gt;
you don't move to the left of the slimes, you will&lt;br /&gt;
get permanently stuck, and in level 2, the boss is&lt;br /&gt;
either way to hard to hit or impossible to hit,&lt;br /&gt;
furthermore there is a bug which makes it go about&lt;br /&gt;
twice as fast going left to right than right to left.&lt;br /&gt;
The scenes might actually be working, if I didn't&lt;br /&gt;
use testing from another part of the game to play&lt;br /&gt;
through. The last battle is like a bad boss battle&lt;br /&gt;
of an old MZX game, with the boss appearing&lt;br /&gt;
randomly in too large of a field shooting builtins&lt;br /&gt;
at the player. I wish I could give this a higher&lt;br /&gt;
score, as it seems a decent amount of effort was put&lt;br /&gt;
into it, but there is just too much wrong with the&lt;br /&gt;
game for me to give it any higher of a score.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 25/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics never struck me as &amp;quot;ugly&amp;quot;&lt;br /&gt;
although I can't say I liked much of it. The&lt;br /&gt;
default charset is used often with minor changes&lt;br /&gt;
for (e.g.) the player's ship and ships' eyeballs.&lt;br /&gt;
The colors are not badly used, even though they&lt;br /&gt;
are the default palette, but they're not well&lt;br /&gt;
used by any means either. All I can say is they're&lt;br /&gt;
mediocre with a slight slant toward bad, so 25&lt;br /&gt;
seemed fair.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 15/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Another mediocre aspect of a mediocre game.&lt;br /&gt;
Nothing particularly innovative about it. I've seen&lt;br /&gt;
vertical shooters before, I've seen stuff like&lt;br /&gt;
having to go through specific numbered gates before,&lt;br /&gt;
I've seen very similar bosses before; nothing in this&lt;br /&gt;
game stands out as something new. I gave the few points&lt;br /&gt;
I did for the slime in level one and the plotline.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 15/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
The plot, as well as being hard to follow,&lt;br /&gt;
was mostly uninteresting and very cliché. The plot did&lt;br /&gt;
not seem to follow what was happening (e.g. if he was&lt;br /&gt;
exploring, why was he blowing everything up and not&lt;br /&gt;
examining anything), but at least it was there and it&lt;br /&gt;
kept the story going.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 16/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
The music is probably my &amp;quot;favorite&amp;quot; part of this&lt;br /&gt;
game, setting some sort of tone, although not very well.&lt;br /&gt;
The only reason for this &amp;quot;high&amp;quot; of a score is because&lt;br /&gt;
the tunes aren't that bad.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 20/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
It's not really &amp;quot;space exploration&amp;quot; so much as&lt;br /&gt;
&amp;quot;going through space and blowing stuff up&amp;quot; but oh well.&lt;br /&gt;
Nothing new or creative done with the theme here, but&lt;br /&gt;
it is there-ish so it deserves the points I gave it.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 0/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
dozgoshi.mzx and the bugs make it =(&lt;br /&gt;
&lt;br /&gt;
'''Total - 111/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Mediocre&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6170 - &amp;quot;''[[A Space Exploration Game of Some Sort]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 5/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
You move and you shoot; nothing else. I'll put as&lt;br /&gt;
much energy into these comments as you did into making a&lt;br /&gt;
game.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 5/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pixel-by-pixel movement done well, but considering&lt;br /&gt;
there's NO OTHER graphics it's nothing special.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 20/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pixel-by-pixel movement seems to be the rage&lt;br /&gt;
now-a-days, and these fully rotatable ships are pretty neat,&lt;br /&gt;
but that's about it, fella.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 1/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
There's text, I guess.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 2/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing here.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 2/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
It's in space... no exploration, though.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 0/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Oops! DoZ is not a graphical demo competition.&lt;br /&gt;
&lt;br /&gt;
'''Total - 33/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;A turning space ship&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9801 - &amp;quot;''[[A Sad Game]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 35/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
What an odd, odd game. It's very linear, which isn't&lt;br /&gt;
necessarily a bad thing, but it is frustrating. First of all,&lt;br /&gt;
the wait times in just about any conversation are way too&lt;br /&gt;
long and bored me quickly. Furthermore, the fire takes so&lt;br /&gt;
much of your health so quickly, that if you don't save often&lt;br /&gt;
enough, you're mincemeat. Furthermore, I found it difficult&lt;br /&gt;
to find where I needed to go to proceed. With all that having&lt;br /&gt;
been said, it wasn't a bad game, per se, the bit of variation&lt;br /&gt;
between figuring out where you needed to go and running from&lt;br /&gt;
fire and beating that racing guy to the finish line was nice.&lt;br /&gt;
None of the elements were particularly fun, but at least&lt;br /&gt;
there we multiple tasks.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 15/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
Egad. Many bad decisions here. The shaking ship thing&lt;br /&gt;
just gave me a slight headache. The normal charset is used,&lt;br /&gt;
and when it is not, the character is badly drawn. The colors&lt;br /&gt;
are annoying, especially when the creator(s) attempt to do&lt;br /&gt;
whatever trippy/horror thing they were trying to do. This&lt;br /&gt;
game was not unwatchable, but almost bordered it a couple of&lt;br /&gt;
times.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 15/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
A really standard walk-around-and-get-to-the-next-&lt;br /&gt;
place game. A couple points for trying to be trippy/horrory,&lt;br /&gt;
but nothing new or particular exciting about it, sorry.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 15/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
I like in medias res as a general rule, but this one&lt;br /&gt;
didn't seem to catch my attention well enough, probably because&lt;br /&gt;
the little plot there was in the beginning was hidden between&lt;br /&gt;
exceptionally long wait times. Furthermore, the plot never&lt;br /&gt;
really developed, nothing was ever explained and nothing&lt;br /&gt;
really happened. The attempts at humor mostly failed on me&lt;br /&gt;
and the weird trippy/horror &amp;quot;twist&amp;quot; to the game did not seem&lt;br /&gt;
to work.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 11/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
The music was Earthbound's. Now, Earthbound's music&lt;br /&gt;
was awesome for Earthbound, but it doesn't fit this game at&lt;br /&gt;
all. A couple points for the music being alright to listen&lt;br /&gt;
to, but it actually took me away from the game because I kept&lt;br /&gt;
thinking about Earthbound, not the game. There were no sound&lt;br /&gt;
effects.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 17/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
It was in space and there was some exploration involved,&lt;br /&gt;
although I would hardly call it &amp;quot;space exploration but whatever,&lt;br /&gt;
the theme was there, but simply not well used enough to warrant&lt;br /&gt;
any more points.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 7/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Between a bug that occurs when you try to re-enter the&lt;br /&gt;
cafeteria, a loss of continuity with the &amp;quot;oops wrong board&amp;quot; joke,&lt;br /&gt;
and overall sense of not-great decision making, I can't honestly&lt;br /&gt;
give this entry any more points here.&lt;br /&gt;
&lt;br /&gt;
'''Total - 115/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Dude I'm tripping in space&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
19962 - &amp;quot;''[[Cheese's Adventure]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Growth'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 65/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wow, now this is a game right here. The first really&lt;br /&gt;
quality entry in this DoZ I've played. The levels are generally&lt;br /&gt;
pretty well put together, with different stat strategies for each,&lt;br /&gt;
there's many of them, and there's a comfortable level of&lt;br /&gt;
difficulty over the entire thing, gradually getting more and more&lt;br /&gt;
difficult. The pixel-by-pixel engine works pretty smoothly, only&lt;br /&gt;
allowing little bugs here and there, but the majority of the bugs&lt;br /&gt;
seem to be in the placement routines, not necessarily the pixel-&lt;br /&gt;
by-pixel engine. The bosses provided the most challenge, although&lt;br /&gt;
they seemed a bit unbalanced (the two-part boss was much easier&lt;br /&gt;
than the boss previous to it). Overall, a very solid and complete&lt;br /&gt;
game.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 50/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
Another shining point of the game. The pixel-by-pixel&lt;br /&gt;
generally works well, except for the fact that since it's MZX,&lt;br /&gt;
the background color of the moving object sometimes imposes&lt;br /&gt;
itself on the background. The graphics themselves, whether&lt;br /&gt;
they be the in-game animations or the made-from-solids&lt;br /&gt;
pictures, nearly all look really good. The game manages to keep&lt;br /&gt;
your attention with the graphics. Another solid element of this&lt;br /&gt;
game.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 40/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
The first true pixel-by-pixel full game in MZX, as well as&lt;br /&gt;
a creative map system that, although has been done before, has&lt;br /&gt;
been done well for this game. I really like the stats that&lt;br /&gt;
you have to change to beat different levels. This was a really&lt;br /&gt;
different game than I have played in MZX before.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 10/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ehhh... the game is really weak here, but I bet the other&lt;br /&gt;
categories will pick up the slack. There's an introduction and&lt;br /&gt;
then you just start playing the game, killing lots of other&lt;br /&gt;
beings because it's a kill-or-be-killed world even though it seems&lt;br /&gt;
the other beings aren't trying to hurt you unless you mess with&lt;br /&gt;
them, and then you fight some boss battles culminating with a&lt;br /&gt;
different boss who just sorta comes out of nowhere. Oh well.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 19/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
The music makes me feel like I'm playing a puzzle game,&lt;br /&gt;
although this is sort of a puzzle game, but regardless, the&lt;br /&gt;
music does feel out of place in this game. Not a bad selection&lt;br /&gt;
of songs though, and they do keep my auditory nerves happily&lt;br /&gt;
occupied throughout the game with the wide selection, but&lt;br /&gt;
again, not really tone-setting. The sound effects are short&lt;br /&gt;
and sweet... good enough to know that you've done something,&lt;br /&gt;
but short enough that you don't get tired of it.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 27/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
The theme is well-used here, with an rpg-style growth,&lt;br /&gt;
but also a physical growth (as your character changes with&lt;br /&gt;
your level, or simply by pressing 1 2 or 3). The theme is&lt;br /&gt;
the point of the game, which is always a good idea, but it&lt;br /&gt;
just didn't wow me enough theme-wise to give it full marks.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 10/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
There were a couple of bugs; in the first tree level, falling&lt;br /&gt;
doesn't kill you, in the two-part boss battle, one guy would&lt;br /&gt;
eventually go under the battleground if you continued to&lt;br /&gt;
replay enough. Also, the bosses felt a little unbalanced.&lt;br /&gt;
&lt;br /&gt;
'''Total - 221/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Wow&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
21986 - &amp;quot;''[[Agent Ballpark]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Growth'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 15/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
Aww, man, I was REALLY looking forward to a complete&lt;br /&gt;
or near-complete game. Unfortunately, there's only one level&lt;br /&gt;
and I could barely call the level complete (you can't kill&lt;br /&gt;
the one enemy there is). Otherwise the game engine works&lt;br /&gt;
pretty well, except for minor non-gameplay bugs. I like the&lt;br /&gt;
idea of jumping everywhere, and the fatness thing would've&lt;br /&gt;
added some variation to the gameplay... if there had been&lt;br /&gt;
gameplay. Sorry, guys, I don't think I can fairly give you&lt;br /&gt;
any more than a 15 for what's here.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 43/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics are very good, especially for mode 0.&lt;br /&gt;
The title looks like a lot of work was put into it (although&lt;br /&gt;
that work really should've been distributed amongst the game,&lt;br /&gt;
but whatever). The mission briefing also had some funny and&lt;br /&gt;
nice graphics, although these are clearly imported in with&lt;br /&gt;
Charcon or the like. The in-game graphics are also impressive,&lt;br /&gt;
with the main character's avatar changing as he gets fatter,&lt;br /&gt;
and the one enemy walking around, and the background/level&lt;br /&gt;
graphics. It's all quite nice. HOWEVER, since there isn't a&lt;br /&gt;
whole lot of it, and there's some graphical glitches for&lt;br /&gt;
the player, it has to stay in a respectable but low range. If&lt;br /&gt;
there were another level or two, this probably would've jumped&lt;br /&gt;
up much higher.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 30/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Not the most innovative game, but I really like the&lt;br /&gt;
way it was innovative. The fat engine was a really fun idea&lt;br /&gt;
that could've been really good, but that's about all that's&lt;br /&gt;
innovative here.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 20/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
Again, another element to which I wish I could give a&lt;br /&gt;
lot more points, but alas, the game only has a title, an intro&lt;br /&gt;
and one playable level (with another level looking like it was&lt;br /&gt;
on its way). I thought the game was really funny and had a lot&lt;br /&gt;
of promise, but unfortunately, nothing ever developed and so&lt;br /&gt;
the plot portion is a bit of a dud.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 18/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
The title music really sets a comical mood and goes&lt;br /&gt;
along with the title itself. Unfortunately, there's only one&lt;br /&gt;
other song, and that's the first level's song, which is pretty&lt;br /&gt;
sub par in my opinion and sounds like it deserves to be in&lt;br /&gt;
Merrymore. This is really another element that would've been&lt;br /&gt;
a lot higher if there had simply been more of it. I like the&lt;br /&gt;
sounds, though.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 25/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
I really, really like where it took the theme; I didn't&lt;br /&gt;
expect anybody to do something like this, and I think they pulled&lt;br /&gt;
it off very, very well. The game, plot- and gameplay-wise was&lt;br /&gt;
all about getting fatter, and therefore growth, so it receives&lt;br /&gt;
high marks here.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 5/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Besides some charset and graphical glitches (like at the end of the&lt;br /&gt;
intro and the main character screwing up), most of the points were&lt;br /&gt;
taken off for lacking good judgment in balancing your work on the&lt;br /&gt;
game... too much graphical showing-off and not enough meat and&lt;br /&gt;
potatoes, guys.&lt;br /&gt;
&lt;br /&gt;
'''Total - 156/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Wow, this is going to be a grea-- =(&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
31340 - &amp;quot;''[[React]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 45/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
A very long DoZ game, which is a refreshing change. It is&lt;br /&gt;
basically just a traditional MZX shoot-em-up, but IMO, a pretty&lt;br /&gt;
decent one. There is character growth, too, you level up and get&lt;br /&gt;
more HP, but to be honest, I never really needed much HP because&lt;br /&gt;
the game, on the whole, was pretty easy, as long as you saved&lt;br /&gt;
often enough. It was, to some extent, a bit of an adventure game&lt;br /&gt;
too, as you needed to find out how to continue in the game, but&lt;br /&gt;
all of that was usually quite easy. The game features a variety&lt;br /&gt;
of weapons, all essentially the same, but with different levels&lt;br /&gt;
of damage and (only at the end) slightly different abilities. There&lt;br /&gt;
were some bugs (especially one right near the end that prevented&lt;br /&gt;
me from legitimately finishing it), but overall everything worked&lt;br /&gt;
decently enough.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 20/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics in this game were not very good. Almost&lt;br /&gt;
completely (if not completely-- I can't remember exactly) the&lt;br /&gt;
default charset. Although it is the default charset, which I've seen&lt;br /&gt;
used very well before, it still looks very lackluster, almost&lt;br /&gt;
newbie-ish. The palette was also default, which tends to look ugly&lt;br /&gt;
and overdone. It's simply not that pleasing on the eyes, especially&lt;br /&gt;
when used like this. However, I almost always recognized what the&lt;br /&gt;
graphics were representing, so they worked well enough in that&lt;br /&gt;
regard. Overall, sub par but livable graphics.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 10/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Not too much innovation here... multiple ends are nice, but&lt;br /&gt;
have been done a bunch; multiple weapons are nice, but these are&lt;br /&gt;
really all the same; puzzles are nice, but nothing really new here;&lt;br /&gt;
overworld maps are nice, but again, nothing new. I gave it 10 points&lt;br /&gt;
because I liked the way it dealt with the old-school shooter genre.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 27/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
I liked the plot, for the most part. It was hard to follow&lt;br /&gt;
at times, and the vast number of spelling errors (and inconsistency&lt;br /&gt;
with spelling) really dragged the game down. The plot twist surprised&lt;br /&gt;
me a little, but nothing that wowed me. The plot did seem mostly to&lt;br /&gt;
develop and conclude, so I can't fault it there. Overall, I like the&lt;br /&gt;
ideas used in the story.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 15/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
Music seems to be a bit lackluster in this DoZ so far. Some of&lt;br /&gt;
the song selections do seem to fit the mood, but some of them don't&lt;br /&gt;
work at all. Mix that with the fact that none of the music was&lt;br /&gt;
particularly good or memorable, and you get a mediocre score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Theme - 21/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
This game did not do anything special or creative with the&lt;br /&gt;
theme, but the theme was definitely there, in both the growth on the&lt;br /&gt;
planet and (possibly an unintentional connection) the growth of your&lt;br /&gt;
character, who gains levels and therefore HP very fast.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 9/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Some bugs, including one fatal one that prevented me from&lt;br /&gt;
finishing the game and some text-box ones as well as the great&lt;br /&gt;
number of spelling problems throughout this game hurt this category.&lt;br /&gt;
Overall, pretty decent decision-making.&lt;br /&gt;
&lt;br /&gt;
'''Total - 147/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;A damn decent newbie game&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
31711 - &amp;quot;''[[Final Frontier]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 35/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
The author seemed to go for a weird D&amp;amp;D/FPS style of the&lt;br /&gt;
classic shoot-em-up. The original space battle was confusing, and&lt;br /&gt;
once you understood it, much more difficult to fight than just head&lt;br /&gt;
straight to your destination, and with no reward for doing the&lt;br /&gt;
former. Then you landed, did some really basic adventure exploring&lt;br /&gt;
where you got several items including a flashlight which seemed to&lt;br /&gt;
do absolutely nada. The fights are frustrating because it is easy to&lt;br /&gt;
get hurt, but there's plenty (if not too many) supplies around to&lt;br /&gt;
counter this... sorta. It's still annoying though. Then the first&lt;br /&gt;
boss was exceptionally easy and the second (i.e. last) boss was way,&lt;br /&gt;
way too difficult, with almost 7x the health of the first boss and&lt;br /&gt;
the power almost to instantly kill you, especially if you're moving&lt;br /&gt;
when he does his move. However, I do like the variety of weapons&lt;br /&gt;
and the secrets here and there, so the score is bumped up slightly.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 25/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics, overall, were decent, with slight&lt;br /&gt;
modifications to the default character set and palette. Certain&lt;br /&gt;
effects, like the waking up scene I thought were pretty neat, but&lt;br /&gt;
the rest of the graphics were pretty mediocre They did do the&lt;br /&gt;
trick and I could always tell what everything was trying to be and&lt;br /&gt;
the author did manage to make some pretty decent-looking stuff out&lt;br /&gt;
of the default charset, so it wasn't too bad. There were a number of&lt;br /&gt;
graphical glitches that really seemed to hinder this game, however,&lt;br /&gt;
so I have to take points off there.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 28/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Mixing an RPG, an FPS and a shoot-em-up is a pretty neat idea,&lt;br /&gt;
even if it wasn't treated as well as it could've been (I'm looking at&lt;br /&gt;
you, battles). The spaceship battle, albeit not very fun, was somewhat&lt;br /&gt;
innovative and therefore deserves some points. Overall, it feels a bit&lt;br /&gt;
more innovative than some of the similar games I've played so far.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 25/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
It was there, it kept me playing, and it was alright. I do&lt;br /&gt;
have to say, though, it ended in a very rushed and almost nonsensical&lt;br /&gt;
way. Nothing particularly interesting here, just a traditional guy-&lt;br /&gt;
trying-to-take-over-the-universe-by-summoning-a-monster-from-another-&lt;br /&gt;
dimension sort of game without any twists or anything to wow me.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 20/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
This seems to be the DoZ of the mediocre music so far. The&lt;br /&gt;
pieces all sort of set a tone, but aren't very quality and I doubt&lt;br /&gt;
they are specifically made for this game. The four-or-so songs that&lt;br /&gt;
are used are at least used in a balanced manner. The sound effects&lt;br /&gt;
are good enough for the game.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 20/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
It is exploration, and it is space-- sorta...-- but it doesn't&lt;br /&gt;
really feel like it's space exploration. Furthermore, the theme isn't&lt;br /&gt;
particularly used well, in my opinion. Had the topic been different,&lt;br /&gt;
the planet could've easily been Earth in slightly different&lt;br /&gt;
circumstances. But! The theme is there so it deserves points.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 10/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Overall, good decision-making, but the battle engine and&lt;br /&gt;
graphical glitches do not make me very happy. Still, only one noticeable&lt;br /&gt;
bug and few spelling errors.&lt;br /&gt;
&lt;br /&gt;
'''Total - 163/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;So many genres, so little time.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
37052 - &amp;quot;''[[Growth and Consolidation]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Growth'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 40/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
I really like this game in theory: you grow plants, buy land,&lt;br /&gt;
build up an empire and earn lots of money. However, the game does drop&lt;br /&gt;
the ball a little too much in the fact that the game becomes annoyingly&lt;br /&gt;
repetitive, just doing the same clicks over and over again for 20 or&lt;br /&gt;
so seasons, if I recall correctly. It felt a little too micro-manage-y.&lt;br /&gt;
I would've preferred hiring men to do the work for me, but having more&lt;br /&gt;
fields to put plants on and stuff. I never had any natural disasters&lt;br /&gt;
happen to me, but maybe I just got lucky? Regardless, I didn't take off&lt;br /&gt;
any points because that would be more of a lie in the instructions.&lt;br /&gt;
Speaking of which, I found the game very hard to get into because I felt&lt;br /&gt;
the instructions were lacking. Overall, I think the game was a good idea,&lt;br /&gt;
but a bad implementation.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 15/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lots of built-in stuff, including [ text-boxes and * messages,&lt;br /&gt;
as well as colors and basically everything but a couple characters&lt;br /&gt;
including the plant stages and holes and the mouse. Overall, not very&lt;br /&gt;
pretty, although the graphics sorta do their job. The plants were hard&lt;br /&gt;
to click on because they were 1x1. The buildings were actually painful&lt;br /&gt;
to look at, and everything was just way too clashy.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 32/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
There haven't been a lot of good business sim games made for MZX&lt;br /&gt;
quite yet, and this one is pretty decent. I don't usually like the genre,&lt;br /&gt;
but I enjoyed this game, so it did something with the genre that I liked.&lt;br /&gt;
Using factories to make jam and the R&amp;amp;D to help profit (although my two&lt;br /&gt;
R&amp;amp;D's, piping $200 a season seemed to help little) and having to buy land&lt;br /&gt;
are all good ideas. Nice work in terms of bringing a Harvesty Moon-y game&lt;br /&gt;
to MZX.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 10/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
If Harvest Moon can have a plot, then so can you. There's very,&lt;br /&gt;
very little here, and little worth talking about. The instructions&lt;br /&gt;
tended to confuse, but I liked the ending, so 10 seemed fair.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 18/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
The four songs in the game are all pretty bad. None of them really&lt;br /&gt;
put me in the mood to play but the glass.xm, which is still not a great&lt;br /&gt;
song, but good enough for a farmy-type game. I preferred to keep it silent.&lt;br /&gt;
The sound effects were decent, and only there to tell you how your plants&lt;br /&gt;
were doing, but they were successful.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 25/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
I like where the author took this game with the theme. It is both&lt;br /&gt;
the growth of the plants and the business. The game in regards to the theme&lt;br /&gt;
is something different and original and fun and a nice twist on the &amp;quot;growth&amp;quot;&lt;br /&gt;
theme, were it seems a lot of the better games are presiding. Nice job.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 8/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
It took Zaph and I some talking to figure out how to play this&lt;br /&gt;
game, which is probably a result of confusing directions, and I've had to&lt;br /&gt;
explain it to other people, so it's not just a limited problem. Furthermore,&lt;br /&gt;
I often found it difficult to successfully click on the plants every time&lt;br /&gt;
and had to do long clicks. Furthermore, the game seemed to go way to fast&lt;br /&gt;
for me to manage any more than a few plants at a time on the recommended&lt;br /&gt;
speed, so I had to slow it down further.&lt;br /&gt;
&lt;br /&gt;
'''Total - 148/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Fun but repetitive once you finally get the hang of it&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
39201 - &amp;quot;''[[Space Kung Fu]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 65/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
I really, really enjoyed this game. A lot. I am not usually a big&lt;br /&gt;
fan of the puzzle genre, but this game mixed puzzle with action very well.&lt;br /&gt;
Basically, you get three guys with whom you have to switch around; they each&lt;br /&gt;
have their own special moves which are used for destroying stuff like robots&lt;br /&gt;
and solving each level. Each level feels well-designed and makes the player&lt;br /&gt;
think, as well as evolve. Throughout the game, I started noticing different&lt;br /&gt;
ways to kill robots, like destroying the camera that controls them or forcing&lt;br /&gt;
them right in front of a laser, both of which the game requires you do later.&lt;br /&gt;
My only real complaint about the gameplay is the small number of levels. 7 is&lt;br /&gt;
good, but I didn't want it to end.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 40/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
The game is not the most beautiful thing ever made for MZX, but it&lt;br /&gt;
does seem to work nicely. Between the supposedly Chinese characters (I can't&lt;br /&gt;
read Mandarin so I'll never know), the 1x2 character models and the level&lt;br /&gt;
graphics, the entire thing just works for a very &amp;quot;Kung Fu in Space&amp;quot; theme&lt;br /&gt;
for which it's going. I wish the ground and wall textures could've been a&lt;br /&gt;
little better worked-on, but they aren't ugly enough for me to complain.&lt;br /&gt;
Also, more graphics would've been nice, considering the small amount that is&lt;br /&gt;
used in the game. There were also some minor graphical bugs, like putting&lt;br /&gt;
spaces where a floor should've been after a move.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 35/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
For a MZX game, Space Kung Fu seems very original to me. There aren't&lt;br /&gt;
a lot of great puzzle games for MZX, and nothing like this as far as I'm&lt;br /&gt;
aware. The voice acting is the longest I've seen in MZX yet, albeit a pretty&lt;br /&gt;
bad monologue. The puzzle-action was interesting and new.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 15/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
Errr... Mmmm... hmmmm. A major weak point to this game. Sorry&lt;br /&gt;
author(s), your plot sucks and you're not funny. You even admit the story&lt;br /&gt;
sucks. The story is good enough to introduce and conclude the game, but&lt;br /&gt;
not good enough for me to give you any decent points for it. At least you&lt;br /&gt;
killed off Papa Chang, who was exceptionally annoying.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 20/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
The music is really hit-or-miss for me. I really like some of the&lt;br /&gt;
songs, and some other ones really fail to impress. What's more interesting&lt;br /&gt;
in this game are the sound effects. Most notably the &amp;quot;Papa Chang&amp;quot; monologue&lt;br /&gt;
and some in-game sound effects. The monologue, at first, seemed like it was&lt;br /&gt;
going to be funny, but it got really annoying, really fast, especially when&lt;br /&gt;
the speech started really deviating from the text on-screen and it was&lt;br /&gt;
difficult to follow what was happening. The in-game sound effects were nice,&lt;br /&gt;
with a specific sound effect for about half-or-so of the moves.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 13/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, it is in space and I guess you are exploring a space ship or&lt;br /&gt;
something, but this game could've easily been made for nearly any theme&lt;br /&gt;
with an hour's worth of change or so. The theme was not well-implemented&lt;br /&gt;
nor creatively used, but at least it has enough theme not to be&lt;br /&gt;
disqualified.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 10/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
The monologue takes off most of the points here, with the minor&lt;br /&gt;
graphical glitches coming in a distant second.&lt;br /&gt;
&lt;br /&gt;
'''Total - 198/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Mupp--Kung Fu Masters IN SPAAAACE&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
42914 - &amp;quot;''[[Secret Galaxy]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Theme - Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 10/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This game is seriously incomplete :(&amp;quot; is seriously the mantra of&lt;br /&gt;
the entire game it seems. A non-fully-working side-scroll engine with a lot&lt;br /&gt;
of charsets that don't seem to be loading and one part of one level and a&lt;br /&gt;
teensy bit of another level done. COME ON. You had _twenty four_ hours to&lt;br /&gt;
make a game, and this is, what? Maybe an hour's worth of work or so? Anyway,&lt;br /&gt;
you can sort of select a planet and sort of play half a screen of one level.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 5/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ugh. The charsets are constantly screwed up. The only thing that&lt;br /&gt;
looks decent at all is the intro, which is still pretty ugly, and the turtle.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 5/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Uh, picking a planet is sorta innovative I guess =/&lt;br /&gt;
&lt;br /&gt;
'''Plot - 10/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
Uninteresting and sometimes poorly-worded, but probably the part of&lt;br /&gt;
the game most complete.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 20/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
I actually like the music of this game. Pretty catchy songs are the&lt;br /&gt;
only thing that make this game livable. Unfortunately, most of the music&lt;br /&gt;
in this game is not in any playable portion, so I can't really judge it.&lt;br /&gt;
But the music that was there was good enough.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 20/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, it's exploring space. If there were more here, that is.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 1/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Put some effort into a game next time.&lt;br /&gt;
&lt;br /&gt;
'''Total - 71/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This game is seriously incomplete :(&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
44305 - &amp;quot;''[[Chronicles of a Broken Man]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 50/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
