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	<updated>2026-10-25T11:44:35Z</updated>
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		<id>https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=9045</id>
		<title>MZXCon</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=9045"/>
		<updated>2020-02-24T18:55:01Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'MZXCon' is an annual event where MZXers from all parts of the country or world can get together in one location for friendly competition, and socialization. MZXCon has become a staple of the community with 13 cons spread over 11 years and over a large swath of the country. Various styles of convention have been tried, with varying success. &lt;br /&gt;
&lt;br /&gt;
== MZXCon 2008 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2008.jpg|thumb|right|Group photo, 2008. Left to right: [[pyro1588]], [[asgromo]], [[MZXGiant]], [[Insidious]], [[Exophase]], [[Terryn]], [[Wervyn]] ]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' home, on July 11th-July 13th, 2008. The attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
During this MZXCon, there was a 4-hour [[BKZX]] involving two teams of three people, with [[Insidious]] judging. The topic was &amp;quot;SANITY&amp;quot;. The two games produced were:&lt;br /&gt;
* &amp;quot;Perfectly Sane Damsels In Distress&amp;quot; (Wervyn, Terryn, pyro1588)&lt;br /&gt;
* &amp;quot;Mind Phuck&amp;quot; (Exophase, asgromo, MZXGiant) [Winner]&lt;br /&gt;
&lt;br /&gt;
Other activities included seeing the movie &amp;quot;WALL-E&amp;quot;, a brief mall visit, and swimming.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2009 ==&lt;br /&gt;
[[File:MZXCon_Atlanta_-_2009.jpg|thumb|right|Group photo, 2009. Left to right: [[Insidious]], [[CJA]], [[pyro1588]], [[Tixus]], [[Revvy]], [[commodorejohn]], [[Wervyn]], [[MZXGiant]]. Not pictured: [[Apollyon]], [[Nicole]] ]]&lt;br /&gt;
This convention was held in Atlanta, Georgia at [[Wervyn|Wervyn's]] family home and apartment, from July 10th-12th 2009.  Attendees were:&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Apollyon]] and girlfriend Nicole (briefly)&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Friday night, lasting roughly 4 hours.&lt;br /&gt;
* Viewing of the movie &amp;quot;Up&amp;quot;, in a continuation of the previous year's trend.&lt;br /&gt;
* A [[BKZX]] with about half of the attending guests who were still awake at the time, with the topic [[Gravity]] as a nod to the old meme.&lt;br /&gt;
* A jam session that produced about 20 minutes of music, compiled into an album titled &amp;quot;[http://www.digitalmzx.net/forums/index.php?showtopic=14496 ? SPEEDING ?]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2010 ==&lt;br /&gt;
[[File:MZXCon_Chicago_-_2010.JPG|thumb|right|Group photo, 2010. Top row, left to right: [[MZXGiant]], [[Insidious]], [[Quasar84]], [[Terryn]], [[Tixus]], [[Wervyn]], [[Kuddy]], [[Revvy]]. Bottom row: [[asgromo]], [[CJA]], [[duvel]], [[Exophase]], [[pyro1588]], [[commodorejohn]]. Not pictured: [[Es]] ]]&lt;br /&gt;
This convention was held in Chicago, Illinois at the H.I. Chicago Hostel, from July 9th-11th 2010. This convention was the first hosted outside of people's homes, and was coordinated jointly by [[Esdemo1|Es]] and [[Mzxgiant|MZXGiant]]. Attendees were:&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[ler|duvel]]&lt;br /&gt;
* [[Quasar84]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Saturday night, lasting roughly 2 hours, in a continuation of the previous year's trend.&lt;br /&gt;
* Viewing of the movie &amp;quot;Grown Ups&amp;quot;, another continuation.&lt;br /&gt;
* A [[BKZX]], with topics of &amp;quot;Rebirth&amp;quot; and &amp;quot;Steampunk Technology&amp;quot; needing to be combined into the same game.&lt;br /&gt;
* Touring of the Chicago Science &amp;amp; Industry Museum&lt;br /&gt;
&lt;br /&gt;
This was notably the first convention to use only public transit to get around the area, and was geared toward a more &amp;quot;tourist&amp;quot; style of convention, sometimes to its detriment. It was also the first con where the chief organizer of events and schedules did not live in the target city.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2011 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2011.jpg|thumb|right|Group photo, 2011. Top row, left to right: [[Wervyn]], [[asgromo]], [[Insidious]], [[Kuddy]], [[MZXGiant]]. Bottom row: [[Puella]], [[Revvy]] ]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' family home, July 29th-31st, 2011. Attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]], Wervyn's fiancee (now wife)&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* A [[BKZX]], with topics that MZXGiant forgot&lt;br /&gt;
* A viewing of the movie &amp;quot;Captain America: The First Avenger&amp;quot; in 3D&lt;br /&gt;
* Board game night&lt;br /&gt;
* Scrambled eggs and bacon on the last morning made by [[Puella]]&lt;br /&gt;
&lt;br /&gt;
== MZXCon East 2012 ==&lt;br /&gt;
[[File:Mzxphilly_2012East.JPG|thumb|right|Group photo, 2012 East. L-R: Top - [[Wervyn]] &amp;amp; [[Puella]], Middle - [[MZXGiant]], [[skwirl]], [[Exophase]], Exophase's GF Amanda, Bottom - Chris (skwirl's friend), [[Kuddy]]. ]]&lt;br /&gt;
&lt;br /&gt;
This convention was held at [[Kuddy]]'s house in Delran, New Jersey, from July 13th-15th. Attendees were:&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* Amanda, Exophase's girlfriend&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Skwirl]]&lt;br /&gt;
* Chris, Skwirl's friend&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Lots and lots of console gaming, including a full playthrough of Battletoads by Exophase&lt;br /&gt;
* Cheesesteaks at Route 130 Diner&lt;br /&gt;
* A viewing of the movie &amp;quot;The Amazing Spider-Man&amp;quot; in 3D&lt;br /&gt;
* Settlers of Catan out on the porch, and the humidity proved to be a bad idea for the cardboard tiles&lt;br /&gt;
* Also there was a hot tub&lt;br /&gt;
&lt;br /&gt;
== MZXCon West 2012 ==&lt;br /&gt;
[[File:MZXConWest2012.jpg|thumb|right|Group photo, 2012 West. Back row, l-r: [[KKairos]], [[ThdPro]], [[TheJMan]]. Front row: [[wildweasel]], [[burstroc]], [[Insidious]] ]]&lt;br /&gt;
&lt;br /&gt;
This convention was held in Portland, Oregon. The MZXing and general hanging out took place at KKairos's house with much to do and see around Portland. The MZXers saw various Portland landmarks. Attendees were:&lt;br /&gt;
* [[KKairos]]&lt;br /&gt;
* [[Wildweasel]]&lt;br /&gt;
* [[ThdPro]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Burstroc]]&lt;br /&gt;
* TheJMan (briefly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activities included:&lt;br /&gt;
* A BKZX held on the topic of boybands, suggested by [[Lachesis]] when asked for a topic on IRC.&lt;br /&gt;
* Ground Kontrol arcade&lt;br /&gt;
* A downtown day to visit Powell's Books and Everyday Music, among other things&lt;br /&gt;
* burstroc's tacos&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2013 ==&lt;br /&gt;
&lt;br /&gt;
[[File:MZXConAtlanta2013.jpg|thumb|right|Group photo, 2013. Left to right: [[Lachesis]], [[asgromo]], [[CJA]], [[duvel]], [[Kuddy]], [[Insidious]], [[Puella]], [[Wervyn]] ]]&lt;br /&gt;
&lt;br /&gt;
[[File:Post-2718-046075200 1367434246.png|thumb|left|alt=&amp;quot;The Short-Lived Adventures of MZXCon 2013 in Atlanta&amp;quot; over an Atlanta skyline|MZXCon 2013 image made by [[Puella]] ]] &lt;br /&gt;
This was the second MZX convention held at [[Wervyn]]'s family home in Atlanta, Georgia.  There were eight attendees due to [[Ough]] being forced to drop out last-minute.&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[duvel]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Asian-style karaoke on Friday night&lt;br /&gt;
* The viewing of the film &amp;quot;Pacific Rim&amp;quot;&lt;br /&gt;
* Saints Row 3 co-op play&lt;br /&gt;
* Tichu, a trick-taking card game&lt;br /&gt;
* The viewing of a stream, notably including an episode of &amp;quot;Van-Pires&amp;quot; and a 1999 South Korean kaiju film called &amp;quot;Reptilian&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXDay West 2013 ==&lt;br /&gt;
&lt;br /&gt;
* [[KKairos]]&lt;br /&gt;
* [[ThDPro]]&lt;br /&gt;
* [[TheJMan]]&lt;br /&gt;
* [[wildweasel|Wildweasel]]&lt;br /&gt;
* [[electromaniacal|Electromaniacal]]&lt;br /&gt;
* [[Graham Peet]]&lt;br /&gt;
&lt;br /&gt;
Activities&lt;br /&gt;
* Ground Kontrol&lt;br /&gt;
* Some kind of food&lt;br /&gt;
* Showing off MZX games or WIPs to each other&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2015 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Mzxconphoto2015.jpg|thumb|right|Group photo, 2015. Left to right: [[Puella]], [[Wervyn]], [[Caitiemew]], [[Insidious]], [[Apage43]], [[Kuddy]], [[Lachesis]], [[asgromo]].  ]]&lt;br /&gt;
The 2015 MZXCon was an attempt by Insidious to revive MZXCon after 2014 lacked one. This was the second MZX convention held in Chicago, and the first to take place in an apartment rented on airbnb. There were eight attendees, with a ninth, [[Esdemo1|Es]], participating in Karaoke.&lt;br /&gt;
 &lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Apage43]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Pizano's Deep Dish pizza&lt;br /&gt;
* Asian-style Karaoke on Saturday night&lt;br /&gt;
* Mahjongg&lt;br /&gt;
* Viewing of a movie was originally planned but canceled due to the heat.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2016 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Mzxcon2016_nyc.JPG|thumb|right|Group photo, 2016.  Left to right: [[asgromo]], [[Lachesis]], [[Kuddy]], [[Insidious]], [[Caitiemew]], [[Puella]], [[Wervyn]] ]]&lt;br /&gt;
&lt;br /&gt;
MZXCon 2016 was the first MZXCon held in New York City. After the success of the previous year's major-city-via-AirBnB plan, Kuddy decided to try hosting a similar trip. Seven attendees took up a short residence at a Brooklyn apartment (after [[CJA]] and his fiancee had to drop out), and [[Luke Drelick|Luke]] and [[Nash]] joined for the afternoon activities on Saturday&lt;br /&gt;
&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Luke Drelick|Luke]]&lt;br /&gt;
* [[Nash]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Viewing of Star Trek: Beyond&lt;br /&gt;
* Amazing dinner (with opera-singing waiter) and Karaoke next door in the Korean district on West 32nd.&lt;br /&gt;
* Playing/beta-testing Insidious' MZX Deathmatch game, made to coincide with the con.&lt;br /&gt;
* Bagels! And authentic NYC pizza!&lt;br /&gt;
* Crashing the Williamsburg Barcade before departure on Sunday.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2017 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Mzx2017_Atlanta.jpg|thumb|right|Group photo at Mission Escape, 2017. Left to right, Top: [[Lachesis]], [[Wervyn]], [[Puella]], [[Kuddy]], [[Insidious]], [[Caitiemew]], Bottom: [[Bramble]], [[Terryn]] ]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mzxcon2017.png|thumb|left|alt=&amp;quot;MZXCon 2017, Atlanta GA: OMGWTFBBQ Edition&amp;quot; over a picture of I-85 on fire|MZXCon 2017 image made by [[Puella]] ]] This was the third convention held at [[Wervyn]]'s parent's house in Atlanta. There were eight attendees:&lt;br /&gt;
&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Bramble]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Sid &amp;amp; Caitie arrived on Thursday night, everyone else arrived on Friday&lt;br /&gt;
* Wervyn's dad helped us grill out hot dogs and burgers, and Saturday morning, Wervyn's mom made waffles from scratch&lt;br /&gt;
* Karaoke, of course, at Karaoke Melody, with most of the usual hits&lt;br /&gt;
* Screening of Wonder Woman&lt;br /&gt;
* Antico for gourmet pizza, gelato, and coffee&lt;br /&gt;
* We went to an escape room called Mission Escape, where we did the Hotel Room challenge. We had two groups of 3 and one group of 2, and each group was locked in a separate room having to communicate by phone and provide each other with clues to unlock our doors, and then finally puzzle ourselves out of the lobby. We beat the challenge (which had a 15% success rate) with just seconds to spare!&lt;br /&gt;
* 2-hour [[Blitzkriegzeux]] with the prompt [http://www.digitalmzx.net/forums/index.php?showtopic=8540&amp;amp;view=findpost&amp;amp;p=264204 &amp;quot;Waiting room.&amp;quot;] Top three winners are 1. Bramble, 2. Kuddy and 3. Wervyn.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2018 ==&lt;br /&gt;
&lt;br /&gt;
[[File:MZXCon2018_Roanoke.jpg|thumb|right|Group photo at Riddle Me, Roanoke escape room, 2018. Left to right: [[Lachesis]], [[Lancer-X]], [[CJA]], [[Insidious]], [[Caitiemew]], [[Wervyn]], [[Kuddy]], [[Puella]] ]] This year's convention was held at a horse farm and AirBnB not far outside Roanoke, VA, and hosted by [[Insidious]]. It was notably the first MZXCon attended by a non-North American, as [[Lancer-X]] was able to work it into his travel plans around a US conference. The full list of attendees:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Lancer-X]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
[ To be filled in, mine the discord archive. ]&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2019 ==&lt;br /&gt;
&lt;br /&gt;
[[File:MZXCon2019_Philly.jpg|thumb|right|Group photo at our Philadelphia AirBnB, 2019. Left to right, Stairs: [[Lachesis]], [[asgromo]]; Front: [[CJA]], [[Wervyn]], [[Puella]], [[Spectere]], [[Skwirl]], [[Insidious]], [[Caitiemew]]; Not pictured: [[Kuddy]] ]] [[Kuddy]] returned to hosting, out of an AirBnB near his local stomping grounds in Philadelphia. There were a total of 10 attendees this year:&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Spectere]]&lt;br /&gt;
* [[Skwirl]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
[ To be filled in, mine the discord archive. ]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=File:MZXCon2018_Roanoke.jpg&amp;diff=9044</id>
		<title>File:MZXCon2018 Roanoke.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=File:MZXCon2018_Roanoke.jpg&amp;diff=9044"/>
		<updated>2020-02-24T18:53:57Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Group photo at Riddle Me, Roanoke escape room, 2018. Left to right: Lachesis, Lancer-X, CJA, Insidious, Caitiemew, Wervyn, Kuddy, Puella&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Group photo at Riddle Me, Roanoke escape room, 2018. Left to right: Lachesis, Lancer-X, CJA, Insidious, Caitiemew, Wervyn, Kuddy, Puella&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=File:MZXCon2019_Philly.jpg&amp;diff=9043</id>
		<title>File:MZXCon2019 Philly.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=File:MZXCon2019_Philly.jpg&amp;diff=9043"/>
		<updated>2020-02-24T18:53:14Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Group photo at our Philadelphia AirBnB, 2019. Left to right, Stairs: Lachesis, asgromo; Front: CJA, Wervyn, Puella, Spectere, Skwirl, Insidious, Caitiemew; Not pictured: Kuddy&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=File:MZXCon2019_Philly.jpg&amp;diff=9042</id>
		<title>File:MZXCon2019 Philly.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=File:MZXCon2019_Philly.jpg&amp;diff=9042"/>
		<updated>2020-02-24T18:52:20Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=9041</id>
		<title>MZXCon</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=9041"/>
		<updated>2020-02-24T18:50:55Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Adding stubs for 2018 and 2019.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'MZXCon' is an annual event where MZXers from all parts of the country or world can get together in one location for friendly competition, and socialization. MZXCon has become a staple of the community with 13 cons spread over 11 years and over a large swath of the country. Various styles of convention have been tried, with varying success. &lt;br /&gt;
&lt;br /&gt;
== MZXCon 2008 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2008.jpg|thumb|right|Group photo, 2008. Left to right: [[pyro1588]], [[asgromo]], [[MZXGiant]], [[Insidious]], [[Exophase]], [[Terryn]], [[Wervyn]] ]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' home, on July 11th-July 13th, 2008. The attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
During this MZXCon, there was a 4-hour [[BKZX]] involving two teams of three people, with [[Insidious]] judging. The topic was &amp;quot;SANITY&amp;quot;. The two games produced were:&lt;br /&gt;
* &amp;quot;Perfectly Sane Damsels In Distress&amp;quot; (Wervyn, Terryn, pyro1588)&lt;br /&gt;
* &amp;quot;Mind Phuck&amp;quot; (Exophase, asgromo, MZXGiant) [Winner]&lt;br /&gt;
&lt;br /&gt;
Other activities included seeing the movie &amp;quot;WALL-E&amp;quot;, a brief mall visit, and swimming.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2009 ==&lt;br /&gt;
[[File:MZXCon_Atlanta_-_2009.jpg|thumb|right|Group photo, 2009. Left to right: [[Insidious]], [[CJA]], [[pyro1588]], [[Tixus]], [[Revvy]], [[commodorejohn]], [[Wervyn]], [[MZXGiant]]. Not pictured: [[Apollyon]], [[Nicole]] ]]&lt;br /&gt;
This convention was held in Atlanta, Georgia at [[Wervyn|Wervyn's]] family home and apartment, from July 10th-12th 2009.  Attendees were:&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Apollyon]] and girlfriend Nicole (briefly)&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Friday night, lasting roughly 4 hours.&lt;br /&gt;
* Viewing of the movie &amp;quot;Up&amp;quot;, in a continuation of the previous year's trend.&lt;br /&gt;
* A [[BKZX]] with about half of the attending guests who were still awake at the time, with the topic [[Gravity]] as a nod to the old meme.&lt;br /&gt;
* A jam session that produced about 20 minutes of music, compiled into an album titled &amp;quot;[http://www.digitalmzx.net/forums/index.php?showtopic=14496 ? SPEEDING ?]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2010 ==&lt;br /&gt;
[[File:MZXCon_Chicago_-_2010.JPG|thumb|right|Group photo, 2010. Top row, left to right: [[MZXGiant]], [[Insidious]], [[Quasar84]], [[Terryn]], [[Tixus]], [[Wervyn]], [[Kuddy]], [[Revvy]]. Bottom row: [[asgromo]], [[CJA]], [[duvel]], [[Exophase]], [[pyro1588]], [[commodorejohn]]. Not pictured: [[Es]] ]]&lt;br /&gt;
This convention was held in Chicago, Illinois at the H.I. Chicago Hostel, from July 9th-11th 2010. This convention was the first hosted outside of people's homes, and was coordinated jointly by [[Esdemo1|Es]] and [[Mzxgiant|MZXGiant]]. Attendees were:&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[ler|duvel]]&lt;br /&gt;
* [[Quasar84]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Saturday night, lasting roughly 2 hours, in a continuation of the previous year's trend.&lt;br /&gt;
* Viewing of the movie &amp;quot;Grown Ups&amp;quot;, another continuation.&lt;br /&gt;
* A [[BKZX]], with topics of &amp;quot;Rebirth&amp;quot; and &amp;quot;Steampunk Technology&amp;quot; needing to be combined into the same game.&lt;br /&gt;
* Touring of the Chicago Science &amp;amp; Industry Museum&lt;br /&gt;
&lt;br /&gt;
This was notably the first convention to use only public transit to get around the area, and was geared toward a more &amp;quot;tourist&amp;quot; style of convention, sometimes to its detriment. It was also the first con where the chief organizer of events and schedules did not live in the target city.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2011 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2011.jpg|thumb|right|Group photo, 2011. Top row, left to right: [[Wervyn]], [[asgromo]], [[Insidious]], [[Kuddy]], [[MZXGiant]]. Bottom row: [[Puella]], [[Revvy]] ]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' family home, July 29th-31st, 2011. Attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]], Wervyn's fiancee (now wife)&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* A [[BKZX]], with topics that MZXGiant forgot&lt;br /&gt;
* A viewing of the movie &amp;quot;Captain America: The First Avenger&amp;quot; in 3D&lt;br /&gt;
* Board game night&lt;br /&gt;
* Scrambled eggs and bacon on the last morning made by [[Puella]]&lt;br /&gt;
&lt;br /&gt;
== MZXCon East 2012 ==&lt;br /&gt;
[[File:Mzxphilly_2012East.JPG|thumb|right|Group photo, 2012 East. L-R: Top - [[Wervyn]] &amp;amp; [[Puella]], Middle - [[MZXGiant]], [[skwirl]], [[Exophase]], Exophase's GF Amanda, Bottom - Chris (skwirl's friend), [[Kuddy]]. ]]&lt;br /&gt;
&lt;br /&gt;
This convention was held at [[Kuddy]]'s house in Delran, New Jersey, from July 13th-15th. Attendees were:&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* Amanda, Exophase's girlfriend&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Skwirl]]&lt;br /&gt;
* Chris, Skwirl's friend&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Lots and lots of console gaming, including a full playthrough of Battletoads by Exophase&lt;br /&gt;
* Cheesesteaks at Route 130 Diner&lt;br /&gt;
* A viewing of the movie &amp;quot;The Amazing Spider-Man&amp;quot; in 3D&lt;br /&gt;
* Settlers of Catan out on the porch, and the humidity proved to be a bad idea for the cardboard tiles&lt;br /&gt;
* Also there was a hot tub&lt;br /&gt;
&lt;br /&gt;
== MZXCon West 2012 ==&lt;br /&gt;
[[File:MZXConWest2012.jpg|thumb|right|Group photo, 2012 West. Back row, l-r: [[KKairos]], [[ThdPro]], [[TheJMan]]. Front row: [[wildweasel]], [[burstroc]], [[Insidious]] ]]&lt;br /&gt;
&lt;br /&gt;
This convention was held in Portland, Oregon. The MZXing and general hanging out took place at KKairos's house with much to do and see around Portland. The MZXers saw various Portland landmarks. Attendees were:&lt;br /&gt;
* [[KKairos]]&lt;br /&gt;
* [[Wildweasel]]&lt;br /&gt;
* [[ThdPro]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Burstroc]]&lt;br /&gt;
* TheJMan (briefly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activities included:&lt;br /&gt;
* A BKZX held on the topic of boybands, suggested by [[Lachesis]] when asked for a topic on IRC.&lt;br /&gt;
* Ground Kontrol arcade&lt;br /&gt;
* A downtown day to visit Powell's Books and Everyday Music, among other things&lt;br /&gt;
* burstroc's tacos&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2013 ==&lt;br /&gt;
&lt;br /&gt;
[[File:MZXConAtlanta2013.jpg|thumb|right|Group photo, 2013. Left to right: [[Lachesis]], [[asgromo]], [[CJA]], [[duvel]], [[Kuddy]], [[Insidious]], [[Puella]], [[Wervyn]] ]]&lt;br /&gt;
&lt;br /&gt;
[[File:Post-2718-046075200 1367434246.png|thumb|left|alt=&amp;quot;The Short-Lived Adventures of MZXCon 2013 in Atlanta&amp;quot; over an Atlanta skyline|MZXCon 2013 image made by [[Puella]] ]] &lt;br /&gt;
This was the second MZX convention held at [[Wervyn]]'s family home in Atlanta, Georgia.  There were eight attendees due to [[Ough]] being forced to drop out last-minute.&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[duvel]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Asian-style karaoke on Friday night&lt;br /&gt;
* The viewing of the film &amp;quot;Pacific Rim&amp;quot;&lt;br /&gt;
* Saints Row 3 co-op play&lt;br /&gt;
* Tichu, a trick-taking card game&lt;br /&gt;
* The viewing of a stream, notably including an episode of &amp;quot;Van-Pires&amp;quot; and a 1999 South Korean kaiju film called &amp;quot;Reptilian&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXDay West 2013 ==&lt;br /&gt;
&lt;br /&gt;
* [[KKairos]]&lt;br /&gt;
* [[ThDPro]]&lt;br /&gt;
* [[TheJMan]]&lt;br /&gt;
* [[wildweasel|Wildweasel]]&lt;br /&gt;
* [[electromaniacal|Electromaniacal]]&lt;br /&gt;
* [[Graham Peet]]&lt;br /&gt;
&lt;br /&gt;
Activities&lt;br /&gt;
* Ground Kontrol&lt;br /&gt;
* Some kind of food&lt;br /&gt;
* Showing off MZX games or WIPs to each other&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2015 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Mzxconphoto2015.jpg|thumb|right|Group photo, 2015. Left to right: [[Puella]], [[Wervyn]], [[Caitiemew]], [[Insidious]], [[Apage43]], [[Kuddy]], [[Lachesis]], [[asgromo]].  ]]&lt;br /&gt;
The 2015 MZXCon was an attempt by Insidious to revive MZXCon after 2014 lacked one. This was the second MZX convention held in Chicago, and the first to take place in an apartment rented on airbnb. There were eight attendees, with a ninth, [[Esdemo1|Es]], participating in Karaoke.&lt;br /&gt;
 &lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Apage43]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Pizano's Deep Dish pizza&lt;br /&gt;
* Asian-style Karaoke on Saturday night&lt;br /&gt;
* Mahjongg&lt;br /&gt;
* Viewing of a movie was originally planned but canceled due to the heat.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2016 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Mzxcon2016_nyc.JPG|thumb|right|Group photo, 2016.  Left to right: [[asgromo]], [[Lachesis]], [[Kuddy]], [[Insidious]], [[Caitiemew]], [[Puella]], [[Wervyn]] ]]&lt;br /&gt;
&lt;br /&gt;
MZXCon 2016 was the first MZXCon held in New York City. After the success of the previous year's major-city-via-AirBnB plan, Kuddy decided to try hosting a similar trip. Seven attendees took up a short residence at a Brooklyn apartment (after [[CJA]] and his fiancee had to drop out), and [[Luke Drelick|Luke]] and [[Nash]] joined for the afternoon activities on Saturday&lt;br /&gt;
&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Luke Drelick|Luke]]&lt;br /&gt;
* [[Nash]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Viewing of Star Trek: Beyond&lt;br /&gt;
* Amazing dinner (with opera-singing waiter) and Karaoke next door in the Korean district on West 32nd.&lt;br /&gt;
* Playing/beta-testing Insidious' MZX Deathmatch game, made to coincide with the con.&lt;br /&gt;
* Bagels! And authentic NYC pizza!&lt;br /&gt;
* Crashing the Williamsburg Barcade before departure on Sunday.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2017 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Mzx2017_Atlanta.jpg|thumb|right|Group photo at Mission Escape, 2017. Left to right, Top: [[Lachesis]], [[Wervyn]], [[Puella]], [[Kuddy]], [[Insidious]], [[Caitiemew]], Bottom: [[Bramble]], [[Terryn]] ]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mzxcon2017.png|thumb|left|alt=&amp;quot;MZXCon 2017, Atlanta GA: OMGWTFBBQ Edition&amp;quot; over a picture of I-85 on fire|MZXCon 2017 image made by [[Puella]] ]] This was the third convention held at [[Wervyn]]'s parent's house in Atlanta. There were eight attendees:&lt;br /&gt;
&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Bramble]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Sid &amp;amp; Caitie arrived on Thursday night, everyone else arrived on Friday&lt;br /&gt;
* Wervyn's dad helped us grill out hot dogs and burgers, and Saturday morning, Wervyn's mom made waffles from scratch&lt;br /&gt;
* Karaoke, of course, at Karaoke Melody, with most of the usual hits&lt;br /&gt;
* Screening of Wonder Woman&lt;br /&gt;
* Antico for gourmet pizza, gelato, and coffee&lt;br /&gt;
* We went to an escape room called Mission Escape, where we did the Hotel Room challenge. We had two groups of 3 and one group of 2, and each group was locked in a separate room having to communicate by phone and provide each other with clues to unlock our doors, and then finally puzzle ourselves out of the lobby. We beat the challenge (which had a 15% success rate) with just seconds to spare!&lt;br /&gt;
* 2-hour [[Blitzkriegzeux]] with the prompt [http://www.digitalmzx.net/forums/index.php?showtopic=8540&amp;amp;view=findpost&amp;amp;p=264204 &amp;quot;Waiting room.&amp;quot;] Top three winners are 1. Bramble, 2. Kuddy and 3. Wervyn.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2018 ==&lt;br /&gt;
&lt;br /&gt;
[[File:MZXCon2018 Roanoke.jpg|thumb|right|Group photo at Riddle Me, Roanoke escape room, 2018. Left to right: [[Lachesis]], [[Lancer-X]], [[CJA]], [[Insidious]], [[Caitiemew]], [[Wervyn]], [[Kuddy]], [[Puella]] ]] This year's convention was held at a horse farm and AirBnB not far outside Roanoke, VA, and hosted by [[Insidious]]. It was notably the first MZXCon attended by a non-North American, as [[Lancer-X]] was able to work it into his travel plans around a US conference. The full list of attendees:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Lancer-X]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
[ To be filled in, mine the discord archive. ]&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2019 ==&lt;br /&gt;
&lt;br /&gt;
[[File:MZXCon2019 Philly.jpg|thumb|right|Group photo at our Philadelphia AirBnB, 2019. Left to right, Stairs: [[Lachesis]], [[asgromo]]; Front: [[CJA]], [[Wervyn]], [[Puella]], [[Spectere]], [[Skwirl]], [[Insidious]], [[Caitiemew]]; Not pictured: [[Kuddy]] ]] [[Kuddy]] returned to hosting, out of an AirBnB near his local stomping grounds in Philadelphia. There were a total of 10 attendees this year:&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Spectere]]&lt;br /&gt;
* [[Skwirl]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
[ To be filled in, mine the discord archive. ]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=GDM&amp;diff=8993</id>
		<title>GDM</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=GDM&amp;diff=8993"/>
		<updated>2019-09-04T23:56:27Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Updating historical info on GDM support.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''GDM''' (General DigiMusic) format is a sample-based music format similar to [[MOD]], and is unique to the [[BWSB]] sound library. GDM is well known among [[MZXer|MZXers]] due to the high number of songs converted to this format for use in MZX games.&lt;br /&gt;
&lt;br /&gt;
The DOS versions of [[MegaZeux]] included a program called 2GDM, which converted several module formats (most notably [[S3M]]) into the GDM format. As MegaZeux didn't natively support S3M music at the time, 2GDM was often the only way to allow an S3M song to be used within MegaZeux.&lt;br /&gt;
&lt;br /&gt;
Due to the GDM format's limited usage, previewing songs in GDM format proved to be somewhat problematic, mainly owing to the fact that only MegaZeux and other BWSB programs were capable of playing them. However, [[ajs|wizdom]] wrote a program called [[GDMplay]] to ease previewing of GDM-format music. This program was nominated for Best Utility/Engine during the 2000 [[MegaZeux Excellence Awards]], but did not win.&lt;br /&gt;
&lt;br /&gt;
In version 2.80, when MegaZeux was ported from DOS, it contained utilities for converting GDM music back into S3M at load-time, so that the music could be played back using the [[ModPlug]] library used at the time. Since version 2.90b however, MegaZeux uses the [[libxmp]] library by default, which is capable of playing GDM music natively. [[Sound_in_MegaZeux/Sound_Engines|Alternate module libraries supported by MZX]] have varying support for GDM music.&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZXWiki:Community_portal&amp;diff=8752</id>
		<title>MZXWiki:Community portal</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZXWiki:Community_portal&amp;diff=8752"/>
		<updated>2017-06-23T15:03:12Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Given that Discord has probably supplanted IRC at this point as a community chat hub...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the MZX Wiki Community Portal.&lt;br /&gt;
&lt;br /&gt;
==Forums==&lt;br /&gt;
* &amp;lt;tt&amp;gt;http://www.digitalmzx.net/forums/index.php?act=idx&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==DigiVault==&lt;br /&gt;
* &amp;lt;tt&amp;gt;http://vault.digitalmzx.net/&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Internet Relay Chat==&lt;br /&gt;
* Host: &amp;lt;tt&amp;gt;irc.slashnet.org&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Port: &amp;lt;tt&amp;gt;6667&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Channel: &amp;lt;tt&amp;gt;#mzx&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Discord==&lt;br /&gt;
* &amp;lt;tt&amp;gt;https://discord.gg/XJCvb4P&amp;lt;/tt&amp;gt;&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Bitwise_math&amp;diff=8682</id>
		<title>Bitwise math</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Bitwise_math&amp;diff=8682"/>