A decent, but buggy and a bit hard-to-control sidescrolling&lt;br /&gt;
sword engine is the meat and potatoes of this game. It is a good&lt;br /&gt;
idea in theory, although it can be frustrating at times. Anyway,&lt;br /&gt;
this is a pretty decent sidescroller with varied levels, including&lt;br /&gt;
a romp through an asteroid belt (and really, what decent space ship&lt;br /&gt;
traveling game doesn't have one), a climbing level and a difficult&lt;br /&gt;
boss. Between the usual gameplay and the variance, the player does&lt;br /&gt;
not easily get bored of playing through the levels. More than two&lt;br /&gt;
types of enemies would've been nice, but c'est la vie, I guess.&lt;br /&gt;
There were some bugs I had to get around, most notably one that ends&lt;br /&gt;
level 2 and one in level 3 where if a &amp;quot;bullet&amp;quot; hit me the jumping&lt;br /&gt;
engine would break. Overall, though, a very enjoyable game.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 45/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
It's clear that there was a definite effort was put into&lt;br /&gt;
the graphics of this game. Everything from the title screen to the&lt;br /&gt;
final boss looked good, although some parts were better than others,&lt;br /&gt;
the good being, for example, level 3, and the bad being, for example,&lt;br /&gt;
the cinematics, which made little sense and were very confusing. (In&lt;br /&gt;
level 4, are those windows supposed to be like that or is it a charset&lt;br /&gt;
error?)&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 20/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Not too innovative here. At the same time, it's not all same-&lt;br /&gt;
old-same-old. The plot was pretty creative and different and the... I&lt;br /&gt;
can't fully describe it, but it just felt different from a lot of the&lt;br /&gt;
other MZX side-scrollers. A cooler side-scrolling engine could've got&lt;br /&gt;
you some more points here.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 28/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
A tad bit confusing, but good overall. Sent to a planet with&lt;br /&gt;
a group of scientists, a pilot finds himself alone and in searching&lt;br /&gt;
for the rest of his crew discovers a conspiracy larger than Earth&lt;br /&gt;
itself. A little cliché, but I liked the twisted ending. Nothing of&lt;br /&gt;
particular merit, however, just a solid (albeit confusing) story.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 30/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
Here's an area of particular note. I really liked the music of&lt;br /&gt;
this game. It seemed to fit very well and really put me in the mood to&lt;br /&gt;
play this game. I can't even tell whether the music was specifically&lt;br /&gt;
tracked for this game or just really searched-for. Either way, all the&lt;br /&gt;
music is quality and fits well. The sound effects are pretty good, too.&lt;br /&gt;
Not quite as good as the music, but works-- I can recognize exactly&lt;br /&gt;
what everything is.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 23/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
The basis of the plot is &amp;quot;Space Exploration&amp;quot; so the theme is&lt;br /&gt;
there throughout the game, but not very strongly. There is not&lt;br /&gt;
&amp;quot;Space Exploration&amp;quot; throughout the entire game so I did not give 30&lt;br /&gt;
whole marks.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 8/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
The game has two major bugs that I had to work around, both&lt;br /&gt;
mentioned in the &amp;quot;Gameplay&amp;quot; section. Minor typo/grammatical stuff and&lt;br /&gt;
a gravity/jumping engine that could've been better are also problems.&lt;br /&gt;
&lt;br /&gt;
'''Total - 204/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;The cliché massive conspiracy game&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
52671 - &amp;quot;''[[Demon Surge]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Theme - Growth'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 50/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
What do you get when you mix Metal Gear Solid and a Nytarian&lt;br /&gt;
game? Demon Surge. You have several options in this game: go through,&lt;br /&gt;
kill everybody (or at least enough people to get through), beat two&lt;br /&gt;
bosses like any normal game OR you can sneak around, wait for your&lt;br /&gt;
opportunity to kill people with one hit from the back, beat one or&lt;br /&gt;
two bosses, depending on how you choose OR you can sneak around, not&lt;br /&gt;
kill a soul and even avoid killing both bosses, which gives you the&lt;br /&gt;
best endings. The game, although fun, gets a tad repetitive, even in&lt;br /&gt;
its short lifespan. The majority of this game, it seems, is reading&lt;br /&gt;
the plot. However, the game still does manage to be very fun with&lt;br /&gt;
the various ways you can get through it. Boy I wish it were longer.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 45/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
From the title screen, I was very anxious to see what the&lt;br /&gt;
graphics in the game would be like. The game starts out on a decent-&lt;br /&gt;
looking intro-to-plotline board, and then jumps into a pretty good-&lt;br /&gt;
looking gameplay board, with good-looking monsters, characters,&lt;br /&gt;
surroundings, and, of course, blood. The second plot board does not&lt;br /&gt;
look quite as good, an apparently quickly-made forest and prison.&lt;br /&gt;
Then back in the game, another really nice-looking board. The trees&lt;br /&gt;
are REALLY attractive, in my opinion, and the colors work very&lt;br /&gt;
well. The third plot board looks as iffy as the first two. The final&lt;br /&gt;
playable location looks alright, but not as good as the first two.&lt;br /&gt;
The last plot location (assuming you did not get ending C), is pretty&lt;br /&gt;
mediocre and looks like it was made in the last hour or so of the&lt;br /&gt;
competition. The point of this board is just to get the ending plot&lt;br /&gt;
across, anyway. The ending boards B and C contain no graphics and&lt;br /&gt;
the real ending contains a weird diagonalized humanoid outline.&lt;br /&gt;
Overall, I really liked the playable boards, the story scenes were&lt;br /&gt;
decent and the endings were eh.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 30/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
MGS-type games have been done (especially in the MZXO when&lt;br /&gt;
the topic was &amp;quot;stealth&amp;quot;) and so have multiple endings. Games where&lt;br /&gt;
you can choose not to kill anybody even with the clear opportunity&lt;br /&gt;
in front of you and are eventually rewarded for it are less common.&lt;br /&gt;
It would've been nice if you had provided alternative routes, like&lt;br /&gt;
Deus Ex or something like that, because you can basically just run&lt;br /&gt;
past everybody without them hurting you and that's not as fun as&lt;br /&gt;
just sneaking around. The plot was sort-of original, although I've&lt;br /&gt;
seen moderately-close variations of it before.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 35/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
What can I say? I really liked this plot. It was twisty,&lt;br /&gt;
kept me interested and seemed to be the focus of the game. A&lt;br /&gt;
classic &amp;quot;wake up without memories&amp;quot; game, you find out that you&lt;br /&gt;
are a demon in what seems to be a world without humans. As you&lt;br /&gt;
progress, you learn more and more about your true identity. Of&lt;br /&gt;
course, there's more going on than you realize and as you get&lt;br /&gt;
better and better endings, more of the plot is realized. Very&lt;br /&gt;
nice job!&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 28/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
The music is another strong point of this game. The four&lt;br /&gt;
songs all set the tone very well, the dreary prison, the&lt;br /&gt;
mysterious forest, the final battle, and (of course) the up-tempo&lt;br /&gt;
&amp;quot;oh no I've been spotted&amp;quot; music. The music is all pretty solid,&lt;br /&gt;
except for the final battle song, which I thought was just ok. The&lt;br /&gt;
thing that hurt this game here is again the length. There's just not&lt;br /&gt;
enough music (like for the story boards, ESPECIALLY for the last one,&lt;br /&gt;
would've been a very good idea). The sound effects are all pretty&lt;br /&gt;
decent, too. Nice work here.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 13/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
The theme does not feel tightly tied to this game. I mean,&lt;br /&gt;
it's there. Sorta. Mostly at the end. You don't really see it unless&lt;br /&gt;
you finish the game in a certain way, and some players might not even&lt;br /&gt;
play again to get the other ending therefore see the theme. Even then,&lt;br /&gt;
with it being just at the end, it still feels very tacked-on. As if&lt;br /&gt;
the creator of this game had it in his head before the DoZ started.&lt;br /&gt;
I sure hope it doesn't disqualify this game, however.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 13/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
There seem to be a few minor graphical and sound glitches in&lt;br /&gt;
the game, but besides that, the author made a solid, well-planned&lt;br /&gt;
game.&lt;br /&gt;
&lt;br /&gt;
'''Total - 214/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;So wait, Nytar definitely wasn't in this DoZ??&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
60315 - &amp;quot;''[[Valve Pressure|Pressure Valve]]''&amp;quot; or &amp;quot;''[[Valve Pressure]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 40/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting shoot-em-up mixed with a race against the&lt;br /&gt;
clock. The game starts out very difficult because you do not know&lt;br /&gt;
where to go and must find a pressure valve quickly, and for people&lt;br /&gt;
like me who like to explore, it might be difficult to find that&lt;br /&gt;
spot on the first try. But once I got through the first part I&lt;br /&gt;
started to get the system down. The second part was annoying&lt;br /&gt;
because the boss could only be hit in the head, due to overlay or&lt;br /&gt;
sprite or however the author did it. The last boss did not show up&lt;br /&gt;
at all and it is only by luck that I managed to corner and shoot him&lt;br /&gt;
to death. However, the game didn't suck, per se, the traditional&lt;br /&gt;
shooter genre was used alright here and the added element of having&lt;br /&gt;
to release a valve every once in a while made it more enjoyable.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 40/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
The title screen made me anxious to play the game. However,&lt;br /&gt;
the game itself was not as good as I expected. It was good, don't&lt;br /&gt;
get me wrong. The spaceship with the pipes and doors and all that&lt;br /&gt;
looked nice, but the creatures themselves (with the exception of the&lt;br /&gt;
plant boss) looked eh. However, there were graphical glitches pretty&lt;br /&gt;
prevalent in the game.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 25/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
The pressure valve thing is a neat idea, and it really sort&lt;br /&gt;
of carries the game and differentiates it from the rest. However,&lt;br /&gt;
that's really it in terms of originality.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 10/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
You basically get an introduction and an ending, and both&lt;br /&gt;
of them are pretty poor. Also, typos.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 23/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
The music is alright. To be honest, I don't think it set a&lt;br /&gt;
good constant or appropriate tone. Furthermore, the music itself&lt;br /&gt;
was just decent. The sound effects I like, though: the screaming&lt;br /&gt;
and shooting samples are good, but I don't think I noticed much&lt;br /&gt;
else.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 15/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
Another game where you're in space, and you're sorta&lt;br /&gt;
exploring, but I would hardly call it &amp;quot;Space Exploration.&amp;quot; This is&lt;br /&gt;
neither a solid nor creative use of the topic, but it is still&lt;br /&gt;
there, so you get half-credit.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 10/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
A lot of graphical glitches, and the clock is still running&lt;br /&gt;
during those intermission boards =( Oh yeah, and typos in the little&lt;br /&gt;
text there was.&lt;br /&gt;
&lt;br /&gt;
'''Total - 163/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;It's not so much pressure as oxygen but whatever =P&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
66108 - &amp;quot;''[[Super Space Adventure 3D]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Theme - Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 15/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
I guess it was... playable, but it wasn't fun or anything&lt;br /&gt;
like that. It almost seems like a joke game to me with how bad it&lt;br /&gt;
plays. It's a standard &amp;quot;adventure&amp;quot; game where you basically have&lt;br /&gt;
to figure out where to go next, and the answer is usually &amp;quot;look&lt;br /&gt;
for a door.&amp;quot; Then there's the shooting mini-game, which is terribly&lt;br /&gt;
unfun and tedious. The game is short and boring. Put in a little&lt;br /&gt;
effort next time.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 5/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
A particular low point of the game, the graphics are&lt;br /&gt;
downright ugly. The colors clash, the charedited characters look&lt;br /&gt;
bad and the use of the other characters is poor. BUT there were&lt;br /&gt;
graphics so you get points.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 5/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Vertexy dimension with orange void and black stars? Uh, I&lt;br /&gt;
guess that's creative.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 7/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
It was there... Probably the &amp;quot;focus&amp;quot; of the game, although&lt;br /&gt;
the plot was just as =( as the rest of the game.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 2/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
As promised you got two points for not having sound or music.&lt;br /&gt;
And no, I don't count the in-game &amp;quot;game over&amp;quot; thing to be music.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 15/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, I guess there was space exploration... sorta. Better&lt;br /&gt;
than Demon Surge was with its theme.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 7/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Between misspellings and just a common &amp;quot;why didn't you put&lt;br /&gt;
more effort into this game&amp;quot; I find you guilty of bad judgment&lt;br /&gt;
&lt;br /&gt;
'''Total - 56/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is this a joke? =/&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
79840 - &amp;quot;''[[Blacktropix]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 10/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
Mildly enjoyable. Sorta.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 15/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics were alright. Sorta.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 5/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Mildly innovative in the story. Sorta.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Plot - 5/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
Completely uninteresting Completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 20/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
The two/three songs in this game were probably the &amp;quot;best&amp;quot;&lt;br /&gt;
part about the game. Sorta.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 1/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
It mentions Space Exploration as an afterthought right at&lt;br /&gt;
the end. Sorta.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 1/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, he didn't say who he was, but this is obviously not&lt;br /&gt;
a game with much thought in it.&lt;br /&gt;
&lt;br /&gt;
'''Total - 57/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;*&amp;amp;!^@%+#&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
81762 - &amp;quot;''[[The Gardener]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Growth'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 30/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
For a game as simple as this, you'd think they could've&lt;br /&gt;
made it much longer in twenty-four hours. It's a boring, run-of-&lt;br /&gt;
the-mill &amp;quot;adventure&amp;quot; game; and by adventure game I mean touch&lt;br /&gt;
everything, then touch everything again, then keep repeating&lt;br /&gt;
until the game is over. Sorry guy, these games are simply not&lt;br /&gt;
fun with just that; games need variety and spice.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 15/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
Not only have you not done any charediting, you did&lt;br /&gt;
not even use the default MZX charset-- you used the basic ascii&lt;br /&gt;
charset. Now, this would be cute if you were playing with ZZT,&lt;br /&gt;
but not MZX. Then you used the default MZX palette. Finally,&lt;br /&gt;
between severe empty board syndrome and your bad use of what you&lt;br /&gt;
DID have, I think you should work on your graphics or go back&lt;br /&gt;
to ZZT.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 15/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
The enter menu was kinda nice, I guess. The &amp;quot;humor&amp;quot; added&lt;br /&gt;
to the game was kinda original, too, like the different types of&lt;br /&gt;
trees. Didn't really care for it, though.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 13/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
It was there; it wasn't like it was progressing, but&lt;br /&gt;
was text throughout. However, it was mostly unfunny and&lt;br /&gt;
uninteresting. Kept the game going, I guess.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 3/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
1 point for no music. 2 points for the one sound.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 18/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
You had to grow trees in supposedly unique ways, although&lt;br /&gt;
it was basically all the same. Still, it was definitely in there,&lt;br /&gt;
but it wasn't particularly original or exciting with the topic.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 13/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
I don't recall any typos off the top of my head, but the&lt;br /&gt;
two points are for just inadequate thinking-through of the game.&lt;br /&gt;
I know you can't do this in a DoZ, but having someone else who&lt;br /&gt;
doesn't know exactly where to go test your game is a good idea.&lt;br /&gt;
In a DoZ situation, you can't do that, so try your best to&lt;br /&gt;
pretend you don't know where to go and see what it's like.&lt;br /&gt;
&lt;br /&gt;
'''Total - 107/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;To make this game grow, you need a jack-in-the-box, a millstone,&lt;br /&gt;
a gallon of apple juice and ten pound-signs.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
81802 - &amp;quot;''[[Zt: The Dawn of Zeux]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Growth?'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 30/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
A traditional shooter with a bit of sidescrolling, a bit&lt;br /&gt;
of jam buttons really quickly, and a lot of boring dialog The&lt;br /&gt;
vast majority of this game was dialog, and the bit that was&lt;br /&gt;
playable tended to be very bland. The phone number thing at the&lt;br /&gt;
end I could see being very annoying to someone who hadn't looked&lt;br /&gt;
the number up and still had it in his browser.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 38/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics were pretty decent throughout this game,&lt;br /&gt;
considering the length of it: there were a lot of cutscenes,&lt;br /&gt;
two towns, a cave and a Mighty Bomb Jack minigame. However, the&lt;br /&gt;
graphic talent often seemed stretched thin due to the length.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 15/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Not a particularly innovative game, unless you consider&lt;br /&gt;
the in-your-face political propaganda in this game, which seems&lt;br /&gt;
to have risen to a new level this DoZ.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 10/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
There was probably more plot in this game than any other&lt;br /&gt;
game in the DoZ, so why would I give it such a low score? Simple.&lt;br /&gt;
The plot sucked. This game is nothing more than bad political&lt;br /&gt;
propaganda, taking potshots at right-wingers throughout the&lt;br /&gt;
whole game. Now, I myself am quite liberal, but I hate it when&lt;br /&gt;
liberals use the same methods that they complain the&lt;br /&gt;
conservatives are using. Quit your double-standard, and add&lt;br /&gt;
a plot that somebody in this world besides yourself will enjoy.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 15/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
Besides the fact that most of the music in this game is&lt;br /&gt;
copyrighted, and, on top of that, annoying after only short&lt;br /&gt;
periods of time I can only give a few points for the music&lt;br /&gt;
portion. The sound effects however, were pretty nice overall.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 1/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
There might've been some growth somewhere in the game&lt;br /&gt;
... I dunno. I'd nearly eat my shoe if this game isn't DQ'd&lt;br /&gt;
for lack-of-topic.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 0/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Just about everything.&lt;br /&gt;
&lt;br /&gt;
'''Total - 109/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I wish people would stop making these games.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
86970 - &amp;quot;''[[Shoot the Enemy and Win]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Theme - Growth'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 1/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pressing right or left once in a while does not&lt;br /&gt;
constitute gameplay.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 15/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
Very, very limited graphics, but at least they're char-&lt;br /&gt;
edited and you can usually figure out what they are.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 35/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
I'll give you this: I've never seen a game like this before&lt;br /&gt;
in MZX, but that's for a reason-- I'll rant about it in plot.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 5/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
I see this as the author thinking he's very clever with his&lt;br /&gt;
pseudophilosophical &amp;quot;game.&amp;quot; I don't mind a little bit of philosophy&lt;br /&gt;
in games, as long as the game is fun and the philosophy isn't being&lt;br /&gt;
shoved down your throat; however (probably because I'm an uncultured,&lt;br /&gt;
barbaric know-nothing) I found this game very stupidly philosophical&lt;br /&gt;
and completely unenjoyable. The game has a very loose plot of a guy&lt;br /&gt;
growing up being taught to shoot the enemy and win; but it turns out&lt;br /&gt;
in the end that he has not really grown up at all because he can't&lt;br /&gt;
think for himself and still acts like a child. Seriously, gimme a&lt;br /&gt;
break.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 2/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
Music? Sound?&lt;br /&gt;
&lt;br /&gt;
'''Theme - 10/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
The whole game is a guy growing up in a matter of a few&lt;br /&gt;
realtime minutes, and how he hasn't really grown up at all. I did&lt;br /&gt;
not particularly feel the theme in the game though, but it's there.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 5/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Regardless of the occasional joke entry, DoZ is a game-making&lt;br /&gt;
competition, not a movie-making competition.&lt;br /&gt;
&lt;br /&gt;
'''Total - 73/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Lights, camera, inaction!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
98083 - &amp;quot;''[[Space Invader]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 35/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
It adds a twist on the defeat-every-enemy-and-go-to-the-next-&lt;br /&gt;
level genre: go from planet to planet with a limited amount of fuel...&lt;br /&gt;
except for the fact that the fuel supply is incredibly limited and&lt;br /&gt;
seems to run out before you can find any planets. You basically have&lt;br /&gt;
to know where the planets are to find them, which does pose some sort&lt;br /&gt;
of a contradiction. And when you get on the planet, you only get 20&lt;br /&gt;
ammo, which is barely enough to do anything, so you have to keep&lt;br /&gt;
relanding. Furthermore, the engine doesn't always respond properly.&lt;br /&gt;
Some playtesting could've helped a lot of these problems.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 20/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
The charset is edited a bit, and most of the chars that are&lt;br /&gt;
used in the game are the new ones, but that doesn't mean they look&lt;br /&gt;
very good. The graphics are mediocre throughout the entire game,&lt;br /&gt;
but at least everything is pretty obvious as to its identity. The&lt;br /&gt;
levels themselves seem to be filled with either all of one type of&lt;br /&gt;
ground, or have lines of another-colored running through them,&lt;br /&gt;
neither of which looks very pretty.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 25/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
A pretty innovative concept, having to worry about your fuel&lt;br /&gt;
and your ammo and everything, but it just doesn't seem to work out&lt;br /&gt;
very well. The fuel goes away like that, as does the ammo, which&lt;br /&gt;
makes the player keep re-entering levels. Finding the planets would've&lt;br /&gt;
been a good idea if there had been some better way of finding them.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 5/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
There was an introduction (sorta) and a &amp;quot;you win&amp;quot; board, but&lt;br /&gt;
that's about it.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 2/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
Music? Sound?&lt;br /&gt;
&lt;br /&gt;
'''Theme - 20/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
It's there. Not used in any particularly innovative or&lt;br /&gt;
interesting way, but it's there. At least you're actually exploring&lt;br /&gt;
space in this one, instead of exploring IN a place not on Earth.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 12/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
Some playtesting would've done your game good.&lt;br /&gt;
&lt;br /&gt;
'''Total - 119/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I can almost see the plane-- oh wait ran out of fuel.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
99086 - &amp;quot;''[[Space Exploration]]''&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Theme - '''Space Exploration'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 20/75'''&amp;lt;br&amp;gt;&lt;br /&gt;
The game is not only very boring and tedious, but long, too.&lt;br /&gt;
If a fun game is long, it is good; if a boring game is long, it's&lt;br /&gt;
bad, simple logic. An overhead &amp;quot;adventure&amp;quot; engine mixed with an&lt;br /&gt;
occasional poor side-scrolling engine makes this game all work and&lt;br /&gt;
no play. You go around trying to collect 1600 bollars, which is&lt;br /&gt;
apparently space currency, to buy a newer ship. The money is&lt;br /&gt;
obtained in various ways on various planets, but none of them seem&lt;br /&gt;
to be very entertaining.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 10/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, it is not a criminal offense for people to use the&lt;br /&gt;
default charset and palette, but this is a pretty poor job of using&lt;br /&gt;
them. The planet boards look just plain ugly and are filled with&lt;br /&gt;
nearly solid color. Especially with these colors, that's a big&lt;br /&gt;
no-no. The characters and robots look decent, probably the &amp;quot;best&amp;quot;&lt;br /&gt;
looking thing in the game along with the &amp;quot;the end&amp;quot; board.&lt;br /&gt;
&lt;br /&gt;
'''Innovation - 15/45'''&amp;lt;br&amp;gt;&lt;br /&gt;
Not too much innovation here; traveling from planet-to-&lt;br /&gt;
planet has not been very uncommon in this game, nor has finding&lt;br /&gt;
all of a certain item to finish the game. The yo-yoish weapon is&lt;br /&gt;
probably the most innovative thing about this game.&lt;br /&gt;
&lt;br /&gt;
'''Plot - 15/40'''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, it definitely had a beginning and end, with&lt;br /&gt;
characters who talked to you, even though there was no plot&lt;br /&gt;
progression to speak of. But at least your mission seems clear&lt;br /&gt;
enough and you have some degree of enjoyment trying to talk&lt;br /&gt;
to everybody in the game.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound - 11/35'''&amp;lt;br&amp;gt;&lt;br /&gt;
The music in this game is not very good at all. Not only&lt;br /&gt;
does it not set any constant or appropriate tone, the music is&lt;br /&gt;
also difficult and annoying to listen to after a while, and uses&lt;br /&gt;
copyrighted music as the basis of one song. Did you guys even&lt;br /&gt;
listen to your music before-hand? Anyway, 10 for music and 1 for&lt;br /&gt;
sound, due to lack of any sound effects.&lt;br /&gt;
&lt;br /&gt;
'''Theme - 20/30'''&amp;lt;br&amp;gt;&lt;br /&gt;
The game did the same thing other games did-- explore&lt;br /&gt;
multiple planets in search of some specific item to win the&lt;br /&gt;
game-- so it's not particularly original, but the theme is there&lt;br /&gt;
and it's there throughout the entire game.&lt;br /&gt;
&lt;br /&gt;
'''Discretion - 14/15'''&amp;lt;br&amp;gt;&lt;br /&gt;
There were no obvious problems, like major typos or bugs&lt;br /&gt;
or anything like that, but the game really could've used a&lt;br /&gt;
graphical and/or gameplay touchup.&lt;br /&gt;
&lt;br /&gt;
'''Total - 105/300'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Land, money and repeat.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Weight Ranks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
01 39201 - &amp;quot;''[[Space Kung Fu]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
02 19962 - &amp;quot;''[[Cheese's Adventure]]''&amp;quot; ('''Growth''')&amp;lt;br&amp;gt;&lt;br /&gt;
03 44305 - &amp;quot;''[[Chronicles of a Broken Man]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
04 52671 - &amp;quot;''[[Demon Surge]]''&amp;quot; ('''Growth''')&amp;lt;br&amp;gt;&lt;br /&gt;
05 31340 - &amp;quot;''[[React]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
06 60315 - &amp;quot;''[[Valve Pressure]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
07 31711 - &amp;quot;''[[Final Frontier]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
08 37052 - &amp;quot;''[[Growth and Consolidation]]''&amp;quot; ('''Growth''')&amp;lt;br&amp;gt;&lt;br /&gt;
09 21986 - &amp;quot;''[[Agent Ballpark]]''&amp;quot; ('''Growth''')&amp;lt;br&amp;gt;&lt;br /&gt;
10 9801 - &amp;quot;''[[A Sad Game]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
11 98083 - &amp;quot;''[[Space Invader]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
12 5364 - &amp;quot;''[[Galaxy Slime]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
13 42914 - &amp;quot;''[[Secret Galaxy]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
14 81762 - &amp;quot;''[[The Gardener]]''&amp;quot; ('''Growth''')&amp;lt;br&amp;gt;&lt;br /&gt;
15 99086 - &amp;quot;''[[Space Exploration]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
16 6170 - &amp;quot;''[[A Space Exploration Game of Some Sort]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
17 81802 - &amp;quot;''[[Zt: The Dawn of Zeux]]''&amp;quot; ('''Growth?''')&amp;lt;br&amp;gt;&lt;br /&gt;
18 86970 - &amp;quot;''[[Shoot the Enemy and Win]]''&amp;quot; ('''Growth''')&amp;lt;br&amp;gt;&lt;br /&gt;
19 79840 - &amp;quot;''[[Blacktropix]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
20 66108 - &amp;quot;''[[Super Space Adventure 3D]]''&amp;quot; ('''Space Exploration''')&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer 2005 Dualstream Day of Zeux Judging Sheets]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Drop_Series&amp;diff=2944</id>
		<title>Drop Series</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Drop_Series&amp;diff=2944"/>
		<updated>2007-01-21T15:41:25Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = Drop Series &lt;br /&gt;
|image = &lt;br /&gt;
|creator = [[Goshi]]&lt;br /&gt;
|company = Sun Fundimentals before it was dropped&lt;br /&gt;
|released = Drop 1 and 2: April 2001, Drop 3: Febuary 2004, Drop 4: Not complete.&lt;br /&gt;
|genre = Platformer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The Drop series were created by [[Goshi]] during his first appearance at DMZX in April 2001. Drop 3 was anticipated quite highly however Goshi kept on delaying. When released however it was below current standards and was rendered to be reptitive.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Drop'''&lt;br /&gt;
The hero of the game. He travels to stop Plasma Drop and Cycloglob from doing evil deeds.&lt;br /&gt;
&lt;br /&gt;
'''Slimey'''&lt;br /&gt;
The typical hero's helper similar to Luigi or Tails. Slimey is the only Powboomian who does not agree to Plasma Drop's desires and goes against him. In Drop 1 he helped Drop escape the Powboomian dimension and in Drop 2 he only made a minor appearance. In Drop 3 he takes Drop back to a certain point in the stage. In Drop 4, Slimey is a playable character.&lt;br /&gt;
&lt;br /&gt;
'''Drip Drop'''&lt;br /&gt;
A friend of Drop. In Drop 1 in the &amp;quot;Drop 4 - Drop Complete&amp;quot; version he was the one selling the Magic Crystal. In Drop 3 he would activate the BBQ to burn the Glob Saga comics. He doesn't appear in Drop 2. In Drop 4 he was originally playable but the idea was ditched.&lt;br /&gt;
&lt;br /&gt;
'''Globby'''&lt;br /&gt;
One of Cycloglob's highest generals in command. In Drop 3 he is the final boss. In Drop 4 he is a playable character. Globby does not appear in Drop 1 and 2.&lt;br /&gt;
&lt;br /&gt;
'''Piney'''&lt;br /&gt;
An evil pineapple creature who works for Plasma Drop. He attacks by lobbing bombs. In Drop 1 he was the final boss. In Drop 2 he disguised himself as a mysterious person to help Drop. In Drop 3 he was the first boss and in Drop 4 he is agian the first boss. In Drop 4 he was originally playable but the idea was ditched.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drop'''&lt;br /&gt;
The main villian of both Drop 1 and 2. The ruler of Powboom. He plans on ruling all the dimensions with the help of Cycloglob. In Drop 3 he was the second boss and was somewhat popular. His role in Drop 4 has not been decided yet.&lt;br /&gt;
&lt;br /&gt;
'''Erupt'''&lt;br /&gt;
A larger version of the Volcano enemies found in Drop 3 and 4. Another one of the more popular bosses at the time of Drop 3's release. He attacks by shooting various types of fireballs. He does not appear in Drop 1 and 2.&lt;br /&gt;
&lt;br /&gt;
'''Magical Glob'''&lt;br /&gt;
A magician who is one of Cycloglob's most trusted men. He attacks using various magic attacks. He only appears in Drop 3 and 4 as a boss.&lt;br /&gt;
&lt;br /&gt;
'''Powey and Boomey'''&lt;br /&gt;