		<updated>2016-08-04T14:38:42Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Explanation of two's complement is not quite right, don't know what I was thinking when I wrote this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generally, performing arithmetic and other math in a programming language like [[Robotic]] requires no understanding of how the computer stores and interprets numbers.  1 + 2 = 3, no matter how 1, 2, or 3 are understood by the program.  However, when working with computers, there is a class of operations that can be performed on stored values that DOES take into account how they are stored.  These generally fit under the heading of '''bitwise math'''.&lt;br /&gt;
&lt;br /&gt;
Common uses for bitwise math in [[Megazeux]] include: storing multiple values (often on-off binary flags) in a single counter (common in the old days of MZX, before counters became plentiful); interacting with and editing characters (which can be understood as a graphical representation of on and off bits); and writing and reading counters to and from [[file access|files]], since counters are 32-bit while counter reading and writing supported only 8- and 16-bit operations until recently.&lt;br /&gt;
==Boolean Algebra==&lt;br /&gt;
Before exploring all of the details of bitwise math, we need an understanding of the basic types of operations that can be performed.  Pure boolean algebra operates on single, binary values of TRUE and FALSE, which are called booleans (hence, boolean algebra).  It defines several operations that can be performed on booleans:&lt;br /&gt;
* '''NOT A'''  Often written as !A or ~A, this returns the opposite of the value of A.  If A is true, !A is FALSE, and vice versa.&lt;br /&gt;
* '''A AND B'''  Often written A&amp;amp;B or simply AB, this operation returns TRUE if and only if both A AND B are TRUE.&lt;br /&gt;
* '''A OR B'''  Often written A|B or A+B, this operation returns TRUE if and only if either A OR B (or both) is TRUE.&lt;br /&gt;
* '''A XOR B'''  Often written A^B, this operations returns TRUE if and only if either A OR B, but NOT both, is TRUE.  XOR is an abbreviation for &amp;quot;Exclusive OR&amp;quot;, meaning &amp;quot;only one of these is true&amp;quot;.  OR can be understood as &amp;quot;Inclusive OR&amp;quot;, meaning &amp;quot;any or all of these are true&amp;quot;.&lt;br /&gt;
* '''A NAND B''', '''A NOR B''', '''A XNOR B'''  These are equivalent to NOT (A AND B), NOT (A OR B), and NOT (A XOR B), respectively.&lt;br /&gt;
MZX supports NOT, AND, OR and XOR through the use of [[expressions]], but as bitwise operations, not boolean ones.  They operate on full, 32-bit integer values, not 1-bit boolean values.&lt;br /&gt;
==Binary Representation==&lt;br /&gt;
To understand how bitwise math operates on integers, one must understand how integers are interpreted as a string of bits.  Apart from some special handling for negative numbers, this is simply the binary (base-2) representation of the number.  Most people understand numbers in decimal representation, where there are ten digits, 0-9.  Each digit in the number represents a successive power of 10, and is named according to its position counting from right to left: the one's place, the ten's place, the hundred's place, and so on.&lt;br /&gt;
&lt;br /&gt;
Binary representation has only two digits, 0 and 1, which are analogous to bits in computer terms.  Thus, a number in binary representation interprets these digits as successive powers of two, according to their position.  From right to left, these could be called the one's place, the two's place, the four's place, the eight's place, and so on.  Use the following algorithm to convert a number from decimal to binary representation.&lt;br /&gt;
 let t be a string of 32 digit 0's, counting them as 0 to 31 from right to left&lt;br /&gt;
 let n be a positive number we wish to convert&lt;br /&gt;
 while n is greater than zero:&lt;br /&gt;
   let p be the largest power of two less than or equal to n&lt;br /&gt;
   set the p-th digit of t to 1&lt;br /&gt;
   subtract p from n&lt;br /&gt;
 t is now the binary representation of the original n&lt;br /&gt;
To convert from binary to decimal representation:&lt;br /&gt;
 let t be zero&lt;br /&gt;
 let n be a binary number with no more than 31 digits&lt;br /&gt;
 let p be zero&lt;br /&gt;
 while p is less than the length of n&lt;br /&gt;
   if the p-th digit of n is 1, add 2^p to t&lt;br /&gt;
   increase p by 1&lt;br /&gt;
 t is now the decimal representation of n&lt;br /&gt;
For reference, the important powers of two are:&lt;br /&gt;
{|width=50%&lt;br /&gt;
|-&lt;br /&gt;
 |width=5%|2&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |width=20%|= 1&lt;br /&gt;
 |width=5%|2&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |width=20%|= 256&lt;br /&gt;
 |width=5%|2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |width=20%|= 65536&lt;br /&gt;
 |width=5%|2&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |width=20%|= 16777216&lt;br /&gt;
|-&lt;br /&gt;
 |2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||= 2||2&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;||= 512||2&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;||= 131072||2&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;||= 33554432&lt;br /&gt;
|-&lt;br /&gt;
 |2&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||= 4||2&amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;||= 1024||2&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;||= 262144||2&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;||= 67108864&lt;br /&gt;
|-&lt;br /&gt;
 |2&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||= 8||2&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;||= 2048||2&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;||= 524288||2&amp;lt;sup&amp;gt;27&amp;lt;/sup&amp;gt;||= 134217728&lt;br /&gt;
|-&lt;br /&gt;
 |2&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||= 16||2&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;||= 4096||2&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;||= 1048576||2&amp;lt;sup&amp;gt;28&amp;lt;/sup&amp;gt;||= 268435456&lt;br /&gt;
|-&lt;br /&gt;
 |2&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;||= 32||2&amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;||= 8192||2&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt;||= 2097152||2&amp;lt;sup&amp;gt;29&amp;lt;/sup&amp;gt;||= 536870912&lt;br /&gt;
|-&lt;br /&gt;
 |2&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||= 64||2&amp;lt;sup&amp;gt;14&amp;lt;/sup&amp;gt;||= 16384||2&amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;||= 4194304||2&amp;lt;sup&amp;gt;30&amp;lt;/sup&amp;gt;||= 1073741824&lt;br /&gt;
|-&lt;br /&gt;
 |2&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;||= 128||2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;||= 32768||2&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;||= 8388608||2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt;||= 2147483648&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As for negative numbers, they are stored in a form called two's complement.  This works by having the highest (left-most) bit indicate the sign of the number (0 for positive, 1 for negative), and then inverting (i.e. NOT) all of the bits in a negative number and ADDING one to it to obtain the analogous positive number (or vice-versa).  So, to find the binary representation for a negative decimal, first find the representation of the equivalent positive number, change all 1's to 0's and 0's to 1's, and add 1 (cascading as necessary). This always leaves the one's digit the same, while typically changing most or all of the digits two and above, hence the name &amp;quot;two's complement&amp;quot;&lt;br /&gt;
===Examples===&lt;br /&gt;
This will be hard to understand without some practice examples, so here are some exercises you can try.&lt;br /&gt;
&lt;br /&gt;
# Write 491520 as a binary number&lt;br /&gt;
## Start with 00000000000000000000000000000000&lt;br /&gt;
## 2&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt; &amp;gt; 491520 &amp;gt; 2&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;, so we subtract 262144 from 491520 and set bit 18&lt;br /&gt;
##: 491520 - 262144 = 229376 ; 00000000000001000000000000000000&lt;br /&gt;
## Continuing on in the same manner:&lt;br /&gt;
##: 229376 - 131072 = 98304 ; 00000000000001100000000000000000&lt;br /&gt;
##: 98304 - 65536 = 32768 ; 00000000000001110000000000000000&lt;br /&gt;
##: 32768 - 32768 = 0 ; 00000000000001111000000000000000&lt;br /&gt;
# Write -159 as a binary number&lt;br /&gt;
## We first convert the number 159.  Start with ....00000000&lt;br /&gt;
## 256 &amp;gt; 159 &amp;gt; 128, so subtract 128 from 159 and set bit 7&lt;br /&gt;
##: 159 - 128 = 31 ; ...00010000000&lt;br /&gt;
## Continuing on in the same manner:&lt;br /&gt;
##: 31 - 16 = 15 ; ...00010010000&lt;br /&gt;
##: 15 - 8 = 7; ...00010011000&lt;br /&gt;
##: 7 - 4 = 3; ...00010011100&lt;br /&gt;
##: 3 - 2 = 1; ...00010011110&lt;br /&gt;
##: 1 - 1 = 0; ...00010011111&lt;br /&gt;
## Now flip all bits and add 1:&lt;br /&gt;
##: 11111111111111111111111101100001&lt;br /&gt;
# Convert 01011011 to a decimal number&lt;br /&gt;
## Start with 0.&lt;br /&gt;
## The one's place is 1, so add 1.&lt;br /&gt;
## The two's place is 1, so add 2.  The running total is now 3.&lt;br /&gt;
## The eight's place is 1, so add 8.  Total is 11.&lt;br /&gt;
## The sixteen's place is 1, so add 16.  Total is 27.&lt;br /&gt;
## The sixty-four's place is 1, so add 64.  Final total is 91.&lt;br /&gt;
# Convert ...1111011011 to a decimal number&lt;br /&gt;
## The number is negative, so first flip all bits and add 1: ...0000100101&lt;br /&gt;
## The one's place is 1, so add 1.&lt;br /&gt;
## The four's place is 1, so add 4.  Total is 5.&lt;br /&gt;
## The thirty-two's place is 1, so add 32.  Total is 37.&lt;br /&gt;
## Add a negative sign to the number.  The result is -37.&lt;br /&gt;
&lt;br /&gt;
==Bitwise operators==&lt;br /&gt;
Now, having explained both boolean algebra and the binary representation, we can explain how bitwise operators work.  Put simply, a bitwise operation takes the binary representations of two numbers, and performs the given boolean operation on each pair of bits, interpreting 1 as TRUE and 0 as FALSE.  The results of each of these 32 operations are composited into a single number.&lt;br /&gt;
In addition to the AND, OR, XOR and NOT operators, MZX expressions also implement bitshift operators.  These operators are not boolean; instead, they take all the bits in a numbers binary representation and shift them left or right a given number of places.  This implies that some bits are lost off of one end of the number, while an equal number are added to the other end.  There are many different behaviors for this sort of operation, particularly when implemented by assembly languages, but MZX and most other languages fill the incoming bits as 0's, and throw away the outgoing bits.&lt;br /&gt;
===Application: Interpreting a Counter as 32 Binary Flags===&lt;br /&gt;
MZXers have been storing flags in counters for a long time.  The earliest methods for doing this were very cumbersome, and even with the INT2BIN counters added in MZXAk, this was still not a convenient procedure until the addition of expressions and bitwise math.&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Subroutine&amp;diff=8681</id>
		<title>Subroutine</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Subroutine&amp;diff=8681"/>
		<updated>2016-08-04T14:15:18Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Creating an alias to fix some red links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[subroutines]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=8680</id>
		<title>MZXCon</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=8680"/>
		<updated>2016-08-04T12:43:05Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* MZXCon 2011 */ Consistency with later entries.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'MZXCon' is planned to be an annual event where MZXers from all parts of the country or world can get together in one location for friendly competition, and socialization. MZXCon has become a staple of the community with 6 cons spread over 5 years and over a large swath of the country. Various styles of convention have been tried, with varying success. &lt;br /&gt;
&lt;br /&gt;
== MZXCon 2008 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2008.jpg|thumb|right|Group photo, 2008. Left to right: pyro1588, asgromo, MZXGiant, Insidious, Exophase, Terryn, Wervyn]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' home, on July 11th-July 13th, 2008. The attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
During this MZXCon, there was a 4-hour [[BKZX]] involving two teams of three people, with [[Insidious]] judging. The topic was &amp;quot;SANITY&amp;quot;. The two games produced were:&lt;br /&gt;
* &amp;quot;Perfectly Sane Damsels In Distress&amp;quot; (Wervyn, Terryn, pyro1588)&lt;br /&gt;
* &amp;quot;Mind Phuck&amp;quot; (Exophase, asgromo, MZXGiant) [Winner]&lt;br /&gt;
&lt;br /&gt;
Other activities included seeing the movie &amp;quot;WALL-E&amp;quot;, a brief mall visit, and swimming.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2009 ==&lt;br /&gt;
[[File:MZXCon_Atlanta_-_2009.jpg|thumb|right|Group photo, 2009. Left to right: Insidious, CJA, pyro1588, Tixus, Revvy, commodorejohn, Wervyn, MZXGiant. Not pictured: Apollyon, Nicole]]&lt;br /&gt;
This convention was held in Atlanta, Georgia at [[Wervyn|Wervyn's]] family home and apartment, from July 10th-12th 2009.  Attendees were:&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Apollyon]] and girlfriend Nicole (briefly)&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Friday night, lasting roughly 4 hours.&lt;br /&gt;
* Viewing of the movie &amp;quot;Up&amp;quot;, in a continuation of the previous year's trend.&lt;br /&gt;
* A [[BKZX]] with about half of the attending guests who were still awake at the time, with the topic [[Gravity]] as a nod to the old meme.&lt;br /&gt;
* A jam session that produced about 20 minutes of music, compiled into an album titled &amp;quot;[http://www.digitalmzx.net/forums/index.php?showtopic=14496 ? SPEEDING ?]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2010 ==&lt;br /&gt;
[[File:MZXCon_Chicago_-_2010.JPG|thumb|right|Group photo, 2010. Top row, left to right: MZXGiant, Insidious, Quasar84, Terryn, Tixus, Wervyn, Kuddy, Revvy. Bottor row: asgromo, CJA, duvel, Exophase, pyro1588, commodorejohn. Not pictured: Es]]&lt;br /&gt;
This convention was held in Chicago, Illinois at the H.I. Chicago Hostel, from July 9th-11th 2010. This convention was the first hosted outside of people's homes, and was coordinated jointly by [[Esdemo1|Es]] and [[Mzxgiant|MZXGiant]]. Attendees were:&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[ler|duvel]]&lt;br /&gt;
* [[Quasar84]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Saturday night, lasting roughly 2 hours, in a continuation of the previous year's trend.&lt;br /&gt;
* Viewing of the movie &amp;quot;Grown Ups&amp;quot;, another continuation.&lt;br /&gt;
* A [[BKZX]], with topics of &amp;quot;Rebirth&amp;quot; and &amp;quot;Steampunk Technology&amp;quot; needing to be combined into the same game.&lt;br /&gt;
* Touring of the Chicago Science &amp;amp; Industry Museum&lt;br /&gt;
&lt;br /&gt;
This was notably the first convention to use only public transit to get around the area, and was geared toward a more &amp;quot;tourist&amp;quot; style of convention, sometimes to its detriment. It was also the first con where the chief organizer of events and schedules did not live in the target city.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2011 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2011.jpg|thumb|right|Group photo, 2011. Top row, left to right: Wervyn, asgromo, Insidious, Kuddy, MZXGiant. Bottom row: Puella, Revvy]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' family home, July 29th-31st, 2011. Attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]], Wervyn's fiancee (now wife)&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* A [[BKZX]], with topics that MZXGiant forgot&lt;br /&gt;
* A viewing of the movie &amp;quot;Captain America: The First Avenger&amp;quot; in 3D&lt;br /&gt;
* Board game night&lt;br /&gt;
&lt;br /&gt;
== MZXCon East 2012 ==&lt;br /&gt;
This convention was held at [[Kuddy]]'s house in Delran, New Jersey, from July 13th-15th. Attendees were:&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* Amanda, Exophase's girlfriend&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Skwirl]]&lt;br /&gt;
* Chris, Skwirl's friend&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Lots and lots of console gaming, including a full playthrough of Battletoads by Exophase&lt;br /&gt;
* Cheesesteaks at Route 130 Diner&lt;br /&gt;
* A viewing of the movie &amp;quot;The Amazing Spider-Man&amp;quot; in 3D&lt;br /&gt;
&lt;br /&gt;
== MZXCon West 2012 ==&lt;br /&gt;
[[File:MZXConWest2012.jpg|thumb|right|Group photo, 2012. Back row, l-r: [[KKairos]], [[ThdPro]], [[TheJMan]]. Front row: [[wildweasel]], [[burstroc]], [[Insidious]] ]]&lt;br /&gt;
&lt;br /&gt;
This convention was held in Portland, Oregon. The MZXing and general hanging out took place at KKairos's house with much to do and see around Portland. The MZXers saw various Portland landmarks. Attendees were:&lt;br /&gt;
* [[KKairos]]&lt;br /&gt;
* [[Wildweasel]]&lt;br /&gt;
* [[ThdPro]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Burstroc]]&lt;br /&gt;
* TheJMan (briefly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activities included:&lt;br /&gt;
* A BKZX held on the topic of boybands, suggested by [[Lachesis]] when asked for a topic on IRC.&lt;br /&gt;
* Ground Kontrol arcade&lt;br /&gt;
* A downtown day to visit Powell's Books and Everyday Music, among other things&lt;br /&gt;
* burstroc's tacos&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2013 ==&lt;br /&gt;
[[File:MZXConAtlanta2013.jpg|thumb|right|Group photo.  Left to right: [[Lachesis]], [[asgromo]], [[CJA]], [[duvel]], [[Kuddy]], [[Insidious]], [[Puella]], [[Wervyn]] ]]&lt;br /&gt;
&lt;br /&gt;
This was the second MZX convention held at [[Wervyn]]'s family home in Atlanta, Georgia.  There were eight attendees due to [[Ough]] being forced to drop out last-minute.&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[duvel]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Asian-style karaoke on Friday night&lt;br /&gt;
* The viewing of the film &amp;quot;Pacific Rim&amp;quot;&lt;br /&gt;
* Saints Row 3 co-op play&lt;br /&gt;
* Tichu, a trick-taking card game&lt;br /&gt;
* The viewing of a stream, notably including an episode of &amp;quot;Van-Pires&amp;quot; and a 1999 South Korean kaiju film called &amp;quot;Reptilian&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2015 ==&lt;br /&gt;
&lt;br /&gt;
The 2015 MZXCon was an attempt by Insidious to revive MZXCon after 2014 lacked one. This was the second MZX convention held in Chicago, and the first to take place in an apartment rented on airbnb. There were eight attendees, with a ninth, [[Esdemo1|Es]], participating in Karaoke.&lt;br /&gt;
 &lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Apage43]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Pizano's Deep Dish pizza&lt;br /&gt;
* Asian-style Karaoke on Saturday night&lt;br /&gt;
* Mahjongg&lt;br /&gt;
* Viewing of a movie was originally planned but cancelled due to the heat.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2016 ==&lt;br /&gt;
&lt;br /&gt;
MZXCon 2016 was the first MZXCon held in New York City. After the success of the previous year's major-city-via-AirBnB plan, Kuddy decided to try hosting a similar trip. Seven attendees took up a short residence at a Brooklyn apartment (after [[CJA]] and his fiancee had to drop out), and [[Luke Drelick|Luke]] and [[Nash]] joined for the afternoon activities on Saturday&lt;br /&gt;
&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Luke Drelick|Luke]]&lt;br /&gt;
* [[Nash]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Viewing of Star Trek: Beyond&lt;br /&gt;
* Dinner and Karaoke in the Korean district on West 32nd.&lt;br /&gt;
* Playing/beta-testing Insidious' MZX Deathmatch game, made to coincide with the con.&lt;br /&gt;
* Bagels!&lt;br /&gt;
* Crashing the Williamsburg Barcade before departure on Sunday.&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=8679</id>
		<title>MZXCon</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=8679"/>
		<updated>2016-08-04T12:40:50Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* MZXCon 2011 */ It's been five years, I don't think anyone remembers what happened during that BKZX anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'MZXCon' is planned to be an annual event where MZXers from all parts of the country or world can get together in one location for friendly competition, and socialization. MZXCon has become a staple of the community with 6 cons spread over 5 years and over a large swath of the country. Various styles of convention have been tried, with varying success. &lt;br /&gt;
&lt;br /&gt;
== MZXCon 2008 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2008.jpg|thumb|right|Group photo, 2008. Left to right: pyro1588, asgromo, MZXGiant, Insidious, Exophase, Terryn, Wervyn]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' home, on July 11th-July 13th, 2008. The attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
During this MZXCon, there was a 4-hour [[BKZX]] involving two teams of three people, with [[Insidious]] judging. The topic was &amp;quot;SANITY&amp;quot;. The two games produced were:&lt;br /&gt;
* &amp;quot;Perfectly Sane Damsels In Distress&amp;quot; (Wervyn, Terryn, pyro1588)&lt;br /&gt;
* &amp;quot;Mind Phuck&amp;quot; (Exophase, asgromo, MZXGiant) [Winner]&lt;br /&gt;
&lt;br /&gt;
Other activities included seeing the movie &amp;quot;WALL-E&amp;quot;, a brief mall visit, and swimming.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2009 ==&lt;br /&gt;
[[File:MZXCon_Atlanta_-_2009.jpg|thumb|right|Group photo, 2009. Left to right: Insidious, CJA, pyro1588, Tixus, Revvy, commodorejohn, Wervyn, MZXGiant. Not pictured: Apollyon, Nicole]]&lt;br /&gt;
This convention was held in Atlanta, Georgia at [[Wervyn|Wervyn's]] family home and apartment, from July 10th-12th 2009.  Attendees were:&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Apollyon]] and girlfriend Nicole (briefly)&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Friday night, lasting roughly 4 hours.&lt;br /&gt;
* Viewing of the movie &amp;quot;Up&amp;quot;, in a continuation of the previous year's trend.&lt;br /&gt;
* A [[BKZX]] with about half of the attending guests who were still awake at the time, with the topic [[Gravity]] as a nod to the old meme.&lt;br /&gt;
* A jam session that produced about 20 minutes of music, compiled into an album titled &amp;quot;[http://www.digitalmzx.net/forums/index.php?showtopic=14496 ? SPEEDING ?]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2010 ==&lt;br /&gt;
[[File:MZXCon_Chicago_-_2010.JPG|thumb|right|Group photo, 2010. Top row, left to right: MZXGiant, Insidious, Quasar84, Terryn, Tixus, Wervyn, Kuddy, Revvy. Bottor row: asgromo, CJA, duvel, Exophase, pyro1588, commodorejohn. Not pictured: Es]]&lt;br /&gt;
This convention was held in Chicago, Illinois at the H.I. Chicago Hostel, from July 9th-11th 2010. This convention was the first hosted outside of people's homes, and was coordinated jointly by [[Esdemo1|Es]] and [[Mzxgiant|MZXGiant]]. Attendees were:&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[ler|duvel]]&lt;br /&gt;
* [[Quasar84]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Saturday night, lasting roughly 2 hours, in a continuation of the previous year's trend.&lt;br /&gt;
* Viewing of the movie &amp;quot;Grown Ups&amp;quot;, another continuation.&lt;br /&gt;
* A [[BKZX]], with topics of &amp;quot;Rebirth&amp;quot; and &amp;quot;Steampunk Technology&amp;quot; needing to be combined into the same game.&lt;br /&gt;
* Touring of the Chicago Science &amp;amp; Industry Museum&lt;br /&gt;
&lt;br /&gt;
This was notably the first convention to use only public transit to get around the area, and was geared toward a more &amp;quot;tourist&amp;quot; style of convention, sometimes to its detriment. It was also the first con where the chief organizer of events and schedules did not live in the target city.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2011 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2011.jpg|thumb|right|Group photo, 2011. Top row, left to right: Wervyn, asgromo, Insidious, Kuddy, MZXGiant. Bottom row: Christina, Revvy]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' family home, July 29th-31st, 2011. Attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* Christina, Wervyn's Fiancee&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* A [[BKZX]], with topics that MZXGiant forgot&lt;br /&gt;
* A viewing of the movie &amp;quot;Captain America: The First Avenger&amp;quot; in 3D&lt;br /&gt;
* Board game night&lt;br /&gt;
&lt;br /&gt;
== MZXCon East 2012 ==&lt;br /&gt;
This convention was held at [[Kuddy]]'s house in Delran, New Jersey, from July 13th-15th. Attendees were:&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* Amanda, Exophase's girlfriend&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Skwirl]]&lt;br /&gt;
* Chris, Skwirl's friend&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Lots and lots of console gaming, including a full playthrough of Battletoads by Exophase&lt;br /&gt;
* Cheesesteaks at Route 130 Diner&lt;br /&gt;
* A viewing of the movie &amp;quot;The Amazing Spider-Man&amp;quot; in 3D&lt;br /&gt;
&lt;br /&gt;
== MZXCon West 2012 ==&lt;br /&gt;
[[File:MZXConWest2012.jpg|thumb|right|Group photo, 2012. Back row, l-r: [[KKairos]], [[ThdPro]], [[TheJMan]]. Front row: [[wildweasel]], [[burstroc]], [[Insidious]] ]]&lt;br /&gt;
&lt;br /&gt;
This convention was held in Portland, Oregon. The MZXing and general hanging out took place at KKairos's house with much to do and see around Portland. The MZXers saw various Portland landmarks. Attendees were:&lt;br /&gt;
* [[KKairos]]&lt;br /&gt;
* [[Wildweasel]]&lt;br /&gt;
* [[ThdPro]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Burstroc]]&lt;br /&gt;
* TheJMan (briefly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activities included:&lt;br /&gt;
* A BKZX held on the topic of boybands, suggested by [[Lachesis]] when asked for a topic on IRC.&lt;br /&gt;
* Ground Kontrol arcade&lt;br /&gt;
* A downtown day to visit Powell's Books and Everyday Music, among other things&lt;br /&gt;
* burstroc's tacos&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2013 ==&lt;br /&gt;
[[File:MZXConAtlanta2013.jpg|thumb|right|Group photo.  Left to right: [[Lachesis]], [[asgromo]], [[CJA]], [[duvel]], [[Kuddy]], [[Insidious]], [[Puella]], [[Wervyn]] ]]&lt;br /&gt;
&lt;br /&gt;
This was the second MZX convention held at [[Wervyn]]'s family home in Atlanta, Georgia.  There were eight attendees due to [[Ough]] being forced to drop out last-minute.&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[duvel]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Asian-style karaoke on Friday night&lt;br /&gt;
* The viewing of the film &amp;quot;Pacific Rim&amp;quot;&lt;br /&gt;
* Saints Row 3 co-op play&lt;br /&gt;
* Tichu, a trick-taking card game&lt;br /&gt;
* The viewing of a stream, notably including an episode of &amp;quot;Van-Pires&amp;quot; and a 1999 South Korean kaiju film called &amp;quot;Reptilian&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2015 ==&lt;br /&gt;
&lt;br /&gt;
The 2015 MZXCon was an attempt by Insidious to revive MZXCon after 2014 lacked one. This was the second MZX convention held in Chicago, and the first to take place in an apartment rented on airbnb. There were eight attendees, with a ninth, [[Esdemo1|Es]], participating in Karaoke.&lt;br /&gt;
 &lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Apage43]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Pizano's Deep Dish pizza&lt;br /&gt;
* Asian-style Karaoke on Saturday night&lt;br /&gt;
* Mahjongg&lt;br /&gt;
* Viewing of a movie was originally planned but cancelled due to the heat.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2016 ==&lt;br /&gt;
&lt;br /&gt;
MZXCon 2016 was the first MZXCon held in New York City. After the success of the previous year's major-city-via-AirBnB plan, Kuddy decided to try hosting a similar trip. Seven attendees took up a short residence at a Brooklyn apartment (after [[CJA]] and his fiancee had to drop out), and [[Luke Drelick|Luke]] and [[Nash]] joined for the afternoon activities on Saturday&lt;br /&gt;
&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Luke Drelick|Luke]]&lt;br /&gt;
* [[Nash]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Viewing of Star Trek: Beyond&lt;br /&gt;
* Dinner and Karaoke in the Korean district on West 32nd.&lt;br /&gt;
* Playing/beta-testing Insidious' MZX Deathmatch game, made to coincide with the con.&lt;br /&gt;
* Bagels!&lt;br /&gt;
* Crashing the Williamsburg Barcade before departure on Sunday.&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=8678</id>
		<title>MZXCon</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=8678"/>
		<updated>2016-08-04T12:39:50Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* MZXCon 2010 */ We've had a couple more like this recently.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'MZXCon' is planned to be an annual event where MZXers from all parts of the country or world can get together in one location for friendly competition, and socialization. MZXCon has become a staple of the community with 6 cons spread over 5 years and over a large swath of the country. Various styles of convention have been tried, with varying success. &lt;br /&gt;
&lt;br /&gt;
== MZXCon 2008 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2008.jpg|thumb|right|Group photo, 2008. Left to right: pyro1588, asgromo, MZXGiant, Insidious, Exophase, Terryn, Wervyn]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' home, on July 11th-July 13th, 2008. The attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
During this MZXCon, there was a 4-hour [[BKZX]] involving two teams of three people, with [[Insidious]] judging. The topic was &amp;quot;SANITY&amp;quot;. The two games produced were:&lt;br /&gt;
* &amp;quot;Perfectly Sane Damsels In Distress&amp;quot; (Wervyn, Terryn, pyro1588)&lt;br /&gt;
* &amp;quot;Mind Phuck&amp;quot; (Exophase, asgromo, MZXGiant) [Winner]&lt;br /&gt;
&lt;br /&gt;
Other activities included seeing the movie &amp;quot;WALL-E&amp;quot;, a brief mall visit, and swimming.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2009 ==&lt;br /&gt;
[[File:MZXCon_Atlanta_-_2009.jpg|thumb|right|Group photo, 2009. Left to right: Insidious, CJA, pyro1588, Tixus, Revvy, commodorejohn, Wervyn, MZXGiant. Not pictured: Apollyon, Nicole]]&lt;br /&gt;
This convention was held in Atlanta, Georgia at [[Wervyn|Wervyn's]] family home and apartment, from July 10th-12th 2009.  Attendees were:&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Apollyon]] and girlfriend Nicole (briefly)&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Friday night, lasting roughly 4 hours.&lt;br /&gt;
* Viewing of the movie &amp;quot;Up&amp;quot;, in a continuation of the previous year's trend.&lt;br /&gt;
* A [[BKZX]] with about half of the attending guests who were still awake at the time, with the topic [[Gravity]] as a nod to the old meme.&lt;br /&gt;
* A jam session that produced about 20 minutes of music, compiled into an album titled &amp;quot;[http://www.digitalmzx.net/forums/index.php?showtopic=14496 ? SPEEDING ?]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2010 ==&lt;br /&gt;
[[File:MZXCon_Chicago_-_2010.JPG|thumb|right|Group photo, 2010. Top row, left to right: MZXGiant, Insidious, Quasar84, Terryn, Tixus, Wervyn, Kuddy, Revvy. Bottor row: asgromo, CJA, duvel, Exophase, pyro1588, commodorejohn. Not pictured: Es]]&lt;br /&gt;
This convention was held in Chicago, Illinois at the H.I. Chicago Hostel, from July 9th-11th 2010. This convention was the first hosted outside of people's homes, and was coordinated jointly by [[Esdemo1|Es]] and [[Mzxgiant|MZXGiant]]. Attendees were:&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[ler|duvel]]&lt;br /&gt;
* [[Quasar84]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Saturday night, lasting roughly 2 hours, in a continuation of the previous year's trend.&lt;br /&gt;
* Viewing of the movie &amp;quot;Grown Ups&amp;quot;, another continuation.&lt;br /&gt;
* A [[BKZX]], with topics of &amp;quot;Rebirth&amp;quot; and &amp;quot;Steampunk Technology&amp;quot; needing to be combined into the same game.&lt;br /&gt;
* Touring of the Chicago Science &amp;amp; Industry Museum&lt;br /&gt;
&lt;br /&gt;
This was notably the first convention to use only public transit to get around the area, and was geared toward a more &amp;quot;tourist&amp;quot; style of convention, sometimes to its detriment. It was also the first con where the chief organizer of events and schedules did not live in the target city.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2011 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2011.jpg|thumb|right|Group photo, 2011. Top row, left to right: Wervyn, asgromo, Insidious, Kuddy, MZXGiant. Bottom row: Christina, Revvy]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' family home, July 29th-31st, 2011. Attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* Christina, Wervyn's Fiancee&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* A [[BKZX]], with topics that MZXGiant doesn't remember right now&lt;br /&gt;
* A viewing of the movie &amp;quot;Captain America: The First Avenger&amp;quot; in 3D&lt;br /&gt;
* Board game night&lt;br /&gt;
&lt;br /&gt;
== MZXCon East 2012 ==&lt;br /&gt;
This convention was held at [[Kuddy]]'s house in Delran, New Jersey, from July 13th-15th. Attendees were:&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* Amanda, Exophase's girlfriend&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Skwirl]]&lt;br /&gt;
* Chris, Skwirl's friend&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Lots and lots of console gaming, including a full playthrough of Battletoads by Exophase&lt;br /&gt;
* Cheesesteaks at Route 130 Diner&lt;br /&gt;
* A viewing of the movie &amp;quot;The Amazing Spider-Man&amp;quot; in 3D&lt;br /&gt;
&lt;br /&gt;
== MZXCon West 2012 ==&lt;br /&gt;
[[File:MZXConWest2012.jpg|thumb|right|Group photo, 2012. Back row, l-r: [[KKairos]], [[ThdPro]], [[TheJMan]]. Front row: [[wildweasel]], [[burstroc]], [[Insidious]] ]]&lt;br /&gt;
&lt;br /&gt;
This convention was held in Portland, Oregon. The MZXing and general hanging out took place at KKairos's house with much to do and see around Portland. The MZXers saw various Portland landmarks. Attendees were:&lt;br /&gt;
* [[KKairos]]&lt;br /&gt;
* [[Wildweasel]]&lt;br /&gt;
* [[ThdPro]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Burstroc]]&lt;br /&gt;
* TheJMan (briefly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activities included:&lt;br /&gt;
* A BKZX held on the topic of boybands, suggested by [[Lachesis]] when asked for a topic on IRC.&lt;br /&gt;
* Ground Kontrol arcade&lt;br /&gt;
* A downtown day to visit Powell's Books and Everyday Music, among other things&lt;br /&gt;
* burstroc's tacos&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2013 ==&lt;br /&gt;
[[File:MZXConAtlanta2013.jpg|thumb|right|Group photo.  Left to right: [[Lachesis]], [[asgromo]], [[CJA]], [[duvel]], [[Kuddy]], [[Insidious]], [[Puella]], [[Wervyn]] ]]&lt;br /&gt;
&lt;br /&gt;
This was the second MZX convention held at [[Wervyn]]'s family home in Atlanta, Georgia.  There were eight attendees due to [[Ough]] being forced to drop out last-minute.&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[duvel]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Asian-style karaoke on Friday night&lt;br /&gt;
* The viewing of the film &amp;quot;Pacific Rim&amp;quot;&lt;br /&gt;
* Saints Row 3 co-op play&lt;br /&gt;
* Tichu, a trick-taking card game&lt;br /&gt;
* The viewing of a stream, notably including an episode of &amp;quot;Van-Pires&amp;quot; and a 1999 South Korean kaiju film called &amp;quot;Reptilian&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2015 ==&lt;br /&gt;
&lt;br /&gt;
The 2015 MZXCon was an attempt by Insidious to revive MZXCon after 2014 lacked one. This was the second MZX convention held in Chicago, and the first to take place in an apartment rented on airbnb. There were eight attendees, with a ninth, [[Esdemo1|Es]], participating in Karaoke.&lt;br /&gt;
 &lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Apage43]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Pizano's Deep Dish pizza&lt;br /&gt;
* Asian-style Karaoke on Saturday night&lt;br /&gt;
* Mahjongg&lt;br /&gt;
* Viewing of a movie was originally planned but cancelled due to the heat.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2016 ==&lt;br /&gt;
&lt;br /&gt;
MZXCon 2016 was the first MZXCon held in New York City. After the success of the previous year's major-city-via-AirBnB plan, Kuddy decided to try hosting a similar trip. Seven attendees took up a short residence at a Brooklyn apartment (after [[CJA]] and his fiancee had to drop out), and [[Luke Drelick|Luke]] and [[Nash]] joined for the afternoon activities on Saturday&lt;br /&gt;
&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Luke Drelick|Luke]]&lt;br /&gt;
* [[Nash]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Viewing of Star Trek: Beyond&lt;br /&gt;
* Dinner and Karaoke in the Korean district on West 32nd.&lt;br /&gt;
* Playing/beta-testing Insidious' MZX Deathmatch game, made to coincide with the con.&lt;br /&gt;
* Bagels!&lt;br /&gt;
* Crashing the Williamsburg Barcade before departure on Sunday.&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=8677</id>
		<title>MZXCon</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=8677"/>
		<updated>2016-08-04T12:37:36Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* MZXCon 2016 */ Fix links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'MZXCon' is planned to be an annual event where MZXers from all parts of the country or world can get together in one location for friendly competition, and socialization. MZXCon has become a staple of the community with 6 cons spread over 5 years and over a large swath of the country. Various styles of convention have been tried, with varying success. &lt;br /&gt;
&lt;br /&gt;
== MZXCon 2008 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2008.jpg|thumb|right|Group photo, 2008. Left to right: pyro1588, asgromo, MZXGiant, Insidious, Exophase, Terryn, Wervyn]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' home, on July 11th-July 13th, 2008. The attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
During this MZXCon, there was a 4-hour [[BKZX]] involving two teams of three people, with [[Insidious]] judging. The topic was &amp;quot;SANITY&amp;quot;. The two games produced were:&lt;br /&gt;
* &amp;quot;Perfectly Sane Damsels In Distress&amp;quot; (Wervyn, Terryn, pyro1588)&lt;br /&gt;
* &amp;quot;Mind Phuck&amp;quot; (Exophase, asgromo, MZXGiant) [Winner]&lt;br /&gt;
&lt;br /&gt;
Other activities included seeing the movie &amp;quot;WALL-E&amp;quot;, a brief mall visit, and swimming.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2009 ==&lt;br /&gt;
[[File:MZXCon_Atlanta_-_2009.jpg|thumb|right|Group photo, 2009. Left to right: Insidious, CJA, pyro1588, Tixus, Revvy, commodorejohn, Wervyn, MZXGiant. Not pictured: Apollyon, Nicole]]&lt;br /&gt;
This convention was held in Atlanta, Georgia at [[Wervyn|Wervyn's]] family home and apartment, from July 10th-12th 2009.  Attendees were:&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Apollyon]] and girlfriend Nicole (briefly)&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Friday night, lasting roughly 4 hours.&lt;br /&gt;
* Viewing of the movie &amp;quot;Up&amp;quot;, in a continuation of the previous year's trend.&lt;br /&gt;
* A [[BKZX]] with about half of the attending guests who were still awake at the time, with the topic [[Gravity]] as a nod to the old meme.&lt;br /&gt;
* A jam session that produced about 20 minutes of music, compiled into an album titled &amp;quot;[http://www.digitalmzx.net/forums/index.php?showtopic=14496 ? SPEEDING ?]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2010 ==&lt;br /&gt;
[[File:MZXCon_Chicago_-_2010.JPG|thumb|right|Group photo, 2010. Top row, left to right: MZXGiant, Insidious, Quasar84, Terryn, Tixus, Wervyn, Kuddy, Revvy. Bottor row: asgromo, CJA, duvel, Exophase, pyro1588, commodorejohn. Not pictured: Es]]&lt;br /&gt;
This convention was held in Chicago, Illinois at the H.I. Chicago Hostel, from July 9th-11th 2010. This convention was the first hosted outside of people's homes, and was coordinated jointly by [[Esdemo1|Es]] and [[Mzxgiant|MZXGiant]]. Attendees were:&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[ler|duvel]]&lt;br /&gt;
* [[Quasar84]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Saturday night, lasting roughly 2 hours, in a continuation of the previous year's trend.&lt;br /&gt;
* Viewing of the movie &amp;quot;Grown Ups&amp;quot;, another continuation.&lt;br /&gt;
* A [[BKZX]], with topics of &amp;quot;Rebirth&amp;quot; and &amp;quot;Steampunk Technology&amp;quot; needing to be combined into the same game.&lt;br /&gt;
* Touring of the Chicago Science &amp;amp; Industry Museum&lt;br /&gt;
&lt;br /&gt;
This was notably the first convention to use only public transit to get around the area, and was geared toward a more &amp;quot;tourist&amp;quot; style of convention, sometimes to its detriment. It is also the only con to date where the chief organizer of events and schedules did not live in the target city.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2011 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2011.jpg|thumb|right|Group photo, 2011. Top row, left to right: Wervyn, asgromo, Insidious, Kuddy, MZXGiant. Bottom row: Christina, Revvy]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' family home, July 29th-31st, 2011. Attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* Christina, Wervyn's Fiancee&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* A [[BKZX]], with topics that MZXGiant doesn't remember right now&lt;br /&gt;
* A viewing of the movie &amp;quot;Captain America: The First Avenger&amp;quot; in 3D&lt;br /&gt;
* Board game night&lt;br /&gt;
&lt;br /&gt;
== MZXCon East 2012 ==&lt;br /&gt;
This convention was held at [[Kuddy]]'s house in Delran, New Jersey, from July 13th-15th. Attendees were:&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* Amanda, Exophase's girlfriend&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Skwirl]]&lt;br /&gt;
* Chris, Skwirl's friend&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Lots and lots of console gaming, including a full playthrough of Battletoads by Exophase&lt;br /&gt;
* Cheesesteaks at Route 130 Diner&lt;br /&gt;
* A viewing of the movie &amp;quot;The Amazing Spider-Man&amp;quot; in 3D&lt;br /&gt;
&lt;br /&gt;
== MZXCon West 2012 ==&lt;br /&gt;
[[File:MZXConWest2012.jpg|thumb|right|Group photo, 2012. Back row, l-r: [[KKairos]], [[ThdPro]], [[TheJMan]]. Front row: [[wildweasel]], [[burstroc]], [[Insidious]] ]]&lt;br /&gt;
&lt;br /&gt;
This convention was held in Portland, Oregon. The MZXing and general hanging out took place at KKairos's house with much to do and see around Portland. The MZXers saw various Portland landmarks. Attendees were:&lt;br /&gt;
* [[KKairos]]&lt;br /&gt;
* [[Wildweasel]]&lt;br /&gt;
* [[ThdPro]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Burstroc]]&lt;br /&gt;
* TheJMan (briefly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activities included:&lt;br /&gt;
* A BKZX held on the topic of boybands, suggested by [[Lachesis]] when asked for a topic on IRC.&lt;br /&gt;
* Ground Kontrol arcade&lt;br /&gt;
* A downtown day to visit Powell's Books and Everyday Music, among other things&lt;br /&gt;
* burstroc's tacos&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2013 ==&lt;br /&gt;
[[File:MZXConAtlanta2013.jpg|thumb|right|Group photo.  Left to right: [[Lachesis]], [[asgromo]], [[CJA]], [[duvel]], [[Kuddy]], [[Insidious]], [[Puella]], [[Wervyn]] ]]&lt;br /&gt;
&lt;br /&gt;
This was the second MZX convention held at [[Wervyn]]'s family home in Atlanta, Georgia.  There were eight attendees due to [[Ough]] being forced to drop out last-minute.&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[duvel]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Asian-style karaoke on Friday night&lt;br /&gt;
* The viewing of the film &amp;quot;Pacific Rim&amp;quot;&lt;br /&gt;
* Saints Row 3 co-op play&lt;br /&gt;
* Tichu, a trick-taking card game&lt;br /&gt;
* The viewing of a stream, notably including an episode of &amp;quot;Van-Pires&amp;quot; and a 1999 South Korean kaiju film called &amp;quot;Reptilian&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2015 ==&lt;br /&gt;
&lt;br /&gt;
The 2015 MZXCon was an attempt by Insidious to revive MZXCon after 2014 lacked one. This was the second MZX convention held in Chicago, and the first to take place in an apartment rented on airbnb. There were eight attendees, with a ninth, [[Esdemo1|Es]], participating in Karaoke.&lt;br /&gt;
 &lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Apage43]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Pizano's Deep Dish pizza&lt;br /&gt;
* Asian-style Karaoke on Saturday night&lt;br /&gt;
* Mahjongg&lt;br /&gt;
* Viewing of a movie was originally planned but cancelled due to the heat.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2016 ==&lt;br /&gt;
&lt;br /&gt;
MZXCon 2016 was the first MZXCon held in New York City. After the success of the previous year's major-city-via-AirBnB plan, Kuddy decided to try hosting a similar trip. Seven attendees took up a short residence at a Brooklyn apartment (after [[CJA]] and his fiancee had to drop out), and [[Luke Drelick|Luke]] and [[Nash]] joined for the afternoon activities on Saturday&lt;br /&gt;
&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Luke Drelick|Luke]]&lt;br /&gt;
* [[Nash]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Viewing of Star Trek: Beyond&lt;br /&gt;
* Dinner and Karaoke in the Korean district on West 32nd.&lt;br /&gt;
* Playing/beta-testing Insidious' MZX Deathmatch game, made to coincide with the con.&lt;br /&gt;
* Bagels!&lt;br /&gt;
* Crashing the Williamsburg Barcade before departure on Sunday.&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=8676</id>
		<title>MZXCon</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=8676"/>
		<updated>2016-08-03T15:46:01Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Updating MZXCon 2016&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'MZXCon' is planned to be an annual event where MZXers from all parts of the country or world can get together in one location for friendly competition, and socialization. MZXCon has become a staple of the community with 6 cons spread over 5 years and over a large swath of the country. Various styles of convention have been tried, with varying success. &lt;br /&gt;
&lt;br /&gt;
== MZXCon 2008 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2008.jpg|thumb|right|Group photo, 2008. Left to right: pyro1588, asgromo, MZXGiant, Insidious, Exophase, Terryn, Wervyn]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' home, on July 11th-July 13th, 2008. The attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
During this MZXCon, there was a 4-hour [[BKZX]] involving two teams of three people, with [[Insidious]] judging. The topic was &amp;quot;SANITY&amp;quot;. The two games produced were:&lt;br /&gt;
* &amp;quot;Perfectly Sane Damsels In Distress&amp;quot; (Wervyn, Terryn, pyro1588)&lt;br /&gt;
* &amp;quot;Mind Phuck&amp;quot; (Exophase, asgromo, MZXGiant) [Winner]&lt;br /&gt;
&lt;br /&gt;
Other activities included seeing the movie &amp;quot;WALL-E&amp;quot;, a brief mall visit, and swimming.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2009 ==&lt;br /&gt;
[[File:MZXCon_Atlanta_-_2009.jpg|thumb|right|Group photo, 2009. Left to right: Insidious, CJA, pyro1588, Tixus, Revvy, commodorejohn, Wervyn, MZXGiant. Not pictured: Apollyon, Nicole]]&lt;br /&gt;
This convention was held in Atlanta, Georgia at [[Wervyn|Wervyn's]] family home and apartment, from July 10th-12th 2009.  Attendees were:&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Apollyon]] and girlfriend Nicole (briefly)&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Friday night, lasting roughly 4 hours.&lt;br /&gt;
* Viewing of the movie &amp;quot;Up&amp;quot;, in a continuation of the previous year's trend.&lt;br /&gt;
* A [[BKZX]] with about half of the attending guests who were still awake at the time, with the topic [[Gravity]] as a nod to the old meme.&lt;br /&gt;
* A jam session that produced about 20 minutes of music, compiled into an album titled &amp;quot;[http://www.digitalmzx.net/forums/index.php?showtopic=14496 ? SPEEDING ?]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2010 ==&lt;br /&gt;
[[File:MZXCon_Chicago_-_2010.JPG|thumb|right|Group photo, 2010. Top row, left to right: MZXGiant, Insidious, Quasar84, Terryn, Tixus, Wervyn, Kuddy, Revvy. Bottor row: asgromo, CJA, duvel, Exophase, pyro1588, commodorejohn. Not pictured: Es]]&lt;br /&gt;
This convention was held in Chicago, Illinois at the H.I. Chicago Hostel, from July 9th-11th 2010. This convention was the first hosted outside of people's homes, and was coordinated jointly by [[Esdemo1|Es]] and [[Mzxgiant|MZXGiant]]. Attendees were:&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[ler|duvel]]&lt;br /&gt;
* [[Quasar84]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Saturday night, lasting roughly 2 hours, in a continuation of the previous year's trend.&lt;br /&gt;
* Viewing of the movie &amp;quot;Grown Ups&amp;quot;, another continuation.&lt;br /&gt;
* A [[BKZX]], with topics of &amp;quot;Rebirth&amp;quot; and &amp;quot;Steampunk Technology&amp;quot; needing to be combined into the same game.&lt;br /&gt;
* Touring of the Chicago Science &amp;amp; Industry Museum&lt;br /&gt;
&lt;br /&gt;
This was notably the first convention to use only public transit to get around the area, and was geared toward a more &amp;quot;tourist&amp;quot; style of convention, sometimes to its detriment. It is also the only con to date where the chief organizer of events and schedules did not live in the target city.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2011 ==&lt;br /&gt;
[[File:MZXCon_Peru_-_2011.jpg|thumb|right|Group photo, 2011. Top row, left to right: Wervyn, asgromo, Insidious, Kuddy, MZXGiant. Bottom row: Christina, Revvy]]&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' family home, July 29th-31st, 2011. Attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* Christina, Wervyn's Fiancee&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* A [[BKZX]], with topics that MZXGiant doesn't remember right now&lt;br /&gt;
* A viewing of the movie &amp;quot;Captain America: The First Avenger&amp;quot; in 3D&lt;br /&gt;
* Board game night&lt;br /&gt;
&lt;br /&gt;
== MZXCon East 2012 ==&lt;br /&gt;
This convention was held at [[Kuddy]]'s house in Delran, New Jersey, from July 13th-15th. Attendees were:&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* Amanda, Exophase's girlfriend&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Skwirl]]&lt;br /&gt;
* Chris, Skwirl's friend&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Lots and lots of console gaming, including a full playthrough of Battletoads by Exophase&lt;br /&gt;
* Cheesesteaks at Route 130 Diner&lt;br /&gt;
* A viewing of the movie &amp;quot;The Amazing Spider-Man&amp;quot; in 3D&lt;br /&gt;
&lt;br /&gt;
== MZXCon West 2012 ==&lt;br /&gt;
[[File:MZXConWest2012.jpg|thumb|right|Group photo, 2012. Back row, l-r: [[KKairos]], [[ThdPro]], [[TheJMan]]. Front row: [[wildweasel]], [[burstroc]], [[Insidious]] ]]&lt;br /&gt;
&lt;br /&gt;
This convention was held in Portland, Oregon. The MZXing and general hanging out took place at KKairos's house with much to do and see around Portland. The MZXers saw various Portland landmarks. Attendees were:&lt;br /&gt;
* [[KKairos]]&lt;br /&gt;
* [[Wildweasel]]&lt;br /&gt;
* [[ThdPro]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Burstroc]]&lt;br /&gt;
* TheJMan (briefly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activities included:&lt;br /&gt;
* A BKZX held on the topic of boybands, suggested by [[Lachesis]] when asked for a topic on IRC.&lt;br /&gt;
* Ground Kontrol arcade&lt;br /&gt;
* A downtown day to visit Powell's Books and Everyday Music, among other things&lt;br /&gt;
* burstroc's tacos&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2013 ==&lt;br /&gt;
[[File:MZXConAtlanta2013.jpg|thumb|right|Group photo.  Left to right: [[Lachesis]], [[asgromo]], [[CJA]], [[duvel]], [[Kuddy]], [[Insidious]], [[Puella]], [[Wervyn]] ]]&lt;br /&gt;
&lt;br /&gt;
This was the second MZX convention held at [[Wervyn]]'s family home in Atlanta, Georgia.  There were eight attendees due to [[Ough]] being forced to drop out last-minute.&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[duvel]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Asian-style karaoke on Friday night&lt;br /&gt;
* The viewing of the film &amp;quot;Pacific Rim&amp;quot;&lt;br /&gt;
* Saints Row 3 co-op play&lt;br /&gt;
* Tichu, a trick-taking card game&lt;br /&gt;
* The viewing of a stream, notably including an episode of &amp;quot;Van-Pires&amp;quot; and a 1999 South Korean kaiju film called &amp;quot;Reptilian&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2015 ==&lt;br /&gt;
&lt;br /&gt;
The 2015 MZXCon was an attempt by Insidious to revive MZXCon after 2014 lacked one. This was the second MZX convention held in Chicago, and the first to take place in an apartment rented on airbnb. There were eight attendees, with a ninth, [[Esdemo1|Es]], participating in Karaoke.&lt;br /&gt;
 &lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[Apage43]]&lt;br /&gt;
* [[Esdemo1|Es]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Pizano's Deep Dish pizza&lt;br /&gt;
* Asian-style Karaoke on Saturday night&lt;br /&gt;
* Mahjongg&lt;br /&gt;
* Viewing of a movie was originally planned but cancelled due to the heat.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2016 ==&lt;br /&gt;
&lt;br /&gt;
MZXCon 2016 was the first MZXCon held in New York City. After the success of the previous year's major-city-via-AirBnB plan, Kuddy decided to try hosting a similar trip. Seven attendees took up a short residence at a Brooklyn apartment (after [[CJA]] and his fiancee had to drop out), and [[djtiesto||Luke]] and [[Nash]] joined for the afternoon activities on Saturday&lt;br /&gt;
&lt;br /&gt;
* [[Kuddy]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Caitiemew]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[Lachesis]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Puella]]&lt;br /&gt;
* [[djtiesto|Luke]]&lt;br /&gt;
* [[Nash]]&lt;br /&gt;
&lt;br /&gt;
Activities:&lt;br /&gt;
* Viewing of Star Trek: Beyond&lt;br /&gt;
* Dinner and Karaoke in the Korean district on West 32nd.&lt;br /&gt;
* Playing/beta-testing Insidious' MZX Deathmatch game, made to coincide with the con.&lt;br /&gt;
* Bagels!&lt;br /&gt;
* Crashing the Williamsburg Barcade before departure on Sunday.&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=File:Puellapanger.jpg&amp;diff=8511</id>
		<title>File:Puellapanger.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=File:Puellapanger.jpg&amp;diff=8511"/>
		<updated>2014-04-21T03:11:07Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Puella and Pangerbon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Puella and Pangerbon&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=User:Wervyn&amp;diff=8510</id>
		<title>User:Wervyn</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=User:Wervyn&amp;diff=8510"/>
		<updated>2014-04-11T14:19:45Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Minor tense updates to make the bio current, the text is 8 years old now so many things that were described as ongoing are now solidly in the past.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User&lt;br /&gt;
|nick = Wervyn&lt;br /&gt;
|image = Wervyn.jpg&lt;br /&gt;
|fullname =&lt;br /&gt;
|location = Atlanta, GA&lt;br /&gt;
|birthday = May 27th, 1983&lt;br /&gt;
|jointime = December 2000&lt;br /&gt;
|interests = Programming, Japanese, Game Theory, Music, Mathematics&lt;br /&gt;
|mzxgames = [[Bob's Pipe City|Bob's Pipe City (unfinished)]], [[Megazeux Combat Trainer]], Various [[Day of Zeux|DoZ]] entries&lt;br /&gt;
|companies = [[Arctic Fusion]]&lt;br /&gt;
|ircname = Wervyn&lt;br /&gt;
|email = wervyn [at] gmail [dot] com&lt;br /&gt;
|preferredim = AIM&lt;br /&gt;
|imname = Wervyn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Autobiography ==&lt;br /&gt;
I wasn't always so mellow.&lt;br /&gt;
&lt;br /&gt;
Man, where did this whole thing begin anyway?  It feels like so long ago and so much has changed (and by turns, stayed the same).  I guess I should start with what I can remember.&lt;br /&gt;
&lt;br /&gt;
===MegaZeux===&lt;br /&gt;
&lt;br /&gt;
From the beginning, I was probably what would be considered a prodigy, at least on the small scale.  I think I used to be proud of that, but not so much anymore.  After all, it's not like that's something I ever had any control over, and the part that I did control, the application part, I tended to slack on.  All the talent in the world doesn't make an ounce of difference if it goes unused, and I was generally content to be &amp;quot;that smart kid&amp;quot;.  In any case, I got hooked on math pretty early, and was ahead of the grade from kindergarten onward; first a year ahead, then two, and then thanks to some summer courses, as many as four years ahead of what's considered standard.  At least, I think it's still the case that a lot of people don't take Calculus until they go to college (if they go to college at all).  I was doing Calculus as a high school freshman.&lt;br /&gt;
&lt;br /&gt;
Programming, too, that started early.  I think I was only out of fourth or fifth grade when I went off to a computer camp for the summer and learned BASIC, and then Pascal the following year.  And even before that I remember doing LOGO.  The idea of giving a computer instructions and getting it to do something in response was enticing and intoxicating; I was in love from the very first.  And I do remember, even at that time around 1990, getting an old 5 1/4&amp;quot; floppy disk labeled '[[ZZT]]' and playing around with it with a good old friend of mine.&lt;br /&gt;
&lt;br /&gt;
Oh, those were the halcyon days of my youth, and ZZT was a veritable toy box of nifty doodads and widgets.  Not that I was very good at first, but how many of us really were?  I know it was quite awhile before I even figured out how to attach boards together without using passages, not to mention working out exactly what was entailed by setting these &amp;quot;flag&amp;quot; things.  And I suppose I never had the experimental curiosity necessary to work out any of the really interesting exploits and hacks possible in ZZT for myself; it was years before I discovered STK, after it dawned on me that I could use the internet to look for other people who used the program.  But for what it was to me then, it was fun.  For both me and my friends, but ultimately it left lasting influence on me alone.&lt;br /&gt;
&lt;br /&gt;
It was the summer of 1997 when I first made the connection that the internet, being vast and infinite, must be home to other people who also used and loved ZZT.  A rudimentary search proved my guess, and among other things turned up a slew of ZZT games.  Most of them sucked, granted, but during that time I discovered barjeese and Nightmare, CJ's Wuzzles and Yindle, and learned who GReg JAnson was and why I should care about him.  I also chanced upon an inexplicable site called &amp;quot;The Saga of the ZZT/MZXers&amp;quot;.  It didn't have any games on it, so I ignored it for the time.  But I had no idea of what that chance connection would cause.&lt;br /&gt;
&lt;br /&gt;
I suppose I would have inevitably stumbled on [[MegaZeux|Megazeux]] one way or another no matter what the case, long before I actually got involved in the community in a significant way.  But that's what happened: this internet epiphany had occurred at a summer program called TIP (I was there learning C++).  When I got home that August, eager to find more ZZT games to put on my own computer and to try out some of the things I'd learned about it, I also looked into this thing called MZX.  And from that moment onward, ZZT really didn't stand a chance.  From the moment I started up the program and was greeted with that now legendary orchestra hit, ZZT had lost its hold on me.  Megazeux was bigger, better, and badder in almost every respect than its predecessor; it had freaking MUSIC, man, and scrolling boards, and editable characters...  I was captivated, utterly, before I'd had a chance to form a bond with the ZZT side of the community at all.&lt;br /&gt;
&lt;br /&gt;
Honestly, as far as MZX and ZZT represent basic philosophical ideologies, this probably would have happened no matter what.  But I do sort of regret that I missed out on half of the story.  However, given my extreme hesitance to publicly enter the community, I wonder that I wouldn't have missed out regardless.  I discovered MZX in the autumn of 1997, but I didn't start actively interacting with the MZX community until two years later.  During that interim, I sat, and I watched, and I lurked, and I worked on [[Bob's Pipe City]], and all the while wondered whether this IRC thing was really all that and a bag of chips like everyone claimed it was.&lt;br /&gt;
&lt;br /&gt;
I don't remember the exact date anymore, but definitely, some time that fall I finally bit the bullet and got on AustNET to see what this &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;megazeux thing was all about and start making a name for myself.  This was in large part due to the urgings of a guy named ZZco, whom I kept in occasional contact with for a long while, and at that time I was helping him with an ambitious game project he called 'The Misty Mountains'.  (&amp;quot;So you're referencing Tolkien?&amp;quot;  &amp;quot;...Who?&amp;quot;)  I really wish I could still remember the chronology of what happened back then, but at that time I very quickly distinguished myself as being more than just another newbie.  I impressed a few people by showing them BPC (which to this day is still only about as complete as it was then), joined a [[Day of Zeux]] with [[Exophase]] and Guyver, witnessed the collapse of administration on AustNET, and moved to [[espernet|Esper]], then to pfnet, then back to Esper again while working my way into the trusted circle of operators.&lt;br /&gt;
&lt;br /&gt;
Regarding that final move back to Espernet, I do remember very well how tensions in the channel spurred us to devise a split, whereby we would leave the people we didn't like on pfnet and hightail it with the people we did like over to Esper.  Actually I'm not sure if it was really a laid out scheme, but it worked so well that it's hard not to take some credit for it.  And to be sure, it didn't discriminate as cleanly as we might have hoped.  We divested ourselves of piman (giving my spot as operator of the channel to him was my own personal touch), but we also lost teferi and Stargazer, whom I actually really liked.  The actual ideological split then somewhat resembles the schism between the ZZT and MZX communities now, if I remember right, with the notable difference that piman was extremely Linux obsessed.  We were more staid and conservative and interested in directed discussions that might actually have something to do with MZX, while they were more chaotic and anti-authoritarian and wanted to be able to talk about whatever topics they wanted.&lt;br /&gt;
&lt;br /&gt;