Two members of the gaurdians of Powboom. They were sent by Plasma Drop to stop Drop from reaching Plasma Drop. They only appear in Drop 3 and 4.&lt;br /&gt;
&lt;br /&gt;
'''Dancey'''&lt;br /&gt;
Dancey as his name suggests attacks by dancing. He is also one of the Powboomian gaurdians. He only appears in Drop 3 and 4.&lt;br /&gt;
&lt;br /&gt;
'''Cycloglob'''&lt;br /&gt;
The main villian. A glob with only one eye, he rules the entire empire. He tried to build his army in Drop 3 using evil comic books. He does not appear in Drop 1 and 2.&lt;br /&gt;
&lt;br /&gt;
'''Aqua'''&lt;br /&gt;
Drop's rival. He only appears in Drop 4.&lt;br /&gt;
&lt;br /&gt;
'''Alpha'''&lt;br /&gt;
The big cheese, the head honcho, the kaiser, the lord of the empire, the phantom menace and so forth. The main villian of Drop 4, he tries to rule all dimensions.&lt;br /&gt;
&lt;br /&gt;
==Plot Summary==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
==Drop 1 - Legend of Magic==&lt;br /&gt;
&lt;br /&gt;
A mysterious crystal of a sort has landed on Drop's planet. Drop wishes to find out what it is however a person won't let him have unless he has 10 coins. After Drop collects them, Drop is then warped into a mysterious dimension known as Powboom. There he meets Piney and Slimey and finds out the intentions of Plasma Drop.&lt;br /&gt;
&lt;br /&gt;
==Drop 2 - Plasma Drop's Revenge==&lt;br /&gt;
&lt;br /&gt;
After escaping from the Powboom dimension, Plasma Drop vows to get his revenge on what Drop did to Piney. He sends to the Powboomian army to raid Drop's planet and warps Plasma Pyramid in Drop's planet. Drop decides to go and stop Plasma Drop and meets a mysterious person on the way. It is soon revealed that he is actually Piney trying to spy on Drop. Drop then travels a long adventure until he finally reaches Mystery Desert where Plasma Pyramid lies. Entering it he blows up the central computer of the building and destroys it. However Plasma Drop escaped to his satellite Plasma Star. Drop pursues him and finds Piney at the end. After Piney is defeated again Drp finds out how to enter Plasmatoa, Plasma Drop's secret base. There Drop and Plasma Drop finally fight and Plasma Drop is finally defeated.&lt;br /&gt;
&lt;br /&gt;
==Drop 3 - Glob Saga==&lt;br /&gt;
&lt;br /&gt;
It then revealed the Cycloglob is the one charge of the destruction of Drop's planet. Because of the drop of troops in his army, Cycloglob decides to create evil comic books called &amp;quot;Glob Saga&amp;quot; to control people and get them to join his army. Drop decides to stop him and burns all the comic books. At Cycloglob Core he meets Globby, Cycloglob's most trusted ally. They fight but afterwards Cycloglob escapes.&lt;br /&gt;
&lt;br /&gt;
==Drop 4 - Drop Complete==&lt;br /&gt;
&lt;br /&gt;
The project is currently not released.&lt;br /&gt;
&lt;br /&gt;
==Facts==&lt;br /&gt;
&lt;br /&gt;
*Originally Plasma Pyramid was called Powboom and the dimension that the Powboomians lived in had no name. This was changed in Drop 3 however there was little evidence of it.&lt;br /&gt;
*Originally in Drop 3 you were supposed to battle Cycloglob however this was dropped due to the number of bugs the battle had. And the general unfairness of it.&lt;br /&gt;
*Each area in Drop 3 was supposed to have 3 levels in it each but it was taking too long so [[Goshi]] dropped it to only 1 level.&lt;br /&gt;
*The platformer engine in Drop 1 and 2 was stolen from the [[MZX Encyclopedia]]. In Drop 3 though, Goshi tried to make his own but it didn't turn out well.&lt;br /&gt;
*A Drop 5 was originally planned but the idea was dropped.&lt;br /&gt;
*Drop 4 used to have Mega Man styled gameplay however the idea was dropped.&lt;br /&gt;
*Most enemy and character ideas are based of that of the Kirby games.&lt;br /&gt;
*Slimey originally came from Sparker's [[Insane World]] series but it was decided he suited  to the Drop series better.&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=SlashNET&amp;diff=2943</id>
		<title>SlashNET</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=SlashNET&amp;diff=2943"/>
		<updated>2007-01-21T15:41:21Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''SlashNET''' is irc.slashnet.org, the official server of Slashdot. It is also currently the home of [[Rawr|#rawr]], the hub of the [[ZZT]] community, and [[Athens_(IRC_channel)|#athens]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Robostoner&amp;diff=2942</id>
		<title>Robostoner</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Robostoner&amp;diff=2942"/>
		<updated>2007-01-21T15:41:16Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = Robostoner&lt;br /&gt;
|image = &lt;br /&gt;
|creator = [[paulguy]]&lt;br /&gt;
|company =&lt;br /&gt;
|released = summer 2003&lt;br /&gt;
|genre = action/adventure/sidescroller&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Seamus%27_Bad_Day&amp;diff=2941</id>
		<title>Seamus' Bad Day</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Seamus%27_Bad_Day&amp;diff=2941"/>
		<updated>2007-01-21T15:41:13Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = Seamus' Bad Day&lt;br /&gt;
|image = &lt;br /&gt;
|creator = [[NoahSoft]]&lt;br /&gt;
|company = [[Aevaze]]&lt;br /&gt;
|released = 2006&lt;br /&gt;
|genre = Classic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Seamus' Bad Day was a game made by [[NoahSoft]] with Jessie, released under [[Aevaze]] in October of 2006. In it you are a dog named Seamus who flees from a dog whom he owes some bones into the zoo. There he agrees to a fetch quest for his friend, to get back a borrowed cowbell, leading to a series of fetch quests. Most of the dialogue in the game was actually written by Jessie, whereas NoahSoft tackled the bulk of the programming.&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Weekend_of_Zeux_2001&amp;diff=2940</id>
		<title>Weekend of Zeux 2001</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Weekend_of_Zeux_2001&amp;diff=2940"/>
		<updated>2007-01-21T15:41:10Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ''Weekend of Zeux 2001'' was a competition hosted by [[DigitalMZX]]. Wanting to avoid hosting a conventional [[Day of Zeux]], [[Maverick]] and [[joshdw1]] planned a Week of Zeux; dissent on this caused it to be shortened to a Weekend of Zeux. It lasted from March 23, 2001 at 5:00PM CST to the same time on the 25th. The topic was &amp;quot;Conspiracies&amp;quot;. The judges were [[Esdemo1|Es]], [[Exophase]], [[Hercules]], [[Diamond|Sei]], and [[ajs|wizdom]]. Despite 14 teams signing up, only three turned in a game.&lt;br /&gt;
&lt;br /&gt;
The entries were scored as follows:&lt;br /&gt;
&lt;br /&gt;
*1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; - Entry 82896 - ''[[Fourth Power]]'' - Fnord Blank ([[Tabris]], [[Ghent]], [[Wervyn]])  (Score: 225/250)&lt;br /&gt;
*2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; - Entry 55975 - ''[[Komplot]]'' - [[MadBrain]] (Score: 197/250)&lt;br /&gt;
*3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; - Entry 25944 - ''[[Big Fast Electric Ballz]]'' - [[Leper_Mess|Joonas Tyystjarvi]] (Score: 84/250)&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
&lt;br /&gt;
''See [[:Category:Weekend of Zeux 2001 Judging Sheets|Weekend of Zeux 2001 Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Summer_2005_Dualstream_Day_of_Zeux&amp;diff=2939</id>
		<title>Summer 2005 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Summer_2005_Dualstream_Day_of_Zeux&amp;diff=2939"/>
		<updated>2007-01-21T15:41:06Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Summer 2005 Dualstream Day of Zeux was the 15th bi-annual [[Day of Zeux]] competition.  It was organized by [[Insidious]] and began and ended at 5PM GMT on Saturday, July 2nd, 2005 and Sunday, July 3rd, 2005, respectively.  The topics were Growth and Space Exploration, and the judges were [[RoSS]], [[Terryn]], [[Emalkay]] and [[Seven]], with [[Prophet]] serving as a backup judge.  [[Seven]] ultimately did not submit scores, and thus [[Prophet]]'s scores were used instead.&lt;br /&gt;
&lt;br /&gt;
Of the games in this DoZ, Cheese's Adventure is often considered particularly memorable for its use of the then recent concept of pixel perfect rendering.  While this had been explored in varying degrees before by other people and by [[LogiCow]] himself, it had not been implemented in a game of substantial content prior to this.&lt;br /&gt;
&lt;br /&gt;
The final ranking of the games was as follows:&lt;br /&gt;
&lt;br /&gt;
*1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; - ''Entry 39201'' - '''Space Exploration''' - [[Space Kung-Fu]] - Team Ultimate Lamination ([[MadBrain]])  (Score: 1285/1600) &lt;br /&gt;
&lt;br /&gt;
*2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; - ''Entry 19662'' - '''Growth''' - [[Cheese's Adventure]] - [[Logicow]]  (Score: 1223/1600) &lt;br /&gt;
&lt;br /&gt;
*3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; - ''Entry 52671'' - '''Growth''' - [[Demon Surge]] - Pantseat Flyers ([[Quasar84|Quasar]])  (Score: 1115/1600) &lt;br /&gt;
&lt;br /&gt;
*4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 31711'' - '''Space Exploration''' - [[Final Frontier]] - The Universal and Great Provisional Protectorate ([[pyro1588]], [[CommodoreJohn]], [[John Lennon]])  (Score: 1062/1600) &lt;br /&gt;
&lt;br /&gt;
*5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 44305'' - '''Space Exploration''' - [[Chronicles of a Broken Man]] - ohhhh burn ([[Skylark]])  (Score: 1049/1600) &lt;br /&gt;
&lt;br /&gt;
*6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 31340'' - '''Space Exploration''' - [[React]] - Unnamed FAIL ([[Elig]])  (Score: 1048/1600) &lt;br /&gt;
&lt;br /&gt;
*7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 60315'' - '''Space Exploration''' - [[Valve Pressure]] - Captain Spaniard and Filler Boy ([[ShloobeR]], [[Seventh Shade]], [[NoahSoft]]) (Score: 1043/1600) &lt;br /&gt;
&lt;br /&gt;
*8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 37052'' - '''Growth''' - [[Growth and Consolidation]] - cja ([[cja]])  (Score: 960/1600) &lt;br /&gt;
&lt;br /&gt;
*9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 9801'' - '''Space Exploration''' - [[A Sad Game]] - Captain Hobo ([[asgromo]])  (Score: 784/1600) &lt;br /&gt;
&lt;br /&gt;
*10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 21986'' - '''Growth''' - [[Agent Ballpark Will Explode]] - Everybody Loves Raymond ([[Kuddy]], [[Esdemo1|Es]], [[Trev-MUN]])  (Score: 733/1600) &lt;br /&gt;
&lt;br /&gt;
*11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 99086'' - '''Space Exploration''' - [[Space Exploration]] - (???)  (Score: 689/1600) &lt;br /&gt;
&lt;br /&gt;
*12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 81762'' - '''Growth''' - [[The Gardener]] - This is your brain on DoZ ([[Apage43]])  (Score: 640/1600) &lt;br /&gt;
&lt;br /&gt;
*13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 98083'' - '''Space Exploration''' - [[Space Invader]] - Team MAI ([[Nedemai]])  (Score: 537/1600) &lt;br /&gt;
&lt;br /&gt;
*14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 86970'' - '''Growth''' - [[Shoot the Enemy and Win]] - Ral ([[Ral]])  (Score: 371/1600) &lt;br /&gt;
&lt;br /&gt;
*15&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 42914'' - '''Space Exploration''' - [[Secret Galaxy]] - Mouth Off! Productions ([[funkbrat]])  (Score: 366/1600) &lt;br /&gt;
&lt;br /&gt;
*16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 66108'' - '''Space Exploration''' - [[Super Space Adventure 3D]] - I like Super Mario ([[paulguy119]])  (Score: 316/1600) &lt;br /&gt;
&lt;br /&gt;
*17&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - ''Entry 6170'' - '''Space Exploration''' - [[A Space Exploration Game of Some Sort]] -  White Hole Productions ([[Mr_Alert]])  (Score: 296/1600) &lt;br /&gt;
&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; - ''Entry 81802'' - '''Growth''' - [[Zt: The Dawn of Zeux]] - GOLDS IN THEY MOUTH ([[Luke Drelick|SEGA]])  (Score: 612/1600) (Disqualified due to a low theme score.)&lt;br /&gt;
&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; - ''Entry 5364'' - '''Space Exploration''' - [[Galaxy Slime]] - The Three Musketeers([[Goshi|Goshi3156]], [[Goshi|And Goshi3156]], [[Goshi|And Also Goshi3156]])  (Score: 474/1600) (Disqualified due to a breach of the anonymity rule.)&lt;br /&gt;
&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; - ''Entry 79840'' - '''Space Exploration''' - [[Blacktropix]] - THE BIG BOSS OF THE NORTH ([[NASH]])  (Score: 284/1600) (Disqualified due to a low theme score.)&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
&lt;br /&gt;
''See [[:Category:Summer 2005 Dualstream Day of Zeux Judging Sheets|Summer 2005 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.digitalmzx.net/forums/index.php?showtopic=8724&amp;amp;st=0&amp;amp;#entry133143 DoZ Announcement Thread]&lt;br /&gt;
*[http://www.digitalmzx.net/forums/index.php?showtopic=9176&amp;amp;st=0&amp;amp;#entry143193 Official DoZ Judging and Results Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category: Competitions]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Summer_2005_Dualstream_Day_of_Zeux_Judging_Sheets:emalkay&amp;diff=2938</id>
		<title>Summer 2005 Dualstream Day of Zeux Judging Sheets:emalkay</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Summer_2005_Dualstream_Day_of_Zeux_Judging_Sheets:emalkay&amp;diff=2938"/>
		<updated>2007-01-21T15:41:02Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''3702 - [[Growth and Consolidation]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 50/75''&amp;lt;br&amp;gt;&lt;br /&gt;
This was a very fun and addictive game to play.  It took a while for me to warm to it but once I fully understood how it worked I was well on my way to becoming a very rich man.  As a farm simulator this game demanded a lot of skill and patience from the player, like knowing when to buy and sell your fruit or jam and making sure you water your plants at the right time.  There were many perks to this game too like the option to build Jam factories and increase your yield.&lt;br /&gt;
  &lt;br /&gt;
It was only until about 5 minutes into the game that I started to get fed up with the same routine.  I was expecting more exciting things to happen as the game progressed, but it just repeated until the very end.  Even the unfortunate occurrences like plants getting AIDS (wtf!) didn't do much to spice things up, in fact it made the whole thing slightly more tedious.&lt;br /&gt;
&lt;br /&gt;
Aside from the repetitiveness this was a pretty innovative and challenging game to play.  It was a nice surprise to see it had a cinematic ending too.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 31/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing really special going on here. Everything was nicely placed and the colours seemed to work well.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 42/45''&amp;lt;br&amp;gt;&lt;br /&gt;
A very original concept, not many simulators out there for MZX.  The engine worked really well and I couldn't find any flaws with it.  This was a very well thought-out game.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 25/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Because this was a simulator I am going to be very generous with the points here.  The game had a small introduction to it and it had a funny ending.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 27/35''&amp;lt;br&amp;gt;&lt;br /&gt;
You had the option to select your own music from a list of tracks or you could leave it off, a nice approach.  There were no .wavs to be heard but the speaker FX sounds were all done quite elegantly.  &lt;br /&gt;
&lt;br /&gt;
''Theme - 30/30''&amp;lt;br&amp;gt;&lt;br /&gt;
There was nothing BUT growth in this.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 13/15''&amp;lt;br&amp;gt;&lt;br /&gt;
The mouse did seem to be a bit jerky at times.  That's all I can think of.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Original and fun to play.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 218'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''5364 - [[Galaxy Slime]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 28/75''&amp;lt;br&amp;gt;&lt;br /&gt;
This was undoubtedly the most difficult game of the DoZ, it wasn't the most pleasant of experiences I have to say.  There were too many parts in this game where it was impossible not to get hurt and carrying your health status over to each proceeding level was a pretty bad idea too.  The shooting seemed kind of slow to respond at times which didn't help things, especially when confronting some of those frantic one-eyed enemies.  I found the controls very restrictive.&lt;br /&gt;
&lt;br /&gt;
I must say though, the levels were planned out quite well.  Each one got harder as it went on and the environments didn't repeat too much.  I did have problems getting through level 3 however; those walls at the start were really hard to dodge.  The bosses were done satisfactorily; they were challenging and demanded a fair bit of patience to defeat.  I wasn't too impressed with all those built-ins the big brain at the end kept firing but it did seem to keep me on my toes.  Once I managed to beat this guy the game didn't cut to an ending or anything, it just stayed with that board. I know an ending was made in the editor but it seemed to have been left out accidentally.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 19/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Quite simple-looking really.  Contained a lot of basic char designs along with some bland scenery.  The cut-scenes were nothing special.  The best piece of graphic in this entry was the brain-thing at the end.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 16/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Space shooters like this have been done countless times in MZX, this one did not differ from the rest.  Giving the player some extra weapons and/or power-ups would have made a lot of difference here.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 29/40''&amp;lt;br&amp;gt;&lt;br /&gt;
It's very rare for space shooters like this to have ANY plot at all which is why I have been so generous with the points.  It was a weird plot, just on the verge of being wacky in fact.  I did enjoy the part with the twist, where the commander guy turns into that green monster, yeah, the script did have its moments.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 13/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The music was selected poorly, especially with the first level, it did not go at all.  I heard &amp;quot;mortal kombat&amp;quot; shouted a few times too, hrrmm.  Also, what kind of space shooter doesn't have any SFX?!  I will, however, award marks for the boss music because it made me feel somewhat uneasy, nice job.&lt;br /&gt;
&lt;br /&gt;
''Theme - 30/30''&amp;lt;br&amp;gt;&lt;br /&gt;
You fly around space investigating various planets, top marks.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 7/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Not getting to see the ending because the team didn't link to it was very disappointing.  I noticed some minor char glitches and sometimes my ship would just overwrite other enemy ships.  The shooting engine could have done with some tweaking too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing special, nothing new.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 142'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''6170 - [[A Space Exploration Game of Some Sort|A space exploration game of some sort.]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 1/75''&amp;lt;br&amp;gt;&lt;br /&gt;
This wasn't a game.  The ship controlled pretty well I guess.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 15/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Although I could tell great effort went into the graphics I wouldn't say they looked pretty.  It was just thin monochrome lines with a pixel engine behind it.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 15/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The pixel engine ran like a charm, there wasn't anything else though apart from that.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 20/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing at all, but it didn't need one so I'll give half marks.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 0/35''&amp;lt;br&amp;gt;&lt;br /&gt;
There was nothing to be heard.&lt;br /&gt;
&lt;br /&gt;
''Theme - 30/30''&amp;lt;br&amp;gt;&lt;br /&gt;
You fly your spaceship around space.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 1/15''&amp;lt;br&amp;gt;&lt;br /&gt;
This wasn't a game.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wasn't a game.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 82'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''9081 - [[A Sad Game|A sad game.]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 39/75''&amp;lt;br&amp;gt;&lt;br /&gt;
This game involved a lot of waiting around.  I had to set my speed to 1 in some parts, it just got too boring, especially that escape pod sequence, it got really annoying after a while.  The fires were really hard to dodge and I kept dying at first, I also wasn't too pleased when I crossed over the word &amp;quot;On&amp;quot; and died instantaneously, woe is me.&lt;br /&gt;
&lt;br /&gt;
I must say that the team did a good job in creating a sense of realism, I really liked the atmosphere this game had, it had something about it, very eery.  Beating the game with a race to the finish line kind of spoilt this.  The dream sequence was really strange, it was the best part of the game for me, suddenly the game went from very real to incredibly surreal, it was great.  Like the rest of the game, the ending was pretty weird too, but it wasn't too bad I suppose.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 41/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
They were okay, nothing special. Some parts looked really neat but others just looked mediocre.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 30/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Realism is a hard thing to pull off in MZX, the team didn't quite pull it off in this case but it was a good effort.  I guess the race to the finish line was something... different.&lt;br /&gt;
&lt;br /&gt;
''Plot - 21/40''&amp;lt;br&amp;gt;&lt;br /&gt;
The dialogue was written well and I liked the way the story unfolded, there wasn't much to it however. You just had to escape from the ship.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 31/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The music really set the scene, it was quite bizarre at times but it went really well.  The dream sequence had some great sounds too, filled with all kinds of oddities and strangeness.&lt;br /&gt;
&lt;br /&gt;
''Theme - 19/30''&amp;lt;br&amp;gt;&lt;br /&gt;
It was more of a spaceship exploration game than a space exploration game really.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 10/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Some of the waiting just lasted for too long and the instant death saddened me.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Odd.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 191'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''19662 - [[Cheese's Adventure]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 51/75''&amp;lt;br&amp;gt;&lt;br /&gt;
To spite having no instructions, this game was pretty easy to grasp from the outset.  The levels were constructed brilliantly with the enemies well placed.  The map screen was cleverly built to allow the player to return to previous levels and gain experience thus receiving extra attribute points.  It was this attribute system that was the highlight of the game, although saying that, it did get tiring at times constantly revisiting levels to level up just so I could have a chance against those medalling bosses.  The pixel movement engine in this entry was phenomenal, I've never played anything like it, it was a joy to control.&lt;br /&gt;
  &lt;br /&gt;
Now here's the catch, this was a very hard game to beat and it demanded a lot of patience.  Some enemies, the bosses in particular, were just too hard to defeat and I found myself saving every 5 seconds later on in the game, it was that hard for me.  After about 45 minutes of gameplay I finally get to the end boss, hey ho, it's time to go back and level up.  After around 15 minutes of levelling up, I managed to go back and destroy the flying monster, just about.&lt;br /&gt;
&lt;br /&gt;
This game was quite long and the team did well to stretch out some levels that seemed to be quite straightforward at a glance.  I see no point, however, in levels with no enemies in them...No point at all.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 59/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Incredible.  I only took 1 mark off because nothing in life is perfect.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 38/45''&amp;lt;br&amp;gt;&lt;br /&gt;
This game oozes innovation.  The pixel engine in itself is quite outstanding.  Combine this with the attribute and EXP system never seen before in a MZX platformer and you're onto a winner.  The Robotic in this game is quite a remarkable achievement.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 8/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Not much to report here.  I'm not even sure what this game is about, there wasn't even an ending.  You would expect with the RPG elements within the game that there would be some kind of deep storyline to go with it, or maybe I'm just asking for too much.  Either way, I see a lot of room for improvement here.  &lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 29/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Great choice of music, I'm in love with ROMANTIC.IT.  The sound effects worked pretty well and ow.wav didn't annoy me for a change.&lt;br /&gt;
&lt;br /&gt;
''Theme - 19/30''&amp;lt;br&amp;gt;&lt;br /&gt;
You are born from an egg and you must grow stronger to defeat the bad guys, it works I guess.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 10/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes I fell down a hole and I would still be in the level, I could walk out either side too; I consider this to be a significant bug.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A great accomplishment.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 214'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''21986 - [[Captain Ballpark Will Explode|Captain Ballpark]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 7/75''&amp;lt;br&amp;gt;&lt;br /&gt;
The jumping was fun I guess, but uh, this game seriously lacked in this department. I actually found the title sequence more entertaining than the game itself.  Not being able to kill the only enemy in the game was quite depressing, especially when he could hurt you.&lt;br /&gt;
&lt;br /&gt;
Pretty soon into the game it became obvious that it wasn't finished, perhaps more time spent on making the game rather than the title screen could have prevented this.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 49/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Contained some pretty well designed multi-char graphics and the introduction was nicely done with some excellent drawings, hats off to you on this one.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 6/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The idea of getting stronger as you got fatter was a nice idea but, from what I could tell, the engine never got finished so I'm not awarding any points for that.  The jump and dodge aspect of the game was a pretty original concept but it wasn't anything special.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 30/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Hilarious! It was undoubtedly the highlight of this game. The introduction had an excellent, well-scripted story which came with an assortment of witty names and one-liners.  You just gotsta love that Fatometer, shame on you Michael Moore!&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 32/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Synthesized speech is always a crowd pleaser, I thought it was spoken just a tad too fast though.  I found the music to be quite subtle and it blended very nicely with the game.  There were all kinds of sound effects throughout the intro, I especially liked the &amp;quot;Can I touch it?&amp;quot; sample, very good.  The humour in this entry relied heavily on the use of sound.&lt;br /&gt;
&lt;br /&gt;
''Theme - 24/30''&amp;lt;br&amp;gt;&lt;br /&gt;
It's all about getting fatter, and fatter, AND FATTER.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 4/15''&amp;lt;br&amp;gt;&lt;br /&gt;
This game is not finished which leaves it containing some serious bugs.  For example, I could not finish the first level and I could not kill that one guy.  It's also incredibly short.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very funny but shamefully unfinished.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 152'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''31340 - [[React]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 61/75''&amp;lt;br&amp;gt;&lt;br /&gt;
This entry had all the basic ingredients a MZX action-RPG needed; a good story, a variety of weapons, a world map screen and not forgetting the obligatory item shop.  The enemies encountered throughout this game were not too hard to defeat but after finishing it (3 times!) I did not want to see another lazer beam shooting plant ever again in my life.&lt;br /&gt;
&lt;br /&gt;
The team did well to create a good balance between action and dialogue with this.  It was nice to see that most battle sequences were fought after an exchange of words, I think it was the script that gave this game more life, making it more enjoyable to play.  With the inclusion of 3 possible endings, it gave me the urge to find out all three of them.  Saying that, each ending left me feeling quite unsatisfied with my glorious victory in completing the game, all you got was one measly paragraph for your efforts, very disappointing.&lt;br /&gt;
&lt;br /&gt;
The weapons were a bit of a let-down as they all did the same thing but just caused different amounts of damage.  Perhaps adding more imaginative types of weapons would have made this a much more exciting game to play.  Nonetheless, this game had me engrossed from the outset and did well to keep me entertained right until the very end.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 7/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
As far as I could tell, EVERYTHING was built upon the default MZX charset.  Those flesh eating rats were just fast trees, no effort was made at all.  I guess the board layouts were designed quite well, but that doesn't count for much.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 31/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple endings are great, I just wish the team put more effort into making them.  Mixing up the role-playing with the action seemed to work quite well too.  &lt;br /&gt;
 &lt;br /&gt;
''Plot - 36/40''&amp;lt;br&amp;gt;&lt;br /&gt;
This was the driving force behind the whole game.  It was very descriptive and contained all sorts of satirical references and plot twists.  It was very interesting how the story behind the plant developed, giving you more and more answers as the game progressed.  It also had its funny moments which seemed to blend in very well with the rest of the dialogue.  The only bad thing I can say about the plot was the rushed ending, all of them.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 27/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Wasn't so sure about the title screen but the rest of the soundtrack fit very well with the game. I feel, however, that not enough was done to put emphasis on some of the deeper parts of the game. Also, no sign of any sound effects which makes me sad.&lt;br /&gt;
&lt;br /&gt;
''Theme - 25/30''&amp;lt;br&amp;gt;&lt;br /&gt;
You are in space and you are exploring yes, but you're not exploring space itself, just one planet.  I know, I'm very picky.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 9/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Had slight glitches with parts of the dialogue whereby I could move the player around, I guess there were a few lockplayer commands missing?  I didn't like the way you had to stop shooting before some enemies would die, intentional or not.  I also came upon a considerably large bug while playing the board &amp;quot;root 1&amp;quot;, sometimes the doors would not unlock when I killed the lazer plants.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was a pleasing experience but it seemed a bit untidy in places.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL:  196'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''31711 - [[Final Frontier]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 62/75'' &lt;br /&gt;
After reading through paragraph after paragraph of instructions I felt I was ready for the space combat about to commence and ready to kick some ass.  I activated my weapons and started shooting right away as I was plummeted right in the middle of it.  But what's this? Why aren't they dying?  Why are my controls so unresponsive? What's all this random crap doing at the top of my screen? Help me!  I didn't know what to make of this part, it was very adventurous of the team to try it out but it just didn't work.  I just dodged the enemy spacecraft and headed for my destination.&lt;br /&gt;
&lt;br /&gt;
Now for the good part.  The main part of the game (ie. not the space battle) was short but sweet.  It contained some well-programmed aliens, who appeared to be quite smart I might add, and some nifty weapons.  The bosses were formidable opponents and demanded a great deal of skill from the player, especially that last boss who seemed to be invincible, luckily I got him in a corner, set the speed to one and shot him to death with the pistol...I'm so great.  Minor details like the blood and the instant gunfire added some realism to the game.&lt;br /&gt;
&lt;br /&gt;
I didn't see much point in the inventory, maybe if the team had more time it would have played a greater role later on in the game.  The ending was quite funny and I felt it was a good way to end the game. It left me wanting more.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 49/ 60''&lt;br /&gt;
On the whole, the visuals to this entry looked very pretty but it did have some tacky moments too.  The space battle looked very impressive and made use of multi-char graphics.  The status bar seemed to function okay graphically.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 30/45''&lt;br /&gt;
Like I said earlier, the space combat, although an excellent idea, just did not work so I'll only award a couple of points, just for the effort with this.  I'd say the robotic standard in this entry wasn't anything spectacular but I really liked the status bar.  The weapon engines, although a tinchy bit unresponsive, were something out of the ordinary.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 30/40''&lt;br /&gt;
The yellow scrolling text at the beginning reminded me of Star Wars, it was well written and gave you a good idea of what was going on.  For an action-adventure game like this I thought it had a good, well-structured storyline with an excellent, unexpected ending.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 31/35''&lt;br /&gt;
Lots of monster growls, gunshots and explosions! The sounds added more realism to the whole thing and helped to create a more frantic atmosphere.  The music selection was very befitting, I'm completely diggin' the title screen music. &lt;br /&gt;
&lt;br /&gt;
''Theme - 27/30''&lt;br /&gt;
Works well with the topic.  Nothing else to report here.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 10/15''&lt;br /&gt;
Lots of bugs, too many to mention, it was mainly overlay stuff.  I was pleased to see it was finished though.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A great all-rounder with some cool ideas but the space battle at the start is a stain on this entry.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 239'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''39201 - [[Space Kung-Fu|Space Kung Fu]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 68/75''&amp;lt;br&amp;gt;&lt;br /&gt;
A joy to play.  It was a game that required some serious thought from the player but it was also kept exciting with its moments of action.  The levels worked brilliantly, they were cunningly designed to make this game a rather enjoyable yet challenging experience.  Never before have I seen laser beams used so well!&amp;lt;br&amp;gt;&lt;br /&gt;