And then there was [[DigitalMZX]].  Back in 2000, mWorld was the de facto HTTP resource when it came to MZX.  But as that year came to a close, and with the general quality of the forums there (both in technical capabilities and in content), many people, including myself, abandoned it for this new site run by these two guys no one had ever heard of (or at least I certainly hadn't).  I was probably a later adopter than others, I really always have been, but I came over in December that year.  And in it, I found a pseudo-political arena much more suited to my tastes than IRC.  I let my positions of power on IRC slide into obsolescence with the natural flow of things; when &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;roundtable collapsed and &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;mzx was born, I did not (and still don't plan to) pursue an operator position.  Instead, I used my connections to climb the administrative ladder at the new forums.&lt;br /&gt;
&lt;br /&gt;
When [[Tixus]] introduced his pet project, the Elite caste, I was among the first inductees.  Later, I gladly took a position as Moderator over the same domain that [[Lancer-X]] is holding now.  In summer of 2002, I took a break for Lent and so passed up the opportunity for promotion at the same time as [[Terryn]], but before the year was out I had secured that coveted position of Admin, where I've remained to this day.  Of course, during that time the gung-ho zealousness with which I had been approaching power struggles in the community began to abate.  For a long time I had loved to argue and debate with people, but as DMZX became more about work and less about fun that passion faded.  Over time, I've tried to set up policies that foster an enjoyable environment for everyone, but the active participation that would really cement those policies by example has just been too burdensome to attempt.  I'm an apathetic husk now, content only to apply band aids to serious injuries and occasionally to tell people what I think they should be doing.&lt;br /&gt;
&lt;br /&gt;
===School===&lt;br /&gt;
&lt;br /&gt;
This really brings everything back around to some of my original problems.  I've pretty much always been a heavy procrastinator, and prone not so much to losing interest in things, but in losing the motivation and energy to do them.  This problem was only exacerbated when I got sick, back in 1998.  I still wonder if I might have produced more with and for MZX if that hadn't happened, and I'm still not sure exactly what long-term effects the whole thing has had on me.  I just know that it has inarguably transformed my attitude and approach towards life, some for the better, and some perhaps not so much.  But none of you ever knew me before the illness.&lt;br /&gt;
&lt;br /&gt;
The illness I contracted was called Sydenham's Chorea, and my general advice on that is if you ever get strep throat, get it treated instead of just waiting it out.  You really don't want the debilitating side effects of a rare secondary disease that can last for years afterwards.  Besides the shaking, which really only lasted a couple years, my energy level dropped dramatically, I started sleeping a lot more, and for a long time I felt like the disease had prematurely curtailed my ability to learn new things and disciplines, or even to apply old knowledge.  School actually became hard for me, and not just because I started taking my courses from home; I remember being very distraught because I simply wasn't &amp;quot;getting&amp;quot; Chemistry, which was something that I'd never had to deal with before.&lt;br /&gt;
&lt;br /&gt;
All things considered though I really had no problems getting through high school.  The courses, even the AP courses, were only up to a certain level of study, and I was after all gifted, so ultimately, despite a few bobbles (AP World History definitely comes to mind), I was able to just coast through without having to worry that I had an open excuse for absence that I did take advantage of, as well as mediating teachers working to make concessions for me.  All this combined to reinforce an extremely poor work ethic for college, which was nearly a disaster for me multiple times.  I had to get an emergency medical withdraw from my first semester because I simply hadn't done ''any'' work by the end, and was only able to do so by pleading the extenuating conditions of my illness.  This tactic wasn't going to work again a year and a half later, when I failed four out of five courses for the same reason.  I was two years in, and despite some course credit from AP scores and joint-enrolled classes I had taken before entering college, I was a year behind schedule when I should have been a year ahead.&lt;br /&gt;
&lt;br /&gt;
Things got a little better from there, but really only because there was nowhere to go but up.  Still, that summer marked the beginning of my relationship with GTRI, and a closer relationship with my good friend Miles when I moved into the same big house with him and a bunch of other students.  Miles is the sort of guy any parent would probably regard as a &amp;quot;good influence&amp;quot;: genial, studious, and extremely good-natured.  He was also pretty well aligned with the sorts of things I was interested in.  Even so, it was still rough sailing, with fall generating a withdrawal and a D (which couldn't be counted even as passing credit, due to requirements for major related courses), and spring being only a little better, where I barely managed to eke out a C in a Systems course based largely on pity.&lt;br /&gt;
&lt;br /&gt;
I spent the following summer exclusively at work, and I did do some things I was proud of then, but I know my boss, who's a very nice and understanding guy, was still very concerned about my attitude towards work, which produced very nice results when it was producing, but which also lent itself to distraction very easily.  I'm not sure exactly how close I got to being fired outright when I was at GTRI, but I definitely received some stern talkings to and some hard ultimatums about my performance.  Still, things were on the upswing moving into fall.&lt;br /&gt;
&lt;br /&gt;
Fall 2004 began my continuing love affair with Japanese.  Before that point, I was probably in the same camp as [[Esdemo1|Es]] regarding the language: people who learn Japanese are just anime-obsessed posers.  However, ever since Gundam Wing, I'd slowly become more and more anime obsessed myself, and I wanted to find a grounding point that I could use to help me improve my diligence towards school and especially in attending class.  Back in that dismal spring where I failed four courses, the other course I actually made an A in, because it was a circuitry course and that's always been a sort of pet hobby of mine.  I was interested in the material and I was interested in attending, and so I did extremely well.  I hoped Japanese would provide the same sort of draw for me, and that I might be able to apply that to my other courses.&lt;br /&gt;
&lt;br /&gt;
At least some of this plan actually did work.  I attended Japanese more regularly than any other course ever in the past.  This was in no small part due to attendance being required, and the fact that I really did want to do well in this course, as opposed to courses with similar attendance policies that I was generally ambivalent towards.  And my grades did improve that semester, despite the fact that my overall class attendance wasn't really improving in them.  Part of it was, no doubt, that I was in a position where I had to either succeed at school or concede that I'd wasted too much of my parents' money on failed courses, but I was definitely more engaged than I was before.&lt;br /&gt;
&lt;br /&gt;
Still, I wasn't really out of the hole I'd dug for myself until the next year.  The following spring saw a dip when I took a half semester to work at the same time, and only mustered a C in Physics II while maintaining my A in Japanese.  Summer was a near disaster, when the combined circumstances of no Japanese course to take, worsening conditions at my campus-side house, and foolishly getting addicted to World of Warcraft, nearly sabotaged my grades again.  I managed to squeak through Squeak in the end, but I had to take a serious look at how I was approaching school again, because clearly I still wasn't quite getting it.&lt;br /&gt;
&lt;br /&gt;
And then somehow, from that point on, everything just clicked into place.  Things began to improve very rapidly that fall.  I account a large part of this to what I see as a spiritual revival, but there were other factors.  I moved to a new apartment that wasn't dirty and starting to fall apart.  I finally got tired of just drifting through school a semester at a time and worked out exactly how I was going to graduate in the next two years.  And I started trying to actively pursue more extra-curricular activities, many of them not MZX related.  Some of them took off, some did not, but I really started paying attention to what I was doing with my life, instead of just letting life happen to me.&lt;br /&gt;
&lt;br /&gt;
So from that point onward, I consider myself effectively cured of my lingering illness and depression.  I'm still not as active as I'd really like to be, and I still have unresolved issues with procrastination, but the progress I've made in reorganizing my life has given me a lot of hope and a lot of peace.  In the end, I've become mellow, and I've discovered that it's a wonderful feeling.&lt;br /&gt;
&lt;br /&gt;
(to be continued)&lt;br /&gt;
== User Comments ==&lt;br /&gt;
&lt;br /&gt;
I see Wervyn as the most mature person in the whole Megazeux community. I'm not sure the DigiBoards would even hold up together without his support and guideance.&lt;br /&gt;
&lt;br /&gt;
~ Galladin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wervyn is a fantastic man. His programming and storywriting skills are definitely a step beyond being up-to-scratch, and in general he's a great person to talk to.&lt;br /&gt;
&lt;br /&gt;
Now he just needs to make something new~!&lt;br /&gt;
&lt;br /&gt;
~ [[User:Lancer-X|Lancer-X]] 10:03, 9 November 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We could all learn something from this most excellent guy. Finish the autobiography, Wervyn!&lt;br /&gt;
&lt;br /&gt;
--[[User:Asgromo|asgromo]] 11:46, 26 November 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When Wervyn makes a post on DigitalMZX, it's usually one of two things, if not both: 1) Incredibly profound, 2) Someone who's out of line getting owned in a very awesome fashion. Wervyn is awesome.&lt;br /&gt;
&lt;br /&gt;
[[User:Kkairos|Kkairos]] 17:08, 22 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://web.archive.org/web/20061010214604/kyush.udevio.us/ Memoirs of a Gakusei] - A blog of Wervyn's trip to Japan; no longer updated, preserved by archive.org.&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=DigitalMZX&amp;diff=8311</id>
		<title>DigitalMZX</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=DigitalMZX&amp;diff=8311"/>
		<updated>2013-02-20T20:47:54Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Former Administrators */ Seven was never a site admin, although she was an op on the IRC channel for a time, and had Elite status for awhile as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DigitalMZX''' is home to the largest available archive of [[MegaZeux]] games and the only known active MegaZeux message board.  Starting as a minor community page in 1999, with the death of [[mWorld]] it became the main hub of the MegaZeux community, with only [[Zeuxworld (website)|Zeuxworld]] (and possibly the [[Anti-Archive]] on the archive front) coming close to matching its scope.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Until late 2002, DigitalMZX was a fully-realized webpage but a hosting snafu caused all of the page information to vanish. It was first known as &amp;quot;The Untitled MegaZeux Page&amp;quot; from its birth in 1999 to 2000 and ran by [[joshdw1]] and [[Maverick]]. At first, it was a minor community page, but with the all-but-certain death of [[mWorld]] in late 2000 it quickly became '''the''' MegaZeux community hub.&lt;br /&gt;
&lt;br /&gt;
The adminship of DMZX first consisted of [[Tixus|Mz_Weird]] (more well known now as Tixus), [[Diamond|Sei Mamoruno]], [[Esdemo1]], joshdw1, Maverick, [[Hercules]], and [[Micah Lee|flucknugget]]; most had been members of the freshly-killed [[Square of MegaZeux]].  Many of the admins were replaced or have outright left the community.  As the years have passed, several admins have moved on and have been gradually replaced.&lt;br /&gt;
&lt;br /&gt;
In November of 2007, thanks to problems with lack of hosting space and nagging from Maverick (who maintained the server), DMZX migrated to inMotion hosting and took a more collective approach to hosting payments.  (Previously josh and mav had been managing all hosting costs, even though they had very little to do with the site anymore).  This move brought with it a wealth of available storage space and bandwidth, and reignited a drive to develop infrastructure and services for the site.  After expressing great interest in developing the site and starting several projects to that end, [[MZXGiant]] was brought on as a site admin and PHP developer in December.&lt;br /&gt;
&lt;br /&gt;
After being brought on, [[MZXGiant]] recruited [[astral]] and has solicited help from more design-inclined members such as [[Tox|Malwyn]], [[KKairos]] and [[CJA]] to assist with CSS and graphics associated with the driving software.  Since May 2010, DigitalMZX has been split into three distinct, inter-operating components; the forums, the vault, and the wiki. All three systems share a user/password database for ease of use but are run on different software packages.&lt;br /&gt;
&lt;br /&gt;
==Current Administrators==&lt;br /&gt;
*[[Maverick]]&lt;br /&gt;
*[[Tixus]]&lt;br /&gt;
*[[Wervyn]]&lt;br /&gt;
*[[Terryn]]&lt;br /&gt;
*[[Kurushimi|Kurushimi (Kuddy)]]&lt;br /&gt;
*[[Exophase]]&lt;br /&gt;
*[[Lancer-X]] (banned himself from 2007 through 2008, promoted back to admin status in 2011)&lt;br /&gt;
*[[MZXGiant]] (resigned but was reinstated in 2012)&lt;br /&gt;
*[[Insidious]]&lt;br /&gt;
*[[Lachesis]]&lt;br /&gt;
&lt;br /&gt;
==Former Administrators==&lt;br /&gt;
*[[joshdw1]]&lt;br /&gt;
*[[Diamond]]&lt;br /&gt;
*[[Hercules]]&lt;br /&gt;
*[[Micah Lee|flucknugget]]&lt;br /&gt;
*[[Esdemo1]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
[http://www.digitalmzx.net DigitalMZX]&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Talk:Unfinished_T-Bone_Games&amp;diff=7449</id>
		<title>Talk:Unfinished T-Bone Games</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Talk:Unfinished_T-Bone_Games&amp;diff=7449"/>
		<updated>2010-02-03T16:30:52Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;if t-bone would be kind enough to go through and figure out which ones of these have a snowball's chance in heck of getting done that would be cool. --[[User:Kkairos|Kkairos]] 06:31, 3 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Pfft.  My guess is none of them.  The only skill T-Bone has ever demonstrated is faithfully reproducing artwork from lots of classic games.  Which is great, for an artist, but means basically nothing if you can't design and code a game to go with it.  T-Bone has consistently shown that he can't do this, so, yeah.  The entire page is basically a monument to his hilarious ineffectiveness. --[[User:Wervyn|Wervyn]] 16:30, 3 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Summer_2009_Dualstream_Day_of_Zeux&amp;diff=7412</id>
		<title>Summer 2009 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Summer_2009_Dualstream_Day_of_Zeux&amp;diff=7412"/>
		<updated>2010-01-30T01:09:46Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Crosslink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Competition |title = Summer 2009 Day of Zeux&lt;br /&gt;
|image = pending&lt;br /&gt;
|host = [[Wervyn]]&lt;br /&gt;
|judges = [[MZXGiant]], [[pyro1588]], [[KKairos]], [[Terryn]], Wervyn&lt;br /&gt;
|dates = June 27-28, 2009&lt;br /&gt;
|topics = Paranoia (abstract), News Reporters (concrete)&lt;br /&gt;
|scoresheet = Theme-independent&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Summer 2009 Dualstream Day of Zeux''' was hosted by [[Wervyn]] and started on Saturday, June 27th, 2009, 4PM GMT (ending the same time the next day). The topics were &amp;quot;Paranoia&amp;quot; and &amp;quot;News Reporters&amp;quot;. The judges were [[MZXGiant]], [[pyro1588]], [[KKairos]], [[Terryn]], and Wervyn himself (in an attempt to set a post-anonymity precedent for hosts as judges). Like previous DoZs, this one also had a perceived lack of interest in the pre-DoZ period, despite (or perhaps because of) early exhortations and advertisements; but in the end twelve entries were received. In what was considered to be a sign of an upward trend in effort and participation, the majority of the entries were received as good, quality games or better.  The DoZ also consisted of almost entirely solo entries, with only two games being produced by teams, and one of those put together by [[Kom]], the solitary remaining teammate after his partners [[CJA]] and [[Malwyn]] failed to show up.  [[logicow]] also provided the obligatory DoZ drama, posting a [http://www.digitalmzx.net/forums/index.php?showtopic=14473 lengthy complaint] about the DoZ before the dust had even settled, and [[Leaving forever|Leaving In A Huff]].  His game was the one disqualification in the competition, on counts of theme relevance, and of failing to run in MZX 2.82b (since he had produced it in the SVN development version).&lt;br /&gt;
&lt;br /&gt;
Expanding on the stricter judging policies he requested in the past, Wervyn vowed that results would be produced within a week of the competition's end, with detailed comments and appropriate scores from all judges.  He made the decision to use five judges specifically so that one or two scoresheets could be dropped as a contingency without severely diluting the effect of having multiple scoresheets.  As it turned out, all five judges made good on the deadline and standard of quality, and all five scoresheets were counted.&lt;br /&gt;
Another important change made to the rules in this DoZ was the separation of scoresheets from DoZ topics, such that the theme-centric set of scores could be used with the Concrete (rebranded from &amp;quot;Specific&amp;quot;) topic, and vice versa with regard to the Abstract topic and theme-light sheet.  This had been discussed and requested for over a year, but this was its first implementation, with generally positive results.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
The rankings and total scores of each game in this DoZ are as follows:&lt;br /&gt;
&lt;br /&gt;
*1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Place - Entry 41817 - '''Paranoia/Lite''' - ''[[Reconquista+Escalation]]'' - by 妹陵辱 ～お兄ちゃん信じてたのに～ ([[Lancer-X]]) (Score: 1679/2000)&lt;br /&gt;
*2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Place - Entry 98991 - '''Paranoia/Heavy''' - ''[[Welty Wickleson, Harbinger of Truth]]'' - Probably Won't Submit ([[Quasar84]], [[Tixus]]) (Score: 1524/2000)&lt;br /&gt;
*3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Place - Entry 90622 - '''Paranoia/Lite''' - ''[[Achtung!]]'' - Team MAX FORCE ([[Maxim]]) (Score: 1352/2000)&lt;br /&gt;
*4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 52517 - '''Paranoia/Lite''' - ''[[Risa]]'' - Sparkling Bishojou Super Mecha Soldiers in &amp;quot;Let's Make Another Lame Metroid Ripoff&amp;quot; ([[kuroneko]]) (Score: 1348/2000)&lt;br /&gt;
*5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 40125 - '''News Reporters/Heavy''' - ''[[News First!]]'' - Team Runnin'-On-Empty ([[wildweasel]]) (Score: 1318/2000)&lt;br /&gt;
*6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 10037 - '''Paranoia/Heavy''' - ''[[Automobile Conspiracy]]'' - Riding with Hitler ([[GreaseMonkey]]) (Score: 1251/2000)&lt;br /&gt;
*7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 35285 - '''Paranoia/Lite''' - ''[[Paranoid Heavens]]'' - Will he actually submit an entry!? Find out SOON! ([[Goshi]]) (Score: 1162/2000)&lt;br /&gt;
*8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 89341 - '''Paranoia/Lite''' - ''[[California Rookie]]'' - Team Laser Explosion ([[nooodl]]) (Score: 1057/2000)&lt;br /&gt;
*9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 92782 - '''News Reporters/Lite''' - ''[[Jack Flaps, News Reporter]]'' - Ironic Team Name ([[CJA]], [[Kom]], [[Malwyn]]) (Score: 901/2000)&lt;br /&gt;
*10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 52370 - '''News Reporters/Lite''' - ''[[Night's Journey]]'' - Redemption ([[mzxrules]]) (Score: 567/2000) (810 - 30% penalty)&lt;br /&gt;
*11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 98505 - '''Paranoia/Lite''' - ''[[Untitled, Unfinished]]'' - 1 Small Hand Tossed, Extra Chicken, Anchovies, BBQ Sauce ([[Insidious]]) (Score: 468/2000)&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Place - Entry 13697 - '''Paranoia/Lite''' - ''[[Revenge of the Toaster]]'' - [[logicow]] (Score: 988/2000)&lt;br /&gt;
&lt;br /&gt;
This DoZ saw a major preference for the Paranoia topic and theme-light scoresheet.  Interestingly, two of the games would have scored better if they had used the theme-heavy scoresheet instead: Goshi's game Paranoid Heavens, and nooodl's game California Rookie.  Goshi chose his sheet on purpose, but nooodl was unaware of the new scoresheet rule (even after repeated announcements), and neglected to pick a sheet.  The scores also show that this was an extremely high quality DoZ, sporting two games of excellent quality (75%-85%), four games of good quality (60%-70%), and two games that would have been on more beneficial scoresheets, but still topped average quality (50%-60%).  Logicow's disqualified game was also worthwhile as a technical curiosity at the very least.&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
''See [[:Category:Summer 2009 Dualstream Day of Zeux Judging Sheets|Summer 2009 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://doz.digitalmzx.net/Summer2009 Official Summer 2009 Dualstream Day of Zeux Page]&lt;br /&gt;
*[http://www.digitalmzx.net/forums/index.php?showtopic=14481 Official Results Thread]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Day of Zeux]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=File_access&amp;diff=7280</id>
		<title>File access</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=File_access&amp;diff=7280"/>
		<updated>2010-01-19T16:21:07Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Reading and Writing Binary Data */ MZX was updated a long time ago.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[MegaZeux]] has supported reading and writing data to files since version 2.60, and since then this capability has been augmented and improved to allow for the use of external resources in a number of different ways.  Apart from counter interfaces to directly manipulate the contents of a file, '''file access''' encompasses specific interfaces for reading and writing [[robot|robots]] and [[Robotic]], [[MZM|MZMs]], and entire MZX worlds.&lt;br /&gt;
&lt;br /&gt;
==General Purpose File Access==&lt;br /&gt;
MZX supports basic file reading and writing through the use of specific keyword counters, which fall into two obvious categories: &amp;quot;fread&amp;quot; counters for reading, and &amp;quot;fwrite&amp;quot; counters for writing. &lt;br /&gt;
===Opening and Navigating Files===&lt;br /&gt;
First, a file must be opened for reading/writing, using the following syntax:&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;fread_open&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
Directory paths can also be used (MZX is OS agnostic and interprets both '&amp;lt;tt&amp;gt;\\&amp;lt;/tt&amp;gt;' and '&amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt;' as separators), but for security reasons MZX will not allow access to directories above the one the .mzx file is running from.  It is also perfectly acceptable to have a file open for both reading and writing at the same time.  However, &amp;quot;fwrite_open&amp;quot; clears the contents of whatever file it opens and starts editing a new, blank file.  So MZX also provides the &amp;quot;fwrite_modify&amp;quot; and &amp;quot;fwrite_append&amp;quot; functions, which preserve the contents of the file being opened.  &amp;quot;fwrite_modify&amp;quot; places the write cursor at the beginning of the file, while &amp;quot;fwrite_append&amp;quot; starts writing at the end of the file.&lt;br /&gt;
&lt;br /&gt;
The cursor, or in other words the place in the file currently be read from or written to, is maintained in the counters &amp;quot;fread_pos&amp;quot; and &amp;quot;fwrite_pos&amp;quot;.  These are separate values that do not interfere with one another, since it is after all quite common to have one file open for reading and another for writing.  The cursors are automatically advanced when read/write operations are performed on the file, but they can also be set manually to navigate around the file.  Before the [[MegaZeux#SDL Port|port]], when counters were only 16 bits, there existed &amp;quot;fread_page&amp;quot; and &amp;quot;fwrite_page&amp;quot; counters for working with files larger than 64KB in size.  Since counters became 32-bit, however, these have been rendered obsolete, and fread_pos/fwrite_pos rendered absolute.  Additionally, this has allowed for a convenient way to seek to the end of the file, by setting the appropriate &amp;quot;_pos&amp;quot; counter to -1.  It is also possible to use this to check if a file exists, by opening it for reading and attempting to seek to the end this way.  If the file doesn't exist, fread_pos will still be -1 when you check it, instead of the length of the file.&lt;br /&gt;
&lt;br /&gt;
===Reading and Writing Binary Data===&lt;br /&gt;
Reading and writing actual data can be done in a few different ways.  The simplest of these is simply to use the counters &amp;quot;fread&amp;quot; and &amp;quot;fwrite&amp;quot; as placeholders for data to be read from or written to the open file.  &amp;quot;fwrite&amp;quot; must always be assigned TO (except for certain syntax related to strings, see below), but &amp;quot;fread&amp;quot; can be [[counter interpolation|interpolated]] into robotic code just like any other counter, and will be evaluated each time it is encountered.  Evaluation, in this case, entails reading one byte from the file, and advancing fread_pos by one.  So for example:&lt;br /&gt;
 set &amp;quot;counter&amp;quot; to &amp;quot;('fread'+('fread'&amp;lt;&amp;lt;8)+('fread'&amp;lt;&amp;lt;16)+('fread'&amp;lt;&amp;lt;24))&amp;quot;&lt;br /&gt;
This would read four bytes stored in little-endian format from the file, and combine them together to form a single 32-bit value.  (See the articles on [[expressions]] and [[bitwise math]] for more information on this code.)&lt;br /&gt;
&lt;br /&gt;
This is a somewhat contrived application, since another way to read from and write to a file is to use &amp;quot;fread_counter&amp;quot; and &amp;quot;fwrite_counter&amp;quot;.  These  read and write full 32-bit counter values, instead of just bytes.&lt;br /&gt;
&lt;br /&gt;
===Reading and Writing Strings===&lt;br /&gt;
Finally, MZX provides reading and writing of arbitrary length strings.  Originally, the method for doing this was very limited.  The &amp;quot;fread&amp;quot; and &amp;quot;fwrite&amp;quot; counters were overloaded to work with string values.  A quirk with the way strings are handled forced a nonstandard syntax here, however: instead of&lt;br /&gt;
 set &amp;quot;fwrite&amp;quot; to &amp;quot;$string&amp;quot;&lt;br /&gt;
it was (and is) necessary to use&lt;br /&gt;
 set &amp;quot;$string&amp;quot; to &amp;quot;fwrite&amp;quot;&lt;br /&gt;
This method is limited in its usefulness because it requires the use of a terminating character, which is not user-definable.  Instead of choosing something sensible and widely used, like a null byte (i.e. 0x00), [[Exophase]] chose to make the terminator an asterisk (&amp;lt;tt&amp;gt;*&amp;lt;/tt&amp;gt;).  As a result, the &amp;quot;fread#&amp;quot; and &amp;quot;fwrite#&amp;quot; function counters have become preferred for their accuracy and lack of side-effects.  The number provided to the counter indicates how many characters to read or write.  So for example, &amp;quot;fread20&amp;quot; reads 20 characters into a string.  Be aware that these counters are specifically overloaded for string manipulation, and so it is not possible to interpolate &amp;quot;fread20&amp;quot; into an arbitrary string, as might be done with &amp;quot;fread&amp;quot;.  The syntax is very strictly:&lt;br /&gt;
 set &amp;quot;$string&amp;quot; to &amp;quot;fread20&amp;quot;&lt;br /&gt;
 set &amp;quot;$string&amp;quot; to &amp;quot;fwrite&amp;amp;$string.length&amp;amp;&amp;quot;&lt;br /&gt;
The second line demonstrates the use of counter interpolation to simply write the string in its entirety.  It can of course be used to write only part of the string as well, and with string offsets to write an internal substring (see the article on [[strings]] for more details on this sort of manipulation).&lt;br /&gt;
&lt;br /&gt;
Of course, being able to read in a string up to a terminating character is a useful function that is currently non-trivial (though still fairly simple) to implement.  One way to do this would be to incrementally build the string byte by byte.  Alternatively, one can seek ahead in the file for the terminating character, and count the number of character read from the starting point, reading the whole string in one command.  The first method parses the file only once, but has to dynamically resize the string many times.  The second method requires two passes over the portion of the file containing the string, but allocates space for the entire string only once.  Since file operations are less costly than memory reallocations ''[A.N. citation/testing needed!]'', the second method is preferred, and is detailed in the following code:&lt;br /&gt;
 set &amp;quot;local1&amp;quot; to 0&lt;br /&gt;
 . &amp;quot;i.e. a null terminator&amp;quot;&lt;br /&gt;
 set &amp;quot;$tmp&amp;quot; to &amp;quot;target_string&amp;quot; &lt;br /&gt;
 . &amp;quot;This sets up a string name to be passed by reference.  This is almost entirely a style thing in this case.&amp;quot;&lt;br /&gt;
 . &amp;quot;The only real benefit is that for a long string, there's less memory overhead since the string only has to be allocated once.&amp;quot;&lt;br /&gt;
 . &amp;quot;Still, it's a neat piece of code.&amp;quot;&lt;br /&gt;
 goto &amp;quot;#readstr&amp;quot;&lt;br /&gt;
 ...&lt;br /&gt;
 : &amp;quot;#readstr&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;fread_pos&amp;quot;&lt;br /&gt;
 : &amp;quot;readstr_loop&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;fread&amp;quot;&lt;br /&gt;
 if &amp;quot;(('local3'='local1')o('local3'=-1))&amp;quot; = 0 then &amp;quot;readstr_loop&amp;quot;&lt;br /&gt;
 . &amp;quot;This checks for the end of the file as well, since otherwise we could loop forever without an appropriate terminator.&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;('fread_pos'-'local2'-1)&amp;quot;&lt;br /&gt;
 . &amp;quot;The -1 accounts for the terminator itself, so that it won't be included in the string.  This can of course be changed.&amp;quot;&lt;br /&gt;
 set &amp;quot;fread_pos&amp;quot; to &amp;quot;local2&amp;quot;&lt;br /&gt;
 set &amp;quot;$&amp;amp;$tmp&amp;amp;&amp;quot; to &amp;quot;fread&amp;amp;local3&amp;amp;&amp;quot;&lt;br /&gt;
 . &amp;quot;This is the pass-by-reference trick.  The same thing can be accomplished by setting the target string to $tmp after the&amp;quot;&lt;br /&gt;
 . &amp;quot;subroutine returns.  As mentioned before, this does cause the string data to be allocated twice.&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;fread&amp;quot;&lt;br /&gt;
 . &amp;quot;We need to read one more character to get past the terminator; this can be used as an extra return value to test whether&amp;quot;&lt;br /&gt;
 . &amp;quot;the string terminated as expected, or at the end of the file.&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
Of course depending on the size of the data stored in the file, another popular method is to simply read the entire file into a string and parse the contents internally as needed.&lt;br /&gt;
===Closing Files===&lt;br /&gt;
One final note: once you have finished working with a file, it is generally a good idea to close it and free up the handle for other programs to use.  However, MZX does not provide an fread or fwrite_close function.  Instead, and because only one file can be open for reading or writing at a time, the following trick is used to reset the handle:&lt;br /&gt;
 set &amp;quot;&amp;quot; to &amp;quot;fread_open&amp;quot;&lt;br /&gt;
 set &amp;quot;&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
Hackish though it may be, this closes the respective file by attempting to open a non-existent, empty string.&lt;br /&gt;
&lt;br /&gt;
==Other Types of File Access==&lt;br /&gt;
MZX supports the reading and writing of select file formats specific to itself.  Most of these follow the same basic concept as the general file access commands for opening a file.  That is, &amp;lt;tt&amp;gt;set &amp;quot;filename.ext&amp;quot; to &amp;quot;''command counter''&amp;quot;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
===Saving and Loading Robots===&lt;br /&gt;
Robots, or more specifically Robotic code, can be saved and loaded in a number of different ways.  The most basic methods are:&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;save_robot&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;load_robot&amp;quot;&lt;br /&gt;
The first command saves the source code of the current robot to a file as plain text, the same as you would see if you opened the robot in the editor.  The second loads plaintext source code from a file, replacing the current source code of the robot and starting execution from the first command.&lt;br /&gt;
&lt;br /&gt;
Another method which does effectively the same thing but in a different way, is this:&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;save_bc&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;load_bc&amp;quot;&lt;br /&gt;
These are the same as the previous two commands, with the difference that the source code is saved and interpreted in bytecode form (hence &amp;quot;bc&amp;quot;), not plaintext.  Bytecode is how robots are stored in the MZX world itself, and is several times smaller (in general) than the human-readable text.  The trade-off is that it is not then human-readable, of course.&lt;br /&gt;
&lt;br /&gt;
Finally, all of these command counters can take a parameter, like so:&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;save_robot20&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;load_robot&amp;amp;target_robot&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;save_bc&amp;amp;ridPickles&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;load_bc&amp;amp;robot('loopcount')&amp;amp;&amp;quot;&lt;br /&gt;
This parameter, as implied, is a robot ID number, and instead of saving or loading code from/to the robot issuing the command, MZX will perform the operation on the robot with the specified ID.&lt;br /&gt;
===Saving and Loading Games and Worlds===&lt;br /&gt;
MZX also allows the saving and loading of MZX games in two distinctly different ways.  The first is to save/load the game exactly as if the player had pressed F3 or F4 and selected a file.&lt;br /&gt;
 set &amp;quot;filename.sav&amp;quot; to &amp;quot;save_game&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.sav&amp;quot; to &amp;quot;load_game&amp;quot;&lt;br /&gt;
These can be (and are) used to create custom save/load routines in MZX games.  Naturally, this preserves counter values and robot execution states.&lt;br /&gt;
&lt;br /&gt;
The other option is to save the current state of the MZX ''world''.  The following functions are provided:&lt;br /&gt;
 set &amp;quot;filename.mzx&amp;quot; to &amp;quot;save_world&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.mzx&amp;quot; to &amp;quot;load_world&amp;quot;&lt;br /&gt;
However, currently the second one does not actually do anything, which may be an unintentional bug.  For now, &amp;lt;tt&amp;gt;swap world &amp;quot;filename.mzx&amp;quot;&amp;lt;/tt&amp;gt; can be used as an alternative.  This method does NOT save counters (they are not stored in the world file since all counters are evaluated and initialized when the game starts), nor does it save robot execution state (for the same reason).&lt;br /&gt;
===Saving and Loading MZMs===&lt;br /&gt;
Unlike the previous applications, which all have very similar syntax, MZMs involve a number of different parameters that are not easily encapsulated by a simple function counter.  Instead, other MZX commands have been overloaded to work with them.  Saving an MZM works as follows:&lt;br /&gt;
 copy (overlay) block at &amp;quot;xcoord&amp;quot; &amp;quot;ycoord&amp;quot; for &amp;quot;width&amp;quot; &amp;quot;height&amp;quot; to &amp;quot;@filename.mzm&amp;quot; &amp;quot;mzm_type&amp;quot;&lt;br /&gt;
While loading an MZM works like this:&lt;br /&gt;
 put &amp;quot;@filename.mzm&amp;quot; Image_file &amp;quot;target_layer&amp;quot; at &amp;quot;xcoord&amp;quot; &amp;quot;ycoord&amp;quot;&lt;br /&gt;
The nuances of these commands are beyond the scope of this article, and are more fully covered in the article on [[MZM|MZMs]].&lt;br /&gt;
===Palettes and Character Sets===&lt;br /&gt;
[[Palette|Palettes]] and [[Character set|character sets]] currently have no quick method of saving, though of course they have been easily loaded with &amp;lt;tt&amp;gt;load palette &amp;quot;filename.pal&amp;quot;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;load char set &amp;quot;filename.chr&amp;quot;&amp;lt;/tt&amp;gt; since version 2.0.  It is not that difficult to use general fwrite commands to do this manually, however, as the formats for both filetypes are simple and easy to read and write.  Below are some simple routines for doing just this:&lt;br /&gt;
 : &amp;quot;#save_charset&amp;quot;&lt;br /&gt;
 set &amp;quot;&amp;amp;$tmp&amp;amp;&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
 . &amp;quot;To use this as a true subroutine, set $tmp to the name of the file you want to save beforehand.&amp;quot;&lt;br /&gt;
 set &amp;quot;char&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;byte&amp;quot; to 0&lt;br /&gt;
 . &amp;quot;These are built-in counters for reading binary data out of a character.&amp;quot;&lt;br /&gt;
 : &amp;quot;sc_loop&amp;quot;&lt;br /&gt;
 set &amp;quot;fwrite&amp;quot; to &amp;quot;char_byte&amp;quot;&lt;br /&gt;
 inc &amp;quot;byte&amp;quot; by 1&lt;br /&gt;
 if &amp;quot;byte&amp;quot; &amp;lt; 14 then &amp;quot;sc_loop&amp;quot;&lt;br /&gt;
 set &amp;quot;byte&amp;quot; to 0&lt;br /&gt;
 inc &amp;quot;char&amp;quot; by 1&lt;br /&gt;
 if &amp;quot;char&amp;quot; &amp;lt; 256 then &amp;quot;sc_loop&amp;quot;&lt;br /&gt;
 . &amp;quot;We have now iterated through each byte in each character, in order, and written them to the file.&amp;quot;&lt;br /&gt;
 . &amp;quot;This is all a .chr file actually is.&amp;quot;&lt;br /&gt;
 set &amp;quot;&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 : &amp;quot;#save_palette&amp;quot;&lt;br /&gt;
 set &amp;quot;&amp;amp;$tmp&amp;amp;&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 set &amp;quot;fwrite&amp;quot; to &amp;quot;SMZX_R&amp;amp;loopcount&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;fwrite&amp;quot; to &amp;quot;SMZX_G&amp;amp;loopcount&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;fwrite&amp;quot; to &amp;quot;SMZX_B&amp;amp;loopcount&amp;amp;&amp;quot;&lt;br /&gt;
 loop for 15&lt;br /&gt;
 . &amp;quot;Despite the name, the SMZX_* counters are not exclusively for [[SMZX]] mode, and are simply the easiest&amp;quot;&lt;br /&gt;
 . &amp;quot;way of directly accessing the color values.  This loop sets each component (red, green, and blue) of each&amp;quot;&lt;br /&gt;
 . &amp;quot;color in order, which is all a .pal file is.  The loop terminator can be set to 255 for an SMZX palette.&amp;quot;&lt;br /&gt;
 set &amp;quot;&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Sprite_Code_Examples&amp;diff=7279</id>
		<title>Sprite Code Examples</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Sprite_Code_Examples&amp;diff=7279"/>
		<updated>2010-01-19T11:37:29Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Thanks for noticing that, asgromo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This article contains all of the code described in the [[Sprite#Sprite Tutorial|Sprite Tutorial]].&lt;br /&gt;
==Example 1.1==&lt;br /&gt;
 lockplayer&lt;br /&gt;
 set &amp;quot;spr0_refx&amp;quot; to 80&lt;br /&gt;
 set &amp;quot;spr0_refy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr0_width&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr0_height&amp;quot; to 3&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 wait for 1&lt;br /&gt;
 put c?? Sprite p00 at &amp;quot;x&amp;quot; &amp;quot;y&amp;quot;&lt;br /&gt;
 if uppressed then &amp;quot;up&amp;quot;&lt;br /&gt;
 if leftpressed then &amp;quot;left&amp;quot;&lt;br /&gt;
 if rightpressed then &amp;quot;right&amp;quot;&lt;br /&gt;
 if downpressed then &amp;quot;down&amp;quot;&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;up&amp;quot;&lt;br /&gt;
 dec &amp;quot;y&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;down&amp;quot;&lt;br /&gt;
 inc &amp;quot;y&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;left&amp;quot;&lt;br /&gt;
 dec &amp;quot;x&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;right&amp;quot;&lt;br /&gt;
 inc &amp;quot;x&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
[[Sprite#E1.1|Back]]&lt;br /&gt;
==Example 1.2==&lt;br /&gt;
 lockplayer&lt;br /&gt;
 '''set &amp;quot;local&amp;quot; to 0'''&lt;br /&gt;
 '''set &amp;quot;local2&amp;quot; to 5'''&lt;br /&gt;
 '''set &amp;quot;local3&amp;quot; to 5'''&lt;br /&gt;
 set &amp;quot;spr'''&amp;amp;local&amp;amp;'''_refx&amp;quot; to 80&lt;br /&gt;
 set &amp;quot;spr'''&amp;amp;local&amp;amp;'''_refy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr'''&amp;amp;local&amp;amp;'''_width&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr'''&amp;amp;local&amp;amp;'''_height&amp;quot; to 3&lt;br /&gt;
 '''goto &amp;quot;#draw&amp;quot;'''&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 if uppressed then &amp;quot;'''#'''up&amp;quot;&lt;br /&gt;
 if leftpressed then &amp;quot;'''#'''left&amp;quot;&lt;br /&gt;
 if rightpressed then &amp;quot;'''#'''right&amp;quot;&lt;br /&gt;
 if downpressed then &amp;quot;'''#'''down&amp;quot;&lt;br /&gt;
 wait for 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;'''#'''up&amp;quot;&lt;br /&gt;
 '''if &amp;quot;local3&amp;quot; &amp;lt;= 0 then &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 dec '''&amp;quot;local3&amp;quot;''' by 1&lt;br /&gt;
 '''goto &amp;quot;#draw&amp;quot;'''&lt;br /&gt;
 goto '''&amp;quot;#return&amp;quot;'''&lt;br /&gt;
 : &amp;quot;'''#'''down&amp;quot;&lt;br /&gt;
 '''if &amp;quot;local3&amp;quot; &amp;gt;= &amp;quot;(25-'spr&amp;amp;local&amp;amp;_height')&amp;quot; then &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 inc '''&amp;quot;local3&amp;quot;''' by 1&lt;br /&gt;
 '''goto &amp;quot;#draw&amp;quot;'''&lt;br /&gt;
 goto '''&amp;quot;#return&amp;quot;'''&lt;br /&gt;
 : &amp;quot;'''#'''left&amp;quot;&lt;br /&gt;
 '''if &amp;quot;local2&amp;quot; &amp;lt;= 0 then &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 dec '''&amp;quot;local2&amp;quot;''' by 1&lt;br /&gt;
 '''goto &amp;quot;#draw&amp;quot;'''&lt;br /&gt;
 goto '''&amp;quot;#return&amp;quot;'''&lt;br /&gt;
 : &amp;quot;'''#'''right&amp;quot;&lt;br /&gt;
 '''if &amp;quot;local2&amp;quot; &amp;gt;= &amp;quot;(80-'spr&amp;amp;local&amp;amp;_width')&amp;quot; then &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 inc '''&amp;quot;local2&amp;quot;''' by 1&lt;br /&gt;
 '''goto &amp;quot;#draw&amp;quot;'''&lt;br /&gt;
 goto '''&amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ''': &amp;quot;#draw&amp;quot;'''&lt;br /&gt;
 '''put c?? Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_setview&amp;quot; to 1'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
[[Sprite#E1.2|Back]]&lt;br /&gt;
==Example 1.3==&lt;br /&gt;
 '''. &amp;quot;Global robot&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;spr_yorder&amp;quot; to 1'''&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Player robot&amp;quot;&lt;br /&gt;
 lockplayer&lt;br /&gt;
 set &amp;quot;local&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to 5&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to 5&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to 80&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to 3&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to 0'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to 2'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to 3'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to 1'''&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 if uppressed then &amp;quot;#up&amp;quot;&lt;br /&gt;
 if leftpressed then &amp;quot;#left&amp;quot;&lt;br /&gt;
 if rightpressed then &amp;quot;#right&amp;quot;&lt;br /&gt;
 if downpressed then &amp;quot;#down&amp;quot;&lt;br /&gt;
 wait for 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;#up&amp;quot;&lt;br /&gt;
 if &amp;quot;local3&amp;quot; &amp;lt;= 0 then &amp;quot;#return&amp;quot;&lt;br /&gt;
 '''if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 -1 then &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 dec &amp;quot;local3&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#down&amp;quot;&lt;br /&gt;
 if &amp;quot;local3&amp;quot; &amp;gt;= &amp;quot;(25-'spr&amp;amp;local&amp;amp;_height')&amp;quot; then &amp;quot;#return&amp;quot;&lt;br /&gt;
 '''if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 1 then &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 inc &amp;quot;local3&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#left&amp;quot;&lt;br /&gt;
 if &amp;quot;local2&amp;quot; &amp;lt;= 0 then &amp;quot;#return&amp;quot;&lt;br /&gt;
 '''if c?? Sprite_colliding &amp;quot;local&amp;quot; at -1 0 then &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 dec &amp;quot;local2&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#right&amp;quot;&lt;br /&gt;
 if &amp;quot;local2&amp;quot; &amp;gt;= &amp;quot;(80-'spr&amp;amp;local&amp;amp;_width')&amp;quot; then &amp;quot;#return&amp;quot;&lt;br /&gt;
 '''if c?? Sprite_colliding &amp;quot;local&amp;quot; at 1 0 then &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 inc &amp;quot;local2&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#draw&amp;quot;&lt;br /&gt;
 put c?? Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_setview&amp;quot; to 1&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
[[Sprite#E1.3|Back]]&lt;br /&gt;
==Example 2.1==&lt;br /&gt;
 . &amp;quot;Global robot&amp;quot;&lt;br /&gt;
 set &amp;quot;spr_yorder&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_p_x&amp;quot; to 80&lt;br /&gt;
 set &amp;quot;spr_p_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_cy&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_p_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_ch&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_d_x&amp;quot; to 83&lt;br /&gt;
 set &amp;quot;spr_d_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_ch&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_x&amp;quot; to 86&lt;br /&gt;
 set &amp;quot;spr_k_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_w&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cw&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_ch&amp;quot; to 3&lt;br /&gt;
 . &amp;quot;Your values may differ, so please change them to suit.&amp;quot;&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Player robot&amp;quot;&lt;br /&gt;
 lockplayer&lt;br /&gt;
 set &amp;quot;local&amp;quot; to '''&amp;quot;robot_id&amp;quot;'''&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to '''&amp;quot;thisx&amp;quot;'''&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to '''&amp;quot;thisy&amp;quot;'''&lt;br /&gt;
 '''gotoxy &amp;quot;local&amp;quot; 0'''&lt;br /&gt;
 '''. &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to '''&amp;quot;spr_p_x&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to '''&amp;quot;spr_p_y&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to '''&amp;quot;spr_p_w&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to '''&amp;quot;spr_p_h&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to '''&amp;quot;spr_p_cx&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to '''&amp;quot;spr_p_cy&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to '''&amp;quot;spr_p_cw&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to '''&amp;quot;spr_p_ch&amp;quot;'''&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 if uppressed then &amp;quot;#up&amp;quot;&lt;br /&gt;
 if leftpressed then &amp;quot;#left&amp;quot;&lt;br /&gt;
 if rightpressed then &amp;quot;#right&amp;quot;&lt;br /&gt;
 if downpressed then &amp;quot;#down&amp;quot;&lt;br /&gt;
 wait for 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;#up&amp;quot;&lt;br /&gt;
 if &amp;quot;local3&amp;quot; &amp;lt;= 0 then &amp;quot;#return&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 -1 then '''&amp;quot;collision&amp;quot;'''&lt;br /&gt;
 dec &amp;quot;local3&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#down&amp;quot;&lt;br /&gt;
 if &amp;quot;local3&amp;quot; &amp;gt;= &amp;quot;(25-'spr&amp;amp;local&amp;amp;_height')&amp;quot; then &amp;quot;#return&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 1 then '''&amp;quot;collision&amp;quot;'''&lt;br /&gt;
 inc &amp;quot;local3&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#left&amp;quot;&lt;br /&gt;
 if &amp;quot;local2&amp;quot; &amp;lt;= 0 then &amp;quot;#return&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at -1 0 then '''&amp;quot;collision&amp;quot;'''&lt;br /&gt;
 dec &amp;quot;local2&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#right&amp;quot;&lt;br /&gt;
 if &amp;quot;local2&amp;quot; &amp;gt;= &amp;quot;(80-'spr&amp;amp;local&amp;amp;_width')&amp;quot; then &amp;quot;#return&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 1 0 then '''&amp;quot;collision&amp;quot;'''&lt;br /&gt;
 inc &amp;quot;local2&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#draw&amp;quot;&lt;br /&gt;
 put c?? Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_setview&amp;quot; to 1&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 ''': &amp;quot;collision&amp;quot;'''&lt;br /&gt;
 '''loop start'''&lt;br /&gt;
 '''goto &amp;quot;#collide('spr_clist&amp;amp;loopcount&amp;amp;')&amp;quot;'''&lt;br /&gt;
 '''send &amp;quot;spr('spr_clist&amp;amp;loopcount&amp;amp;')&amp;quot; to &amp;quot;touch&amp;quot;'''&lt;br /&gt;
 '''loop for &amp;quot;('spr_collisions'-1)&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Key robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;this_color&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_k_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_k_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_k_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_k_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_k_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_k_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_k_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_k_ch&amp;quot;&lt;br /&gt;
 put &amp;quot;local4&amp;quot; Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;touch&amp;quot;&lt;br /&gt;
 inc &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 die&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Door robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;this_color&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_d_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_d_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_d_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_d_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_d_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_d_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_d_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_d_ch&amp;quot;&lt;br /&gt;
 put &amp;quot;local4&amp;quot; Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;touch&amp;quot;&lt;br /&gt;
 if &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; &amp;lt;= 0 then &amp;quot;end&amp;quot;&lt;br /&gt;
 dec &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 die&lt;br /&gt;
 : &amp;quot;end&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
[[Sprite#E2.1|Back]]&lt;br /&gt;
&lt;br /&gt;
==Example 2.2==&lt;br /&gt;
 . &amp;quot;Global robot&amp;quot;&lt;br /&gt;
 set &amp;quot;spr_yorder&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_p_x&amp;quot; to 80&lt;br /&gt;
 set &amp;quot;spr_p_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_cy&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_p_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_ch&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_d_x&amp;quot; to 83&lt;br /&gt;
 set &amp;quot;spr_d_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_ch&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_x&amp;quot; to 86&lt;br /&gt;
 set &amp;quot;spr_k_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_w&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cw&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_ch&amp;quot; to 3&lt;br /&gt;
 '''set &amp;quot;num_keys&amp;quot; to 0'''&lt;br /&gt;
 '''set &amp;quot;num_doors&amp;quot; to 0'''&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Player robot&amp;quot;&lt;br /&gt;
 lockplayer&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 '''set &amp;quot;playersprite&amp;quot; to &amp;quot;local&amp;quot;'''&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_p_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_p_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_p_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_p_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_p_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_p_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_p_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_p_ch&amp;quot;&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 if uppressed then &amp;quot;#up&amp;quot;&lt;br /&gt;
 if leftpressed then &amp;quot;#left&amp;quot;&lt;br /&gt;
 if rightpressed then &amp;quot;#right&amp;quot;&lt;br /&gt;
 if downpressed then &amp;quot;#down&amp;quot;&lt;br /&gt;
 wait for 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;#up&amp;quot;&lt;br /&gt;
 if &amp;quot;local3&amp;quot; &amp;lt;= 0 then &amp;quot;#return&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 -1 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 dec &amp;quot;local3&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#down&amp;quot;&lt;br /&gt;
 if &amp;quot;local3&amp;quot; &amp;gt;= &amp;quot;(25-'spr&amp;amp;local&amp;amp;_height')&amp;quot; then &amp;quot;#return&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 1 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 inc &amp;quot;local3&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#left&amp;quot;&lt;br /&gt;
 if &amp;quot;local2&amp;quot; &amp;lt;= 0 then &amp;quot;#return&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at -1 0 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 dec &amp;quot;local2&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#right&amp;quot;&lt;br /&gt;
 if &amp;quot;local2&amp;quot; &amp;gt;= &amp;quot;(80-'spr&amp;amp;local&amp;amp;_width')&amp;quot; then &amp;quot;#return&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 1 0 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 inc &amp;quot;local2&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#draw&amp;quot;&lt;br /&gt;
 put c?? Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_setview&amp;quot; to 1&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;collision&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 goto &amp;quot;#collide('spr_clist&amp;amp;loopcount&amp;amp;')&amp;quot;&lt;br /&gt;
 send &amp;quot;spr('spr_clist&amp;amp;loopcount&amp;amp;')&amp;quot; to &amp;quot;touch&amp;quot;&lt;br /&gt;
 loop for &amp;quot;('spr_collisions'-1)&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Key robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;this_color&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot; to &amp;quot;num_keys&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;keysprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;local&amp;quot;'''&lt;br /&gt;
 '''inc &amp;quot;num_keys&amp;quot; by 1'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_k_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_k_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_k_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_k_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_k_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_k_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_k_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_k_ch&amp;quot;&lt;br /&gt;
 put &amp;quot;local4&amp;quot; Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;touch&amp;quot;&lt;br /&gt;
 inc &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; by 1&lt;br /&gt;
 '''dec &amp;quot;num_keys&amp;quot; by 1'''&lt;br /&gt;
 '''set &amp;quot;spr('keysprite&amp;amp;num_keys&amp;amp;')_lpos&amp;quot; to &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;keysprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;keysprite&amp;amp;num_keys&amp;amp;&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 die&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Door robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;this_color&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot; to &amp;quot;num_doors&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;doorsprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;local&amp;quot;'''&lt;br /&gt;
 '''inc &amp;quot;num_doors&amp;quot; by 1'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_d_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_d_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_d_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_d_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_d_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_d_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_d_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_d_ch&amp;quot;&lt;br /&gt;
 put &amp;quot;local4&amp;quot; Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;touch&amp;quot;&lt;br /&gt;
 if &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; &amp;lt;= 0 then &amp;quot;end&amp;quot;&lt;br /&gt;
 dec &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; by 1&lt;br /&gt;
 '''dec &amp;quot;num_doors&amp;quot; by 1'''&lt;br /&gt;
 '''set &amp;quot;spr('doorsprite&amp;amp;num_doors&amp;amp;')_lpos&amp;quot; to &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;doorsprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;doorsprite&amp;amp;num_doors&amp;amp;&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 die&lt;br /&gt;
 : &amp;quot;end&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
[[Sprite#E2.2|Back]]&lt;br /&gt;
==Example 2.3==&lt;br /&gt;
 . &amp;quot;Global robot&amp;quot;&lt;br /&gt;
 '''set &amp;quot;bminx&amp;quot; to 0'''&lt;br /&gt;
 '''set &amp;quot;bminy&amp;quot; to 0'''&lt;br /&gt;
 '''set &amp;quot;bmaxx&amp;quot; to 80'''&lt;br /&gt;
 '''set &amp;quot;bmaxy&amp;quot; to 25'''&lt;br /&gt;
 set &amp;quot;spr_yorder&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_p_x&amp;quot; to 80&lt;br /&gt;
 set &amp;quot;spr_p_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_cy&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_p_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_ch&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_d_x&amp;quot; to 83&lt;br /&gt;
 set &amp;quot;spr_d_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_ch&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_x&amp;quot; to 86&lt;br /&gt;
 set &amp;quot;spr_k_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_w&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cw&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_ch&amp;quot; to 3&lt;br /&gt;
 '''set &amp;quot;local2&amp;quot; to &amp;quot;playerx&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local3&amp;quot; to &amp;quot;playery&amp;quot;'''&lt;br /&gt;
 '''restore &amp;quot;justentered&amp;quot; 1'''&lt;br /&gt;
 '''| &amp;quot;justentered&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;playersprite&amp;amp;_off&amp;quot; to 1'''&lt;br /&gt;
 '''loop start'''&lt;br /&gt;
 '''set &amp;quot;spr('keysprite&amp;amp;loopcount&amp;amp;')_off&amp;quot; to 1'''&lt;br /&gt;
 '''loop for &amp;quot;('num_keys'-1)&amp;quot;'''&lt;br /&gt;
 '''loop start'''&lt;br /&gt;
 '''set &amp;quot;spr('doorsprite&amp;amp;loopcount&amp;amp;')_off&amp;quot; to 1'''&lt;br /&gt;
 '''loop for &amp;quot;('num_doors'-1)&amp;quot;'''&lt;br /&gt;
 set &amp;quot;num_keys&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;num_doors&amp;quot; to 0&lt;br /&gt;
 '''lockscroll'''&lt;br /&gt;
 '''set &amp;quot;player_x&amp;quot; to &amp;quot;local2&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;player_y&amp;quot; to &amp;quot;local3&amp;quot;'''&lt;br /&gt;
 '''put player at 0 0'''&lt;br /&gt;
 '''end'''&lt;br /&gt;
 ''': &amp;quot;edge0&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local2&amp;quot; to &amp;quot;player_x&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local3&amp;quot; to &amp;quot;('bmaxy'-'spr_p_h')&amp;quot;'''&lt;br /&gt;
 '''put player at 0 0'''&lt;br /&gt;
 '''move player NORTH'''&lt;br /&gt;
 '''end'''&lt;br /&gt;
 ''': &amp;quot;edge1&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local2&amp;quot; to &amp;quot;player_x&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local3&amp;quot; to &amp;quot;bminy&amp;quot;'''&lt;br /&gt;
 '''put player at &amp;quot;('board_w'-1)&amp;quot; &amp;quot;('board_h'-1)&amp;quot;'''&lt;br /&gt;
 '''move player SOUTH'''&lt;br /&gt;
 '''end'''&lt;br /&gt;
 ''': &amp;quot;edge2&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local2&amp;quot; to &amp;quot;('bmaxx'-'spr_p_w')&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local3&amp;quot; to &amp;quot;player_y&amp;quot;'''&lt;br /&gt;
 '''put player at 0 0'''&lt;br /&gt;
 '''move player WEST'''&lt;br /&gt;
 '''end'''&lt;br /&gt;
 ''': &amp;quot;edge3&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local2&amp;quot; to &amp;quot;bminx&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local3&amp;quot; to &amp;quot;player_y&amp;quot;'''&lt;br /&gt;
 '''put player at &amp;quot;('board_w'-1)&amp;quot; &amp;quot;('board_h'-1)&amp;quot;'''&lt;br /&gt;
 '''move player EAST'''&lt;br /&gt;
 '''end'''&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Player robot&amp;quot;&lt;br /&gt;
 lockplayer&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 &amp;lt;s&amp;gt;set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
 &amp;lt;s&amp;gt;set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 set &amp;quot;playersprite&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 '''restore &amp;quot;justentered&amp;quot; 1'''&lt;br /&gt;
 '''| &amp;quot;justentered&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_p_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_p_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_p_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_p_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_p_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_p_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_p_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_p_ch&amp;quot;&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 if uppressed then &amp;quot;#up&amp;quot;&lt;br /&gt;
 if leftpressed then &amp;quot;#left&amp;quot;&lt;br /&gt;
 if rightpressed then &amp;quot;#right&amp;quot;&lt;br /&gt;
 if downpressed then &amp;quot;#down&amp;quot;&lt;br /&gt;
 wait for 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;#up&amp;quot;&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 0'''&lt;br /&gt;