The enemies were tricky little buggers and I felt much pleasure in destroying each one, once I took the time to figure out how they worked I dealt with them much easily.  Each time I screwed up in this game I didn't feel so bad because with the simple press of the 'G' key the level was restarted instantly and I was given another chance to beat it.&lt;br /&gt;
&lt;br /&gt;
It has to be said, however, that the game got really tough as it went on.  I got very impatient with the last two levels in particular, that's when it started to get a little annoying.  At times my character would move too far when I pressed a key which left me feeling rather irritated, especially when encountering enemies.  The ending was a bit of a let down, just a few paragraphs to sum up the game.  Still, this game was a stunning achievement and it stood out from most of the other entries.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 51/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing extraordinary but I loved the 1x2 characters, great work. The level designs were very detailed and nice-looking.  &lt;br /&gt;
&lt;br /&gt;
''Innovation - 38/45''&amp;lt;br&amp;gt;&lt;br /&gt;
You won't find many MZX games like this around, I can tell you.  It must have taken a lot of planning to make something like this.  Also, the narrated story was a fun way to get across what appeared to be a pretty simple storyline.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 28/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Quite comical...I didn't quite understand the story at the beginning but it was very funny nonetheless.  The ending was a little rushed but then again, it wasn't a serious storyline to begin with.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 32/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The sound effects were used well with the game, I thought the music was very befitting for this sort of genre and...Yay for narrated storyline!&lt;br /&gt;
&lt;br /&gt;
''Theme - 24/30''&amp;lt;br&amp;gt;&lt;br /&gt;
More to do with space than exploration really, although the plot does mention flying off into space so I wont deduct so many marks for that.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 12/15''&amp;lt;br&amp;gt;&lt;br /&gt;
The movement was just a little iffy sometimes and I noticed a few deleted floor tiles but apart from that, this was a solid-built game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Great concept combined with a weird and wacky storyline.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 253'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''42914 - [[Secret Galaxy]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 1/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Uh, just jumped around a bit and saw a tortoise.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 20/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
What was there was not bad.  It also had a multi-char player and enemy that looked okay.  There wasn't much of this around so I can't give away many marks for this.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 2/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Apart from a fully functioning jumping engine there was none to be seen, even my gun never seemed to cool down.  The planet selection screen was pointless.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 20/40''&amp;lt;br&amp;gt;&lt;br /&gt;
It did have a good background story, although one board had a yellow background which obscured the white text so I couldn't make some of it out.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 4/35''&amp;lt;br&amp;gt;&lt;br /&gt;
It came with a bit of music.&lt;br /&gt;
&lt;br /&gt;
''Theme - 30/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, full marks here.  It does stick with this theme 100%.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 0/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing works because it is unfinished!&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hint for DoZs people: Manage your time wisely.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 77'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''44305 - [[Chronicles of a Broken Man|Chronicles]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 55/75''&lt;br /&gt;
 &lt;br /&gt;
I had a whale of a time with that sword, it seemed to work pretty well (most of the time) and wow! You can climb up walls with it! The light gravity in this platformer made the jumping quite easy to control, although I did find myself floating on some occasions, pretty weird.  It was a real let down to see so many bugs in one entry, the team didn't even bother to link the asteroid board to the next level, which brings the game to an abrupt end. I had to go back in the editor myself and fix this, I just replaced a = with a &amp;lt;.&lt;br /&gt;
&lt;br /&gt;
Back into the game, it was nice to see the way in which the enemies interacted with the environment.  Sometimes they would jump over obstacles and were all harmed by the spikes.  The game was also quite diverse, with the asteroid dodge and the 'Hurry-and-get-to-the-top' level.  The team did well to gradually raise the difficulty as the game went on, and it didn't get too hard either.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 45/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
The chars were drawn with great detail and the backgrounds were well drawn. Some parts, however, just looked a bit ugly.  I didn't quite get what the graphics were supposed to mean in between levels but they looked okay, nothing fancy mind.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 35/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Like I said before, the sword engine made this game a helluva lot more fun to play and the diversity of gameplay also made this game a bit more stimulating.  The jumping engine didn't always work to the player's advantage in some places but it was a nice idea.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 31/40''&amp;lt;br&amp;gt;&lt;br /&gt;
There was a well-written story throughout this game.  It was presented well in between levels and really got me into the game more.  The ending reminded me of another MZX game which had a similar twist, a game that I know pretty well, wink.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 29/35''&amp;lt;br&amp;gt;&lt;br /&gt;
A variety of music backed up with some explosive sound effects.  I thought the music in between levels was very befitting.  Loved the final boss theme.&lt;br /&gt;
&lt;br /&gt;
''Theme - 29/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Sticks to the space exploration theme pretty well.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 4/15''&amp;lt;br&amp;gt;&lt;br /&gt;
There were way too many bugs, an inexcusable amount.  The jumping engine was very buggy and I had to restart the game on a few occasions because I couldn't jump.  The sword engine got a bit faulty at times when latching onto walls.  The missing board link between the asteroid level and the proceeding one was really annoying too.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A platformer with a twist, just not polished.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 228'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''52671 - [[Demon Surge]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 67/75''&amp;lt;br&amp;gt;&lt;br /&gt;
The game was set within a stunning environment and you immediately got the feel of the game when you began.  The stealth engine, although a little basic, worked fine and made the atmosphere seemed quite intense.  Each enemy appeared to be cleverly positioned forcing the player to think hard about each and every move.  Once I completed the game for the first time I was quite surprised to find out about the other two 2 endings to be unlocked.  I was compelled to play it again and find out what I was missing out on.  You get a little more storyline when you achieve ending A and the plot takes a slight twist.&lt;br /&gt;
&lt;br /&gt;
The difficulty was set just right throughout and I was able to accomplish all 3 endings with some great challenges along the way.  I found the sword engine really easy to control and it responded well.  The multiple endings gave it a great replay factor.  The cut scenes in between levels did well to keep me interested in the game and I enjoyed exploring some of those realistic environments.  I think a more complex stealth system could have made this an even better game to play.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 55/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Some brilliantly drawn boards, the attention to detail was great.  The colours on each level blended well with each other and helped set the mood for the game.  I loved the artwork on the cutscenes, excellent work.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 41/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The stealth engine seemed to fit well but could have done with a bit more complexity to make it more realistic.  Multiple endings are always a welcome edition to any MZX game especially when there's a deep storyline like this.&amp;lt;br&amp;gt;&lt;br /&gt;
Details like the enemy alert status and that outburst of steam are neat little ideas.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 38/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Written excellently, contains a lot of twists and turns.  Your background story becomes more apparent as the game progresses and you have the power to change which way the game goes.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 28/35''&amp;lt;br&amp;gt;&lt;br /&gt;
There was nothing really special about the sound in this entry.  The 'alert' music seemed to work quite well.  The whole thiing have done with some more sound effects to add that extra realism but all in all it sounded okay.  &lt;br /&gt;
&lt;br /&gt;
''Theme - 8/30''&amp;lt;br&amp;gt;&lt;br /&gt;
I'm sorry but it didn't seem to fit with the theme enough.  There were a few mentions of &amp;quot;growth&amp;quot; and I guess you were slowly transforming into a demon, but the game on the whole barely sticks with it. &lt;br /&gt;
&lt;br /&gt;
''Discretion - 12/15''&amp;lt;br&amp;gt;&lt;br /&gt;
A few overlay bugs here and there but nothing major, apart from that, everything seemed to run without a hitch.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was an astonishing entry but it didn't stick with the theme enough.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 249'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''60315 - [[Valve Pressure|Valve Preasure]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 64/75''&amp;lt;br&amp;gt;&lt;br /&gt;
It was your usual MZX shoot-em-up but with a twist; you had find the switches contained in each level before the time ran out and the pressure got too high.  This gave the game an intense and exhilarating feel to it, but saying that, it seemed that the first level was the only part of the game where something happened when the time ran out, I hope I'm not wrong about this.  &lt;br /&gt;
&lt;br /&gt;
There were some neat enemies throughout this entry that were programmed really well and put up a good fight.  Both bosses, although a little easy, were equipped with some awesome weapons and functioned okay.  Ammo was placed resourcefully in all the levels making sure the player had enough bullets to beat each level without worrying too much about running out, the same went for the health aswel.&lt;br /&gt;
&lt;br /&gt;
This wasn't particularly long but it did contain a lot of action and felt like a worthwhile game to play.  It was a shame the ending was so poor, just a couple of lines in a default text box, pfft.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 53/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Some great char work in this.  The 1x2 player looked very slick and the enemy designs were well drawn and animated nicely.  The choice of colour throughout the game was picked well too.  Not too sure about that title screen though.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 31/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Although the valve pressure release was a nice extension to the gameplay, I didn't see much difference with this and any other MZX shooter out there.  There was only one weapon and like I said before, there was only one instance where I saw the maximum valve pressure take effect.  I must say though, the robotic behind some of the enemies in this was pretty impressive and gave the game a little more sparkle.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 20/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Okay, this was an action shooter so plot isn't the main theme going on here but still, I saw tons of room for improvement with this.  Nothing story-wise was told in between levels and that ending was just, well, pooh.  Quite disappointing.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 33/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Oh yes, the sound effects were done marvellously, I especially loved those frightening growls, excellent.  The music was quite dark and moody which set a great atmosphere about the game but it was quite up-pace at times too.  The sound did well to compliment the gameplay.&lt;br /&gt;
&lt;br /&gt;
''Theme - 20/30''&amp;lt;br&amp;gt;&lt;br /&gt;
It's more about exploring a spaceship rather than space really. &lt;br /&gt;
&lt;br /&gt;
''Discretion - 12/15''&amp;lt;br&amp;gt;&lt;br /&gt;
A few char glitches here and there but everything seemed to run well.  The passwords got overwritten at the bottom of the screen sometimes which was a little annoying.  But overall, there was nothing much wrong with this.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Great action but nothing groundbreaking.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 233'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''66108 - [[Super Space Adventure 3D]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 8/75''&amp;lt;br&amp;gt;&lt;br /&gt;
I didn't quite know what to make of this one.  It was basically just a game where you spoke to different people and played a really boring game of &amp;quot;shoot the squares&amp;quot;.  Very linear.  Nothing much else to say really.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 9/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Too simplistic, it lacked in all departments.  I can't stand walking through big empty rooms... It's pointless.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 4/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Points awarded for the box shooting game.  That is all.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 15/40''&amp;lt;br&amp;gt;&lt;br /&gt;
A bit random but funny in parts.  Seemed as if most of the team's effort went into the plot.  It did have a fair bit of dialogue but for a comedy game though, it just wasn't funny enough. &lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 2/35''&amp;lt;br&amp;gt;&lt;br /&gt;
No music, just boring default MZX sound effects.&lt;br /&gt;
&lt;br /&gt;
''Theme - 27/30''&amp;lt;br&amp;gt;&lt;br /&gt;
The background story does involve going into space and exploring.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 7/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Couldn't find any bugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hrmmm, very strange.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 72'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''79840 - [[Blacktropix|Blacktropics]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 17/75''&amp;lt;br&amp;gt;&lt;br /&gt;
There was a lot of meaningless conversing to begin with, the word &amp;quot;N***a&amp;quot; was used way too much for my liking, it was highly unnecessary and not funny.  Were the phone numbers even there for a reason? The shoot 'em up part was dull and short-lived (thankfully), using built-in enemies like that is just a sign of laziness, at least they weren't overused.  This game was very short and the abrupt ending was very unsatisfying.&lt;br /&gt;
  &lt;br /&gt;
''Graphics - 38/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
The map screen looked okay and some parts contained some well laid out boards.  I wasn't too keen on the use of colour, although they did give the game a bit of a cartoon feel to it.  The guy in the big house looked pretty funny in the cut-scene, I laughed quite a lot at that.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 6/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Went from RPG mode into action mode, some tiny innovation there, but oh no! Built-in enemies! ak!&lt;br /&gt;
 &lt;br /&gt;
''Plot - 21/40''&amp;lt;br&amp;gt;&lt;br /&gt;
For a comedy game I thought the humour in this was too simple.  The ending was very silly, made me giggle slightly.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 25/35''&amp;lt;br&amp;gt;&lt;br /&gt;
This game had great music, it was catchy and very uplifting.  I saw no sign of any .wav SFX, a pity.  &lt;br /&gt;
&lt;br /&gt;
''Theme - 9/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Right at the very end you are sent out into space in a rocket, not good enough. &lt;br /&gt;
&lt;br /&gt;
''Discretion - 12/15''&amp;lt;br&amp;gt;&lt;br /&gt;
A couple of char glitches but nothing major.  There was also a lot of meaningless stuff, could have been unfinished ...Maybe.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A bit dull and not all that funny.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 128'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''81762 - [[The Gardener]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 51/75''&amp;lt;br&amp;gt;&lt;br /&gt;
This was a very amusing entry indeed.  Although the gameplay elements were quite simplistic, this was a well thought-out and funny game.  It contained all sorts of weird and wonderful absurdity, like making old people explode, very good indeed.  It also had the occasional humorous one-liner like &amp;quot;You take the Canadian.&amp;quot; sidesplitting stuff.&lt;br /&gt;
&lt;br /&gt;
One thing that got me a little stressed was the fact that I could only pick up certain items at certain parts of the game.  It took me a while to figure out I had to go back and get the cone thing and the T.V which I was unable to pick up at the start of the game.  Apart from this, everything else seemed to run smoothly.  The inventory didn't help me much but it was nice to know it was there in case I needed it.&lt;br /&gt;
&lt;br /&gt;
I thought the ending was hilarious, it was very predictable but still made me laugh hysterically.  I got a great deal of enjoyment out of playing this game, it was just a little too basic for my liking.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 29/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Very [[ZZT|ZZTish]] but it wasn't untidy.  It could have done with a lot more detail, I couldn't even make out what some items were.  The title screen wasn't very pretty.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 20/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The inventory engine was done nicely and the idea of collecting ingredients for your plants to grow was a good one.  Nothing really sets this apart from other MZX adventurers though.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 28/40''&amp;lt;br&amp;gt;&lt;br /&gt;
The story was pretty original and was very funny in parts.  There wasn't much plot during the game, it was mainly made up of comical pieces of dialogue.  The ending was excellent, drawn a nice close to the game.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 2/35''&amp;lt;br&amp;gt;&lt;br /&gt;
No music or .wavs, just built-in SFX.  This let the game down big-time.&lt;br /&gt;
&lt;br /&gt;
''Theme - 30/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Oh yes, make those plants grow!&lt;br /&gt;
&lt;br /&gt;
''Discretion - 13/15''&amp;lt;br&amp;gt;&lt;br /&gt;
When you die the game just froze and did not cut to an end game board, the same happened with the ending. That was about it really.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very funny but it lacked depth and good looks.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 173'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''81802 - [[Zt - The Dawn of Zeux|The Dawn of Zeux]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 69/75''&amp;lt;br&amp;gt;&lt;br /&gt;
From RPG to shooter to puzzler to platfromer to just straight up button bashing, this game had it all.  I was very impressed with the amount of detail that went into this game, incredible stuff.  The action part of the game was where the most fun was to be had, where you had to shoot monsters and gain EXP (not that you could ever level up with an EXP target like that), the monsters were programmed well and kept me on my toes.  &lt;br /&gt;
&lt;br /&gt;
You were also required to use your head in some places, like beating the spectrum puzzle and listening out for Mike Jones to rap that all important phone number.  I didn't quite get the whole &amp;quot;Mighty Bomb Jack&amp;quot; part, it seemed a little random but it was quite enjoyable to play nonetheless.  The electric shock and 9/11 key-bashing games added a bit of excitement to the whole thing, they were a little easy to beat but I figured out that if you bashed too quickly your energy would not increase.&lt;br /&gt;
&lt;br /&gt;
What held the gameplay back, I felt, were the very long, and sometimes boring, cut-scenes.  That scene in the house went on for too long and withdrew a lot of energy from the game.  Some of the cut-scenes however were quite funny and kept me locked into the game.  The intro made me laugh but I thought the ending was a bit quick.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 58/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Excellent work.  The graphics reminded me of those classic RPGs you would get for the SNES(Super Famicom), the board designs were magnificent and contained great detail.  I really liked the static border too, it gave it that retro factor.  The cinematic scenes were nicely drawn, never seen MZX braids drawn so well.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 44/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The gameplay was very versatile and the puzzles were wittingly thought out. I haven't seen anything in MZX like those electric shock/911 mini games before, great stuff.  Getting political messages across in MZX is also something new to me, whether I agree with them or not, it's still an original thing to do.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 30/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Ah yes, politics.  The team obviously felt they had to get a their political views across in this, I'm not saying this is a bad thing but I felt at times it spoilt the game, it just got a bit boring after a while.  The long dialogue sequences didn't carry the story along in some parts, it just felt like a lecture in post-911 terrorism at times. I found the comedy aspect much more enjoyable, there were some very humorous moments in this.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 34/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Mike Jones in the place! The soundtrack was awesome, it fit the game so well and it had a jukebox to top it off. The sound effects were used well and yeah... C-C-Crunk it up!&lt;br /&gt;
&lt;br /&gt;
''Theme - 9/30''&amp;lt;br&amp;gt;&lt;br /&gt;
I think drug growth was mentioned and there was a big lecture on business franchise.  I'm not too sure about this.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 12/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Like I said earlier, those button-bashing mini-games didn't respond well when I pressed the keys really fast.  Also, in the caves, if you held up when walking through a tunnel you'd get transported really fast between locations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remarkable stuff but the politics held it back in some parts.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 256'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''86970 - [[Shoot the Enemy and Win|Shoot the Enemy and Win.]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 2/75''&amp;lt;br&amp;gt;&lt;br /&gt;
It was more of a story than a game.  This was weird, I didn't know what to make of it.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 25/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty simple, there wasn't much to see with those small boards.  For a story game I would have expected better visuals than this.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 3/45''&amp;lt;br&amp;gt;&lt;br /&gt;
It was odd, I'll give it that.&lt;br /&gt;
&lt;br /&gt;
''Plot - 19/40''&amp;lt;br&amp;gt;&lt;br /&gt;
To spite its strangeness it was well written and had some funny moments.  I still didn't get most of it though.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 0/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Nada.&lt;br /&gt;
&lt;br /&gt;
''Theme - 27/30''&amp;lt;br&amp;gt;&lt;br /&gt;
It's all about growing up and facing obstacles in life...I think.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 10/15''&amp;lt;br&amp;gt;&lt;br /&gt;
The player could wander off anywhere on some boards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Odd.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 86'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''98083 - [[Space Invader|Space Invader.]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 21/75''&amp;lt;br&amp;gt;&lt;br /&gt;
After many attempts I could not complete this game, gasp.  It was just too hard when you are given so little ammo for each level, it left me felling really frustrated.  On top of this, the controls were horribly unresponsive throughout the whole game.&lt;br /&gt;
&lt;br /&gt;
I must say though, some of the enemies were programmed really well and a few of them reacted to the player in an intelligent sorta way.  When I did have ammo, I found the battles were not that hard and I found it quite enjoyable.  The jet pack was fun to use and it spiced things up a little, but then again it didn't always respond to my key press, ak.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 30/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
There was some nice char work but some of those level designs were just a bit repetitive and uninteresting.  The colours could have done with a little tweaking too but the graphics were not bad on the whole.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 29/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The jet pack and space exploration element sets this game apart from other MZX sidescrollers out there.  I also liked the idea that you had to kill all of the enemies in each level before you could leave, it was a shame I didn't have enough ammo to do this.&lt;br /&gt;
&lt;br /&gt;
''Plot - 5/40''&amp;lt;br&amp;gt;&lt;br /&gt;
I just saw a couple of sentences that let me know what was happening, I know it was a sidescroller but still, more effort was needed here.&lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 0/35''&amp;lt;br&amp;gt;&lt;br /&gt;
None at all.&lt;br /&gt;
&lt;br /&gt;
''Theme - 30/30''&amp;lt;br&amp;gt;&lt;br /&gt;
You explore the solar system and invade different planets, excellent.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 3/15''&amp;lt;br&amp;gt;&lt;br /&gt;
For the lack of ammo and the appalling unresponsiveness.  Had these problems been rectified we could have been looking at a completely different game here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's a shame because I saw a lot potential with this one.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL: 118'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''''99086 - [[Space Exploration]]'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay - 40/75''&amp;lt;br&amp;gt;&lt;br /&gt;
It was the humour that really drove this game, it was the only reason I had the urge to keep on playing.  The jokes were a little simplistic at times but they did manage to keep the game amusing.  It was a good idea by the author(s) to include the action-side-scrolling parts; it made the game more challenging and a little more enjoyable, although the monsters were not the brightest of creatures.  The atomic yo-yo was pretty cool and fun to use on the enemies, I wish it didn't fly through the walls though.  The map system, although very plain, was pretty well made and managed to add more freedom to the game.&lt;br /&gt;
&lt;br /&gt;
Getting further into the game, however, I found myself getting quite frustrated walking through long, pointless corridors and walking into those horrifying invisible walls.  It was funny for about 3 seconds.  I managed to beat this game in about 15 minutes, which is not bad for a DoZ game but it was a shame that most of it was meaningless.&lt;br /&gt;
&lt;br /&gt;
''Graphics - 28/ 60''&amp;lt;br&amp;gt;&lt;br /&gt;
I would describe the graphics as mediocre.  The colours were bright and cheerful which helped to lift the mood of the game.  The downfall here was the poor level design along with the occasional use of default chars, the title screen was pretty damn ugly.&lt;br /&gt;
&lt;br /&gt;
''Innovation - 9/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Mixing the adventure and platform genres was the only real innovation this game had.  Damn those invisible walls.&lt;br /&gt;
 &lt;br /&gt;
''Plot - 26/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty basic story although it was pretty humorous.  It's basically &amp;quot;You need to buy a new van so you have to find the Bollars to pay for it!&amp;quot;.  There were a lot of wacky characters in this with some great lines that made me chuckle.  The ending seemed to be a bit rushed though but it did make me laugh.  &lt;br /&gt;
&lt;br /&gt;
''Music/Sound - 28/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Crazy, silly music which went with the game nicely.  No sign of any .wav SFX unfortunately which could have made the game a lot funnier.&lt;br /&gt;
 &lt;br /&gt;
''Theme - 30/30''&amp;lt;br&amp;gt;&lt;br /&gt;
The game was all about space exploration.&lt;br /&gt;
&lt;br /&gt;
''Discretion - 8/15''&amp;lt;br&amp;gt;&lt;br /&gt;
I found a couple of bugs with this.  The minor bug being that you have to stop yo-yoing the walking monsters before they explode.  The other bug is a biggie:  With the &amp;quot;hat wearing guy&amp;quot;, once you have the phone number for the bellyaching professional you can keep selecting the option to give him the phone number, thus receiving infinite Bollars.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good effort but a lot of it was pointless.&lt;br /&gt;
&lt;br /&gt;
'''TOTAL:  169'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
RANKS&lt;br /&gt;
&lt;br /&gt;
1 39201 Space Kung Fu&amp;lt;br&amp;gt;&lt;br /&gt;
2 81802 Dawn of Zeux&amp;lt;br&amp;gt;&lt;br /&gt;
3 19962 Cheese's Adventure&amp;lt;br&amp;gt;&lt;br /&gt;
4 31340 React&amp;lt;br&amp;gt;&lt;br /&gt;
5 52671 Demon Surge&amp;lt;br&amp;gt;&lt;br /&gt;
6 37052 Growth and Consolidation&amp;lt;br&amp;gt;&lt;br /&gt;
7 44305 Chronicles&amp;lt;br&amp;gt;&lt;br /&gt;
8 60315 Valve Pressure&amp;lt;br&amp;gt;&lt;br /&gt;
9 31711 Final Frontier&amp;lt;br&amp;gt;&lt;br /&gt;
10 81762 The Gardener&amp;lt;br&amp;gt;&lt;br /&gt;
11 99096 Space Exploration&amp;lt;br&amp;gt;&lt;br /&gt;
12 9801 A Sad Game&amp;lt;br&amp;gt;&lt;br /&gt;
13 98083 Space Invader&amp;lt;br&amp;gt;&lt;br /&gt;
14 5364 Galaxy Slime&amp;lt;br&amp;gt;&lt;br /&gt;
15 79840 Blacktropix&amp;lt;br&amp;gt;&lt;br /&gt;
16 21986 Agent Ballpark&amp;lt;br&amp;gt;&lt;br /&gt;
17 86970 Shoot the Enemy to Win&amp;lt;br&amp;gt;&lt;br /&gt;
18 66108 Super Space Adventure 3D&amp;lt;br&amp;gt;&lt;br /&gt;
19 42914 Secret Galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
20 6170 A Space Exploration Game of Some Sort&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer 2005 Dualstream Day of Zeux Judging Sheets]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Mzx420&amp;diff=2937</id>
		<title>Mzx420</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Mzx420&amp;diff=2937"/>
		<updated>2007-01-21T15:41:01Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrongtitle|#mzx420}}&lt;br /&gt;
&lt;br /&gt;
'''#mzx420''' is an IRC channel on EsperNet that was founded on October 25, 2006 by [[burstroc]]. It exists mainly to move drug discussion out of [[Mzx (IRC channel)|#mzx]], but is open to just about any form of discussion. Everyone is welcome initially, even if they don't smoke weed or know what [[ZZT]] or [[MegaZeux]] is.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[http://hillofants.com/mzx420 Official website]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Athens&amp;diff=2936</id>
		<title>Athens</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Athens&amp;diff=2936"/>
		<updated>2007-01-21T15:40:55Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Athens''' is an attempt of [[User:Ler|ler]] and [[User:Fungahhh|Fungahhh]] at making a newer version of [[Zeuxworld]]. The aim of this project is to create an alternate discussion ground for anyone from either community who might be looking for another place to talk, with the byproduct of peacefully uniting [[MZXers]] and [[ZZTers]]. It's had a decent start with 27 members but currently suffers from lack of centralisation in conversation. The [[IRC]] channel of Athens is [[Athens_(IRC_channel)|#athens]] on [[SlashNET]].&lt;br /&gt;
  &lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[http://ler.belsambar.net Athens]&lt;br /&gt;
*[http://ler.belsambar.net/phpBB2/index.php Athens forums]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=ZergMind&amp;diff=2935</id>
		<title>ZergMind</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=ZergMind&amp;diff=2935"/>
		<updated>2007-01-21T15:40:52Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''ZergMind''' (also known as Raven_Lunitek and GentryXaties) was one of three founders of [[Lemon MegaGames]]. While never releasing any projects of his own, ZergMind had considerable input in the [[Life of Mr. Ascii|Ascii]] series of games, as well as a cameo in [[Telecrisis]]. After the dismantling of Lemon and WildWeasel's migration to [[Odyssey]], ZergMind also followed suit.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ZergMind made minimal contribution to the community at large, though he has been spotted on rare occasions at the [[DigitalMZX]] forums.&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=ZOMGame&amp;diff=2933</id>
		<title>ZOMGame</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=ZOMGame&amp;diff=2933"/>
		<updated>2007-01-21T15:34:42Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = ZOMGame&lt;br /&gt;
|image = zomgame.png&lt;br /&gt;
|creator = CJA&lt;br /&gt;
|company = &lt;br /&gt;
|released = October 11, 2005&lt;br /&gt;
|genre = Joke/Adventure&lt;br /&gt;
}}&lt;br /&gt;
==Plot summary==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
===1===&lt;br /&gt;
The player awakens in a nondescript house as a [[default smiley]].  There is no plot at this point; the player simply walks around the house, checking things out.  When he has explored enough, a door to the backyard opens.  The player is knocked out and goes through a short dream land before waking up in the house.  The player, now possessing ammo, shoots things instead of looking at them to progress the &amp;quot;story&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After shooting various objects, the player then ventures back outside to face a gigantic bat, ''Fatbat'', who is blocking the sun.  The two fight in a rather long-winded [[RPG]] battle.  The player then goes toward the harbor via a road which constantly repopulates with [[builtin]] objects. He eventually meets ''Dad'', who goes out on a boat with the player.  The boat is attacked and the player swims back to shore, where it begins to snow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player travels along a snowy road and into a labrynthine factory.  After clearing the factory, a sudden cutscene parodying [[Revvy]]'s [[XXXX: i am vinn diezel]] begins.  The player is then dropped off in what appears to be POOP ROAD &amp;gt;:(.  Arcade points, which are scattered about, grant the player access to an arcade.  The player escapes to Level 2 through a river in the back room.&lt;br /&gt;
&lt;br /&gt;
===2===&lt;br /&gt;
After dropping through an abyss and turning red, the player finds himself in a monochromatic world. This world leads into an unfriendly [[ZZT]]-like land, named ''Delaware''.  The player turns green on contact with a green floor at the end of the level and falls through a hole in it.&lt;br /&gt;
&lt;br /&gt;
===3===&lt;br /&gt;
The intro to Level 3 consists of the player being shot from a cannon and falling down a hole labeled [[Barkness]].  However, he lands in a place with a brown floor; it's POOP ROAD &amp;gt;:(!  [[Kuddy]] is there, and he explains that &amp;quot;POOP ROAD &amp;gt;:( is the new Barkness.&amp;quot;  The player then travels through POOP ROAD &amp;gt;:(, fighting builtins like [[Tiger|tigers]] and [[Eye|eyes]].  The player meets with Nahah, who is (in the game) the leader of POOP ROAD &amp;gt;:(.  They decide to rebuild POOP ROAD &amp;gt;:( and turn it into an ice world.  Afterwards the player hops in a portal and returns to the &amp;quot;real world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===4===&lt;br /&gt;
This chapter is mostly about playing games that CJA has already made.  The player must first play through [[EMOBLOCK|EMOBLOCK!]] and then through ''Serenity'', CJA's entry in a [[BKZX]] about serenity.  There's more ammo in this version; the lack of ammo in the BKZX version made the game impossible.&lt;br /&gt;
&lt;br /&gt;
===5===&lt;br /&gt;
After killing the boss of Serenity, a short cutscene appears where the player falls and &amp;quot;dies.&amp;quot;  Four seasons pass and the player awakes as a skeleton.  The next screen serves mostly as  a transition; however, some of the walls are fake, leading to an optional [[InvisWall|invisible]] maze.  The door at the end of this maze leads to a &amp;quot;ZZT porn&amp;quot; cinema.  The player then progresses through a short, tedious sidescrolling section, collecting &amp;quot;moneys&amp;quot;  to spend on a reviving &amp;quot;phenix&amp;quot; down.&lt;br /&gt;
&lt;br /&gt;
===6===&lt;br /&gt;
The next screen holds the first few rooms of [[USUK|USUK!]].  After that is a screen with only a lemonade, followed by various rooms consisting of emptiness littered with structures and small objects.  Eventually the player becomes tired of wandering and has to sleep.&lt;br /&gt;
&lt;br /&gt;
A very unique cinema starts, highlighting the player's journey so far.  A man appears in front of the player, telling him that all he sees is a dream, and he can revive him, at the cost of the player becoming white.&lt;br /&gt;
&lt;br /&gt;
The player awakes in a bright white area.  He approaches some [[life|extra lives]], which become guards.  He attempts to escape but slips back into insanity.  &lt;br /&gt;
&lt;br /&gt;
===7===&lt;br /&gt;
A man approaches the player, who is unconcious in the middle of a snow field.  He casts a spell and revives the player.  The man explains that a &amp;quot;shremedy truck&amp;quot; crashed in the neighborhood, and the player thereby became insane.  He invites him to his house.  There, the player and the man talk.  The man says his name is Asimov, that the town they are in is Easton, and that he will join the player on his trip back home.&lt;br /&gt;
&lt;br /&gt;
Asimov and the player begin their travel on a foggy road.  The clouds clear and the sun shines through, which serves as a sort of metaphor for the player's situation.  They then travel more stretches of road in which builtins are randomly scattered throughout, akin to the road to the harbor.  At the end of this road, they meet the ''Easton Tree''.  Asimov claims that they must RPG fight the tree; so they do, although the tree never fights back.&lt;br /&gt;
&lt;br /&gt;
They reach Cambridge (which is, in real life, a midpoint between Easton and Madison).  They kill a lone zombie and continue.  At this point, the sun sets.&lt;br /&gt;
&lt;br /&gt;
===8===&lt;br /&gt;
The player and Asimov travel a scary, dark road.  After a long travel they see dawn.  However, on the path, they encounter two Jermans.  They are easily slayed by the player, but Asimov has a bad feeling about this... and he's right:  the Jermans have invaded Madison.  After killing most of them, the player encounters their leader in his house.  After one hit he dies.  As a quick ending to the otherwise long game, the player goes to a hotel, and there, spends the rest of his days.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
ZOMGame was a host to many bugs, most of which weren't actually intentional.  Here are some of the killers:&lt;br /&gt;
#Going on the upper snowy path when leaving the harbor gets you stuck on the next board.&lt;br /&gt;
#Going left on the POOP ROAD &amp;gt;:( sidescroller will take you to the title.&lt;br /&gt;
#In the start of level 2, the ''[[Commands|commands]]'' counter is set high and loops without ''wait 1'' commands cause the game to slow to a crawl.  ''You can fix this'' by pressing TAB, entering &amp;quot;COMMANDS&amp;quot; in the first box, and entering &amp;quot;100&amp;quot; in the second box.&lt;br /&gt;
&lt;br /&gt;
==Facts==&lt;br /&gt;
*ZOMGame has around 100 boards.&lt;br /&gt;
*The ZZT porn board is board 69.&lt;br /&gt;
*ZOMGame has several spontaneous cinemas inbetween the gameplay sections.  Most of its humor is derived from these cinemas.  The most famous cinema by far is &amp;quot;THIS IS PENCIL&amp;quot;, which begins just as you walk out of your back door.  This cinema prompts you in text-to-speech which end of a pencil the eraser is on.&lt;br /&gt;
*The ZOMGame status menu keeps track of how many events you have completed, even after the house area, which is the only place where it really matters.&lt;br /&gt;
*ZOMGame is split into several archives because CJA didn't use a decent FTP client to upload it to [[box43]], and therefore had to limit the filesize of each archive.&lt;br /&gt;
*ZOMGame was made before POOP ROAD &amp;gt;:( came into existence.&lt;br /&gt;
*ZOMGame was CJA's first big game.&lt;br /&gt;
*ZOMGame is mostly made of an original score, which was, of course, made to sound intentionally bad.  However, much of its music is converted game songs and other modules.&lt;br /&gt;
&lt;br /&gt;
[[Category:POOP ROAD games]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=LogiCow&amp;diff=2932</id>
		<title>LogiCow</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=LogiCow&amp;diff=2932"/>
		<updated>2007-01-21T15:34:39Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Basics ==&lt;br /&gt;
&lt;br /&gt;
LogiCow, formerly ''MistyCow'' and ''MagiCow'', is an [[:Category:MZXers|MZXer]] who made his MegaZeuxing debut in the [[Summer Dualstream Day of Zeux 2001]] (his entry, Are Tomatoes Good for Your Health?, got 6th place). He is also [[MadBrain|MadBrain's]] younger brother. He is known for putting out a lot of small graphical engines for [[MegaZeux]] which showcase his abilities to make things which look very, very pretty. This also comes through in some of his games, such as the [[Day of Zeux]] entry [[Cheese's Adventure]], which featured pixel-perfect movement. Another thing he is known for is putting out lots of small mini-games, many of which attempt to do graphically what other games have not done. He wrote [[Palzor|Palzor and Palzor II]], which are utilities in .MZX form which helped people to manage palettes in [[SMZX]] modes 2 and 3 more easily than before.&lt;br /&gt;
&lt;br /&gt;
LogiCow is often criticised over his inability to make a full game despite his frequent output of technical demos.&lt;br /&gt;
&lt;br /&gt;
== MegaZeux Games/Engines ==&lt;br /&gt;
&lt;br /&gt;
* Are Tomatoes Good for Your Health?&lt;br /&gt;
* BMP Code Collection&lt;br /&gt;
* Bouncing Game&lt;br /&gt;
* CannonBallZ&lt;br /&gt;
* Carracer&lt;br /&gt;
* Charset Tool&lt;br /&gt;
* [[Cheese's Adventure]] (not on DigitalMZX separately)&lt;br /&gt;
* Color Adjust&lt;br /&gt;
* Day of Zeux Invitation&lt;br /&gt;
* [[Dinosaur|Dinosaur (Incomplete)]]&lt;br /&gt;
* Dotgame&lt;br /&gt;
* DoZ or Die&lt;br /&gt;
* Draw3&lt;br /&gt;
* Growth Machine&lt;br /&gt;
* [[Hackers Can Turn Your Computer into a Bomb!]]&lt;br /&gt;
* [[Kaboink!]]&lt;br /&gt;
* LogiCow's 3D Bouncer&lt;br /&gt;
* Nibbles&lt;br /&gt;
* [[Palzor|Palzor and Palzor II]]&lt;br /&gt;
* Pong&lt;br /&gt;
* SMZX Paint&lt;br /&gt;
* Taurus Invasion&lt;br /&gt;
* [[Unknown]]&lt;br /&gt;
&lt;br /&gt;
== Community Comments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{NeedsPeerReview}}&lt;br /&gt;
[[Category:MZXers]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Dungeon_puzzle&amp;diff=2931</id>
		<title>Dungeon puzzle</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Dungeon_puzzle&amp;diff=2931"/>
		<updated>2007-01-21T15:34:26Z</updated>

		<summary type="html">&lt;p&gt;WNivek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A commonly used convention in [[MegaZeux]] [[:Category:Games|games]] where the player has to escape from a dungeon using objects he finds around the cell.  This is seen in many MegaZeux games, particularly in inventory-based games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Trev-MUN&amp;diff=2930</id>
		<title>Trev-MUN</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Trev-MUN&amp;diff=2930"/>
		<updated>2007-01-21T15:34:23Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Information ==&lt;br /&gt;
&lt;br /&gt;
Trev-MUN is an [[:Category:MZXers|MZXer]] who has been in the community for a very long time. For some portion of that time he was working on a game entitled [[Sir Kupon]] which dealt with a moogle which was 3x3 characters large. However, due to a combination of factors, not the least of which was the [[Character Set|charset]] limitation (the human characters were to be 3x4) the project shut down.&lt;br /&gt;
&lt;br /&gt;
One of Trev-MUN's more well-known creations has been the numerous custom CFC Cards for members of the community.&lt;br /&gt;
&lt;br /&gt;
== Non-MZX Pursuits ==&lt;br /&gt;
&lt;br /&gt;
While he is a fairly active member of the MegaZeux community, he also plays Ragnarok Online and draws a webcomic, Ragnarok Wisdom, which is based on life in the game. He also makes the annual webcomic [[The Legend of Key-Fu]], known for its random sense of humor. Trev-MUN is also working on a science-fiction universe called Ad Ultimum, and enjoys discussing philosophy/theology of religion.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.adultimum.net/keyfu/ The Legend of Key-Fu]&lt;br /&gt;
* [http://www.adultimum.net/rw/ Ragnarok Wisdom]&lt;br /&gt;
* [http://www.adultimum.net Ad Ultimum]&lt;br /&gt;
* [http://www.livejournal.com/~ils_trevmun/ LiveJournal]&lt;br /&gt;
&lt;br /&gt;
== Community Comments ==&lt;br /&gt;
&lt;br /&gt;
Totally a fan of Trev-MUN; he's fun to hang around and a good artist, and I enjoy the theological discussions. --SSoriak 03:52, 29 October 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
For all I could disagree with this guy on basically every topic, he remains entirely ''the man''. He's probably going to go really far in life. --[[User:Asgromo|asgromo]] 17:37, 29 October 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:MZXers]]&lt;br /&gt;
[[Category:Needs peer review]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Help:Contents&amp;diff=2926</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Help:Contents&amp;diff=2926"/>
		<updated>2007-01-21T15:34:10Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting Started==&lt;br /&gt;
*[[Help:Introduction|Introduction to the MZX Wiki]]&lt;br /&gt;
*[[Help:What is allowed|What is allowed here?]]&lt;br /&gt;
*[[Help:Editing Guidelines|Editing guidelines]]&lt;br /&gt;
&lt;br /&gt;
==Editing MZX Wiki==&lt;br /&gt;
*[[Help:Basic Markup|Basic wiki markup]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Mzx2_(channel)&amp;diff=2925</id>
		<title>Mzx2 (channel)</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Mzx2_(channel)&amp;diff=2925"/>
		<updated>2007-01-21T15:34:07Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrongtitle| 1 = #mzx2}}&lt;br /&gt;
&lt;br /&gt;
{{Channel| name = #mzx2&lt;br /&gt;
|network = [[EsperNet]]&lt;br /&gt;
|created = June 22nd, 2006&lt;br /&gt;
|founder = [[SmartRutter]]&lt;br /&gt;
|prevfounder = N/A&lt;br /&gt;
|ops = [[SmartRutter]]&amp;lt;br&amp;gt;[[Commander Pancake]]&lt;br /&gt;
|prevops = [[Asiekierka|asiekierka]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''#mzx2''' is a channel created by [[ SmartRutter]] and [[Commander Pancake]] in hopes of creating an alternate to [[Mzx (channel)|#mzx]]. A few [[MZXers]] came to see what it was, however, left in a short amount of time. Ever since then, [[SmartRutter]], [[Commander Pancake]], and [[Asiekierka|asiekierka]] tried to revive it, but failed. A bit later, SmartRutter went too far with his head operator privileges, causing the channel to die even farther. It is now basically just used as a three-way chat channel for Rutter, Pancake, and asie.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Christmas_2004_Dualstream_Day_of_Zeux_Judging_Sheets:Galladin&amp;diff=2924</id>
		<title>Christmas 2004 Dualstream Day of Zeux Judging Sheets:Galladin</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Christmas_2004_Dualstream_Day_of_Zeux_Judging_Sheets:Galladin&amp;diff=2924"/>
		<updated>2007-01-21T15:34:05Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;----------------------------&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
- Galladin's Scores -&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;----------------------------&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;17915 - [[They Hide in the Dark|They hide in the dark]] (topic: fear)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 25/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Not much to do, except killing like, 20 enemies or so, plus the boss. Yay. The game was pretty short.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 50/65''&amp;lt;br&amp;gt;&lt;br /&gt;
The game had pretty decent graphics, mediocre animations and palettes (except for the one used in the title board).&lt;br /&gt;
&lt;br /&gt;
''Innovation: 5/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, it had nothing new. Built-in bullets? Status bar (displaying only the hit points)? Simple enemies? Seen those.&lt;br /&gt;
&lt;br /&gt;
''Plot: 18/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Uh, evil creatures inside a well, kidnapping people and stuff? And then, in the end, all they want is a duel with you? Not very convincing.&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; Sound: 18/35''&amp;lt;br&amp;gt;&lt;br /&gt;
It didn't work. The songs didn't actually suit the game.&lt;br /&gt;
&lt;br /&gt;
''Theme: 18/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Fear? Well, it was there. The way the sleeping townsfolk mumbled, they were extremely horrified.&lt;br /&gt;
&lt;br /&gt;
''Discretion: 10/15''&amp;lt;br&amp;gt;&lt;br /&gt;
The game over thingy was annoying, I thought it was a bug or something. Plus, in the boss board, it kinda bugged, and I could see &amp;quot;outside&amp;quot; the screen. Other than that, it worked well enough.&lt;br /&gt;
&lt;br /&gt;
'''Total score: 144/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;1799 - [[Dungeons Down Under|Dungeons down under]] (topic: ancient ruins)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 30/75''&amp;lt;br&amp;gt;&lt;br /&gt;
So, the game had a random dungeon generator...which was nice, it worked (or at least I couldn't see any bugs or anything like that). Again, not much to do, run around, kill enemies by running into them...reminds me of those old roguelikes, like...uh...ADOM. :) EXCEPT...those actually had more things going on...you know...quests, more enemies, and so on...all I encountered was snakes. And boy, those Australian snakes are apparently pretty tough. The game was pretty difficult.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 5/65''&amp;lt;br&amp;gt;&lt;br /&gt;
You see...the only bad thing about those old roguelikes (that this game tries to rip-off) was the fact that they had crappy craphicks. And I see absolutely no reason why NOT to try boosting up the graphics in a MZX game, since you can actually do it (and it's not that difficult, either). So, this game used the basic ASCII char set, except for the borders of the rooms. Oh, and it had a decent title board, that's where the 5 points came from, matey!&lt;br /&gt;
&lt;br /&gt;
''Innovation: 28/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The fact that you couldn't see the rooms before you entered them was nice...however, that's not very impressing...the character creation system was good, though. And the dungeon generator worked.&lt;br /&gt;
&lt;br /&gt;
''Plot: 1/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Yup. Like the help file said: &amp;quot;It's basically your run-of-the-mill _dunegon_ crawler with very little plot attached. You're an Aussie who's going to go loot the ancient ruins of Ayer's Rock.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; Sound: 15/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The song in the title board was pretty horrible...but kinda worked, since it made me to prepare myself for the rest of the game. The cheesy tune in the dungeons was kinda catchy, not to mention the song in the game over board (even though I'm pretty sure I've heard it about a billion times before). No other sounds whatsoever.&lt;br /&gt;
&lt;br /&gt;
''Theme: 17/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Ugh...yeah, I can see, it was an ancient dungeon...but that's it. &lt;br /&gt;
&lt;br /&gt;
''Discretion: 14/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Well...everything seemed to work fine...the game over board was a little bit buggy, though. Crikey, matey!&lt;br /&gt;
&lt;br /&gt;
'''Total score: 110/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2004 - [[Afraid to Forget|Afraid to forget]] (topic: fear)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 10/75''&amp;lt;br&amp;gt;&lt;br /&gt;
No title board. One playable board. About 15 enemies. A lousy sword-engine. Self-exploding buildings. What else can I say.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 26/65''&amp;lt;br&amp;gt;&lt;br /&gt;
At least it didn't use default char sets. But then again, the graphics could've been a lot better, like, actual human figures instead of smileys.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 13/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, there was a sword engine. But it was buggy. The blood effect was cool. That's all.&lt;br /&gt;
&lt;br /&gt;
''Plot: 18/40''&amp;lt;br&amp;gt;&lt;br /&gt;
A guy has lost his girlfriend, and goes on a rampage and starts killing his schoolmates. Oh angst!&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; Sound: 3/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Buhh...no music, just the basic &amp;quot;MZX beeps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Theme: 20/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, the guy was &amp;quot;afraid to forget&amp;quot; his girlfriend. Pretty original, I'd say...&lt;br /&gt;
&lt;br /&gt;
''Discretion: 6/15''&lt;br /&gt;
Well, since it was so short, there wasn't much to be annoyed of. However, the sword-engine was pretty damn crappy. First of all, the overlay &amp;quot;stuck&amp;quot; on the screen sometimes. Also, at one point, I couldn't use the sword at all. That was kinda annoying. Oh, and no title board. :(&lt;br /&gt;
&lt;br /&gt;
'''Total score: 96/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;22947 - [[a game about fear]] (topic: fear, surprise surprise)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 1/75''&amp;lt;br&amp;gt;&lt;br /&gt;
This game had one playable board. AND IT WAS AN INVISIBLE MAZE. Mazes are evil...and invisible ones are just a pain in the ass. The only thing you could do in the game was to stumble around in the maze, and finally, pull the switch, just to see what the maze actually looked like.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 5/65''&amp;lt;br&amp;gt;&lt;br /&gt;
Uhhuh...water was nice...and Bob looked pretty handsome. And the walls of the maze looked...interesting.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 0/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Yeppers. THE Maze.&lt;br /&gt;
&lt;br /&gt;
''Plot: 5/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Yeppers. THE Bob and the cannon. It was so pathetic, that it was almost hilarious. Almost.&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; Sounds: 0/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Yeppers.&lt;br /&gt;
&lt;br /&gt;
''Theme: 5/30''&amp;lt;br&amp;gt;&lt;br /&gt;
I was afraid that the game was longer. I'm glad it wasn't.&lt;br /&gt;
&lt;br /&gt;
''Discretion: 1/15''&amp;lt;br&amp;gt;&lt;br /&gt;
I couldn't see the walls. :(&lt;br /&gt;
&lt;br /&gt;
'''Total score: 17/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;323 - [[Voyage of Fear]] (topic: fear)'''''&lt;br /&gt;
&lt;br /&gt;
'''Gameplay: 46/75'''&lt;br /&gt;
Well, first of all...I had to use the editor to find the first board, since the title board was &amp;quot;broken&amp;quot;. Nice flamethrower, to be used with mouse. It took me a while to realize that it was there, since there was no introduction to the controls. But at least it worked. So, basically, it was a sidescroller, in which you jumped around killing those nice sprite enemies and stuff. The flying skulls were a little annoying, but oh well. The boss was nice, too.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 60/65''&amp;lt;br&amp;gt;&lt;br /&gt;
Nice graphics. Simple, but nice. Good use of palettes, too. I kinda liked the cutscenes, too, even though they were made of solid blocks. The animations weren't that amazing, but at least they existed.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 39/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The flamethrower thingie, or whatever was supposed to be, was cool. It worked perfectly, at least for me. Sprites were well used, and the title board was nifty.&lt;br /&gt;
&lt;br /&gt;
''Plot: 10/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Umm. The plot was reaaally vague, and it was only presented in the form of cutscenes. Like, &amp;quot;You are a vampire&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; Sounds: 17/35''&amp;lt;br&amp;gt;&lt;br /&gt;
No music. :( The sound effects were good and effective. :)&lt;br /&gt;
&lt;br /&gt;
''Theme: 12/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Um, yep. Apparently the player was on a voyage through his nightmares or whatever...so I guess he was a little bit afraid. But it didn't really match the topic.&lt;br /&gt;
&lt;br /&gt;
''Discretion: 8/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, the fact that the title board was broken and the visible robots in the upper left corner of boards were the only things that actually annoyed me.&lt;br /&gt;
&lt;br /&gt;
'''Total score: 187/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;35975 - [[Are You Afraid?|Are you afraid?]] (topic: fear)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 58/75''&amp;lt;br&amp;gt;&lt;br /&gt;
A decent puzzle-solving game. Lots of puzzles, some of which were somewhat original, and others...well, not that original. However, the puzzles were REALLY annoying and difficult, in a way.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 32/65''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, the graphics were quite simple and a little bit too vague. But at least it didn't use the default char set. The palettes were okay, too. But just okay.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 34/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Kinda innovative puzzles. And the plot was pretty innovative.&lt;br /&gt;
&lt;br /&gt;
''Plot: 39/40''&amp;lt;br&amp;gt;&lt;br /&gt;
In my opinion, this one probably had the best plot in this DoZ. Which is good, since the game was pretty much plot-based. Nice twists and turns.&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; Sounds: 20/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Amazingly, the music worked pretty well. It created a nice athmosphere. Some sound effects were used, too.&lt;br /&gt;
&lt;br /&gt;
''Theme: 26/30''&amp;lt;br&amp;gt;&lt;br /&gt;
It was definately there. &lt;br /&gt;
&lt;br /&gt;
''Discretion: 14/15''&amp;lt;br&amp;gt;&lt;br /&gt;
The puzzles were maybe a little too difficult. Other than that, it was quite flawless.&lt;br /&gt;
&lt;br /&gt;
'''Total score: 223/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;4865 - [[Scottish Adventure|Scottish adventure]] (topic: ancient ruins)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 65/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Woah. I really liked this game. Another puzzle-solving game, in which you run around gathering items, which kinda &amp;quot;grant&amp;quot; access to other areas. Unlike in &amp;quot;Are you afraid?&amp;quot;, the puzzles were pretty creative and nifty. I like how it actually made me think. ;) Later on, it became a little repetitive, but, it still managed to keep me going.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 64/65''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics were awesome. Decent animations. The floor in the first board was a bit too...um...&amp;quot;messy&amp;quot;. Oh, and best title board ever. And I totally loved the palettes, the purpleish colours gave the castle a great look. All in all, the graphics were awesome. It had good animations, too.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 31/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The puzzles were pretty original and funny. &lt;br /&gt;
&lt;br /&gt;
''Plot: 28/40''&amp;lt;br&amp;gt;&lt;br /&gt;
The plot was nothing really amazing, a scottish cat-like-dude &amp;quot;buys&amp;quot; a castle, filled with puzzles and a haunting ghost. But hey, it worked well. The ending was nice. :)&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; Sounds: 35/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Ah. Loved the music. Nice, cathcy songs, they created a nice mood, and the title song was perfect. Could've used some more sound effects, though.&lt;br /&gt;
&lt;br /&gt;
''Theme: 22/30''&amp;lt;br&amp;gt;&lt;br /&gt;
The castle didn't look that ruined. Apparently, it was pretty ancient, though.&lt;br /&gt;
&lt;br /&gt;
''Discretion: 15/15''&amp;lt;br&amp;gt;&lt;br /&gt;
I couldn't see any flaws or bugs.&lt;br /&gt;
&lt;br /&gt;
'''Total score: 260/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;5349 - [[Massachussetts Jones in Unearthin' Egypt|Unearthin' Egypt]] (topic: ancient ruins)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 47/75''&amp;lt;br&amp;gt;&lt;br /&gt;
A nice sidescroller, starring none but the almighty Massachussetts Jones. However, this one was pretty nice, compared to some of the other sidescrollers in this DoZ. The jump-engine was decent. At one point, I had to use the editor to continue playing, and the bosses were somewhat vague. Short, a little broken piece of adventuring and sidescrolling.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 48/65''&amp;lt;br&amp;gt;&lt;br /&gt;
Hm, yeah, decent graphics. Nothing spectacular, but hey, it's a DoZ game. The animations were good, for a 1x1 character. The sky behind the pyramid in the beginning was kinda ugly, though.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 38/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The first boss was pretty good, nice job there. The whip engine was nice, too, even though it was a little buggy. The levels were well designed, in my opinion.&lt;br /&gt;
&lt;br /&gt;
''Plot: 26/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Brief introduction: Massachussetts Jones is obsessed with Egypt, and goes to investigate a strange pyramid in Cairo, to vanquish the evil spirits or whatever, and to gain some wealth in the process.&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; Sounds: 16/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Again, the theme song was nice. However, the rest of the songs weren't that good. Had a couple of sound effects.&lt;br /&gt;
&lt;br /&gt;
''Theme: 24/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Ancient ruins it was, for a certainty.&lt;br /&gt;
&lt;br /&gt;
''Discretion: 8/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Since I couldn't really finish the game without using the editor, and since the whip-engine was a little buggy, -5 discretion points. Wait, no. I can see the engine robots.&lt;br /&gt;
&lt;br /&gt;
'''Total score: 207/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;548 - [[The Infernal Fear|The infernal fear]] (topic: fear)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 5/75''&amp;lt;br&amp;gt;&lt;br /&gt;
A sidescroller. With built-in enemies and default graphics. And with a tutorial board. On how to kill built-in enemies. ;_;&lt;br /&gt;
&lt;br /&gt;
''Graphics: 0/65''&amp;lt;br&amp;gt;&lt;br /&gt;
Default graphics. ;_;&lt;br /&gt;
&lt;br /&gt;
''Innovation: 0/45''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;;_;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Plot: 0/40''&amp;lt;br&amp;gt;&lt;br /&gt;
What plot. ;_;&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; sounds: 1/35''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Built-in beeps&amp;quot;. ;_;&lt;br /&gt;
&lt;br /&gt;
''Theme: 0/30''&amp;lt;br&amp;gt;&lt;br /&gt;
I couldn't see any fear. ;_;&lt;br /&gt;
&lt;br /&gt;
''Discretion: 0/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Everything. ;_;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;6168 - [[Judgement of the Immortal|Judgement of the immortal]] (topic: ancient ruins (apparently?))'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 58/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Yays, an RPG/adventure game, with a turn-based combat system, and a random level generator, which worked perfectly. The levels were kind of boring, they consisted of monsters (well-made ones, by the way), treasure chests, and forest. And it was VERY repetitive. Sure, the combat engine worked well, and you could open the treasure chests, filled with money and healing potions, but...what's the point in gathering money if you can't use it? The game seemed to lack a purpose. However, I must admit, it was an entertaining journey through the Woods of Boringness. The topic was a bit vague.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 50/65''&amp;lt;br&amp;gt;&lt;br /&gt;
This game had nice graphics, even though I got a little bored of seeing the same &amp;quot;random blocks&amp;quot; all the time. The only animated thing seemed to be the player character himself. And buhh...it was poorly animated. But at least it was animated. :D I liked the palettes, though, they made the forest look fresh and natural.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 45/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty much everything was new. Sprites, turn-based combat system, random level generator (apparently &amp;quot;grid-based&amp;quot; one, too), and so on.&lt;br /&gt;
&lt;br /&gt;
''Plot: 27/40''&amp;lt;br&amp;gt;&lt;br /&gt;
The plot was okay, and somewhat original. The player goes on a quest to find the Shrine of Suralno, &amp;quot;where the sun won't shine&amp;quot;. :D However, since the game was so short, the plot didn't really advance or go anywhere.&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; Sounds: 18/35''&amp;lt;br&amp;gt;&lt;br /&gt;
It had only one song, but it didn't really bore me, for the game wasn't very long. It suited the forest well enough, though. No sound effects.&lt;br /&gt;
&lt;br /&gt;
''Theme: 16/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Like I already mentioned, the topic was a bit vague. There was the shrine...and the prologue also mentioned that people were afraid of the shrine. Yet, the topic wasn't presented anywhere in the game.&lt;br /&gt;
&lt;br /&gt;
''Discretion: 11/15''&amp;lt;br&amp;gt;&lt;br /&gt;
It was pretty short. And it was pretty repetitive. And it lacked a title board. Oh, and just like everything else in this game, the HP meter was pretty revolutionary, too. I liked how you could have like, -200 HP and still continue adventuring. I really wish it would've been longer.&lt;br /&gt;
&lt;br /&gt;
'''Total score: 225/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;743 - [[The Temple o' Ketera|The temple o(f?) Ketera]] (topic: ancient ruins)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 20/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Uhhuh...YET ANOTHER SIDESCROLLER...and this one is not so good. The levels are pretty crappy and simple. Way too simple, I'd say. And, the enemies were a bit too weird and simple. Not to mention the bosses. If someone expected to win with this game, he/she must be nuts. Oh, and the jump-engine...well...it was crappy and buggy, too.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 22/65''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics were really weird. The player is a...ball? Also, there was a little too much empty space. And the palettes weren't that good, either. The player was animated, however.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 5/45''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing new. Unless you count the weird graphics to be innovative.&lt;br /&gt;
&lt;br /&gt;
''Plot: 35/40''&amp;lt;br&amp;gt;&lt;br /&gt;
The plot was decent, it presented an original view on the whole Atlantis lore. I liked how, once again, the US was the first/only one to send their army to solve the problem. But yeah, kinda original plot, I must say.&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; sounds: 14/35''&amp;lt;br&amp;gt;&lt;br /&gt;
It had some good songs, yeah, but they didn't really fit in.&lt;br /&gt;
&lt;br /&gt;
''Theme: 25/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Yep.&lt;br /&gt;
&lt;br /&gt;
''Discretion: 5/15''&amp;lt;br&amp;gt;&lt;br /&gt;
The whole game was kind of annoying. It made me sad. :(&lt;br /&gt;
&lt;br /&gt;
'''Total score: 126/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;7486 - [[Zeeb's Interplanetary Adventure|Zeeb's interplanetary adventure]] (topic: ancient ruins)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 29/75''&amp;lt;br&amp;gt;&lt;br /&gt;
An inventory puzzle game. Yay. At first it looked kinda nice, but in the end, it was pretty damn short &amp;amp; unfinished. The interface system thingy was nice, though. :D It was a little buggy, too. For example, I couldn't select the screwdriver while I was using &amp;quot;grinades&amp;quot;, I had to select handbook first, and then select the screwdriver. Also, I noticed that you could plant &amp;quot;grinades&amp;quot; inside walls and destroy them.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 36/65''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics were all clean and clear, until I got into the Sarnian jungle. It was a mess. The palettes were ugly. And oh god, smileys. With feet.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 24/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The inventory thingy was nice, I've never seen anything like that before.&lt;br /&gt;
&lt;br /&gt;
''Plot: 21/40''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, it a simple plot, too. Two nations are in war with each other. The main character, Zeeb, joins the military forces, and immediately gets a task: &amp;quot;find the Pearl of Riddian, so that we can win the war&amp;quot;. And, then, their spaceship crashes. Whee. Better than nothing, though.&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; sounds: 23/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Catchy title song. All in all, the music suited the game.&lt;br /&gt;
&lt;br /&gt;
''Theme: 15/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, apparently the Pearl of Riddian was hidden in an ancient temple.&lt;br /&gt;
&lt;br /&gt;
''Discretion: 12/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Um, it was unfinished.&lt;br /&gt;
&lt;br /&gt;
'''Total score: 160/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;812 - [[Jeff Kenny: Secret Agent - Rise of the Kyken Ruins|Jeff Kenny, Secret agent]] (topic: ancient ruins)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 20/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Okay. A game with different kind of combat moves, ie. &amp;quot;kick&amp;quot;, &amp;quot;punch&amp;quot;, and &amp;quot;roll&amp;quot; (!). Well. I'm speechless. I don't know why, but the game just had this horrible feeling to it. The combat moves were pretty lousy. And the plot was...non-existant. Not to mention the enemies, who were stupid, retarded, simple, idiotic, retarded, simple, and retarded. I couldn't even finish the game without using the editor, for I got stuck.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 24/65''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;stickfigurISH&amp;quot; characters weren't that beautiful, I'm telling you. The palettes were bad, especially in the Kyken Ruins.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 27/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The combat system was pretty innovative, and I liked the fatigue idea. However, neither of them worked properly. I constantly kept running out of fatigue really quickly.&lt;br /&gt;