 if '''&amp;quot;player_y&amp;quot;''' &amp;lt;= '''&amp;quot;bminy&amp;quot;''' then '''&amp;quot;edgecollide&amp;quot;'''&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 -1 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 dec '''&amp;quot;player_y&amp;quot;''' by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#down&amp;quot;&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 1'''&lt;br /&gt;
 if '''&amp;quot;player_y&amp;quot;''' &amp;gt;= &amp;quot;(''''bmaxy''''-'spr&amp;amp;local&amp;amp;_height')&amp;quot; then '''&amp;quot;edgecollide&amp;quot;'''&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 1 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 inc '''&amp;quot;player_y&amp;quot;''' by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#left&amp;quot;&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 2'''&lt;br /&gt;
 if '''&amp;quot;player_x&amp;quot;''' &amp;lt;= '''&amp;quot;bminx&amp;quot;''' then '''&amp;quot;edgecollide&amp;quot;'''&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at -1 0 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 dec '''&amp;quot;player_x&amp;quot;''' by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#right&amp;quot;&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 3'''&lt;br /&gt;
 if '''&amp;quot;player_x&amp;quot;''' &amp;gt;= &amp;quot;(''''bmaxx''''-'spr&amp;amp;local&amp;amp;_width')&amp;quot; then '''&amp;quot;edgecollide&amp;quot;'''&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 1 0 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 inc '''&amp;quot;player_x&amp;quot;''' by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#draw&amp;quot;&lt;br /&gt;
 put c?? Sprite &amp;quot;local&amp;quot; at '''&amp;quot;player_x&amp;quot;''' '''&amp;quot;player_y&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_setview&amp;quot; to 1&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;collision&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 goto &amp;quot;#collide('spr_clist&amp;amp;loopcount&amp;amp;')&amp;quot;&lt;br /&gt;
 send &amp;quot;spr('spr_clist&amp;amp;loopcount&amp;amp;')&amp;quot; to &amp;quot;touch&amp;quot;&lt;br /&gt;
 loop for &amp;quot;('spr_collisions'-1)&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 ''': &amp;quot;edgecollide&amp;quot;'''&lt;br /&gt;
 '''send &amp;quot;global&amp;quot; to &amp;quot;edge&amp;amp;spr('local')_lastmove&amp;amp;&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Key robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;this_color&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 '''restore &amp;quot;justentered&amp;quot; 1'''&lt;br /&gt;
 '''| &amp;quot;justentered&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot; to &amp;quot;num_keys&amp;quot;&lt;br /&gt;
 set &amp;quot;keysprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 inc &amp;quot;num_keys&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_k_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_k_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_k_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_k_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_k_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_k_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_k_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_k_ch&amp;quot;&lt;br /&gt;
 put &amp;quot;local4&amp;quot; Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;touch&amp;quot;&lt;br /&gt;
 inc &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; by 1&lt;br /&gt;
 dec &amp;quot;num_keys&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr('keysprite&amp;amp;num_keys&amp;amp;')_lpos&amp;quot; to &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot;&lt;br /&gt;
 set &amp;quot;keysprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;keysprite&amp;amp;num_keys&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 die&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Door robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;this_color&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 '''restore &amp;quot;justentered&amp;quot; 1'''&lt;br /&gt;
 '''| &amp;quot;justentered&amp;quot;'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot; to &amp;quot;num_doors&amp;quot;&lt;br /&gt;
 set &amp;quot;doorsprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 inc &amp;quot;num_doors&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_d_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_d_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_d_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_d_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_d_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_d_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_d_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_d_ch&amp;quot;&lt;br /&gt;
 put &amp;quot;local4&amp;quot; Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;touch&amp;quot;&lt;br /&gt;
 if &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; &amp;lt;= 0 then &amp;quot;end&amp;quot;&lt;br /&gt;
 dec &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; by 1&lt;br /&gt;
 dec &amp;quot;num_doors&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr('doorsprite&amp;amp;num_doors&amp;amp;')_lpos&amp;quot; to &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot;&lt;br /&gt;
 set &amp;quot;doorsprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;doorsprite&amp;amp;num_doors&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 die&lt;br /&gt;
 : &amp;quot;end&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
[[Sprite#E2.3|Back]]&lt;br /&gt;
&lt;br /&gt;
==Example 2.4==&lt;br /&gt;
 . &amp;quot;Global robot&amp;quot;&lt;br /&gt;
 set &amp;quot;bminx&amp;quot; to '''1'''&lt;br /&gt;
 set &amp;quot;bminy&amp;quot; to '''1'''&lt;br /&gt;
 set &amp;quot;bmaxx&amp;quot; to '''81'''&lt;br /&gt;
 set &amp;quot;bmaxy&amp;quot; to '''26'''&lt;br /&gt;
 '''set &amp;quot;vw&amp;quot; to 80'''&lt;br /&gt;
 '''set &amp;quot;vh&amp;quot; to 25'''&lt;br /&gt;
 set &amp;quot;spr_yorder&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_p_x&amp;quot; to '''0'''&lt;br /&gt;
 set &amp;quot;spr_p_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_cy&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_p_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_ch&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_d_x&amp;quot; to '''3'''&lt;br /&gt;
 set &amp;quot;spr_d_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_ch&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_x&amp;quot; to '''6'''&lt;br /&gt;
 set &amp;quot;spr_k_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_w&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cw&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_ch&amp;quot; to 3&lt;br /&gt;
 '''put &amp;quot;@sprites.mzm&amp;quot; Image_file p02 at 0 0'''&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;playerx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;playery&amp;quot;&lt;br /&gt;
 '''set &amp;quot;local4&amp;quot; to &amp;quot;scrolledx&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local5&amp;quot; to &amp;quot;scrolledy&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;Uberleet expression hack method:&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;set \&amp;quot;local4\&amp;quot; to \&amp;quot;(('scrolledx'&amp;lt;'bminx'*('bminx'-'scrolledx'))+('scrolledx'+'vw'&amp;gt;'bmaxx'*('bmaxx'-'vw'-'scrolledx'))+'scrolledx')\&amp;quot;&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;set \&amp;quot;local5\&amp;quot; to \&amp;quot;(('scrolledy'&amp;lt;'bminy'*('bminy'-'scrolledy'))+('scrolledy'+'vh'&amp;gt;'bmaxy'*('bmaxy'-'vh'-'scrolledy'))+'scrolledy')\&amp;quot;&amp;quot;'''&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;playersprite&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 loop start&lt;br /&gt;
 set &amp;quot;spr('keysprite&amp;amp;loopcount&amp;amp;')_off&amp;quot; to 1&lt;br /&gt;
 loop for &amp;quot;('num_keys'-1)&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 set &amp;quot;spr('doorsprite&amp;amp;loopcount&amp;amp;')_off&amp;quot; to 1&lt;br /&gt;
 loop for &amp;quot;('num_doors'-1)&amp;quot;&lt;br /&gt;
 set &amp;quot;num_keys&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;num_doors&amp;quot; to 0&lt;br /&gt;
 lockscroll&lt;br /&gt;
 '''scrollview position &amp;quot;local4&amp;quot; &amp;quot;local5&amp;quot;'''&lt;br /&gt;
 set &amp;quot;player_x&amp;quot; to &amp;quot;local2&amp;quot;&lt;br /&gt;
 set &amp;quot;player_y&amp;quot; to &amp;quot;local3&amp;quot;&lt;br /&gt;
 put player at 0 0&lt;br /&gt;
 ''': &amp;quot;playerloop&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;player_x&amp;quot; &amp;lt; &amp;quot;('bminx'+'bmaxx'/2)&amp;quot; then &amp;quot;#playerleft&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;player_x&amp;quot; &amp;gt; &amp;quot;('bminx'+'bmaxx'/2)&amp;quot; then &amp;quot;#playerright&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;player_y&amp;quot; &amp;lt; &amp;quot;('bminy'+'bmaxy'/2)&amp;quot; then &amp;quot;#playerup&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;player_y&amp;quot; &amp;gt; &amp;quot;('bminy'+'bmaxy'/2)&amp;quot; then &amp;quot;#playerdown&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;Uberleet expression hack method:&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;put player at \&amp;quot;('bminx'+'bmaxx'/2&amp;lt;'player_x'*('board_w'-1))\&amp;quot; \&amp;quot;('bminy'+'bmaxy'/2&amp;lt;'player_y'*('board_h'-1))\&amp;quot;&amp;quot;'''&lt;br /&gt;
 '''wait for 1'''&lt;br /&gt;
 '''goto &amp;quot;playerloop&amp;quot;'''&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;edge0&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;player_x&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;('bmaxy'-'spr_p_h')&amp;quot;&lt;br /&gt;
 '''set &amp;quot;local4&amp;quot; to &amp;quot;scrolledx&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local5&amp;quot; to &amp;quot;('bmaxy'-'vh')&amp;quot;'''&lt;br /&gt;
 &amp;lt;s&amp;gt;put player at 0 0&amp;lt;/s&amp;gt;&lt;br /&gt;
 move player NORTH&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;edge1&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;player_x&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;bminy&amp;quot;&lt;br /&gt;
 '''set &amp;quot;local4&amp;quot; to &amp;quot;scrolledx&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local5&amp;quot; to &amp;quot;bminy&amp;quot;'''&lt;br /&gt;
 &amp;lt;s&amp;gt;put player at &amp;quot;('board_w'-1)&amp;quot; &amp;quot;('board_h'-1)&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
 move player SOUTH&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;edge2&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;('bmaxx'-'spr_p_w')&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;player_y&amp;quot;&lt;br /&gt;
 '''set &amp;quot;local4&amp;quot; to &amp;quot;('bmaxx'-'vw')&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local5&amp;quot; to &amp;quot;scrolledy&amp;quot;'''&lt;br /&gt;
 &amp;lt;s&amp;gt;put player at 0 0&amp;lt;/s&amp;gt;&lt;br /&gt;
 move player WEST&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;edge3&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;bminx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;player_y&amp;quot;&lt;br /&gt;
 '''set &amp;quot;local4&amp;quot; to &amp;quot;bminx&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local5&amp;quot; to &amp;quot;scrolledy&amp;quot;'''&lt;br /&gt;
 &amp;lt;s&amp;gt;put player at &amp;quot;('board_w'-1)&amp;quot; &amp;quot;('board_h'-1)&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
 move player EAST&lt;br /&gt;
 end&lt;br /&gt;
 ''': &amp;quot;#playerleft&amp;quot;'''&lt;br /&gt;
 '''put player at 0 &amp;quot;playery&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ''': &amp;quot;#playerright&amp;quot;'''&lt;br /&gt;
 '''put player at &amp;quot;('board_w'-1)&amp;quot; &amp;quot;playery&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ''': &amp;quot;#playerup&amp;quot;'''&lt;br /&gt;
 '''put player at &amp;quot;playerx&amp;quot; 0'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ''': &amp;quot;#playerdown&amp;quot;'''&lt;br /&gt;
 '''put player at &amp;quot;playerx&amp;quot; &amp;quot;('board_h'-1)&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Player robot&amp;quot;&lt;br /&gt;
 lockplayer&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 set &amp;quot;playersprite&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_vlayer&amp;quot; to 1'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_p_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_p_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_p_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_p_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_p_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_p_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_p_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_p_ch&amp;quot;&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 if uppressed then &amp;quot;#up&amp;quot;&lt;br /&gt;
 if leftpressed then &amp;quot;#left&amp;quot;&lt;br /&gt;
 if rightpressed then &amp;quot;#right&amp;quot;&lt;br /&gt;
 if downpressed then &amp;quot;#down&amp;quot;&lt;br /&gt;
 wait for 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;#up&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 0&lt;br /&gt;
 if &amp;quot;player_y&amp;quot; &amp;lt;= &amp;quot;bminy&amp;quot; then &amp;quot;edgecollide&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 -1 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 dec &amp;quot;player_y&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#down&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 1&lt;br /&gt;
 if &amp;quot;player_y&amp;quot; &amp;gt;= &amp;quot;('bmaxy'-'spr&amp;amp;local&amp;amp;_height')&amp;quot; then &amp;quot;edgecollide&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 1 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 inc &amp;quot;player_y&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#left&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 2&lt;br /&gt;
 if &amp;quot;player_x&amp;quot; &amp;lt;= &amp;quot;bminx&amp;quot; then &amp;quot;edgecollide&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at -1 0 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 dec &amp;quot;player_x&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#right&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 3&lt;br /&gt;
 if &amp;quot;player_x&amp;quot; &amp;gt;= &amp;quot;('bmaxx'-'spr&amp;amp;local&amp;amp;_width')&amp;quot; then &amp;quot;edgecollide&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 1 0 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 inc &amp;quot;player_x&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#draw&amp;quot;&lt;br /&gt;
 put c?? Sprite &amp;quot;local&amp;quot; at &amp;quot;player_x&amp;quot; &amp;quot;player_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_setview&amp;quot; to 1&lt;br /&gt;
 '''if &amp;quot;scrolledx&amp;quot; &amp;lt; &amp;quot;bminx&amp;quot; then &amp;quot;#fixleft&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;scrolledx&amp;quot; &amp;gt; &amp;quot;('bmaxx'-'vw')&amp;quot; then &amp;quot;#fixright&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;scrolledy&amp;quot; &amp;lt; &amp;quot;bminy&amp;quot; then &amp;quot;#fixup&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;scrolledy&amp;quot; &amp;gt; &amp;quot;('bmaxy'-'vh')&amp;quot; then &amp;quot;#fixdown&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;Uberleet expression hack method:&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;set \&amp;quot;local2\&amp;quot; to \&amp;quot;(('scrolledx'&amp;lt;'bminx'*('bminx'-'scrolledx'))+('scrolledx'+'vw'&amp;gt;'bmaxx'*('bmaxx'-'vw'-'scrolledx'))+'scrolledx')\&amp;quot;&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;set \&amp;quot;local3\&amp;quot; to \&amp;quot;(('scrolledy'&amp;lt;'bminy'*('bminy'-'scrolledy'))+('scrolledy'+'vh'&amp;gt;'bmaxy'*('bmaxy'-'vh'-'scrolledy'))+'scrolledy')\&amp;quot;&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;scrollview position \&amp;quot;local2\&amp;quot; \&amp;quot;local3\&amp;quot;&amp;quot;'''&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;collision&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 goto &amp;quot;#collide('spr_clist&amp;amp;loopcount&amp;amp;')&amp;quot;&lt;br /&gt;
 send &amp;quot;spr('spr_clist&amp;amp;loopcount&amp;amp;')&amp;quot; to &amp;quot;touch&amp;quot;&lt;br /&gt;
 loop for &amp;quot;('spr_collisions'-1)&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;edgecollide&amp;quot;&lt;br /&gt;
 send &amp;quot;global&amp;quot; to &amp;quot;edge&amp;amp;spr('local')_lastmove&amp;amp;&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 ''': &amp;quot;#fixleft&amp;quot;'''&lt;br /&gt;
 '''scrollview position &amp;quot;bminx&amp;quot; &amp;quot;scrolledy&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ''': &amp;quot;#fixright&amp;quot;'''&lt;br /&gt;
 '''scrollview position &amp;quot;('bmaxx'-'vw')&amp;quot; &amp;quot;scrolledy&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ''': &amp;quot;#fixup&amp;quot;'''&lt;br /&gt;
 '''scrollview position &amp;quot;scrolledx&amp;quot; &amp;quot;bminy&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ''': &amp;quot;#fixdown&amp;quot;'''&lt;br /&gt;
 '''scrollview position &amp;quot;scrolledx&amp;quot; &amp;quot;('bmaxy'-'vh')&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Key robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;this_color&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot; to &amp;quot;num_keys&amp;quot;&lt;br /&gt;
 set &amp;quot;keysprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 inc &amp;quot;num_keys&amp;quot; by 1&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_vlayer&amp;quot; to 1'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_k_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_k_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_k_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_k_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_k_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_k_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_k_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_k_ch&amp;quot;&lt;br /&gt;
 put &amp;quot;local4&amp;quot; Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;touch&amp;quot;&lt;br /&gt;
 inc &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; by 1&lt;br /&gt;
 dec &amp;quot;num_keys&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr('keysprite&amp;amp;num_keys&amp;amp;')_lpos&amp;quot; to &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot;&lt;br /&gt;
 set &amp;quot;keysprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;keysprite&amp;amp;num_keys&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 die&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Door robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;this_color&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot; to &amp;quot;num_doors&amp;quot;&lt;br /&gt;
 set &amp;quot;doorsprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 inc &amp;quot;num_doors&amp;quot; by 1&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_vlayer&amp;quot; to 1'''&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_d_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_d_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_d_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_d_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_d_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_d_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_d_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_d_ch&amp;quot;&lt;br /&gt;
 put &amp;quot;local4&amp;quot; Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;touch&amp;quot;&lt;br /&gt;
 if &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; &amp;lt;= 0 then &amp;quot;end&amp;quot;&lt;br /&gt;
 dec &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; by 1&lt;br /&gt;
 dec &amp;quot;num_doors&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr('doorsprite&amp;amp;num_doors&amp;amp;')_lpos&amp;quot; to &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot;&lt;br /&gt;
 set &amp;quot;doorsprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;doorsprite&amp;amp;num_doors&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 die&lt;br /&gt;
 : &amp;quot;end&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
[[Sprite#E2.4|Back]]&lt;br /&gt;
&lt;br /&gt;
==Example 3.1==&lt;br /&gt;
 . &amp;quot;Global robot&amp;quot;&lt;br /&gt;
 '''set &amp;quot;commands&amp;quot; to 4096'''&lt;br /&gt;
 '''set &amp;quot;maxhealth&amp;quot; to 100'''&lt;br /&gt;
 '''set maxhealth to &amp;quot;maxhealth&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;enter_menu&amp;quot; to 0'''&lt;br /&gt;
 set &amp;quot;bminx&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;bminy&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;bmaxx&amp;quot; to 81&lt;br /&gt;
 set &amp;quot;bmaxy&amp;quot; to 26&lt;br /&gt;
 set &amp;quot;vw&amp;quot; to 80&lt;br /&gt;
 set &amp;quot;vh&amp;quot; to 25&lt;br /&gt;
 set &amp;quot;spr_yorder&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_p_x&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_cy&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_p_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_ch&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_d_x&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_ch&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_x&amp;quot; to 6&lt;br /&gt;
 set &amp;quot;spr_k_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_w&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cw&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_ch&amp;quot; to 3&lt;br /&gt;
 '''set &amp;quot;lyr_s_x&amp;quot; to 0'''&lt;br /&gt;
 '''set &amp;quot;lyr_s_y&amp;quot; to 3'''&lt;br /&gt;
 '''set &amp;quot;lyr_s_w&amp;quot; to 50'''&lt;br /&gt;
 '''set &amp;quot;lyr_s_h&amp;quot; to 2'''&lt;br /&gt;
 '''set &amp;quot;lyr_sh_x&amp;quot; to 10'''&lt;br /&gt;
 '''set &amp;quot;lyr_sh_y&amp;quot; to 3'''&lt;br /&gt;
 '''set &amp;quot;lyr_sh_w&amp;quot; to 25'''&lt;br /&gt;
 '''set &amp;quot;lyr_sh_h&amp;quot; to 1'''&lt;br /&gt;
 '''set &amp;quot;lyr_sa_x&amp;quot; to 43'''&lt;br /&gt;
 '''set &amp;quot;lyr_sa_y&amp;quot; to 3'''&lt;br /&gt;
 '''set &amp;quot;lyr_sa_w&amp;quot; to 5'''&lt;br /&gt;
 '''set &amp;quot;lyr_sa_h&amp;quot; to 1'''&lt;br /&gt;
 '''set &amp;quot;lyr_sk_x&amp;quot; to 8'''&lt;br /&gt;
 '''set &amp;quot;lyr_sk_y&amp;quot; to 4'''&lt;br /&gt;
 '''set &amp;quot;lyr_sk_w&amp;quot; to 40'''&lt;br /&gt;
 '''set &amp;quot;lyr_sk_h&amp;quot; to 1'''&lt;br /&gt;
 '''set &amp;quot;spr_sh_x&amp;quot; to 8'''&lt;br /&gt;
 '''set &amp;quot;spr_sh_y&amp;quot; to 0'''&lt;br /&gt;
 put &amp;quot;@sprites.mzm&amp;quot; Image_file p02 at 0 0&lt;br /&gt;
 '''put &amp;quot;@statusbar.mzm&amp;quot; Image_file p02 at &amp;quot;lyr_s_x&amp;quot; &amp;quot;lyr_s_y&amp;quot;'''&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;playerx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;playery&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;scrolledx&amp;quot;&lt;br /&gt;
 set &amp;quot;local5&amp;quot; to &amp;quot;scrolledy&amp;quot;&lt;br /&gt;
 . &amp;quot;Uberleet expression hack method:&amp;quot;&lt;br /&gt;
 . &amp;quot;set \&amp;quot;local4\&amp;quot; to \&amp;quot;(('scrolledx'&amp;lt;'bminx'*('bminx'-'scrolledx'))+('scrolledx'+'vw'&amp;gt;'bmaxx'*('bmaxx'-'vw'-'scrolledx'))+'scrolledx')\&amp;quot;&amp;quot;&lt;br /&gt;
 . &amp;quot;set \&amp;quot;local5\&amp;quot; to \&amp;quot;(('scrolledy'&amp;lt;'bminy'*('bminy'-'scrolledy'))+('scrolledy'+'vh'&amp;gt;'bmaxy'*('bmaxy'-'vh'-'scrolledy'))+'scrolledy')\&amp;quot;&amp;quot;&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;playersprite&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;statusbar&amp;amp;_off&amp;quot; to 1'''&lt;br /&gt;
 loop start&lt;br /&gt;
 set &amp;quot;spr('keysprite&amp;amp;loopcount&amp;amp;')_off&amp;quot; to 1&lt;br /&gt;
 loop for &amp;quot;('num_keys'-1)&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 set &amp;quot;spr('doorsprite&amp;amp;loopcount&amp;amp;')_off&amp;quot; to 1&lt;br /&gt;
 loop for &amp;quot;('num_doors'-1)&amp;quot;&lt;br /&gt;
 set &amp;quot;num_keys&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;num_doors&amp;quot; to 0&lt;br /&gt;
 lockscroll&lt;br /&gt;
 scrollview position &amp;quot;local4&amp;quot; &amp;quot;local5&amp;quot;&lt;br /&gt;
 set &amp;quot;player_x&amp;quot; to &amp;quot;local2&amp;quot;&lt;br /&gt;
 set &amp;quot;player_y&amp;quot; to &amp;quot;local3&amp;quot;&lt;br /&gt;
 put player at 0 0&lt;br /&gt;
 : &amp;quot;playerloop&amp;quot;&lt;br /&gt;
 . &amp;quot;... Lines after this point have not changed.&amp;quot;&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;The player, key, and door robots have not changed.&amp;quot;&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Status bar robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;('vw'-'lyr_s_w'/2)&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 set &amp;quot;statusbar&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_vlayer&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_static&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;lyr_s_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;lyr_s_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;lyr_s_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;lyr_s_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to 500&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to 0&lt;br /&gt;
 restore &amp;quot;keyenter&amp;quot; 255&lt;br /&gt;
 goto &amp;quot;keyenter&amp;quot;&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 put &amp;quot;@statusbar.mzm&amp;quot; Image_file p02 at &amp;quot;lyr_s_x&amp;quot; &amp;quot;lyr_s_y&amp;quot;&lt;br /&gt;
 goto &amp;quot;#dohealth&amp;quot;&lt;br /&gt;
 goto &amp;quot;#doammo&amp;quot;&lt;br /&gt;
 goto &amp;quot;#dokeys&amp;quot;&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 wait for 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;#dohealth&amp;quot;&lt;br /&gt;
 copy block &amp;quot;#&amp;amp;spr_sh_x&amp;amp;&amp;quot; &amp;quot;#&amp;amp;spr_sh_y&amp;amp;&amp;quot; for &amp;quot;('health'*'lyr_sh_w'/'maxhealth')&amp;quot; &amp;quot;lyr_sh_h&amp;quot; to &amp;quot;#&amp;amp;lyr_sh_x&amp;amp;&amp;quot; &amp;quot;#&amp;amp;lyr_sh_y&amp;amp;&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#doammo&amp;quot;&lt;br /&gt;
 . &amp;quot;Uberleet expression hack for capping ammo at 99999.&amp;quot;&lt;br /&gt;
 . &amp;quot;set \&amp;quot;ammo\&amp;quot; to \&amp;quot;('ammo'&amp;gt;99999*(99999-'ammo')+'ammo')\&amp;quot;&amp;quot;&lt;br /&gt;
 set &amp;quot;$ammo&amp;quot; to &amp;quot;&amp;amp;ammo&amp;amp;&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 set &amp;quot;vch('lyr_sa_x'+'loopcount'),('lyr_sa_y')&amp;quot; to &amp;quot;$ammo.&amp;amp;loopcount&amp;amp;&amp;quot;&lt;br /&gt;
 loop for &amp;quot;('$ammo.length'-1)&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#dokeys&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;local5&amp;quot; to 0&lt;br /&gt;
 : &amp;quot;keyloop&amp;quot;&lt;br /&gt;
 if &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; &amp;lt;= 0 then &amp;quot;keynext&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 if &amp;quot;local5&amp;quot; &amp;gt;= &amp;quot;lyr_sk_w&amp;quot; then &amp;quot;#return&amp;quot;&lt;br /&gt;
 set &amp;quot;vch('lyr_sk_x'+'local5'),('lyr_sk_y')&amp;quot; to 12&lt;br /&gt;
 set &amp;quot;vco('lyr_sk_x'+'local5'),('lyr_sk_y')&amp;quot; to &amp;quot;local4&amp;quot;&lt;br /&gt;
 inc &amp;quot;local5&amp;quot; by 1&lt;br /&gt;
 loop for &amp;quot;('key_&amp;amp;local4&amp;amp;'-1)&amp;quot;&lt;br /&gt;
 : &amp;quot;keynext&amp;quot;&lt;br /&gt;
 inc &amp;quot;local4&amp;quot; by 1&lt;br /&gt;
 if &amp;quot;local4&amp;quot; &amp;lt; 256 then &amp;quot;keyloop&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#draw&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to 0&lt;br /&gt;
 if &amp;quot;('spr&amp;amp;playersprite&amp;amp;_y'-'scrolledy')&amp;quot; &amp;gt;= &amp;quot;('vh'-'spr_p_h'/2)&amp;quot; then &amp;quot;drawnext&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;('vh'-'lyr_s_h')&amp;quot;&lt;br /&gt;
 : &amp;quot;drawnext&amp;quot;&lt;br /&gt;
 put c?? Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;keyenter&amp;quot;&lt;br /&gt;
 zap &amp;quot;keyenter&amp;quot; 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;keyenter&amp;quot;&lt;br /&gt;
 restore &amp;quot;keyenter&amp;quot; 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
[[Sprite#E3.1|Back]]&lt;br /&gt;
==Example 3.2==&lt;br /&gt;
 . &amp;quot;Global robot&amp;quot;&lt;br /&gt;
 set &amp;quot;commands&amp;quot; to 4096&lt;br /&gt;
 set &amp;quot;maxhealth&amp;quot; to 100&lt;br /&gt;
 set maxhealth to &amp;quot;maxhealth&amp;quot;&lt;br /&gt;
 set &amp;quot;enter_menu&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;bminx&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;bminy&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;bmaxx&amp;quot; to 81&lt;br /&gt;
 set &amp;quot;bmaxy&amp;quot; to 26&lt;br /&gt;
 set &amp;quot;vw&amp;quot; to 80&lt;br /&gt;
 set &amp;quot;vh&amp;quot; to 25&lt;br /&gt;
 set &amp;quot;spr_yorder&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_p_x&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_p_cy&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_p_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_p_ch&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_d_x&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_w&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_d_cw&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_d_ch&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_x&amp;quot; to 6&lt;br /&gt;
 set &amp;quot;spr_k_y&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_w&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_h&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;spr_k_cx&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cy&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr_k_cw&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;spr_k_ch&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;lyr_s_x&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;lyr_s_y&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;lyr_s_w&amp;quot; to 50&lt;br /&gt;
 set &amp;quot;lyr_s_h&amp;quot; to 2&lt;br /&gt;
 set &amp;quot;lyr_sh_x&amp;quot; to 10&lt;br /&gt;
 set &amp;quot;lyr_sh_y&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;lyr_sh_w&amp;quot; to 25&lt;br /&gt;
 set &amp;quot;lyr_sh_h&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;lyr_sa_x&amp;quot; to 43&lt;br /&gt;
 set &amp;quot;lyr_sa_y&amp;quot; to 3&lt;br /&gt;
 set &amp;quot;lyr_sa_w&amp;quot; to 5&lt;br /&gt;
 set &amp;quot;lyr_sa_h&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;lyr_sk_x&amp;quot; to 8&lt;br /&gt;
 set &amp;quot;lyr_sk_y&amp;quot; to 4&lt;br /&gt;
 set &amp;quot;lyr_sk_w&amp;quot; to 40&lt;br /&gt;
 set &amp;quot;lyr_sk_h&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr_sh_x&amp;quot; to 8&lt;br /&gt;
 set &amp;quot;spr_sh_y&amp;quot; to 0&lt;br /&gt;
 '''set &amp;quot;spr_pb_x&amp;quot; to 8'''&lt;br /&gt;
 '''set &amp;quot;spr_pb_y&amp;quot; to 1'''&lt;br /&gt;
 '''set &amp;quot;spr_pb_w&amp;quot; to 1'''&lt;br /&gt;
 '''set &amp;quot;spr_pb_h&amp;quot; to 1'''&lt;br /&gt;
 '''set &amp;quot;lyr_pb_x&amp;quot; to 0'''&lt;br /&gt;
 '''set &amp;quot;lyr_pb_y&amp;quot; to 5'''&lt;br /&gt;
 '''set &amp;quot;lyr_pb_w&amp;quot; to &amp;quot;('bmaxx'-'bminx')&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;lyr_pb_h&amp;quot; to &amp;quot;('bmaxy'-'bminy')&amp;quot;'''&lt;br /&gt;
 put &amp;quot;@sprites.mzm&amp;quot; Image_file p02 at 0 0&lt;br /&gt;
 put &amp;quot;@statusbar.mzm&amp;quot; Image_file p02 at &amp;quot;lyr_s_x&amp;quot; &amp;quot;lyr_s_y&amp;quot;&lt;br /&gt;
 '''copy block at &amp;quot;#&amp;amp;lyr_pb_x&amp;amp;&amp;quot; &amp;quot;#&amp;amp;lyr_pb_y&amp;amp;&amp;quot; for &amp;quot;lyr_pb_w&amp;quot; &amp;quot;lyr_pb_h&amp;quot; to &amp;quot;@blank.mzm&amp;quot; 1'''&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;playerx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;playery&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;scrolledx&amp;quot;&lt;br /&gt;