&lt;br /&gt;
''Plot: 12/40''&amp;lt;br&amp;gt;&lt;br /&gt;
I couldn't really get a hold of the plot. You start the game at some airport thingy, and then you are supposed to get some document on your boss' desk. And...then you try to find a gem inside of an ancient temple or something. :( Come on. I'm sure you can come up with something better than that.&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; soungs: 11/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The music was really annoying, I'm glad I don't have to play that game ever again.&lt;br /&gt;
&lt;br /&gt;
''Theme: 8/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Buhh. Yeah. I got this feeling that someone else forced the author to put the ancient ruins there. But sure, the gem was inside the &amp;quot;temple&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
''Discretion: 6/15''&amp;lt;br&amp;gt;&lt;br /&gt;
I hated the controls for the combat moves. And fortunately the guy didn't want to miss his sleep and didn't make this any longer, otherwise I would've sued him for torturing me.&lt;br /&gt;
&lt;br /&gt;
'''Total score: 108/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;84865 - [[Fear Nothing|Fear nothing]] (topic: fear)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 29/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Hm, this game was nice. Nothing really impressing. It's a...uh...maybe a hack n' slash kind of game, with some interesting weapons, such as a pipe (?!), a shotgun, and a pistol. And...uh...there wasn't really any kind of difficulty. And it was really boring.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 28/65''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics were pretty ugly. Not to mention the palette. It was all gray and &amp;quot;blank&amp;quot;. Smileys. It took me some time to realize that the main character was a girl. :(&lt;br /&gt;
&lt;br /&gt;
''Innovation: 5/45''&amp;lt;br&amp;gt;&lt;br /&gt;
It really had nothing that I hadn't seen before.&lt;br /&gt;
&lt;br /&gt;
''Plot: 30/40''&amp;lt;br&amp;gt;&lt;br /&gt;
The plot was kind of interesting, but not that good.&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; sounds: 10/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Horrible. :(&lt;br /&gt;
&lt;br /&gt;
''Theme: 20/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Well, it fit the topic alright.&lt;br /&gt;
&lt;br /&gt;
''Discretion: 8/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Buggy weapon-engines. FLAMING FATHER FROM HELL. :(&lt;br /&gt;
&lt;br /&gt;
'''Total score: 130/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;9532 - [[RUN! RUN! RUN!|Run! Run! Run!]] (topic: fear)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 70/75''&amp;lt;br&amp;gt;&lt;br /&gt;
The gameplay was awesome. It was actually fun to run around, trying to avoid the...uh...horrifying things that kept chasing you, such as hot dogs. The viewport was maybe a little too small, but I guess that was the point. However, it was quite short, only 3 levels. The radar was awesome, although I didn't notice it until I got to the 3rd level and couldn't find the way to the yellow door. Yeah, the radar worked PERFECTLY.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 60/65''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics were good, they suited the whole game really well. I liked the background graphics, especially in the Space Station level. The player character looked hilarious. The title board was neat, too. The palettes could've used some contrast.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 45/45''&amp;lt;br&amp;gt;&lt;br /&gt;
The whole idea of the game is pretty innovative and fresh, in my opinion. Or, at least I haven't seen any games of this type done in MZX before. Oh, and the radar...just awesome. Nice job.&lt;br /&gt;
&lt;br /&gt;
''Plot: 5/40''&amp;lt;br&amp;gt;&lt;br /&gt;
The weak part of this game. You are afraid of things. Boo. Run, Forrest, run!&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; sounds: 30/35''&amp;lt;br&amp;gt;&lt;br /&gt;
The music created a nice athmosphere, and worked. Lots of good sound effects, and they were used widely.&lt;br /&gt;
&lt;br /&gt;
''Theme: 18/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Um, yep...you were afraid of things. That's it. Hm, good enough, I guess.&lt;br /&gt;
&lt;br /&gt;
''Discretion: 14/15''&amp;lt;br&amp;gt;&lt;br /&gt;
Too short. Otherwise, a perfect piece of humour and DoZ spirit. :D&lt;br /&gt;
&lt;br /&gt;
'''Total score: 242/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;962 - [[ZOMBIES|Zombies]] (topic: ancient ruins)'''''&lt;br /&gt;
&lt;br /&gt;
''Gameplay: 20/75''&amp;lt;br&amp;gt;&lt;br /&gt;
Good god. Another sidescroller. With two types of enemies. The ones that fly and do nothing. And the ones that are really slow, and do nothing. Oh, and you attack the enemies by walking into them. How clever. Not to mention the bad level designing and completely fucked up jump-engine. Not fun. Not fun at all.&lt;br /&gt;
&lt;br /&gt;
''Graphics: 40/65''&amp;lt;br&amp;gt;&lt;br /&gt;
The graphics were okay, nothing spectacular, but better than the default char set.&lt;br /&gt;
&lt;br /&gt;
''Innovation: 5/45''&amp;lt;br&amp;gt;&lt;br /&gt;
I couldn't see anything innovative.&lt;br /&gt;
&lt;br /&gt;
''Plot: 11/40''&amp;lt;br&amp;gt;&lt;br /&gt;
You are a zombie on a journey to find &amp;quot;the jewelled crown of the lost Arabian king&amp;quot;. What a masterpiece. That kind of stories are getting a little old nowadays.&lt;br /&gt;
&lt;br /&gt;
''Music &amp;amp; sounds: 10/35''&amp;lt;br&amp;gt;&lt;br /&gt;
Enter Sandman! \m/  However, it doesn't work really well.&lt;br /&gt;
&lt;br /&gt;
''Theme: 12/30''&amp;lt;br&amp;gt;&lt;br /&gt;
Ruined. :P&lt;br /&gt;
&lt;br /&gt;
''Discretion: 9/15''&amp;lt;br&amp;gt;&lt;br /&gt;
You know what went wrong.&lt;br /&gt;
&lt;br /&gt;
'''Total score: 105/300'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;96234 - [[Tha Mindkilla]] (topic: crap)'''''&lt;br /&gt;
&lt;br /&gt;
Gameplay: 0/75&amp;lt;br&amp;gt;&lt;br /&gt;
Graphics: 0/65&amp;lt;br&amp;gt;&lt;br /&gt;
Innovation: 0/45&amp;lt;br&amp;gt;&lt;br /&gt;
Plot: 0/40&amp;lt;br&amp;gt;&lt;br /&gt;
Music &amp;amp; sounds: 0/35&amp;lt;br&amp;gt;&lt;br /&gt;
Theme: 0/30&amp;lt;br&amp;gt;&lt;br /&gt;
Discretion: 0/15&amp;lt;br&amp;gt;&lt;br /&gt;
Total score: 0/300&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It wasn't a game. :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Weight ranking:'''&lt;br /&gt;
&lt;br /&gt;
1 - #4865 - Scottish adventure&amp;lt;br&amp;gt;&lt;br /&gt;
2 - #6168 - Judgement of the Immortal&amp;lt;br&amp;gt;&lt;br /&gt;
3 - #9532 - Run! Run! Run!&amp;lt;br&amp;gt;&lt;br /&gt;
4 - #323 - Voyage of Fear&amp;lt;br&amp;gt;&lt;br /&gt;
5 - #5349 - Unearthin' Egypt&amp;lt;br&amp;gt;&lt;br /&gt;
6 - #35975 - Are you afraid?&amp;lt;br&amp;gt;&lt;br /&gt;
7 - #84865 - Fear nothing&amp;lt;br&amp;gt;&lt;br /&gt;
8 - #2004 - Afraid to forget&amp;lt;br&amp;gt;&lt;br /&gt;
9 - #1799 - Dungeons Down Under&amp;lt;br&amp;gt;&lt;br /&gt;
10 - #7486 - Zeeb's interplanar adventure&amp;lt;br&amp;gt;&lt;br /&gt;
11 - #17915 - They hide in the dark&amp;lt;br&amp;gt;&lt;br /&gt;
12 - #962 - Zombies&amp;lt;br&amp;gt;&lt;br /&gt;
13 - #812 - Jeff Kenny: secret agent&amp;lt;br&amp;gt;&lt;br /&gt;
14 - #743 - Temple o Ketera&amp;lt;br&amp;gt;&lt;br /&gt;
15 - #548 - The infernal fear&amp;lt;br&amp;gt;&lt;br /&gt;
16 - #22947 - A game about fear&amp;lt;br&amp;gt;&lt;br /&gt;
17 - #96234 - Tha Mindkilla&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phew. Kuru's gonna spank me for being a lousy judge. :(&lt;br /&gt;
&lt;br /&gt;
[[Category:Christmas 2004 Dualstream Day of Zeux Judging Sheets]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Weekend_of_Zeux_2001_Judging_Sheets:Es&amp;diff=2921</id>
		<title>Weekend of Zeux 2001 Judging Sheets:Es</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Weekend_of_Zeux_2001_Judging_Sheets:Es&amp;diff=2921"/>
		<updated>2007-01-21T15:33:53Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; ------------------&lt;br /&gt;
 Game ID - [[Big Fast Electric Ballz|#25944]]&lt;br /&gt;
 Judge   - [[Esdemo1]]&lt;br /&gt;
 &lt;br /&gt;
 Graphics - 2/5&lt;br /&gt;
 They weren't necessarily horrible; the menu screen was more or less nicely &lt;br /&gt;
 done...but the arena graphics were pretty much incomprehensible, and those &lt;br /&gt;
 green-on-white textboxes? Ouch.&lt;br /&gt;
 &lt;br /&gt;
 GamePlay - 2/15&lt;br /&gt;
 I died within two seconds of entering the arena, each time I played. Maybe &lt;br /&gt;
 I'm just bad at this, but I know that I didn't have very much fun...&lt;br /&gt;
 &lt;br /&gt;
 Creativity - 9/10&lt;br /&gt;
 The concept was pretty novel, especially for something as short as a WEoZ &lt;br /&gt;
 game (but the execution could have been better.)&lt;br /&gt;
 &lt;br /&gt;
 Presentation - 2/15&lt;br /&gt;
 No sound, run-together instructions, and a text-only status screen. Not only &lt;br /&gt;
 that, but it took me more time than it should have to figure out that the &lt;br /&gt;
 running speed was 1 (read: no written instruction for speed setting.) Ech.&lt;br /&gt;
 &lt;br /&gt;
 Completeness - 5/5&lt;br /&gt;
 The game seems to WORK fine...despite the fact that I couldn't get anywhere.&lt;br /&gt;
 &lt;br /&gt;
 Overall score- 18/50&lt;br /&gt;
 &lt;br /&gt;
 Comments&lt;br /&gt;
 Eh.&lt;br /&gt;
 &lt;br /&gt;
 ------------------&lt;br /&gt;
 Game ID - [[Fourth Power|#82896]]&lt;br /&gt;
 Judge   - Esdemo1&lt;br /&gt;
 &lt;br /&gt;
 Graphics - 5/5&lt;br /&gt;
 I found the overall graphics in this game to be quite good; the player and &lt;br /&gt;
 enemy animations, most notably, were excellent.&lt;br /&gt;
 &lt;br /&gt;
 GamePlay - 14/15&lt;br /&gt;
 A very, very nice take on side-scrolling action...it took me a little while &lt;br /&gt;
 to learn to use the gun, but otherwise, the gameplay is incredibly &lt;br /&gt;
 enjoyable. Invading the alien base was a blast! And that second mission...I &lt;br /&gt;
 somehow get the feeling that the author just had me in mind when he designed &lt;br /&gt;
 it. =D It looks to be one of the first MZX games in a long time that I plan &lt;br /&gt;
 to play all the way through, just for fun.&lt;br /&gt;
 &lt;br /&gt;
 Creativity - 8/10&lt;br /&gt;
 The action was a bit standard (run, shoot, jump) but still very fun. The &lt;br /&gt;
 plot behind the game is fresh and interesting, however. Yet, by the second &lt;br /&gt;
 mission or so, the game surprised me as the dark, X-Files-ish storyline &lt;br /&gt;
 takes a turn into the realm of the goofy...But am I complaining? Nope...I &lt;br /&gt;
 thought it was funny, myself.&lt;br /&gt;
 &lt;br /&gt;
 Presentation - 13/15&lt;br /&gt;
 Music was nice (aieee, what WAS that tune in the first level? It's &lt;br /&gt;
 so...familiar!) The opening cinema was gripping, especially in the second &lt;br /&gt;
 and third sections. Nice effect...but I've gotta mark off a couple points &lt;br /&gt;
 for lack of gameplay instructions. =|&lt;br /&gt;
 &lt;br /&gt;
 Completeness - 2/5&lt;br /&gt;
 The first mission was somewhat buggy...also, I had some problems with &lt;br /&gt;
 returning to the mission after a Game Over. However, it seemed to hold &lt;br /&gt;
 itself together nicely after that.&lt;br /&gt;
 &lt;br /&gt;
 Overall score- 42/50&lt;br /&gt;
 &lt;br /&gt;
 Comments&lt;br /&gt;
 WEoZ entry or not, this is definitely going on my list of favorites.&lt;br /&gt;
 &lt;br /&gt;
 ------------------&lt;br /&gt;
 Game ID - [[Komplot|#55975]]&lt;br /&gt;
 Judge   - Esdemo1&lt;br /&gt;
 &lt;br /&gt;
 Graphics - 4/5&lt;br /&gt;
 An interesting contrast...Excellent texturing on the blocks/walls/etc, but &lt;br /&gt;
 the smileys were a little inane. Still, the nice backgrounds made it easy on &lt;br /&gt;
 the eyes.&lt;br /&gt;
 &lt;br /&gt;
 GamePlay - 12/15&lt;br /&gt;
 Took me a second to get the hang of it (what is with the lack of gameplay &lt;br /&gt;
 instructions in these entries, hmm?) but once I did, I had a ball blowing up &lt;br /&gt;
 the little frowny faces - though I can anticipate it getting a bit &lt;br /&gt;
 predictable. Mouse-driven engine is a bit irritating to work with, but it's &lt;br /&gt;
 efficient and adds a new twist to the action genre, so I'll overlook it. &lt;br /&gt;
 Continuity of the levels was a definite plus (getting to bust through the &lt;br /&gt;
 glass into level 2 at the end of level 1...how fun is that? =D)&lt;br /&gt;
 &lt;br /&gt;
 Creativity - 5/10&lt;br /&gt;
 Caverns-style action's a mite stale, but the mouse-driven shooting added an &lt;br /&gt;
 interesting angle to attack the genre from. Plot was pretty silly. Evil Bad &lt;br /&gt;
 Guy Man taking over the USA, and only Mr. President can stop him, with his &lt;br /&gt;
 big shiny .45 magnum! GOOOOOOOOO GEORGE W. BUSH#&amp;amp;%*#@&amp;amp;%#@%&amp;amp;@*#&amp;amp;%@&lt;br /&gt;
 &lt;br /&gt;
 Presentation - 10/15&lt;br /&gt;
 The introductory screen impressed me, with the option of starting from &lt;br /&gt;
 different levels; music was okay...sound effects were a bit loud, and &lt;br /&gt;
 occasionally irritating. And snipers that scream &amp;quot;WOO-HOO!!&amp;quot; when they've &lt;br /&gt;
 sighted their target...? O_o&lt;br /&gt;
 &lt;br /&gt;
 Completeness - 2/5&lt;br /&gt;
 I only found one bug, but it was a fatal one - sniper popping out of the &lt;br /&gt;
 shadows overwrote the player. Whoops.&lt;br /&gt;
 &lt;br /&gt;
 Overall score- 33/50&lt;br /&gt;
 &lt;br /&gt;
 Comments&lt;br /&gt;
 Fun game, and pretty-looking, but a little irritating at times.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weekend of Zeux 2001 Judging Sheets]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Robotic&amp;diff=2920</id>
		<title>Robotic</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Robotic&amp;diff=2920"/>
		<updated>2007-01-21T15:33:49Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Robotic is the scripting or programming language that is used within [[MegaZeux]]. It allows the [[Robot|Robots]] placed into a MegaZeux game by an [[:Category:MZXers|MZXer]] to interact with each other and change the game environment around them in various ways. Using Robotic, MegaZeux can go far beyond its very basic gameplay style, incorporating sidescrolling or platforming styles of play, RPG-styled battles, pixel-perfect environments, and even first-person viewpoints and roguelikes.&lt;br /&gt;
&lt;br /&gt;
Robotic's first iterations (under the name Robo-P until MegaZeux 2.XX) were considerably more basic. [[alexis|Greg Janson]] expanded Robotic heavily in the shareware days of MegaZeux to include many more counters, commands and features (including such fundamentals as palette editing, ''copy block'', the &amp;quot;[[loopcount]]&amp;quot; counter, and the near-universal ability to insert a counter's value into any place in Robotic code). For a while after MegaZeux was released as an open-source program, Robotic's power increased very conservately; the biggest reason for this was that the source code for the Robotic editor was completely lost. Eventually [[Exophase]], [[Akwende]] and others used kludges involving strings and newly added counters in MegaZeux to allow for Robots to handle things they had not been able to handle before. Examples of features added this way include [[Sprite|Sprites]], file reading/writing, and mathematical expressions.&lt;br /&gt;
&lt;br /&gt;
The space for new Robotic commands is limited through the world format, and is nearly full; as a result, there have been no new commands added despite Exophase completely re-writing the code for the Robotic editor, and will likely never be any new commands until the world format changes (which would be at MegaZeux 3.XX).&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Robot&amp;diff=2919</id>
		<title>Robot</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Robot&amp;diff=2919"/>
		<updated>2007-01-21T15:33:46Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Robots''' are the main power behind any [[MegaZeux|MZX]] games that are more than rudimentary, and are analogous to Objects in [[ZZT]].  Their use provides a unique approach to game programming by naturally encouraging game designers to divide their program code into discrete, self-contained parts which effectively run as separate threads.  Robots are often used to represent objects and actors within the game, to govern effects and changes to the game world, and to implement [[Engine|engines]].  Robot code is written in Megazeux's own programming language, [[Robotic]], and its uses can be surprisingly versatile given the kludgy nature of the language itself.&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Overlay&amp;diff=2918</id>
		<title>Overlay</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Overlay&amp;diff=2918"/>
		<updated>2007-01-21T15:33:41Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''overlay''' is a graphical layer in [[MegaZeux]] that is normally used for graphics that are drawn over the main playing area.  These graphics can't be directly interacted with by the player, and only contain color and character data.  Common uses for the overlay include creating scenery that the player can walk &amp;quot;behind&amp;quot;, such as trees or houses.  It is also often used to create special effects that can be copied onto the visible board as necessary and then removed.  More complex games may use the overlay as a buffer area for graphics, though the introduction of dynamically loadable [[MZM|MZMs]] and the [[vlayer]] have somewhat supplanted this in more sophisticated code.&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MegaZeux&amp;diff=2917</id>
		<title>MegaZeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MegaZeux&amp;diff=2917"/>
		<updated>2007-01-21T15:33:38Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MegaZeux''' is a [[Game Creation System|GCS]] created by Gregory Janson. It was inspired by ZZT, which Greg and other members of [[Software Visions]] had created several games for beforehand. The first version, [[Changelog for 1.00g|1.00g]], was uploaded to AOL on December 4, 1994.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Robotic===&lt;br /&gt;
''See also: [[Robotic]]''&lt;br /&gt;
&lt;br /&gt;
Robotic is MegaZeux's object-oriented programming language. Some parts of the language, as well as the concept itself, are based on [http://www.digitalmzx.net/wiki/index.php/ZZT ZZT's] ZZT-OOP, though Robotic is much more advanced than ZZT-OOP.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
History of MZX's development.&lt;br /&gt;
===Shareware Versions===&lt;br /&gt;
===Spider Versions===&lt;br /&gt;
After MegaZeux was released under the terms of the GNU GPL, [[Spider124]] updated the source code with several useful new features and released his own version of MegaZeux, 2.51s1. Among the new features were a vastly expanded counters limit (1000, compared to 2.51's 50 counters), true mouse support, [[playerx and playery|playerx/playery]] counters, and many bug fixes. Three more versions were released (s2, s3, and s3.1; of which 3.1 was a bug fix release) before development of MZX grew stagnant.&lt;br /&gt;
&lt;br /&gt;
[[MadBrain]] took the s3.1 source and added one new feature (the [[bi_mesg]] built-in counter) and released his modifications as MZX 2.51s3.2. s3.2 was further modified with the introduction of the [[Super MZX|SMZX]] graphics mode (this version was released as SMZX 100 Alpha).&lt;br /&gt;
&lt;br /&gt;
===MZXak===&lt;br /&gt;
[[Akwende]] released the first MZXak version, MZXak 1.0, shortly after MadBrain's SMZX alpha version. MZXak featured several additional features (some of which, like the multi-colored configuration dialogs, were determined by the community to be too useless to warrant the memory usage) including file access, robot targeting, and built-in SMZX mode. All MZXak versions included Akwende's MZX version of Tetris, which demonstrated the use of SMZX graphics.&lt;br /&gt;
&lt;br /&gt;
MZXak 1.0 was pulled a few months after release from [[DigitalMZX]] due to Akwende's failure to release his source code under the terms of the GNU GPL. He eventually released the source, but not until a lot of public debate and heel-dragging. Other MZXak 1.0 controversy included forward compatibility, which led to MZXak games being playable but not necessarily functioning in MZX2.51s3.1. This broke [[ajs|wizdom's]] judging results in the [[Summer Dualstream Day of Zeux 2001|2001 DsDoZ]].&lt;br /&gt;
&lt;br /&gt;
MZXak 2.0 was released after much waiting, though the release sparked a fair bit of dispute due to the sudden timing with [[Koji|Koji's]] 2.60 release. MZXak 2.0 is notable for being the only code fork to completely die out.&lt;br /&gt;
&lt;br /&gt;
===Exophase Versions===&lt;br /&gt;
Following the discussions about MZXak, Koji released MZX 2.60, featuring some of the same additions as MZXak. 2.61 was released shortly after, and around 2.62's release, [[Exophase]] took over development of MegaZeux. Tons of features were added in between 2.62 and 2.70 (the last version of MegaZeux in [[DOS]]) such as [[Expression|expressions]], [[Sprite|sprites]], [[String|strings]], [[Vlayer|the vlayer]], [[MZM|MZMs]], [[Super MZX|SMZX Mode 2]], and many others.&lt;br /&gt;
&lt;br /&gt;
===MZX32===&lt;br /&gt;
During Exophase's development of MZX for DOS, [[BFeely]] began development on MZX32, which was to be a full-featured port of MegaZeux for the Windows platform. Several alpha versions were released, most of which lacked the world editor (and all of which lacked the robotic code editor). MZX32 was generally regarded as unstable and buggy, and was deemed obsolete once Exophase began work on his SDL port. The last version of MZX32 released featured support for games created using MZX 2.69c.&lt;br /&gt;
&lt;br /&gt;
===SDL Port===&lt;br /&gt;
&lt;br /&gt;
[[Exophase]] took most of the summer of 2004 to do a update/rewrite of MegaZeux into SDL, to break some DOS limitations and to solve MegaZeux's ever-increasing compatibility issues (and to eventually expand MegaZeux onto new platforms such as Linux and the Macintosh). This included re-writing the entire Robotic editor. After intense pre-testing, MZX 2.80 was released on Aug 9 2004, with workability only intended for Windows 32 platforms. A slew of bug reports that only arises from public testing shortly followed, and Exophase quickly updated with three incremental versions in one month. Other MegaZeuxers helped in various aspects; for example, the updated sound code was mostly [[ajs|ajs's]] and [[MadBrain|mad's]] doing.&lt;br /&gt;
&lt;br /&gt;
Each upgrade added some functionality (e.g. multi-char editor, code search, ogg support), and MegaZeux eventually resolved the various issues that prevented sucessful porting to Linux and Mac platforms.&lt;br /&gt;
&lt;br /&gt;
The current version is 2.81c; Exophase has indicated that he will release 2.81d, but it is unknown when. GP2X and PSP ports are in the works for the next version, as well as increased Win9x compatibility and a few other fixes.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[https://sourceforge.net/projects/mzx32 MZX32 Project Page (Sourceforge)]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZM&amp;diff=2916</id>
		<title>MZM</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZM&amp;diff=2916"/>
		<updated>2007-01-21T15:33:34Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MZMs''' are self-contained sections of [[MegaZeux|MZX]] board data.  Initially conceived as an improvement upon the ANSI format used to export graphics between boards (before inter-board copying was possible), they have become a convenient way to store and dynamically load game content.  The first MZMs simply stored graphical data, while successive versions allowed for the storing of board parameters (such as whether an object was a customblock, a gem, a unit of ammo, etc.) and eventually stored robot code as well.  It is now possible to use MZMs to completely compartmentalize a game into a series of externally loaded boards, effectively bypassing set limits  within MZX.&lt;br /&gt;
&lt;br /&gt;
==MZM Tutorial==&lt;br /&gt;
(Someone should write this)&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Category:MegaZeux&amp;diff=2915</id>
		<title>Category:MegaZeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Category:MegaZeux&amp;diff=2915"/>
		<updated>2007-01-21T15:33:30Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MegaZeux.&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=ASCorp_mzx_(channel)&amp;diff=2914</id>
		<title>ASCorp mzx (channel)</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=ASCorp_mzx_(channel)&amp;diff=2914"/>
		<updated>2007-01-21T15:33:26Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrongtitle| 1 = #ASCorp_mzx}}&lt;br /&gt;
&lt;br /&gt;
{{Channel| name = #ASCorp_mzx&lt;br /&gt;
|network = [[EsperNet]]&lt;br /&gt;
|created = 2006&lt;br /&gt;
|founder = [[Asiekierka|asiekierka]]&lt;br /&gt;
|prevfounder = N/A&lt;br /&gt;
|ops = asiekierka&amp;lt;br&amp;gt;[[SmartRutter]]&lt;br /&gt;
|prevops = [[Commander Pancake]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''#ascorp_mzx''' was the meeting channel of [[ASCorp]], where the members would discuss their games and games in progress. [[Asiekierka|asiekierka]], [[Commander Pancake]], and [[SmartRutter]] used to frequent #ascorp_mzx. People from the [http://modarchive.com/ Modarchive] community would sometimes come in as well to discuss the music that they would compose for ASCorp's (mainly asiekierka's) games. #ascorp_mzx is currently completely dead, and has since lost its registration.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Adlo&amp;diff=2912</id>
		<title>Adlo</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Adlo&amp;diff=2912"/>
		<updated>2007-01-21T15:33:19Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = Adlo&lt;br /&gt;
|image = Adlo_screen.jpg&lt;br /&gt;
|creator = [[zultimate:craNKGod|craNKGod]]&lt;br /&gt;
|company = Interactive Fantasies&lt;br /&gt;
|released = 1997&lt;br /&gt;
|genre = Sidescroller&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
&lt;br /&gt;
Adlo is a sidescrolling game released in the time of MegaZeux 2.51s3.1. You play Adlo, a man who has received a letter of supposed forgiveness from a Scotsman named Xyzphylplytz whom he used to tease in Kindergarten for being Scottish. In your travels you meet many different people, including a few ZZTers who serve as bosses, and craNKGod, the creator of the game. You also meet a mysterious man whom you fight at various intervals.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
In Adlo many of the standard sidescrolling conventions are in use--jumping on enemies' heads, for example, automatically scrolling stages, collection of randomly airborne goodies, and others. You can also get bombs which can be thrown at your enemies or used to blow open cracks in the wall, revealing small secret stages. The game uses the invincibility star concept and uses it quite well. There are also rocket-powered carts that you can ride on and jump up from in certain stages.&lt;br /&gt;
&lt;br /&gt;
===Other Things===&lt;br /&gt;
&lt;br /&gt;
There's a lot to collect and a lot of secrets to see in the game as well--a Gold, Silver and Bronze Ampersand can be found in each level. Finding all three in every single level unlocks a special surprise, but to do so you have to do many different tasks, many of which prove difficult. There are the secret stages as well, all set on the island of Sri Lanka. Upon finishing a level, you participate in a minigame, which is usually if not always populated with members of the ZZT community.&lt;br /&gt;
&lt;br /&gt;
craNKGod, with a bit of help from ScarJT, wrote the S3Ms that were used in Adlo. (Popcorn '98 was seemingly adapted from another song.)&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Sprite_(Tutorial)&amp;diff=2910</id>
		<title>Sprite (Tutorial)</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Sprite_(Tutorial)&amp;diff=2910"/>
		<updated>2007-01-21T15:33:12Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sprites''' were introduced to [[MegaZeux]] in version 2.65, primarily as a method of making it easier to implement large object representations in the game (for example, [[Engine|engines]] for handling a multiple character player or enemies).  They include many features such as collision detection, easy drawing, and configurable draw order.  Despite being designed to make coding easier, many [[:Category:MZXers|MZXers]] avoid their use in favor of more traditional methods such as [[overlay]] buffering and hand-rolled collision routines.  This is largely out of a perception that Sprites are difficult to use.&lt;br /&gt;
&lt;br /&gt;
==Sprite Tutorial==&lt;br /&gt;
(Someone should write one of these)&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.digitalmzx.net/faq/sprite.html Saike's Sprite Tutorial] - Slightly out of date with regards to other MZX features.&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Smiley_RPG&amp;diff=2909</id>
		<title>Smiley RPG</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Smiley_RPG&amp;diff=2909"/>
		<updated>2007-01-21T15:29:30Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game| title = Smiley RPG&lt;br /&gt;
|image = &lt;br /&gt;
|creator = [[Mallo]]&lt;br /&gt;
|company = [[Destiny Software]]&lt;br /&gt;
|released = 1997&lt;br /&gt;
|genre = Comedy / RPG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
Smiley RPG was a [[MegaZeux]] game made by Destiny Software's Mallo. It is largely a parody of RPGs in general, but naturally develops a few jokes of its own.&lt;br /&gt;
&lt;br /&gt;
Although it features a few RPG-styled battles, the bulk of the game consists of completing other boards which are usually somewhere between an action-oriented and puzzle-oriented gameplay. Two of the famous MegaZeux puzzles used in Smiley RPG were the rotating gunshot-reflector puzzle and the puzzle which imitates invisible Zelda III walkways over a pit.&lt;br /&gt;
&lt;br /&gt;
The story of the game is focused on the player and his two friends Bill and Mindy trying to save North Americana.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Notes==&lt;br /&gt;
&lt;br /&gt;
[[Kuddy]] edited the game in MegaZeux 2.51 to fix several compatibility issues with later versions; this fixed version is the one in [[DigitalMZX|DigitalMZX's]] archive.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Vlayer&amp;diff=2907</id>
		<title>Vlayer</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Vlayer&amp;diff=2907"/>
		<updated>2007-01-21T15:29:01Z</updated>

		<summary type="html">&lt;p&gt;WNivek: everted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ''vlayer'', or virtual layer, was an innovation introduced to [[MegaZeux]] in version 2.69c.  Simply put, the vlayer is an invisible graphical scratch space that is common to all boards in a game.  It can have data copied to and from it or directly written to it, and can be used as a reference space for [[Sprite|sprites]] in lieu of using board space (an unresolved oversight in the sprite implementation currently makes it impossible to store them on the overlay).  However, it can not be directly modified in the editor; typically data is pre-loaded into it at the beginning of a game using [[MZM|MZMs]].  The vlayer has the added benefit of direct counter access for character and color data stored in it, something that still requires a holdover kludge from [[Megazeux#MZXak|MZXak]] when dealing with the overlay and the board proper.  Its use as a larger storage space for data than the board itself was rendered obsolete in the [[Megazeux#SDL port|port]], however, with the introduction of arbitrarily large boards far in excess of the space available on the vlayer.&lt;br /&gt;
&lt;br /&gt;
==VLayer Tutorial==&lt;br /&gt;
(Write this thing)&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZX_%22Virus%22&amp;diff=2906</id>
		<title>MZX &quot;Virus&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZX_%22Virus%22&amp;diff=2906"/>
		<updated>2007-01-21T15:28:46Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
An '''MZX &amp;quot;Virus&amp;quot;''' is essentially any game or .MZX file that causes [[MegaZeux]] to behave in a malicious or generally unfriendly manner.  To date, there have never been any such games that were actual [http://en.wikipedia.org/wiki/Computer_virus viruses], falling instead under the category of malicious software in general.  The typical delivery method for MZX &amp;quot;viruses&amp;quot; takes advantage of [[file access]] to overwrite important MZX files with junk (such as deleting the main executable or default character sets).  The effectiveness of this is limited, however, because MZX prevents running games from accessing parent directories.  The &amp;quot;virus&amp;quot; would have to be played from the root MZX installation directory to have any effect.  Other MZX &amp;quot;viruses&amp;quot; take advantage of exploits and bugs in MZX itself to force it to crash or hang.&lt;br /&gt;
&lt;br /&gt;
==Spectere's 9.MZX==&lt;br /&gt;
During the [[Summer 2006 DsDoZ]], [[Spectere]] attempted to create his submission using only a [[hex editor]] and the [[MZX file format]].  After little success after several hours of work he grew tired of the idea (and had run out of time) and submitted the world as-is.  The resulting file caused MZX to irrecoverably hang, monopolize the CPU, and continually consume system memory, a result that Spectere was quite pleased with.&lt;br /&gt;
&lt;br /&gt;
==Commander Pancake and Asiekierka's MZX Virus==&lt;br /&gt;
Following the DoZ, [[Commander Pancake]] and [[asiekierka]] were inspired by Spectere's entry and collaborated to produce a file access based &amp;quot;MZX virus&amp;quot; (Pancake's description, which is where the term originated).  [[SmartRutter]] quickly followed with a submission of his own.  This met with general disdain from the community, which considered the idea to be neither new nor particularly clever (the potential for such an exploit [http://www.digitalmzx.net/forums/index.php?showtopic=1276&amp;amp;st=0 had been pointed out] by MZX beta testers already).  Despite this, Commander Pancake continued to press the issue and released more versions of his &amp;quot;virus&amp;quot; until he was forced to stop by the [[DigitalMZX]] administration.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.digitalmzx.net/forums/index.php?showtopic=10825 The original MZX Virus thread]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[MZX exploits]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NeedsPeerReview}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=The_Good_Guy&amp;diff=2905</id>
		<title>The Good Guy</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=The_Good_Guy&amp;diff=2905"/>
		<updated>2007-01-21T15:21:05Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Good Guy is a personal friend of [[Torte]]'s, who used to be part of the [[DigitalMZX]] community in late 2002.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Christmas_2004_Dualstream_Day_of_Zeux_Judging_Sheets:Lancer-X&amp;diff=2904</id>
		<title>Christmas 2004 Dualstream Day of Zeux Judging Sheets:Lancer-X</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Christmas_2004_Dualstream_Day_of_Zeux_Judging_Sheets:Lancer-X&amp;diff=2904"/>
		<updated>2007-01-21T14:52:22Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;TT&amp;gt;&lt;br /&gt;
Lancer-X's Christmas 2004 DoZ Judging Results&amp;lt;BR&amp;gt;&lt;br /&gt;
---------------------------------------------&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Merry christmas, and congratulations to all those who entered in this DoZ. This was a pretty reasonable DoZ, with 16 submitted entries, and out of those were several that stood out.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
I tried to avoid being overly harsh in my judging, although I was hesitant to give out either 0's or perfect scores, preferring to give a careful analysis of the fine points of each game rather than to hastily slam on a 0 or a perfect score.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Anyway, without further ado, here are the results:&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #323- Voyage of Fear&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[FEAR]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The game begins on the title screen. Bad initial impact that somewhat ruins the splendor. After a quick modification to the .MZX I was in the game. Although the controls were not immediately intuitive, the highlighted mouse cursor soon indicated that the mouse was used to play this game, and was used to control a nifty aimable flamethrower. This knowledge in mind, I was able to plow through the first part of the game without much difficulty, roasting the enemy werewolf in moments. Unfortunately, at that cutscene the game ended. After a bit of exploration through the game, it seems that the game actually began on a different board that then lead to the first cutscene.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The game was decently enjoyable, with the predictable jumping and aimable flamethrower (that's one thing that annoys me about a lot of 2D sidescrollers- the nonaimable weapons). The boss was nicely coded, and behaved like you'd expect a wolf to. Unfortunately, it was hurt by the fact that the game was broken at the title screen, the first board was not very easy to find, and that the flamethrower control wasn't obvious. Otherwise, quite a nice game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 52/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The mid-game graphics were composed of simplistic tiles and nice colouring combined to create a good effect. I, for one, like graphics like these. The cutscene graphics were made with some very nice shaded block-art, making terrific use of the palette. I think that using halfchars here would have been of some benefit, but they still look terrific. The werewolf boss was well-animated (a bit of a contrast to the animations of the player and enemies- a bit lacking, I thought). The wobbling title screen was a nice touch too. Overall, the graphicswere quite a nice combination and worked well together.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 47/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The whole sidescroller-with-aimable-weapon thing wasn't exactly new- Leper_Mess has done it at least once in a DoZ to my knowledge. However, the sprite-ification of it, and the fact that you made the idea into an actually PLAYABLE game is certainly new. However, although mildly innovative in parts, this game doesn't really stand out as being innovative in itself- instead, a good implementation of existing ideas.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Innovation: 21/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This category, unfortunately, was where this game was let down. Now, I'm not too fond of the kind of plot that leaves a lot of gaps for the player to mentally fill in- seems like an attempt to get a good plot score for half the effort. However, there at least WAS a plot, and the kind of game it was didn't really demand it, although this does hurt you in Theme later (see below). The whole 'you are... a Vampire' thing didn't come off very realistically to me, and neither did the fact that a werewolf suddenly appeared (and fights you) after you find out that you aren't one.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 12/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I really think this game could have done with some MUSIC. The sound effects, though, were well-used, and this, I think, justifies the score I'm giving it in this category. However, I really would have liked some music in this game- it would have suited it.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 6/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
As with Plot (see above), the fact that there was very little information pertaining to the storyline in this game does hurt the theme. I am guessing that the idea was that the protagonist was scared of turning into a werewolf (thusly, Fear), but there really should have been a more explicit statement of this. Some more cutscenes at the start or something like that would have helped this game attain a higher score in this area. That said, the plot that there was did suggest that the game was about Fear, and so...&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 16/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game was sadly broken at the title screen, and it wasn't obvious which board the game began on. Indeed, although the fact that the weapon was mouse operated was suggested by the highlighted mouse cursor, it should have been explicitly stated. That said, the jumping engine motion was nice and predictable (as so few are nowadays), and the flamethrower was fun to spray around. I found those skull enemies really annoying in parts, though.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 10/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Not a bad game, in truth, but it really could have been improved a lot with just a few small adjustments. Looking at the boards, I'm guessing that the team simply ran out of time. A pity- other than those flaws, this was a pretty nice game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 52/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Graphics: 47/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 21/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 12/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 6/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 16/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 10/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 164/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #548- The Infernal Fear&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[ANCIENT RUINS]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Buhh, I knew when I started judging that I would run into a game like this eventually. Now, where to begin- annoying jumping engine, stupid puzzles, shooting builtin enemies with builtin gun, stupid boss, stupid jumping puzzle. I'm sorry, but you can't make games like this and expect to get a reasonable score anymore. I'm giving you 10 out of pity, and the fact that at least there WAS gameplay.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 10/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Terrible. Many default characters used, and a very small amount of edited chars so unimpressive I don't see why you bothered. The graphics on the Training level at least indicated that you thought about trying, but evidently gave up by the first level of actual game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 7/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Nothing innovative here whatsoever. I'm sorry, but there simply isn't. I can't give a game like this any higher than a 0 in this category unless you at least come up with SOMETHING new. Sorry.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 0/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
I'm exploring some ancient ruins of some sort so that I can get a 'chaos emerald' and then escape. Yawn. But there was plot.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 4/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
No music, default sound effects other than some stupid laugh that the boss makes. One point for not using any music, because I get the feeling that if you did add music, the music of choice would make me hate your game even more than I do already. &amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 1/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Well, there were 'ancient ruins'. I guess I can't fault you there, although I'm only giving you slightly above the necessary 1/3rd. The title of the game suggests 'Fear' although it sounds like you just threw that in to be stupid.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Theme: 11/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Ugh, WHERE TO START. Okay, (takes deep breath):&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Annoying sidescroller, annoying graphics, stupid, unrealistic dialogue, dialogue text cut off part way, training level that taught you how to do stuff that is by nature intuitive, and unnecessary in the actual game (*cough* STAIRS *cough*), SNAKE LIONS, default bullets on a sidescroller, default enemies, boss with a stupid laugh, somethingawful.com humour (NO), jumping puzzle, LACK OF PLOT. I'm sorry, but by nature this game is simply terrible. In future, spend a little more time on your game before making the judges score it.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 0/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game has the overall quality of a joke entry, with the exception that I usually find joke entries at least mildly funny. This was just plain awful.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 10/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 7/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 0/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 4/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Music/Sound: 1/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 11/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 0/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 33/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #723- The Temple O Ketera&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[ANCIENT RUINS]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Another sidescroller. Unfortunately, the sidescroller kinda hurt this game- the controls were unresponsive, and the motion unpredictable. Falling in water broke the sidescroller, making it impossible to get out. (It was also impossible to save in the game). The game featured a small multi-weapon system, the majority of the weapons I never found. Unfortunately, at the end of the first level I got stuck, unsure of how to win the battle (after killing the several enemies that spawned, the stopped coming). Editing ahead to the second level, it seemed that there was some more level. I played that, but didn't get far as there was no indication as to what to do next. I killed all the mages but then was stuck on the lower area as there was no way to get up again. Cheating to get more ammo, I played with some of the other weapons and the grenades, but saw no way to actually get them in the game (apart from the magicannon on the second level). Looking at some of the other boards, I got an idea of how the game was supposed to play, but no idea how to actually play it that way. This game was unfortunately too broken to be very playable.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 20/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The graphics weren't BAD, but there could have been a lot better. The palette was slightly modified, but was still very similar to the original. The graphics also rapidly grew worse as the game progressed, starting off with not-so-bad on the first board, to slightly-worse on the second, and just going down from there. The title screen wasn't bad, but was overly plain. Very ordinary, but it's clear that graphics aren't meant to drive this game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 15/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The combination of multiple weapons and sidescroller isn't exactly new, but it isn't commonplace either, so you get points for that. Unfortunately, there isn't much else new in this game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 12/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The entire plot is given in two areas- the starting dialogue, and the conversation with the boss later on. Personally I prefer plots that are trickle-fed to the player, rather than given out in one go but anyway- although the plot was relatively simplistic, and through together a few seemingly random things, it worked and fit together. Unfortunately, the bit about Atlantis was a bit sudden, and it wasn't explained thoroughly enough. However, the plot was there.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 15/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The music was okay, and it somewhat fit. Unfortunately, there were few sound effects, something that would have helped this game along. The music did get a bit old fairly quickly.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 14/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Okay, these are ancient ruins, yeah.. the plot kinda revolved around Atlantis more than the ruins, but they were there.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 14/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Broken game, and it took a little effort to get into working order. The annoying movement and combat engines hurt this game a lot, making it a pain to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Discretion: 6/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
A bit more work to get this game into playable order would have done wonders for it, but as it is I am unable to reward it with a score higher than I believe it deserves. Good luck next time.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 20/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 15/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 12/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Plot: 15/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 14/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 14/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 6/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 96/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #812- Jeff Kenny: Secret Agent- Rise of the Kyken&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[ANCIENT RUINS]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game was better than it's initial impact suggested. The martial-arts type combat system wasn't too badly done, and I did enjoy playing through this game. Unfortunately, it was broken at the end of the first part (which was easily fixed), but this is was a minor matter. The game was far too short- a few more missions, and a little more gameplay variety would have done this game a lot of good. But otherwise, not too bad.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 30/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Nice title screen. The in-game graphics were a little plain, but nice in some areas (the mountains leading up to the first mission). Unfortunately, I didn't like the low-contrast graphics in the second bit, which hurt my eyes. Otherwise, the graphics are simplistic but functional. The palette was at least modified a bit in this one.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 21/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The martial arts combat system has been done before a little in MZX, but the fatigue system is pretty new. Otherwise, gameplay is simple and there is little innovation here.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 22/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The plot was really only given when you fought the boss, and even then was ridiculously shallow. Oh well.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 10/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Music ripped from various games, including Forest of Ruin. I am somewhat against people using music from the Zeux series in their games. The music did fit in some places, but seemed to be just added for the sake of it in other parts.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Music/Sound: 11/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Unfortunately, the only place that the theme was ever used was as one of the locations, and it is unclear what it has to do with the plot. Because of this, I can't really give you a good score here.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 8/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apart from being broken in one part, the game was relatively solid. Unfortunately, the abrupt, unsatisfying ending hurts the score here, in addition to the fact that music from the Zeux series was ripped.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 9/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game looked like it held promise, but kinda just died out not too far into the game. To whoever made this- in future, it might be worth forgoing your sleep for the 24 hours that comprise of the competition. Most of the other DoZ'ers do, and you need to put the time in to be able to compete.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 30/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 21/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Innovation: 22/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 10/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 11/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 8/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 9/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 111/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #962- ZOMBIES&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[ANCIENT RUINS]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Another sidescroller, yippee. This one at least has a decent jumping range. The premise is simple- touch enemies to kill them, and jump around a lot. Unfortunately, the jumping engine was broken after the first board, making the rest of the game laughably simple. Anyway, the gameplay got extremely repetitive after a bit, and I began to get bored with the game fairly quickly. As a result..&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 30/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The graphics were simple, but worked for this game. They also gradually improved over time, and were quite good in places. I did like the overall graphical feel of the game, and so..&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 39/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
I'm afraid that, if there was innovation here, it was lost on me. However, the touch-enemies-to-kill-them thingy was, I suppose, mildly innovative. I'll give you that.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Innovation: 14/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Well, you're a zombie and you want to get a crown. Okay. I, for one, appreciate deep plots, but unfortunately this is not one of them. This also hurts your theme score.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 7/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a case of 'bad music hurts game'. 'Enter Sandman' is hard on the ears. It wasn't a nice song when it was first used in a game, and it wasn't nice when it was reused in a million other MZX games. Unfortunately, it's also the song that plays through this entire game. I had to turn the sound off to play through this game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 0/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The thing is, guys, to get a good theme score, your plot has to surround the theme. You can't just pop some 'ancient ruins' into your game, when the plot has little to do with them, and expect to get a good score. Sorry, but that's the way it works.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 16/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The jumping engine was broken after the first board, and 'Enter Sandman' plays on every board. The ending was also very unsatisfactory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 4/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The thing that pained me about this game, and several other games this DoZ is that they could have been a lot better if the author's simply paid more attention to the plot, and the internal mechanics of the game. Unfortunately, it seems the 'We didn't have enough time to make a good title screen' mentality was applied to the entire game. In short, 'We didn't have enough time to make a good game'.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 30/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Graphics: 39/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 14/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 7/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 0/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 16/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 4/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 110/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #1799- Dungeons Down Under&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[ANCIENT RUINS]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game, although nifty, had several giant flaws. For one, the random dungeon generator starts to create rather familiar lookings dungeons before long, although this is a small flaw. Other, larger problems include the fact that picking up gold gives you nothing, fighting enemies doesn't seem to do anything to the enemies, and most of the spells don't work. I'm thinking that the time spend making the sophisticated status engines and the tiles for the dungeon generator could have been used better elsewhere. Low gameplay mark here, simply because there isn't enough gameplay in there.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Gameplay: 10/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The graphics were simple, to imitate graphics of games like Rogue, Nethack and ADOM, it seems. This they did reasonably, but they won't afford you a high mark in this category.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 5/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A random dungeon generator. A pseudo-Roguelike. This game simply can't NOT be innovative.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 40/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
lolz. Plenty of Australian humour here, heh heh, but plot?&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 12/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Music from a lot of Squaresoft titles, particularly the Final Fantasy series. Nearly none of it fit, and there was no sound to speak of.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 9/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Well, it had Ancient Ruins, but like the plot- lolz.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 8/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game is a tragic example of time mismanagement, but a good bit of effort was put into this, and I appreciate that. Please try harder next DoZ, so I don't have to do this to your scores.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 11/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
I really wish I could give this game more points, but category-wise, it sank. Sorry guys.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Gameplay: 10/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 5/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 40/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 6/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 9/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 8/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Discretion: 11/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 89/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #2004- Afraid to Forget&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[FEAR]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Buh. You walk around killing things that, for the most part, don't fight back. On one board. With an annoying sword engine. Perhaps you should have thought a little longer about the game mechanics. I'm sorry, but this game disappointed me, and it wasn't at all fun to play.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 15/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
What was there was alright, I guess. I did kinda like the trees, but the brick buildings looked very plain.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 23/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
I guess the general idea is somewhat new, but not really. The sword engine hold-for-special-move was somewhat new.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 7/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Simple plot- your girlfriend leaves you so you go on a killing spree. They even threw 'Fear' in there! Buhh..&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Plot: 12/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
There is none, but I suspect that if there was music, it would make my ears bleed, so I'll give you a mercy point.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 1/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Also you're *afraid* that if you stop loving her you'll forget her and you don't want that to happen.&amp;quot; Uh huh.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 5/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game wasn't enjoyable, it wasn't long, the graphics weren't spectacular, the plot sucked, there was no music or sound and it had nearly no relation to the theme. Sorry, but this game looked like it was made in ten minutes. Considering how much time you had to do this, I don't know why you didn't at least TRY.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 1/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
I honestly don't know why people make games like this. I can't give this a high score, no matter how hard I try. I'm sorry, but that's the way it is.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 15/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 23/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 7/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 12/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Music/Sound: 1/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 5/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 1/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 64/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #4865- Scottish Adventure&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[ANCIENT RUINS]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game is one of those inventory puzzle adventure types of games, in which items are collected and used to solve puzzles (e.g. Weirdness). Although a few years ago, this type of game used to be released every second day, lately they've become a lot rarer, and it's nice to see a good one pop up every once in a while, and this IS a good one. This game manages to fit a surprising amount of puzzles in the low amount of boards, reusing locations quite effectively. Although some of the puzzle solutions are a little silly (add ink to chopped up plant to create writing instrument, reflect key on surface of water to create reversed key, etc.), on the most part they are quite good. The relative difficulty of a few of the puzzles lengthens the gaming experience. All in all, a pretty decent game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 54/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The graphics in this game are quite nice, if simple. The blue and purple colour scheme works well with the mood of the game, although it could do with some shading in parts. I did like the title screen, too. Overall, although not spectacular, the graphics of this game are quite pleasant on the eyes.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 39/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Some of the puzzle ideas were new and innovative, even though the game as a whole was not.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 25/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The plot was a simple, if entertaining, premise. You need a place to stay, and obtain the ruined Castle Lamershire for free, to find it occupied by the ghost of George Clackson. Nothing overly sophisticated here, but at least it's entertaining.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 28/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Along with a few spot sound effects, the music of this came is mostly comprised of Jazz Jackrabbit 2 songs. I quite like the music of Jazz Jackrabbit 2, and it fit the theme quite well, so..&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Music/Sound: 29/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This was the main sore point in the game's design- the theme doesn't quite fit. Basically, the only thing tying the storyline to the theme 'Ancient Ruins' is the line 'Castle Lamershire... it's practically ruins.&amp;quot; On the inside, the castle didn't really looked ruined, or even that old, so I'm a bit skeptical as to whether this game really fits 'ancient ruins' or not. I'll go with the assumption that 'ancient castle' is probably fairly close to 'ancient ruins' anyway.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 16/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game was nicely polished, from the title screen to the end, and I didn't find any bugs. However, a point was docked for the stupid puzzle at the start @##@#$$.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 14/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
I liked this game. It's been a while since I'd seen a good inventory puzzle game, and this one didn't disappoint. Nice work.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 54/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 39/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Innovation: 25/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 28/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 29/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 16/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 14/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 205/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #5349- Unearthing Egypt&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[ANCIENT RUINS]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Another sidescroller, but this one was pretty fun. You basically have to navigate through the unexplored pyramid, avoiding and confronting dangers with your gun and whip. Generally, most of the levels were standard puzzle fare, with several enemies along the way (I found the whip generally more useful than the gun in most situations). The bosses were fairly easy- the main difficulty lay in working out how to defeat them. All in all, this was a fun romp-around, albeit a couple of flaws that detracted from the game, although not by much.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
First of all, the laser-weapon boss, if it zapped you near the left side of the screen would not only kill you, but kill off all your other lives as you respawn there, still in the path of the laser.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, one of the boards was not connected to the next board, and another board was connected to the next, but the entrance passage was out of sync with the exit passage. Finally, the code to one of the doors was broken so that it did not open all the way.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
However, apart from these small flaws, which were easy to locate and fix, the game was quite fun. The ending, unfortunately, was a bit disappointing.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 52/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The graphics in this game were nothing spectacular, but they were better than those of several other entries, and they served the purpose of the game quite nicely. However, several of the items, when picked up, would leave graphical 'holes' in the background. Other than this, the graphics served their purpose, with an appropriately edited palette and custom characters. The heiroglyphic-ish graphics were a nice touch, and the boss graphics were decent. The title screen colouring was a little garish, but okay.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 41/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The whip has been used before, but I still like it. A lot of the boss ideas are new, although the actual levels lack innovative puzzles.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 28/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The plot for this game was simple, but did the job quite decently for the kind of game it was.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Plot: 20/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Some spot sound effects throughout this game, although a few more wouldn't have heard, and plenty of suitable egypt-y music along the way. That's fine with me.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 30/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with the last game, I'm willing to extend the definition of 'ancient ruins' a little to accomodate, and will score the game appropriately; unlike several of the other games, these 'ruins' are central to the plot so..&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 16/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Apart from those couple of flaws before, which didn't really bother me, this game seemed quite solid. Points docked for the unsatisfactory ending, but other than that..&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 11/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
I quite liked this little game, and it's games like these; simple, but achieve what they are trying to achieve (rather than more complicated, but unfinished games), that get good scores in the DoZ in my book.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 52/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 41/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 28/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 20/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Music/Sound: 30/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 16/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 11/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 198/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #6168- Judgement of the Immortal&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[??? FEAR OR ANCIENT RUINS]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Now THIS is more like it. Starting off with an unattractive title screen and introduction to lull you into a false sense of complacency, then launching into this brilliant tiled turn-based combat game. The enemy AI is generally decent- it usually won't be lured into an unguarded attack, and you need to use a small measure of strategy to be able to fight the enemies to lose as little health as possible. The difficulty of the game is somewhat suspect, as not only do you get far too many healing potions for healing your character with, but it's also impossible to die. It is also a bit repetitive, and it would be nice to see how much treasure you collected at the start, but this was a very nice game. Shorter, but more varied locations would have been nice. The world map suggests that a lot more was planned, and it is a pity that the author(s) ran out of time. This game is very nice, gameplay-wise, and the random level generator is quite good for the purpose of this game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 69/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful tiled graphics that, unfortunately, are not animated (apart from the player). However, this scarcely matters, as the enemies and scenery are drawn and coloured so well. The world map is also very nice- the only complaint I really have about this game is the title screen, but that doesn't really matter considering the beauty of the rest of the game. A diamond in the rough as far as this DoZ is concerned.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 58/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Turn-based combat? It's been done before, but never in MZX to my knowledge, and likely never this well. Very nice.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 45/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The plot is really only mentioned at the beginning, but isn't bad at all, and a more complicated plot likely wasn't that necessary for this game. If more levels were done, and a bit more of the plot given between each location, it would have been great, but otherwise this is quite satisfactory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 25/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