 set &amp;quot;local5&amp;quot; to &amp;quot;scrolledy&amp;quot;&lt;br /&gt;
 . &amp;quot;Uberleet expression hack method:&amp;quot;&lt;br /&gt;
 . &amp;quot;set \&amp;quot;local4\&amp;quot; to \&amp;quot;(('scrolledx'&amp;lt;'bminx'*('bminx'-'scrolledx'))+('scrolledx'+'vw'&amp;gt;'bmaxx'*('bmaxx'-'vw'-'scrolledx'))+'scrolledx')\&amp;quot;&amp;quot;&lt;br /&gt;
 . &amp;quot;set \&amp;quot;local5\&amp;quot; to \&amp;quot;(('scrolledy'&amp;lt;'bminy'*('bminy'-'scrolledy'))+('scrolledy'+'vh'&amp;gt;'bmaxy'*('bmaxy'-'vh'-'scrolledy'))+'scrolledy')\&amp;quot;&amp;quot;&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;playersprite&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;statusbar&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;playerbullets&amp;amp;_off&amp;quot; to 1'''&lt;br /&gt;
 loop start&lt;br /&gt;
 set &amp;quot;spr('keysprite&amp;amp;loopcount&amp;amp;')_off&amp;quot; to 1&lt;br /&gt;
 loop for &amp;quot;('num_keys'-1)&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 set &amp;quot;spr('doorsprite&amp;amp;loopcount&amp;amp;')_off&amp;quot; to 1&lt;br /&gt;
 loop for &amp;quot;('num_doors'-1)&amp;quot;&lt;br /&gt;
 set &amp;quot;num_keys&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;num_doors&amp;quot; to 0&lt;br /&gt;
 lockscroll&lt;br /&gt;
 scrollview position &amp;quot;local4&amp;quot; &amp;quot;local5&amp;quot;&lt;br /&gt;
 set &amp;quot;player_x&amp;quot; to &amp;quot;local2&amp;quot;&lt;br /&gt;
 set &amp;quot;player_y&amp;quot; to &amp;quot;local3&amp;quot;&lt;br /&gt;
 put player at 0 0&lt;br /&gt;
 : &amp;quot;playerloop&amp;quot;&lt;br /&gt;
 . &amp;quot;... Lines after this point have not changed.&amp;quot;&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;The player, status bar, key, and door robots have not changed.&amp;quot;&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Player bullet robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 set &amp;quot;playerbullets&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 set &amp;quot;pbullets&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;pbullets_add&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;pbullets_remove&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_vlayer&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;lyr_pb_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;lyr_pb_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;lyr_pb_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;lyr_pb_h&amp;quot;&lt;br /&gt;
 put c?? Sprite &amp;quot;local&amp;quot; &amp;quot;bminx&amp;quot; &amp;quot;bminy&amp;quot;&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 goto &amp;quot;#add&amp;quot;&lt;br /&gt;
 goto &amp;quot;#move&amp;quot;&lt;br /&gt;
 goto &amp;quot;#check&amp;quot;&lt;br /&gt;
 goto &amp;quot;#remove&amp;quot;&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 wait for 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;#add&amp;quot;&lt;br /&gt;
 . &amp;quot;TODO&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#move&amp;quot;&lt;br /&gt;
 . &amp;quot;TODO&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#check&amp;quot;&lt;br /&gt;
 . &amp;quot;TODO&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#remove&amp;quot;&lt;br /&gt;
 . &amp;quot;TODO&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#draw&amp;quot;&lt;br /&gt;
 . &amp;quot;TODO&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
[[Sprite#E3.2|Back]]&lt;br /&gt;
&lt;br /&gt;
==Example 3.3==&lt;br /&gt;
 . &amp;quot;The global, player, status bar, key, and door robots have not changed.&amp;quot;&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Player bullet robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 set &amp;quot;playerbullets&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 set &amp;quot;pbullets&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;pbullets_add&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;pbullets_remove&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_vlayer&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;lyr_pb_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;lyr_pb_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;lyr_pb_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;lyr_pb_h&amp;quot;&lt;br /&gt;
 put c?? Sprite &amp;quot;local&amp;quot; &amp;quot;bminx&amp;quot; &amp;quot;bminy&amp;quot;&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 '''if &amp;quot;pbullets_add&amp;quot; &amp;gt; 0 then &amp;quot;#add&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;pbullets&amp;quot; &amp;gt; 0 then &amp;quot;#move&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;pbullets_remove&amp;quot; &amp;gt; 0 then &amp;quot;#remove&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;pbullets&amp;quot; &amp;gt; 0 then &amp;quot;#check&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;pbullets_remove&amp;quot; &amp;gt; 0 then &amp;quot;#remove&amp;quot;'''&lt;br /&gt;
 '''put &amp;quot;@blank.mzm&amp;quot; Image_file p02 at &amp;quot;lyr_pb_x&amp;quot; &amp;quot;lyr_pb_y&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;pbullets&amp;quot; &amp;gt; 0 then &amp;quot;#draw&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to -1'''&lt;br /&gt;
 wait for 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;#add&amp;quot;&lt;br /&gt;
 '''loop start'''&lt;br /&gt;
 '''set &amp;quot;local2&amp;quot; to &amp;quot;pbullets_add&amp;amp;loopcount&amp;amp;&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_x&amp;quot; to &amp;quot;('spr&amp;amp;local2&amp;amp;_width'/2+'spr&amp;amp;local2&amp;amp;_x'-'bminx')&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_y&amp;quot; to &amp;quot;('spr&amp;amp;local2&amp;amp;_height'/2+'spr&amp;amp;local2&amp;amp;_y'-'bminy')&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;Uberleet expression hack version&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;set \&amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vx\&amp;quot; to \&amp;quot;('spr&amp;amp;local2&amp;amp;_lastmove'%2*2-1*('spr&amp;amp;local2&amp;amp;_lastmove'/2))\&amp;quot;&amp;quot;'''&lt;br /&gt;
 '''. &amp;quot;set \&amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vy\&amp;quot; to \&amp;quot;('spr&amp;amp;local2&amp;amp;_lastmove'%2*2-1*('spr&amp;amp;local2&amp;amp;_lastmove'/2-1*-1))\&amp;quot;&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#add('spr&amp;amp;local2&amp;amp;_lastmove')&amp;quot;'''&lt;br /&gt;
 '''inc &amp;quot;pbullets&amp;quot; by 1'''&lt;br /&gt;
 '''loop for &amp;quot;('pbullets_add'-1)&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets_add&amp;quot; to 0'''&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#move&amp;quot;&lt;br /&gt;
 '''loop start'''&lt;br /&gt;
 '''inc &amp;quot;pbullets&amp;amp;loopcount&amp;amp;_x&amp;quot; by &amp;quot;pbullets&amp;amp;loopcount&amp;amp;_vx&amp;quot;'''&lt;br /&gt;
 '''inc &amp;quot;pbullets&amp;amp;loopcount&amp;amp;_y&amp;quot; by &amp;quot;pbullets&amp;amp;loopcount&amp;amp;_vy&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;(('pbullets&amp;amp;loopcount&amp;amp;_x'&amp;gt;=0)a('pbullets&amp;amp;loopcount&amp;amp;_y'&amp;gt;=0)a('pbullets&amp;amp;loopcount&amp;amp;_x'&amp;lt;'lyr_pb_w')a('pbullets&amp;amp;loopcount&amp;amp;_y'&amp;lt;'lyr_pb_h'))&amp;quot; = 1 then &amp;quot;movenext&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets_remove&amp;amp;pbullets_remove&amp;amp;&amp;quot; to &amp;quot;loopcount&amp;quot;'''&lt;br /&gt;
 '''inc &amp;quot;pbullets_remove&amp;quot; by 1'''&lt;br /&gt;
 ''': &amp;quot;movenext&amp;quot;'''&lt;br /&gt;
 '''loop for &amp;quot;('pbullets'-1)&amp;quot;'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 : &amp;quot;#check&amp;quot;&lt;br /&gt;
 '''loop start'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;pbullets&amp;amp;loopcount&amp;amp;_x&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;pbullets&amp;amp;loopcount&amp;amp;_y&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_pb_w&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_pb_h&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;spr&amp;amp;local&amp;amp;_clist&amp;quot; to 1'''&lt;br /&gt;
 '''if &amp;quot;spr_collisions&amp;quot; &amp;lt;= 0 then &amp;quot;checknext&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local2&amp;quot; to 0'''&lt;br /&gt;
 ''': &amp;quot;collide&amp;quot;'''&lt;br /&gt;
 '''if &amp;quot;spr_clist&amp;amp;local2&amp;amp;&amp;quot; = &amp;quot;playersprite&amp;quot; then &amp;quot;checknext&amp;quot;'''&lt;br /&gt;
 '''send &amp;quot;spr('spr_clist&amp;amp;local2&amp;amp;')&amp;quot; to &amp;quot;playershot&amp;quot;'''&lt;br /&gt;
 '''inc &amp;quot;local2&amp;quot; by 1'''&lt;br /&gt;
 '''if &amp;quot;local2&amp;quot; &amp;lt; &amp;quot;spr_collisions&amp;quot; then &amp;quot;collide&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets_remove&amp;amp;pbullets_remove&amp;amp;&amp;quot; to &amp;quot;loopcount&amp;quot;'''&lt;br /&gt;
 '''inc &amp;quot;pbullets_remove&amp;quot; by 1'''&lt;br /&gt;
 ''': &amp;quot;checknext&amp;quot;'''&lt;br /&gt;
 '''loop for &amp;quot;('pbullets'-1)&amp;quot;'''&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#remove&amp;quot;&lt;br /&gt;
 '''loop start'''&lt;br /&gt;
 '''dec &amp;quot;pbullets&amp;quot; by 1'''&lt;br /&gt;
 '''set &amp;quot;local2&amp;quot; to &amp;quot;pbullets_remove('pbullets_remove'-'loopcount'-1)&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;local2&amp;amp;_x&amp;quot; to &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_x&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;local2&amp;amp;_y&amp;quot; to &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_y&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;local2&amp;amp;_vx&amp;quot; to &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vx&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;local2&amp;amp;_vy&amp;quot; to &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vy&amp;quot;'''&lt;br /&gt;
 '''loop for &amp;quot;('pbullets_remove'-1)&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets_remove&amp;quot; to 0'''&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#draw&amp;quot;&lt;br /&gt;
 '''loop start'''&lt;br /&gt;
 '''copy block at &amp;quot;#&amp;amp;spr_pb_x&amp;amp;&amp;quot; &amp;quot;#&amp;amp;spr_pb_y&amp;amp;&amp;quot; for &amp;quot;spr_pb_w&amp;quot; &amp;quot;spr_pb_h&amp;quot; to &amp;quot;#('lyr_pb_x'+'pbullets&amp;amp;loopcount&amp;amp;_x')&amp;quot; &amp;quot;#('lyr_pb_y'+'pbullets&amp;amp;loopcount&amp;amp;_y')&amp;quot;'''&lt;br /&gt;
 '''loop for &amp;quot;('pbullets'-1)&amp;quot;'''&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 ''': &amp;quot;#add0&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vx&amp;quot; to 0'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vy&amp;quot; to -1'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ''': &amp;quot;#add1&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vx&amp;quot; to 0'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vy&amp;quot; to 1'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ''': &amp;quot;#add2&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vx&amp;quot; to -1'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vy&amp;quot; to 0'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ''': &amp;quot;#add3&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vx&amp;quot; to 1'''&lt;br /&gt;
 '''set &amp;quot;pbullets&amp;amp;pbullets&amp;amp;_vy&amp;quot; to 0'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
[[Sprite#E3.3|Back]]&lt;br /&gt;
==Example 3.4==&lt;br /&gt;
 . &amp;quot;Global robot&amp;quot;&lt;br /&gt;
 set &amp;quot;commands&amp;quot; to 4096&lt;br /&gt;
 set &amp;quot;maxhealth&amp;quot; to 100&lt;br /&gt;
 set maxhealth to &amp;quot;maxhealth&amp;quot;&lt;br /&gt;
 '''set &amp;quot;ammo&amp;quot; to 10000'''&lt;br /&gt;
 set &amp;quot;enter_menu&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;bminx&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;bminy&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;bmaxx&amp;quot; to 81&lt;br /&gt;
 set &amp;quot;bmaxy&amp;quot; to 26&lt;br /&gt;
 set &amp;quot;vw&amp;quot; to 80&lt;br /&gt;
 set &amp;quot;vh&amp;quot; to 25&lt;br /&gt;
 set &amp;quot;spr_yorder&amp;quot; to 1&lt;br /&gt;
 . &amp;quot;... And all the rest.&amp;quot;&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Player robot&amp;quot;&lt;br /&gt;
 lockplayer&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 set &amp;quot;playersprite&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_vlayer&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_p_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_p_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_p_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_p_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_p_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_p_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_p_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_p_ch&amp;quot;&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 : &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 if uppressed then &amp;quot;#up&amp;quot;&lt;br /&gt;
 if leftpressed then &amp;quot;#left&amp;quot;&lt;br /&gt;
 if rightpressed then &amp;quot;#right&amp;quot;&lt;br /&gt;
 if downpressed then &amp;quot;#down&amp;quot;&lt;br /&gt;
 wait for 1&lt;br /&gt;
 goto &amp;quot;drawloop&amp;quot;&lt;br /&gt;
 : &amp;quot;#up&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 0&lt;br /&gt;
 '''if spacepressed then &amp;quot;shoot&amp;quot;'''&lt;br /&gt;
 if &amp;quot;player_y&amp;quot; &amp;lt;= &amp;quot;bminy&amp;quot; then &amp;quot;edgecollide&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 -1 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 dec &amp;quot;player_y&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#down&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 1&lt;br /&gt;
 '''if spacepressed then &amp;quot;shoot&amp;quot;'''&lt;br /&gt;
 if &amp;quot;player_y&amp;quot; &amp;gt;= &amp;quot;('bmaxy'-'spr&amp;amp;local&amp;amp;_height')&amp;quot; then &amp;quot;edgecollide&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 0 1 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 inc &amp;quot;player_y&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#left&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 2&lt;br /&gt;
 '''if spacepressed then &amp;quot;shoot&amp;quot;'''&lt;br /&gt;
 if &amp;quot;player_x&amp;quot; &amp;lt;= &amp;quot;bminx&amp;quot; then &amp;quot;edgecollide&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at -1 0 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 dec &amp;quot;player_x&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#right&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lastmove&amp;quot; to 3&lt;br /&gt;
 '''if spacepressed then &amp;quot;shoot&amp;quot;'''&lt;br /&gt;
 if &amp;quot;player_x&amp;quot; &amp;gt;= &amp;quot;('bmaxx'-'spr&amp;amp;local&amp;amp;_width')&amp;quot; then &amp;quot;edgecollide&amp;quot;&lt;br /&gt;
 if c?? Sprite_colliding &amp;quot;local&amp;quot; at 1 0 then &amp;quot;collision&amp;quot;&lt;br /&gt;
 inc &amp;quot;player_x&amp;quot; by 1&lt;br /&gt;
 goto &amp;quot;#draw&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#draw&amp;quot;&lt;br /&gt;
 put c?? Sprite &amp;quot;local&amp;quot; at &amp;quot;player_x&amp;quot; &amp;quot;player_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_setview&amp;quot; to 1&lt;br /&gt;
 if &amp;quot;scrolledx&amp;quot; &amp;lt; &amp;quot;bminx&amp;quot; then &amp;quot;#fixleft&amp;quot;&lt;br /&gt;
 if &amp;quot;scrolledx&amp;quot; &amp;gt; &amp;quot;('bmaxx'-'vw')&amp;quot; then &amp;quot;#fixright&amp;quot;&lt;br /&gt;
 if &amp;quot;scrolledy&amp;quot; &amp;lt; &amp;quot;bminy&amp;quot; then &amp;quot;#fixup&amp;quot;&lt;br /&gt;
 if &amp;quot;scrolledy&amp;quot; &amp;gt; &amp;quot;('bmaxy'-'vh')&amp;quot; then &amp;quot;#fixdown&amp;quot;&lt;br /&gt;
 . &amp;quot;Uberleet expression hack method:&amp;quot;&lt;br /&gt;
 . &amp;quot;set \&amp;quot;local2\&amp;quot; to \&amp;quot;(('scrolledx'&amp;lt;'bminx'*('bminx'-'scrolledx'))+('scrolledx'+'vw'&amp;gt;'bmaxx'*('bmaxx'-'vw'-'scrolledx'))+'scrolledx')\&amp;quot;&amp;quot;&lt;br /&gt;
 . &amp;quot;set \&amp;quot;local3\&amp;quot; to \&amp;quot;(('scrolledy'&amp;lt;'bminy'*('bminy'-'scrolledy'))+('scrolledy'+'vh'&amp;gt;'bmaxy'*('bmaxy'-'vh'-'scrolledy'))+'scrolledy')\&amp;quot;&amp;quot;&lt;br /&gt;
 . &amp;quot;scrollview position \&amp;quot;local2\&amp;quot; \&amp;quot;local3\&amp;quot;&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;collision&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 goto &amp;quot;#collide('spr_clist&amp;amp;loopcount&amp;amp;')&amp;quot;&lt;br /&gt;
 send &amp;quot;spr('spr_clist&amp;amp;loopcount&amp;amp;')&amp;quot; to &amp;quot;touch&amp;quot;&lt;br /&gt;
 loop for &amp;quot;('spr_collisions'-1)&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;edgecollide&amp;quot;&lt;br /&gt;
 send &amp;quot;global&amp;quot; to &amp;quot;edge&amp;amp;spr('local')_lastmove&amp;amp;&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#fixleft&amp;quot;&lt;br /&gt;
 scrollview position &amp;quot;bminx&amp;quot; &amp;quot;scrolledy&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#fixright&amp;quot;&lt;br /&gt;
 scrollview position &amp;quot;('bmaxx'-'vw')&amp;quot; &amp;quot;scrolledy&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#fixup&amp;quot;&lt;br /&gt;
 scrollview position &amp;quot;scrolledx&amp;quot; &amp;quot;bminy&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 : &amp;quot;#fixdown&amp;quot;&lt;br /&gt;
 scrollview position &amp;quot;scrolledx&amp;quot; &amp;quot;('bmaxy'-'vh')&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 ''': &amp;quot;shoot&amp;quot;'''&lt;br /&gt;
 '''take 1 AMMOS else &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;pbullets_add&amp;amp;pbullets_add&amp;amp;&amp;quot; to &amp;quot;local&amp;quot;'''&lt;br /&gt;
 '''inc &amp;quot;pbullets_add&amp;quot; by 1'''&lt;br /&gt;
 '''goto &amp;quot;#return&amp;quot;'''&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Key robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;this_color&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot; to &amp;quot;num_keys&amp;quot;&lt;br /&gt;
 set &amp;quot;keysprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 inc &amp;quot;num_keys&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_vlayer&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_k_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_k_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_k_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_k_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_k_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_k_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_k_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_k_ch&amp;quot;&lt;br /&gt;
 put &amp;quot;local4&amp;quot; Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;touch&amp;quot;&lt;br /&gt;
 inc &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; by 1&lt;br /&gt;
 dec &amp;quot;num_keys&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr('keysprite&amp;amp;num_keys&amp;amp;')_lpos&amp;quot; to &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot;&lt;br /&gt;
 set &amp;quot;keysprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;keysprite&amp;amp;num_keys&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 die&lt;br /&gt;
 ''': &amp;quot;playershot&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local5&amp;quot; to &amp;quot;('local4'%16)&amp;quot;'''&lt;br /&gt;
 '''* &amp;quot;~&amp;amp;+local5&amp;amp;Ouch, you shot me!&amp;quot;'''&lt;br /&gt;
 '''end'''&lt;br /&gt;
 ---------------------------------------------------------------&lt;br /&gt;
 . &amp;quot;Door robot&amp;quot;&lt;br /&gt;
 set &amp;quot;local&amp;quot; to &amp;quot;robot_id&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;thisx&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;thisy&amp;quot;&lt;br /&gt;
 set &amp;quot;local4&amp;quot; to &amp;quot;this_color&amp;quot;&lt;br /&gt;
 gotoxy &amp;quot;local&amp;quot; 0&lt;br /&gt;
 . &amp;quot;@spr&amp;amp;local&amp;amp;&amp;quot;&lt;br /&gt;
 restore &amp;quot;justentered&amp;quot; 1&lt;br /&gt;
 | &amp;quot;justentered&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot; to &amp;quot;num_doors&amp;quot;&lt;br /&gt;
 set &amp;quot;doorsprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;local&amp;quot;&lt;br /&gt;
 inc &amp;quot;num_doors&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_vlayer&amp;quot; to 1&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refx&amp;quot; to &amp;quot;spr_d_x&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_refy&amp;quot; to &amp;quot;spr_d_y&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_width&amp;quot; to &amp;quot;spr_d_w&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_height&amp;quot; to &amp;quot;spr_d_h&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cx&amp;quot; to &amp;quot;spr_d_cx&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cy&amp;quot; to &amp;quot;spr_d_cy&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cwidth&amp;quot; to &amp;quot;spr_d_cw&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_cheight&amp;quot; to &amp;quot;spr_d_ch&amp;quot;&lt;br /&gt;
 put &amp;quot;local4&amp;quot; Sprite &amp;quot;local&amp;quot; at &amp;quot;local2&amp;quot; &amp;quot;local3&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 : &amp;quot;touch&amp;quot;&lt;br /&gt;
 if &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; &amp;lt;= 0 then &amp;quot;end&amp;quot;&lt;br /&gt;
 dec &amp;quot;key_&amp;amp;local4&amp;amp;&amp;quot; by 1&lt;br /&gt;
 dec &amp;quot;num_doors&amp;quot; by 1&lt;br /&gt;
 set &amp;quot;spr('doorsprite&amp;amp;num_doors&amp;amp;')_lpos&amp;quot; to &amp;quot;spr&amp;amp;local&amp;amp;_lpos&amp;quot;&lt;br /&gt;
 set &amp;quot;doorsprite('spr&amp;amp;local&amp;amp;_lpos')&amp;quot; to &amp;quot;doorsprite&amp;amp;num_doors&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;spr&amp;amp;local&amp;amp;_off&amp;quot; to 1&lt;br /&gt;
 die&lt;br /&gt;
 : &amp;quot;end&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
 ''': &amp;quot;playershot&amp;quot;'''&lt;br /&gt;
 '''set &amp;quot;local5&amp;quot; to &amp;quot;('local4'%16)&amp;quot;'''&lt;br /&gt;
 '''* &amp;quot;~&amp;amp;+local5&amp;amp;Ouch, you shot me!&amp;quot;'''&lt;br /&gt;
 '''end'''&lt;br /&gt;
[[Sprite#E3.4|Back]]&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Trev-MUN&amp;diff=7274</id>
		<title>Trev-MUN</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Trev-MUN&amp;diff=7274"/>
		<updated>2010-01-15T23:30:44Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Reverted edits by JoannMilton (Talk) to last revision by Terryn&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>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Winter_2010_Dualstream_Day_of_Zeux&amp;diff=7207</id>
		<title>Winter 2010 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Winter_2010_Dualstream_Day_of_Zeux&amp;diff=7207"/>
		<updated>2010-01-11T20:31:24Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* External Links */ Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Winter 2010 Dualstream Day of Zeux''' was hosted by [[Kuddy]] and started on Saturday, January 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;, 2010, 5PM GMT (ending the same time the next day). The topics were &amp;quot;Isolation&amp;quot; and &amp;quot;Alien Invaders&amp;quot;. The judges were [[astral]], [[wildweasel]], [[pyro1588]], [[asgromo]], and Kuddy himself (following the precident established last time). Buildup for this DoZ was fairly low-key, but consistent, and was bolstered by last minute signups as usual. Continuing the previous trend, the majority of the submissions were considered to be above average quality, and some of the top entries were quite impressive. Another continuing trend, most submissions were solo efforts, with one of the two team entries placing second and the other being disqualified. Finally, this DoZ saw a large number of games focused on technically impressive engine development, which astral specifically remarked that he found irksome. For example, [[Lancer-X]] submitted a game that ran in a very impressive visual novel interface; [[GreaseMonkey]] built a [[raycaster]] for his game that was actually considered fairly successful despite its low resolution; [[Lachesis]] wrote a Danmaku-like [[pixel-perfect]] shooter; and [[logicow]] made a last minute return to submit a very pretty half-char [[sidescroller]].&lt;br /&gt;
&lt;br /&gt;
The previously established guidelines on judging quality and timeliness were also put to the test in this DoZ, when Kuddy submitted his scores at the end of the judging week without comments, and astral's comments failed to meet the 300 word-per-game average. After strong complaints from [[Wervyn]], both scores were retracted. Despite the final scores being the result of only three combined judges, Wervyn insists that this is exactly what he had in mind when he proposed the system.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
The rankings and total scores of each game in this DoZ are as follows:&lt;br /&gt;
&lt;br /&gt;
*1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Place - Entry 30641 - '''Alien Invaders/Lite''' - ''[[Celestial Altar]]'' - by ク・リトル・リトル ([[Lancer-X]]) (Score: 1063/1200)&lt;br /&gt;
*2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Place - Entry 60441 - '''Isolation/Lite''' - ''[[Forsaken Daylight]]'' - Team Betamax ([[CJA]], [[GreaseMonkey]], [[asiekierka]]) (Score: 937/1200)&lt;br /&gt;
*3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Place - Entry 70273 - '''Alien Invaders/Lite''' - ''[[Antares]]'' - Fight For Ya' Life ([[Maxim]]) (Score: 795/1200)&lt;br /&gt;
*4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 34477 - '''Alien Invaders/Lite''' - ''[[Duck Rescue]]'' - [[logicow]] (Score: 788/1200)&lt;br /&gt;
*5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 47527 - '''Isolation/Heavy''' - ''[[Abandoned]]'' - Oh god, dragons ([[Kom]]) (Score: 775/1200)&lt;br /&gt;
*6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 66482 - '''Alien Invaders/Lite''' - ''[[THOSE ALIEN INVADER!]]'' - MEDIUM RARE WARE ([[Lachesis]]) (Score: 766/1200)&lt;br /&gt;
*7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 36306 - '''Isolation/Heavy''' - ''[[Voluntary Solitude]]'' - Vortex Productions ([[RyanThunder]]) (Score: 722/1200)&lt;br /&gt;
*8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 49781 - '''Alien Invaders/Lite''' - ''[[TurnCoat]]'' - The Moanatoans ([[ThdPro]]) (Score: 643/1200)&lt;br /&gt;
*9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 18030 - '''Isolation/Heavy''' - ''[[Prison Escape]]'' - Knights of Danika ([[Goshi]]) (Score: 587/1200)&lt;br /&gt;
*10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 13210 - '''Alien Invaders/Lite''' - ''[[ALIENS ON AN ELEVATOR]]'' - The Bee's Knees ([[Captain Failmore]]) (Score: 563/1200)&lt;br /&gt;
*11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 79530 - '''Isolation/Heavy''' - ''[[For Liberty]]'' - For Liberty ([[Spike]]) (Score: 514/1200)&lt;br /&gt;
*12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 11617 - '''Isolation/Heavy''' - ''[[Isolation Puzzle Platformer]]'' - Last Place Or Bust ([[mzxrules]]) (Score: 184/1200)&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Place - Entry 62239 - '''Alien Invaders/Lite''' - Untitled - The Onion Paradigm ([[Malwyn]], [[Risu2112]], [[Wervyn]]) (Score: 541/1200)&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Place - Entry 72165 - '''Alien Invaders/Lite''' - Untitled - Wacky Ironic Name Mocking Wacky Ironic Names ([[Seventh Shade]]) (Score: 373/1200)&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
''See [[:Category:Winter 2010 Dualstream Day of Zeux Judging Sheets|Winter 2010 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://doz.digitalmzx.net/Winter2009/ Official Winter 2010 Dualstream Day of Zeux Page]&lt;br /&gt;
*[http://www.digitalmzx.net/forums/index.php?showtopic=14739 Official Results Thread]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Day of Zeux]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Winter_2010_Dualstream_Day_of_Zeux&amp;diff=7206</id>
		<title>Winter 2010 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Winter_2010_Dualstream_Day_of_Zeux&amp;diff=7206"/>
		<updated>2010-01-11T20:21:21Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Scores */ Name correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Winter 2010 Dualstream Day of Zeux''' was hosted by [[Kuddy]] and started on Saturday, January 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;, 2010, 5PM GMT (ending the same time the next day). The topics were &amp;quot;Isolation&amp;quot; and &amp;quot;Alien Invaders&amp;quot;. The judges were [[astral]], [[wildweasel]], [[pyro1588]], [[asgromo]], and Kuddy himself (following the precident established last time). Buildup for this DoZ was fairly low-key, but consistent, and was bolstered by last minute signups as usual. Continuing the previous trend, the majority of the submissions were considered to be above average quality, and some of the top entries were quite impressive. Another continuing trend, most submissions were solo efforts, with one of the two team entries placing second and the other being disqualified. Finally, this DoZ saw a large number of games focused on technically impressive engine development, which astral specifically remarked that he found irksome. For example, [[Lancer-X]] submitted a game that ran in a very impressive visual novel interface; [[GreaseMonkey]] built a [[raycaster]] for his game that was actually considered fairly successful despite its low resolution; [[Lachesis]] wrote a Danmaku-like [[pixel-perfect]] shooter; and [[logicow]] made a last minute return to submit a very pretty half-char [[sidescroller]].&lt;br /&gt;
&lt;br /&gt;
The previously established guidelines on judging quality and timeliness were also put to the test in this DoZ, when Kuddy submitted his scores at the end of the judging week without comments, and astral's comments failed to meet the 300 word-per-game average. After strong complaints from [[Wervyn]], both scores were retracted. Despite the final scores being the result of only three combined judges, Wervyn insists that this is exactly what he had in mind when he proposed the system.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
The rankings and total scores of each game in this DoZ are as follows:&lt;br /&gt;
&lt;br /&gt;
*1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Place - Entry 30641 - '''Alien Invaders/Lite''' - ''[[Celestial Altar]]'' - by ク・リトル・リトル ([[Lancer-X]]) (Score: 1063/1200)&lt;br /&gt;
*2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Place - Entry 60441 - '''Isolation/Lite''' - ''[[Forsaken Daylight]]'' - Team Betamax ([[CJA]], [[GreaseMonkey]], [[asiekierka]]) (Score: 937/1200)&lt;br /&gt;
*3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Place - Entry 70273 - '''Alien Invaders/Lite''' - ''[[Antares]]'' - Fight For Ya' Life ([[Maxim]]) (Score: 795/1200)&lt;br /&gt;
*4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 34477 - '''Alien Invaders/Lite''' - ''[[Duck Rescue]]'' - [[logicow]] (Score: 788/1200)&lt;br /&gt;
*5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 47527 - '''Isolation/Heavy''' - ''[[Abandoned]]'' - Oh god, dragons ([[Kom]]) (Score: 775/1200)&lt;br /&gt;
*6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 66482 - '''Alien Invaders/Lite''' - ''[[THOSE ALIEN INVADER!]]'' - MEDIUM RARE WARE ([[Lachesis]]) (Score: 766/1200)&lt;br /&gt;
*7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 36306 - '''Isolation/Heavy''' - ''[[Voluntary Solitude]]'' - Vortex Productions ([[RyanThunder]]) (Score: 722/1200)&lt;br /&gt;