No sound, just this one music file that plays over and over. However, I did like the music, and it's repetitiveness didn't irritate me at all. However, with only one song I can't grade you too highly.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 20/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This could be either Fear or Ancient Ruins. I dunno if the player is heading towards 'Ancient Ruins' of the shrine, or 'the tales of horror surrounding the shrine'. As I don't know what the topic was, I can't give this a good mark.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 10/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Very well polished, but the cheap title screen and ending, as well as the general repetitiveness hurt this game slightly, but not much. Otherwise, this game was brilliant.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Discretion: 12/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game rocks, and is my personal favourite of the lot.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 69/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 58/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 45/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Plot: 25/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 20/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 10/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 12/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 239/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #7486- Zeeb's Interplanetary Adventure&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[ANCIENT RUINS]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Whee, another inventory game. This game is more of a mix of inventory puzzles and action than pure inventory. Unfortunately, the amount of puzzles per board is a lot lower than with the other game this DoZ, Scottish Adventure, and the game is too short. When I got to the board with the shrine-place and tried to go north, I couldn't. Looking at the editor, the game appeared to be really big, but all the boards after this one were blank. This is unfortunate, since I didn't mind what I had played so far. Oh well.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The puzzles were, unfortunately, extremely simplistic. I like somewhat sophisticated puzzles in this kind of game. The gameplay seemed to be inspired from EmalkaY's Nonsense2, which isn't necessarily a bad thing. However, the game is far too short for me to be able to adequately judge it in this area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Gameplay: 35/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Simple graphics, but clean and appropriate. I quite liked the status bar approach. Nothing earth-shattering here, but it all looks nice.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 40/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The whole inventory thing, and several of the puzzles, is nothing new, but the approach to handling the inventory (with the whole side-bar thing) is innovative. Unfortunately, the general style of the game seems heavily based on Nonsense2, and I can't give you a terrific score here thanks to that.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 22/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Searching through ancient ruins to find a pearl to help your side win the war. I guess that works. The thing is, if the pearl 'remains only a myth', and 'is _believed_ to harness unlimited energy', that seems to be a little too vague to risk sending a squad to look for it, but anyway...&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 28/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Nothing new here, and a little music pinched from Nonsense2, among other things, but it generally fits acceptably. No sound effects.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 22/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The plot seems, from the small amount of game here, more concerned with the pearl than the ruins themselves, but the ruins are THERE, so I guess.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Theme: 12/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Far too short. It looks like you WAY overshot the mark here, with the number of unfinished boards in the file. Better luck next time, and I hope you'll know your limits a little better by then. Otherwise, quite nicely done.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 9/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This looked pretty decent, but ended way too quickly for my liking. It's a pity, because this would likely have gone far otherwise. Well, better luck next time.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 35/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 40/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 22/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 28/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 22/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Theme: 12/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 9/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 168/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #9532- RUN! RUN! RUN!&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[FEAR]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This was a pretty fun game. Although the premise is simple- run around and try not to get caught by any of the things that you are scared of, it's a really well done concept. Generally, you can get caught several times just getting to know a level, and once you're used to a level you can usually finish it without being caught (although I have yet to finish the last level without being caught once). However, it's a very neat game. &amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 68/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The graphics are above ordinary, especially for the title screen (&amp;lt;3 &amp;lt;3 &amp;lt;3 that title screen), and although not as visually impressive as Judgement of the Immortal, is very pretty. The mini-map in the corner == BRILLIANT. Not only does it help you avoid capture in the game, but it's such a nifty idea anyway.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 54/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The mini-map, the whole running-to-avoid-capture thing; innovative pretty much all the way, though not quite as innovative in concept as Judgement of the Immortal.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 42/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Extremely simple plot 'YOU ARE AFRAID OF HOT DOG' 'RUN!'. It suits the feel of the game well, but even so...&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 10/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
I loved the sound effects, for the start of each stage, and for whenever you get caught. The mid-game music was quite nice, and fit the feel of the game very well. The other music was a little odd, but nifty all the same. I'm pretty certain all of it was original. I can't see any gaps in the music.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 34/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Fit 'Fear' perfectly, since the entire game was based around it.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 30/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Very well polished. I can't see anything to fault this.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Discretion: 15/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Awesomely awesome in every way.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 68/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 54/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 42/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Plot: 10/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 34/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 30/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 15/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 253/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #17915- They hide in the dark&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Gyeh, another shooter. This one gives you a small amount of health and unlimited ammunition, and pits you against a bunch of enemies and a boss, which you must kill. The interesting thing about this game is that, due to the nature of the enemies, if you aren't careful you can lose all your health in a very short amount of time. However, it is fairly simplistic to dodge your foes and kill them without taking much in the way of harm, and the boss is pathetically easy to kill. (Every time I managed to kill him without being hit once). He's just like all of the other enemies, just has a little more health. Interesting, but I've seen it all before. This game is also way too short.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 35/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Simple, but nice graphics. The colour scheme is, for the most part, extremely dark (which makes things very hard to see when you've got a lot of glare on your monitor like I do now). I liked the player and enemy graphics. The rest of it is satisfactory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 35/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Nuh-uh. Nothin' new to report, but at least it uses the traditional approach effectively.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 10/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The village is scared of some monsters, Mark comes to be a lookout, finds secret passage, kills lots of things, finds out that the monsters terrify people, kills monster leader who then says that they won't bother the people again. Oh come on, for something that seems to be reliant on plot, that's kinda sad.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 15/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The main tune is something I've heard in plenty of MZX games before, the ending tune I have not. They fit decently; unfortunately there were no sound effects to speak of.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Music/Sound: 17/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Well, 'Fear' seems pretty central to what little plot was there so I guess that's good enough.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 18/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Too short, but what was there seemed fairly solid.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 10/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 35/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 35/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Innovation: 10/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 15/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 17/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 18/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 10/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 140/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #22947- a game about fear&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[FEAR]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Invisible maze.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 0/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
There's a pretty cloudy bit at the start so..&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 4/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
A game that is nothing but an invisible maze? Been done.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Innovation: 0/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
...indeed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 1/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nope, but if there was it probably would have damaged my ears permanently.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 1/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
There was fear.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 10/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
...indeed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 0/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Yeah...&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 0/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Graphics: 4/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 0/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 1/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 1/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 10/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 0/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 16/300, like it matters&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #35974- Are You Afraid?&amp;lt;BR&amp;gt;&lt;br /&gt;
[FEAR]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
It's not every day in which I walk away from playing a game in which it feels like every puzzle is an attempt by the game's author to make me feel pain. It becomes obvious quite soon in that this is deliberate. We start off with an ice + bottomless floor maze, arguably one of the worst things you can put in a MZX game. That's just the start of it, however. Once you've gotten that on your 20th try or so, it's on to another ice-related puzzle, this one even more painful, as it involves a lot of guesswork and memory recall. A decent enough puzzle when done right, this is just horrible. After THAT little gem is over, we have another lovely puzzle. This puzzle is far too good to describe, check it out yourself (board named 'Switch'). Yes.. twelve Aspirin later, the game is over, THANK GOD. That last puzzle was awesome simply in it's meanness, so I won't give you that terrible a score.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 20/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Background graphics made through simple dithering- could have been nicer with some palette editing. The individual character's graphics are nicely done and unique. Nothing special here though.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 35/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game is innovative in a few areas. The plot is innovative, the last puzzle (@#*#@&amp;amp;#@&amp;amp;&amp;amp;#$) is pretty innovative, and the basic idea of the game is too. The other puzzles have been done before.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 30/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The plot to this game is interesting, though very cold. A group of 8 people go out to search for treasure, and two members of the party, Pern and Lex arrange the death of all of them, one by one, for some malignant purpose of their own. It's quite definitely a plot-oriented game and is interesting in that regard. &amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Plot: 36/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Good number of music files that have been used in MZX games before, but all suited the game. The variety of sound effects is a bit more limited (for the gunshot in the first bit, a gunshot sound should probably have been used, instead of an explosion). Other than that, the sounds and music effects work decently for this game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 27/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The plot is quite central to fear, and the effect that it has on people, so..&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 25/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Mean puzzles. MEAN PUZZLES~!&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 0/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Interesting plot-oriented game with the nastiest puzzles ever. I don't regret any of the scores I gave it.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 20/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 35/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 30/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 36/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Music/Sound: 27/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 25/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 0/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 173/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #84865- Fear Nothing&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[FEAR]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game is a multi-weapon romp, where you obtain, and use certain weapons throughout the game against the several enemies. The weapons include a pipe, a pistol, a machine gun and a shotgun. Unfortunately, you don't get any additional ammo in the game, and because the pistol starts off with no ammo, you can never use it in the game. However, the machine gun and shotgun are very neat; the shotgun is awesome against enemies. There are a couple of visual flaws left by the weapons, particularly the pipe, but overall, it's pretty good. The game seems mainly concerned with survival and ammo concervation (since you need those weapons at the end, against the boss), which isn't necessarily a bad combination, as it forces you to be careful with how you use the weapons. At the end of the day, the game doesn't seem to be so much about shooting, as about general survival and exploration. Quite enjoyable.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 58/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clashy graphics, but at least you can tell what's what. Of course, the nondetailed player graphics made it impossible for me to realise that the main character was a girl until a fair bit into the game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 23/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The idea of a story-based game isn't exactly new, but the way some of the weapons (particularly the shotgun) is handled is new. In addition, the plot seems somewhat original, especially for an MZX game. So all in all, I'd say it's pretty innovative.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 37/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The plot in this is excellent- play the game. It's told through a combination of flashbacks and other things, as Eve explores the hospital, and remembers things. Truly brilliant&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 39/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Some very quiet music, and sometimes no music at all, lurks in the background. However, far from being a detriment to the game, I think that the silence works very nicely with the plot. The sound effects are sudden and loud, and serve to heighten the experience. Very cute.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 29/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This game isn't really that much about fear, but fear is used as a central plot and gameplay device, so I can't mark you poorly for it.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 24/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
A point docked for the visual flaws, and another for the unsatisfactory ending, but other than those I loved this game.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Discretion: 13/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Games like this get hurt in the DoZ, thanks to the high bias in favour of gameplay and graphics. However, I love this kind of game- games that dare to thrive on plot more than graphics or gameplay, and don't go unrecognised - see rank weighting.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 58/75&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 23/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 37/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Plot: 39/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 29/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 24/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: 13/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 199/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Team #96234- Tha Mindkilla&amp;lt;BR&amp;gt;&lt;br /&gt;
[CLOWN]&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Gameplay--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
once upon a time i was walking in a grassy meadow when i saw a carrot so i ate it&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
it was yummy&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 1/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Graphics--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
unfortunately the big bunny rabbit objected to this and bit me on the arm. i cried out in pain but it was no good&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
the rabbit just kept biting&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Graphics: 1/60&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Innovation--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
so with a mighty swing i shook the rabbit off and ran into the forest. the rabbit was keeping close behind me&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
but i had a plan&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 1/45&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Plot--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
i ran over to the big rabbit's nest and stole all his easter eggs! yes, every single one&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
the rabbit tried to bite me again but i was too fast&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 1/40&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Music/Sound--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
moments later, i was out of the forest, and the rabbit, powered by energizer non-alkaline heavy-duty batteries soon ran out of power and had to stop.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
har har, that rabbit got owned alright.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 1/35&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Theme--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
a few hours later, i was back at home, munching on those terrific chocolte easter eggs, yum yum.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
man those easter eggs really hit the spot&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 1/30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Discretion--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and the moral of the story is- if you make a rabbit upset, really piss him off by stealing his eggs!&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
yes&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: -6/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
--Overall--&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Okay, listen guys. I'll make you a deal for any future DoZ's that I might be judging and you entering. If you make a serious game, I'll make a serious judging report. 'kay? Good.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Gameplay: 1/75&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   Graphics: 1/60&amp;lt;BR&amp;gt;&lt;br /&gt;
   Innovation: 1/45&amp;lt;BR&amp;gt;&lt;br /&gt;
   Plot: 1/40&amp;lt;BR&amp;gt;&lt;br /&gt;
   Music/Sound: 1/35&amp;lt;BR&amp;gt;&lt;br /&gt;
   Theme: 1/30&amp;lt;BR&amp;gt;&lt;br /&gt;
   Discretion: -6/15&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
   Total: 0/300&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CENTER&amp;gt;&lt;br /&gt;
&amp;lt;TABLE BORDER=1 ALIGN=&amp;quot;CENTER&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&lt;br /&gt;
-&lt;br /&gt;
&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&lt;br /&gt;
Gameplay&lt;br /&gt;
&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&lt;br /&gt;
Graphics&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&lt;br /&gt;
Innovation&lt;br /&gt;
&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&lt;br /&gt;
Plot&lt;br /&gt;
&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&lt;br /&gt;
Music/Sound&lt;br /&gt;
&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&lt;br /&gt;
Theme&lt;br /&gt;
&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&lt;br /&gt;
Discretion&lt;br /&gt;
&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total&lt;br /&gt;
&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&lt;br /&gt;
Rank&lt;br /&gt;
&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #323 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 52 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 47 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 21 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 12 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 6 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 16 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 10 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 164 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 6th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #548 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 10 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 7 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 0 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 4 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 11 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 0 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 33 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 15th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #723 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 20 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 15 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 12 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 15 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 14 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 14 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 6 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 96 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 12th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #812 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 30 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 21 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 22 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 10 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 11 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 8 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 9 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 111 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 8th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #962 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 30 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 39 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 14 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 7 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 0 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 16 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 4 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 110 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 11th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #1799 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 10 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 5 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 40 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 6 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 9 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 8 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 11 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 89 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 10th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #2004 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 15 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 23 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 7 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 12 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 5 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 64 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 14th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #4865 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 54 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 39 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 25 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 28 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 29 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 16 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 14 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 205 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 4th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #5349 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 52 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 41 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 28 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 20 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 30 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 16 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 11 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 198 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 3rd &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #6168 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 69 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 58 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 45 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 25 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 20 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 10 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 12 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 239 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 1st &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #7486 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 35 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 40 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 22 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 28 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 22 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 12 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 9 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 168 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 9th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #9532 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 68 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 54 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 42 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 10 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 34 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 30 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 15 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 253 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 5th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #17915 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 35 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 35 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 10 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 15 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 17 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 18 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 10 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 140 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 13th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #22947 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 0 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 4 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 0 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 10 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 0 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 16 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 16th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #35974 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 20 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 35 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 30 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 36 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 27 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 25 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 0 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 173 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 7th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #84865 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 58 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 23 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 37 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 39 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 29 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 24 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 13 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 199 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 2nd &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; #96234 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 1 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TD&amp;gt; -6 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 0 &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt; 17th &amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/CENTER&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
If you wish to ask me about any of these scores, feel free to PM me on DMZX, or yell at me over the forum if you so desire.&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TT&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Christmas 2004 Dualstream Day of Zeux Judging Sheets]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Jet_Pack_Man&amp;diff=2902</id>
		<title>Jet Pack Man</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Jet_Pack_Man&amp;diff=2902"/>
		<updated>2007-01-21T14:50:12Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jet Pack Man is a Megazeux side-scrolling game created by T-Bone6 in 1999.&lt;br /&gt;
&lt;br /&gt;
{{Game| title = Jet Pack Man&lt;br /&gt;
|image = none.png&lt;br /&gt;
|creator = T-Bone6&lt;br /&gt;
|company = [[T-Bone6 Productions]]&lt;br /&gt;
|released = N/A&lt;br /&gt;
|genre = Side-Scrolling&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Super_ZZT&amp;diff=2900</id>
		<title>Super ZZT</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Super_ZZT&amp;diff=2900"/>
		<updated>2007-01-21T14:49:03Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Super ZZT was created by Allen Pilgrim and [[Tim Sweeney]]. Like its predecessor, Super ZZT is a [[game creation system|GCS]] packaged with a few games, including Lost Forest, Monster Zoo, and Proving Grounds. Like ZZT, Super ZZT's greatest draw was its level editor. Strangely, the editor itself was somewhat &amp;quot;hidden&amp;quot; by the creators, as it was necessary to add the argument /e to the command line when loading Super ZZT in MS-DOS.&lt;br /&gt;
&lt;br /&gt;
Some changes to this version include floor textures, new prefabricated enemies and objects, and scrolling maps- allowing for much larger worlds than were possible in ZZT. Although Super ZZT is in many ways a vast improvement over ZZT, it never caught on with the ZZT community like the original, and had very few finished games. Notable programming group [[Interactive Fantasies]] released three Super ZZT games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This is a direct copy of the wikipedia version of the article. Someone needs to write a freash one.&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Asie%27school&amp;diff=2899</id>
		<title>Asie'school</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Asie%27school&amp;diff=2899"/>
		<updated>2007-01-21T14:48:28Z</updated>

		<summary type="html">&lt;p&gt;WNivek: Reverted edits by 75.36.19.215&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrongtitle| 1 = asie'school}}&lt;br /&gt;
&lt;br /&gt;
{{Game| title = asie'school&lt;br /&gt;
|creator = [[asiekierka]]&lt;br /&gt;
|company = [[ASCorp]]&lt;br /&gt;
|released = 2006, at various dates&lt;br /&gt;
|genre = Videos&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''asie'school''' is a set of short videos created in [[MegaZeux]] by asiekierka.&lt;br /&gt;
&lt;br /&gt;
It is actually discontinued...&lt;br /&gt;
&lt;br /&gt;
=Story=&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=Episode names=&lt;br /&gt;
asie'school 1: asiekierka don't likes school.&amp;lt;br&amp;gt;&lt;br /&gt;
asie'school 2: lol, dreamworld.&amp;lt;br&amp;gt;&lt;br /&gt;
asie'school 3: omg, world explosion.&amp;lt;br&amp;gt;&lt;br /&gt;
asie'school 4: omg, world explosion part 2.&amp;lt;br&amp;gt;&lt;br /&gt;
asie'school 5: omg, world explosion part 3.&amp;lt;br&amp;gt;&lt;br /&gt;
---asie'school 6 was skipped, it's [[emo maggot FREAK|emo maggot FREAK 2]].&amp;lt;br&amp;gt;&lt;br /&gt;
asie'school 7: wtf, demon attack.&amp;lt;br&amp;gt;&lt;br /&gt;
asie'school 8: wtf, demon attack part 2.&amp;lt;br&amp;gt;&lt;br /&gt;
asie'school 9: Super-Speed(ish) maggot attack.&amp;lt;br&amp;gt;&lt;br /&gt;
asie'school 10: asie is DYING!&amp;lt;br&amp;gt;&lt;br /&gt;
asie'school 11: :O:D:O&amp;lt;br&amp;gt;&lt;br /&gt;
asie'school 12 (This one has 2 titles):&amp;lt;br&amp;gt;&lt;br /&gt;
- Where Compentium shows his mask!&amp;lt;br&amp;gt;&lt;br /&gt;
- The Suckin' day&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Title and credits history=&lt;br /&gt;
In asie'school 1-4, title and credits music were various songs.&amp;lt;br&amp;gt;&lt;br /&gt;
In asie'school 5-10, title was new, with use of sprites, and with the same music (Nu, Pogodi! intro).&amp;lt;br&amp;gt;In the credits asiekierka always used ''beek-slim.it'', except asie'school 9, where he used ''LEARNING.s3m''.&amp;lt;br&amp;gt;&lt;br /&gt;
asiekierka uses &amp;quot;Battle of the Planets&amp;quot; intro music for his new intro in asie'school 11+. Credits are unchanged.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Misc. info=&lt;br /&gt;
asie'school (and asie himself) also got parodied by [[POOP ROAD|POOP ROAD &amp;gt;:(]] in [[World of asiekierka's Fantastic Journey to the school of Shoqat]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>WNivek</name></author>
	</entry>
</feed>