*8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 49781 - '''Alien Invaders/Lite''' - ''[[TurnCoat]]'' - The Moanatoans ([[ThdPro]]) (Score: 643/1200)&lt;br /&gt;
*9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 18030 - '''Isolation/Heavy''' - ''[[Prison Escape]]'' - Knights of Danika ([[Goshi]]) (Score: 587/1200)&lt;br /&gt;
*10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 13210 - '''Alien Invaders/Lite''' - ''[[ALIENS ON AN ELEVATOR]]'' - The Bee's Knees ([[Captain Failmore]]) (Score: 563/1200)&lt;br /&gt;
*11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 79530 - '''Isolation/Heavy''' - ''[[For Liberty]]'' - For Liberty ([[Spike]]) (Score: 514/1200)&lt;br /&gt;
*12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 11617 - '''Isolation/Heavy''' - ''[[Isolation Puzzle Platformer]]'' - Last Place Or Bust ([[mzxrules]]) (Score: 184/1200)&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Place - Entry 62239 - '''Alien Invaders/Lite''' - Untitled - The Onion Paradigm ([[Malwyn]], [[Risu2112]], [[Wervyn]]) (Score: 541/1200)&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Place - Entry 72165 - '''Alien Invaders/Lite''' - Untitled - Wacky Ironic Name Mocking Wacky Ironic Names ([[Seventh Shade]]) (Score: 373/1200)&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
''See [[:Category:Winter 2010 Dualstream Day of Zeux Judging Sheets|Winter 2010 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://doz.digitalmzx.net/Winter2010 Official Winter 2010 Dualstream Day of Zeux Page]&lt;br /&gt;
*[http://www.digitalmzx.net/forums/index.php?showtopic=14739 Official Results Thread]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Day of Zeux]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Summer_2009_Dualstream_Day_of_Zeux&amp;diff=7205</id>
		<title>Summer 2009 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Summer_2009_Dualstream_Day_of_Zeux&amp;diff=7205"/>
		<updated>2010-01-11T20:12:55Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Date typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Summer 2009 Dualstream Day of Zeux''' was hosted by [[Wervyn]] and started on Saturday, June 27th, 2009, 4PM GMT (ending the same time the next day). The topics were &amp;quot;Paranoia&amp;quot; and &amp;quot;News Reporters&amp;quot;. The judges were [[MZXGiant]], [[pyro1588]], [[KKairos]], [[Terryn]], and Wervyn himself (in an attempt to set a post-anonymity precedent for hosts as judges). Like previous DoZs, this one also had a perceived lack of interest in the pre-DoZ period, despite (or perhaps because of) early exhortations and advertisements; but in the end twelve entries were received. In what was considered to be a sign of an upward trend in effort and participation, the majority of the entries were received as good, quality games or better.  The DoZ also consisted of almost entirely solo entries, with only two games being produced by teams, and one of those put together by [[Kom]], the solitary remaining teammate after his partners [[CJA]] and [[Malwyn]] failed to show up.  [[logicow]] also provided the obligatory DoZ drama, posting a [http://www.digitalmzx.net/forums/index.php?showtopic=14473 lengthy complaint] about the DoZ before the dust had even settled, and Leaving In A Huff.  His game was the one disqualification in the competition, on counts of theme relevance, and of failing to run in MZX 2.82b (since he had produced it in the SVN development version).&lt;br /&gt;
&lt;br /&gt;
Expanding on the stricter judging policies he requested in the past, Wervyn vowed that results would be produced within a week of the competition's end, with detailed comments and appropriate scores from all judges.  He made the decision to use five judges specifically so that one or two scoresheets could be dropped as a contingency without severely diluting the effect of having multiple scoresheets.  As it turned out, all five judges made good on the deadline and standard of quality, and all five scoresheets were counted.&lt;br /&gt;
Another important change made to the rules in this DoZ was the separation of scoresheets from DoZ topics, such that the theme-centric set of scores could be used with the Concrete (rebranded from &amp;quot;Specific&amp;quot;) topic, and vice versa with regard to the Abstract topic and theme-light sheet.  This had been discussed and requested for over a year, but this was its first implementation, with generally positive results.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
The rankings and total scores of each game in this DoZ are as follows:&lt;br /&gt;
&lt;br /&gt;
*1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Place - Entry 41817 - '''Paranoia/Lite''' - ''[[Reconquista+Escalation]]'' - by 妹陵辱 ～お兄ちゃん信じてたのに～ ([[Lancer-X]]) (Score: 1679/2000)&lt;br /&gt;
*2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Place - Entry 98991 - '''Paranoia/Heavy''' - ''[[Welty Wickleson, Harbinger of Truth]]'' - Probably Won't Submit ([[Quasar84]], [[Tixus]]) (Score: 1524/2000)&lt;br /&gt;
*3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Place - Entry 90622 - '''Paranoia/Lite''' - ''[[Achtung!]]'' - Team MAX FORCE ([[Maxim]]) (Score: 1352/2000)&lt;br /&gt;
*4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 52517 - '''Paranoia/Lite''' - ''[[Risa]]'' - Sparkling Bishojou Super Mecha Soldiers in &amp;quot;Let's Make Another Lame Metroid Ripoff&amp;quot; ([[kuroneko]]) (Score: 1348/2000)&lt;br /&gt;
*5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 40125 - '''News Reporters/Heavy''' - ''[[News First!]]'' - Team Runnin'-On-Empty ([[wildweasel]]) (Score: 1318/2000)&lt;br /&gt;
*6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 10037 - '''Paranoia/Heavy''' - ''[[Automobile Conspiracy]]'' - Riding with Hitler ([[GreaseMonkey]]) (Score: 1251/2000)&lt;br /&gt;
*7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 35285 - '''Paranoia/Lite''' - ''[[Paranoid Heavens]]'' - Will he actually submit an entry!? Find out SOON! ([[Goshi]]) (Score: 1162/2000)&lt;br /&gt;
*8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 89341 - '''Paranoia/Lite''' - ''[[California Rookie]]'' - Team Laser Explosion ([[nooodl]]) (Score: 1057/2000)&lt;br /&gt;
*9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 92782 - '''News Reporters/Lite''' - ''[[Jack Flaps, News Reporter]]'' - Ironic Team Name ([[CJA]], [[Kom]], [[Malwyn]]) (Score: 901/2000)&lt;br /&gt;
*10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 52370 - '''News Reporters/Lite''' - ''[[Night's Journey]]'' - Redemption ([[mzxrules]]) (Score: 567/2000) (810 - 30% penalty)&lt;br /&gt;
*11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 98505 - '''Paranoia/Lite''' - ''[[Untitled, Unfinished]]'' - 1 Small Hand Tossed, Extra Chicken, Anchovies, BBQ Sauce ([[Insidious]]) (Score: 468/2000)&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Place - Entry 13697 - '''Paranoia/Lite''' - ''[[Revenge of the Toaster]]'' - [[logicow]] (Score: 988/2000)&lt;br /&gt;
&lt;br /&gt;
This DoZ saw a major preference for the Paranoia topic and theme-light scoresheet.  Interestingly, two of the games would have scored better if they had used the theme-heavy scoresheet instead: Goshi's game Paranoid Heavens, and nooodl's game California Rookie.  Goshi chose his sheet on purpose, but nooodl was unaware of the new scoresheet rule (even after repeated announcements), and neglected to pick a sheet.  The scores also show that this was an extremely high quality DoZ, sporting two games of excellent quality (75%-85%), four games of good quality (60%-70%), and two games that would have been on more beneficial scoresheets, but still topped average quality (50%-60%).  Logicow's disqualified game was also worthwhile as a technical curiosity at the very least.&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
''See [[:Category:Summer 2009 Dualstream Day of Zeux Judging Sheets|Summer 2009 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://doz.digitalmzx.net/Summer2009 Official Summer 2009 Dualstream Day of Zeux Page]&lt;br /&gt;
*[http://www.digitalmzx.net/forums/index.php?showtopic=14481 Official Results Thread]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Day of Zeux]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Winter_2010_Dualstream_Day_of_Zeux&amp;diff=7204</id>
		<title>Winter 2010 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Winter_2010_Dualstream_Day_of_Zeux&amp;diff=7204"/>
		<updated>2010-01-11T20:10:56Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: New page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Winter 2010 Dualstream Day of Zeux''' was hosted by [[Kuddy]] and started on Saturday, January 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;, 2010, 5PM GMT (ending the same time the next day). The topics were &amp;quot;Isolation&amp;quot; and &amp;quot;Alien Invaders&amp;quot;. The judges were [[astral]], [[wildweasel]], [[pyro1588]], [[asgromo]], and Kuddy himself (following the precident established last time). Buildup for this DoZ was fairly low-key, but consistent, and was bolstered by last minute signups as usual. Continuing the previous trend, the majority of the submissions were considered to be above average quality, and some of the top entries were quite impressive. Another continuing trend, most submissions were solo efforts, with one of the two team entries placing second and the other being disqualified. Finally, this DoZ saw a large number of games focused on technically impressive engine development, which astral specifically remarked that he found irksome. For example, [[Lancer-X]] submitted a game that ran in a very impressive visual novel interface; [[GreaseMonkey]] built a [[raycaster]] for his game that was actually considered fairly successful despite its low resolution; [[Lachesis]] wrote a Danmaku-like [[pixel-perfect]] shooter; and [[logicow]] made a last minute return to submit a very pretty half-char [[sidescroller]].&lt;br /&gt;
&lt;br /&gt;
The previously established guidelines on judging quality and timeliness were also put to the test in this DoZ, when Kuddy submitted his scores at the end of the judging week without comments, and astral's comments failed to meet the 300 word-per-game average. After strong complaints from [[Wervyn]], both scores were retracted. Despite the final scores being the result of only three combined judges, Wervyn insists that this is exactly what he had in mind when he proposed the system.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
The rankings and total scores of each game in this DoZ are as follows:&lt;br /&gt;
&lt;br /&gt;
*1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Place - Entry 30641 - '''Alien Invaders/Lite''' - ''[[Celestial Altar]]'' - by ク・リトル・リトル ([[Lancer-X]]) (Score: 1063/1200)&lt;br /&gt;
*2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Place - Entry 60441 - '''Isolation/Lite''' - ''[[Forsaken Daylight]]'' - Team Betamax ([[CJA]], [[GreaseMonkey]], [[asiekierka]]) (Score: 937/1200)&lt;br /&gt;
*3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Place - Entry 70273 - '''Alien Invaders/Lite''' - ''[[Antares]]'' - Fight For Ya' Life ([[Maxim]]) (Score: 795/1200)&lt;br /&gt;
*4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 34477 - '''Alien Invaders/Lite''' - ''[[Duck Rescue]]'' - [[logicow]] (Score: 788/1200)&lt;br /&gt;
*5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 47527 - '''Isolation/Heavy''' - ''[[Abandoned]]'' - Oh god, dragons ([[Kom]]) (Score: 775/1200)&lt;br /&gt;
*6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 66482 - '''Alien Invaders/Lite''' - ''[[THOSE ALIEN INVADER!]]'' - MEDIUM RARE WARE ([[Lachesis]]) (Score: 766/1200)&lt;br /&gt;
*7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 36306 - '''Isolation/Heavy''' - ''[[Voluntary Solitude]]'' - Vortex Productions ([[RyanThunder]]) (Score: 722/1200)&lt;br /&gt;
*8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 49781 - '''Alien Invaders/Lite''' - ''[[TurnCoat]]'' - The Moanatoans ([[ThdPro]]) (Score: 643/1200)&lt;br /&gt;
*9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 18030 - '''Isolation/Heavy''' - ''[[Prison Escape]]'' - Knights of Danika ([[Goshi]]) (Score: 587/1200)&lt;br /&gt;
*10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 13210 - '''Alien Invaders/Lite''' - ''[[ALIENS ON AN ELEVATOR]]'' - The Bee's Knees ([[Captain Failmore]]) (Score: 563/1200)&lt;br /&gt;
*11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 79530 - '''Isolation/Heavy''' - ''[[For Liberty]]'' - For Liberty ([[SpikeLiberty]]) (Score: 514/1200)&lt;br /&gt;
*12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 11617 - '''Isolation/Heavy''' - ''[[Isolation Puzzle Platformer]]'' - Last Place Or Bust ([[mzxrules]]) (Score: 184/1200)&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Place - Entry 62239 - '''Alien Invaders/Lite''' - Untitled - The Onion Paradigm ([[Malwyn]], [[Risu2112]], [[Wervyn]]) (Score: 541/1200)&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Place - Entry 72165 - '''Alien Invaders/Lite''' - Untitled - Wacky Ironic Name Mocking Wacky Ironic Names ([[Seventh Shade]]) (Score: 373/1200)&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
''See [[:Category:Winter 2010 Dualstream Day of Zeux Judging Sheets|Winter 2010 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://doz.digitalmzx.net/Winter2010 Official Winter 2010 Dualstream Day of Zeux Page]&lt;br /&gt;
*[http://www.digitalmzx.net/forums/index.php?showtopic=14739 Official Results Thread]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Day of Zeux]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&amp;diff=7203</id>
		<title>Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&amp;diff=7203"/>
		<updated>2010-01-11T19:09:08Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Past Days of Zeux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Day of Zeux''', typically abbreviated as '''DoZ''', is a competition invented by [[kvance]] in which teams and solo competitors are assigned a topic and must create a game within 24 hours based on one of the topics. The submitted games are then scored by a number of judges (usually four) selected by the DoZ's host to determine the winner. Day of Zeux competitions pre-summer-2001 were confined to one topic; however, the two-topic &amp;quot;Dualstream&amp;quot; format (abbr. '''DsDoZ''') popularised by [[Terryn]] has since replaced it. The terms &amp;quot;Dualstream Day of Zeux&amp;quot; and &amp;quot;Day of Zeux&amp;quot; are now synonymous.&lt;br /&gt;
&lt;br /&gt;
Days of Zeux competitions are typically held twice per year, within the first month of summer and first two weeks of winter. There have been some exceptions (such as Easter 1999).&lt;br /&gt;
&lt;br /&gt;
==Day of Zeux Rules==&lt;br /&gt;
Most current Day of Zeux competitions typically run under these default rules, with minor variations:&lt;br /&gt;
===Teams===&lt;br /&gt;
Teams consist of one to three people. If necessary, competitor(s) may also appoint an alternate member who can take the place of any member of their team should they be unable to attend the Day of Zeux. This alternate member can only be added to the team at the start of the DoZ, before the topics are announced. Sign-ups are typically accepted from the time the form goes on the page until the Day of Zeux ends (for obvious reasons, the alternate member field should be removed when the topics are announced).&lt;br /&gt;
&lt;br /&gt;
===Topics===&lt;br /&gt;
When the Day of Zeux starts, two topics are presented: an abstract topic and a concrete topic (often referred to as &amp;quot;general&amp;quot; and &amp;quot;specific&amp;quot; topics, respectively). They are posted in as many places as possible - e.g. [[DMZX|DigitalMZX]], IRC, the email addresses of the host(s), and on the DoZ site if one was created. A team or solo competitor may only use one topic as the game's theme. If the average score in the theme category for a game is below a certain threshold (currently 5 (25%) for the Specific theme only), it is automatically disqualified.&lt;br /&gt;
&lt;br /&gt;
===Anonymity===&lt;br /&gt;
Up until 2005, the Day of Zeux enforced an anonymity rule, which forbade contestants from disclosing their identity within their games. This was done to prevent biased scores from judges, but has since been removed from the rule set.&lt;br /&gt;
&lt;br /&gt;
===Team Numbers===&lt;br /&gt;
Each team receives a number prior to the start of the competition. These numbers were originally used for anonymity purposes; however, since the anonymity rule typically no longer applies to DoZs, they are now merely for traditional and organizational purposes. The ZIP/RAR file that competitor(s) submit must have a filename that matches their team number. Failure to follow this rule results in disqualification.&lt;br /&gt;
&lt;br /&gt;
===External Material===&lt;br /&gt;
All material except music, sound, and the default MZX charsets/palette must be created within the 24 hour period. If any evidence is found that the competitor(s) used material such as engines, character sets, palettes, and artwork created before the announcement of the topics, the competitor(s) are disqualified. Use of external programs such as [[CharWorks]] and [[Palzor]] during the Day of Zeux is permitted, as long as it is done within the 24 hours.&lt;br /&gt;
&lt;br /&gt;
===Game Submission===&lt;br /&gt;
Before submission, the competitor(s) must make sure that the ZIP matches the team number (ie. 424.zip for team 424). The game is expected to run as intended when it is unzipped, so care must be taken include all music, WAVs, and (of course) the .MZX file. Games must be submitted to, and received by, the host of the Day of Zeux in any way possible.  [[ajs]] has assisted in running an FTP server for this purpose in many of the recent DoZs, but the host is generally expected to provide as many fallback options (e.g. HTTP upload, email, AIM file transfer) as possible.&lt;br /&gt;
&lt;br /&gt;
===Grace Period===&lt;br /&gt;
Following the end of the 24 hours, a one hour grace period goes into effect for late submissions and patch submissions. Scoring penalties have varied widely across DoZs, but they usually look something like the chart seen below. Any games submitted after the DoZ and grace period have ended are judged, but disqualified.&lt;br /&gt;
&lt;br /&gt;
    *  1-30:   no deduction from final score&lt;br /&gt;
    * 31-40: 7.5% deduction from final score&lt;br /&gt;
    * 41-50:  15% deduction from final score&lt;br /&gt;
    * 51-60:  30% deduction from final score&lt;br /&gt;
&lt;br /&gt;
===Patch Submissions===&lt;br /&gt;
The rules regarding exact handling of multiple patches are less set in stone and tend to vary, since in practice this scenario almost never occurs.  But current rules work as follows: Competitors are allowed unlimited patch submissions during the first half hour of the grace period, with no penalty. After that half hour has passed, competitors are allowed one patch submission, which will suffer the score penalties above depending on lateness. (If the first submission is received during this half hour, it will count as your patch submission.) Any further patch submissions suffer the score penalties, PLUS an additional 5% penalty for each patch submission.&lt;br /&gt;
&lt;br /&gt;
===MegaZeux Version===&lt;br /&gt;
The judges play all games in the latest stable version of MegaZeux (2.81g as of this writing, as 2.81h is still considered unstable), so competitors are generally recommended to create and test their games in that version. SMZX mode is permitted, but not specifically rewarded, and most DoZers avoid using it since it generally has a low return on investment.&lt;br /&gt;
&lt;br /&gt;
==Current Day of Zeux Scoring==&lt;br /&gt;
'''Theme - 100/400 (General) 20/400 (Specific)'''&lt;br /&gt;
For the general theme, this should be the most important category. You'll be scored on how well you interpret and use the theme, as well as how much the theme can be felt in all elements of the game. For the specific theme, the purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if you receive an average of 5 or less, you will automatically be disqualified.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 90/400 (General) 120/400 (Specific)'''&lt;br /&gt;
The meat and potatoes of any game, if you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 70/400 (General) 90/400 (Specific)'''&lt;br /&gt;
All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?&lt;br /&gt;
&lt;br /&gt;
'''Technique - 60/400 (General) 80/400 (Specific)'''&lt;br /&gt;
This is a game-making competition, and so each game is expected to use at least some Robotic. However, all code is not created equal: some code is cooler, faster, shorter and generally just better than other code. Does your code make movement feel slow or smooth? Is your entire game spread out over many, many boards with a lot of repetition, or is it modular and on one board? Is the programming generally impressive?&lt;br /&gt;
&lt;br /&gt;
'''Story - 50/400 (General) 50/400 (Specific)'''&lt;br /&gt;
Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstacy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, story will be scored according to how important the judge thinks story is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.&lt;br /&gt;
&lt;br /&gt;
'''Sound - 30/400 (General) 40/400 (Specific)'''&lt;br /&gt;
Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambience, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:DoZ_General_Theme.png]][[image:DoZ_Specific_Theme.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Four judges, 400 points each, 1600 points total. Late penalties incurred during the grace period described in the rules will be deducted from this final, 1600 point score.&lt;br /&gt;
&lt;br /&gt;
==Past Day of Zeux Scoring==&lt;br /&gt;
&amp;lt;i&amp;gt;The scoreset and text in this section were written by [[Wervyn]] in Summer 2003, with slight alterations over time.  This scoreset was used with minor variations in point value from Winter 2001 to Summer 2006.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum score that any judge can give to a game is 400 points (300 before rank weighting is factored in). After rank weighting is applied, the sum of all judges' scores, minus late penalties incurred during the grade period described in the rules, will be the final score (1600 points is the maximum score if there are four judges).&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
75 points max. The meat and potatoes of any game. If you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.&lt;br /&gt;
&lt;br /&gt;
'''Graphics'''&lt;br /&gt;
60 points max. All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?&lt;br /&gt;
&lt;br /&gt;
'''Innovation'''&lt;br /&gt;
45 points max. Mother is the necessity of innovation, or something like that. We at the DoZ value creativity and new design concepts highly. Of course, make sure your brilliant idea WORKS, first. Innovation that makes the game new, interesting, on basically makes me go &amp;quot;hmm, never thought of doing that before&amp;quot; is a good thing. Innovation that crashes my computer, not so much.&lt;br /&gt;
&lt;br /&gt;
'''Plot'''&lt;br /&gt;
40 points max. Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstasy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, plot will be scored according to how important the judge thinks plot is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound'''&lt;br /&gt;
35 points max. Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambiance, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.&lt;br /&gt;
&lt;br /&gt;
'''Theme'''&lt;br /&gt;
30 points max. The purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if three or more judges score your theme less than 33% (less than 10 points), you automatically lose.&lt;br /&gt;
&lt;br /&gt;
'''Discretion'''&lt;br /&gt;
15 points max. For all the niggling little details that just don't seem to fit in any other category. Mostly, this is about using common sense and good taste. Loads of pointless obscenity, obvious pandering to the judges (as opposed to subtle pandering, which can be a good thing if done right), and sometimes particularly addle-brained bugs, all will get you counted off here.&lt;br /&gt;
&lt;br /&gt;
'''Rank Weighting'''&lt;br /&gt;
100 points max. This is a special score for the judges, so that they can incorporate their gut instinct into an otherwise methodical system. Unlike the other scores, which are directly designated by the judge, the rank weight is awarded proportionally based on the judges personal ranking of the games from best to worst. What happens is the judges favorite game receives a full hundred points, the judges least favorite game receives no points, and the games in between receive a percentage of the points based on how high they are on the list. For those interested in the formula, RW = (N - R)/(N - 1) * 100, RW is rank weight, R is the judge's awarded rank, and N is the total number of entries. IMPORTANT: This is NOT simply a restatement of the games' ranks as calculated from their other categorical scores. This is so that the judge can express their personal feelings on the submissions as a whole, independent of any other scoring they might have made.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
There are a few variations of the Day of Zeux, most of which increase or decrease the time limit. A ''Week of Zeux'', or ''WoZ'', ends exactly a week after topics are announced. A ''Weekend of Zeux'', or ''WEoZ'', usually begins on a Friday or Saturday and lasts for 48 hours. These extended time competitions are extremely rare, as people often lose interest before the competition ends and very few quality submissions are actually received. The longer the competition, the fewer the entries.&lt;br /&gt;
&lt;br /&gt;
The ''[[Blitzkriegzeux]]'', or ''BKZX'' (alt ''BkZX''), which the DoZ itself was originally based on, is usually organized on IRC and can last up to two hours. Day of Zeux scoring rules rarely (if ever) apply to a BKZX. Most BKZXes taking place after 2004 are scored by peer ranking; in rare cases such as tie for first place with fewer than five competitors, or whenever there are fewer than three competitors, the person organizing the BKZX decides which game is the best.&lt;br /&gt;
&lt;br /&gt;
Past Variations:&lt;br /&gt;
&lt;br /&gt;
*[[The Summer Weekend of Zeux 1999]] - [[ChryoZak]], &amp;quot;Reality&amp;quot;, 7 entries (1 DQed).&lt;br /&gt;
*[[Week of Zeux 1999]] - [[Magus919]], &amp;quot;Experimentation Gone Wrong&amp;quot;, 2 entries.&lt;br /&gt;
*[[Weekend of Zeux 2001]] - [[joshdw1]] and [[Maverick]], &amp;quot;Conspiracies&amp;quot;, 3 entries.&lt;br /&gt;
*[[Zeuxworld's First Annual Week of Zeux 2002]] - [[ZzCrook]], &amp;quot;Dinosaurs&amp;quot; and &amp;quot;The Afterlife&amp;quot;, 4 entries.&lt;br /&gt;
&lt;br /&gt;
==Rule Variations==&lt;br /&gt;
&lt;br /&gt;
*Almost all DoZ competitions prior to December 2005 used an &amp;quot;anonymity rule&amp;quot; where teams hid their identities from the judges; only the host or file administrator knew the people's identites. The notable exception is the first DoZ in 1998.  Since the anonymity rule was rescinded in [[Christmas 2005 Dualstream Day of Zeux|the Winter 2005 DoZ]], no further DoZs have had an anonymity rule. Several DoZ entries have been thrown out over anonymity violations, notably [[Nash|Nash's]] [[Porno Creep]].&lt;br /&gt;
*The [[Christmas 2006 Dualstream Day of Zeux|December 2006 Day of Zeux]] marked the introduction of the split scoresheet detailed above. Previous Dualstream DoZs used the same scoresheet for both themes, and included a rank weight category which applied a scaled modifier based on a judge's ordering of the games from most to least favorite. In an effort spearheaded by [[Wervyn]], new scores were proposed which would weight the &amp;quot;theme&amp;quot; score far more heavily and restructure the categories; however, compromise between dissenters such as [[Exophase]] over the theme weighting led to two separate scoresheets (one per topic; one as Wervyn proposed and one more closely resembling the default). The scoresheet and debate are detailed [http://www.digitalmzx.net/forums/index.php?showtopic=11315&amp;amp;st=0 here.]&lt;br /&gt;
*In one DoZ, teams were allowed to have four members total ([[Newyear Dualstream Day of Zeux Q4 2002|Winter 2002]]).&lt;br /&gt;
&lt;br /&gt;
==Past Days of Zeux==&lt;br /&gt;
&lt;br /&gt;
*[[Day of Zeux 1998]] - [[Wondercow]], &amp;quot;Time Travel&amp;quot;, 6 entries.&lt;br /&gt;
*[[Day of Zeux, Icy Season 1999]] - [[kvance]], &amp;quot;War&amp;quot;, 10 entries.&lt;br /&gt;
*[[Day of Zeux, Easter 1999]] - [[Stargazer]], &amp;quot;Stress&amp;quot;, 12 entries.&lt;br /&gt;
*[[The Winter 1999 24-Hours of MegaZeux]] - Ibrahim, &amp;quot;C.O.S.T.A.N.&amp;quot;, 13 entries.&lt;br /&gt;
*[[Summer Day of Zeux 2000]] - Ibrahim, &amp;quot;Freedom&amp;quot;, 14 entries.&lt;br /&gt;
*[[Winter 2000 24 Hours of Zeux]] - Ibrahim, &amp;quot;Exploration&amp;quot;, 10 entries.&lt;br /&gt;
*[[Summer Dualstream Day of Zeux 2001]] - Terryn, &amp;quot;Rebirth&amp;quot; and &amp;quot;Bloodthirsty Plants&amp;quot;, 15 entries (2 DQed).&lt;br /&gt;
*[[Newyear Dualstream Day of Zeux 2002]] - Terryn, &amp;quot;Stability&amp;quot; and &amp;quot;Forces of Nature&amp;quot;, 14 entries (2 DQed).&lt;br /&gt;
*[[Dualstream Day of Zeux Q2 2002]] - [[Exophase]], &amp;quot;Disease&amp;quot; and &amp;quot;Solar Energy&amp;quot;, 20 entries.&lt;br /&gt;
*[[Newyear Dualstream Day of Zeux Q4 2002]] - Terryn, &amp;quot;Equilibrium&amp;quot; and &amp;quot;Medicine&amp;quot;, 13 entries (6 DQed).&lt;br /&gt;
*[[Summer 2003 Day of Zeux]] - Exophase, &amp;quot;Trust&amp;quot; and &amp;quot;The Internet&amp;quot;, 20 entries (2 DQed).&lt;br /&gt;
*[[12th Biannual 2004 New Year's DualStream DoZ]] - [[Wervyn]], &amp;quot;Intelligence&amp;quot; and &amp;quot;Swords&amp;quot;, 13 entries (2 DQed).&lt;br /&gt;
*[[Summer DsDoZ 2004]] - Terryn, &amp;quot;Fate&amp;quot; and &amp;quot;Mines&amp;quot;, 9 entries.&lt;br /&gt;
*[[Christmas 2004 Dualstream Day of Zeux]] - [[User:Kuddy|Kuddy]], &amp;quot;Fear&amp;quot; and &amp;quot;Ancient Ruins&amp;quot;, 17 entries (1 DQed).&lt;br /&gt;
*[[Summer 2005 Dualstream Day of Zeux]] - [[Insidious]], &amp;quot;Growth&amp;quot; and &amp;quot;Space Exploration&amp;quot;, 20 entries (3 DQed).&lt;br /&gt;
*[[Christmas 2005 Dualstream Day of Zeux]] - [[Kuddy]], &amp;quot;Valor&amp;quot; and &amp;quot;Organized Crime&amp;quot;, 16 entries (8 DQed).&lt;br /&gt;
*[[Summer 2006 DsDoZ]] - [[Insidious]], &amp;quot;Death&amp;quot; and &amp;quot;Pirates&amp;quot;, 13 entries (2 DQed).&lt;br /&gt;
*[[Christmas 2006 Dualstream Day of Zeux]] - [[RoSS]], &amp;quot;Memory&amp;quot; and &amp;quot;Flight&amp;quot;, 15 entries (1 DQed).&lt;br /&gt;
*[[Summer 2007 DsDoZ]] - Lancer-X and Terryn, &amp;quot;Genetics&amp;quot; and &amp;quot;Sentient AI&amp;quot;, 15 entries (3 DQed).&lt;br /&gt;
*[[Winter 2007 DsDoZ]] - WildWeasel, &amp;quot;Tranquility&amp;quot; and &amp;quot;Wild West&amp;quot;, 13 entries.&lt;br /&gt;
*[[Summer 2008 Dualstream Day of Zeux]] - [[asgromo]], &amp;quot;Bureaucracy&amp;quot; and &amp;quot;Summer 2008 DsDoZ and the End of the World&amp;quot;, 10 entries (2 DQed).&lt;br /&gt;
*[[Winter 2008 Dualstream Day of Zeux]] - [[Insidious]], &amp;quot;Water&amp;quot; and &amp;quot;Murder Mystery&amp;quot;, 15 entries.&lt;br /&gt;
*[[Summer 2009 Dualstream Day of Zeux]] - Wervyn, &amp;quot;Paranoia&amp;quot; and &amp;quot;News Reporters&amp;quot;, 12 entries (1 DQed).&lt;br /&gt;
*[[Winter 2010 Dualstream Day of Zeux]] - Kuddy, &amp;quot;Isolation&amp;quot; and &amp;quot;Alien Invaders&amp;quot;, 14 entries (2 DQed).&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
*The longest-standing scoring system was contentiously hammered out between [[Exophase]], [[ajs]], and [[Terryn]] in late 2001, and lasted five years before being retooled into the current system. Before that the scoring sheet was often in flux, with wide variation in categories and point ratios from DoZ to DoZ.&lt;br /&gt;
*The entire set of scoresheets of the Summer 2000 DoZ (&amp;quot;Freedom&amp;quot;) is missing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Christmas_2004_Dualstream_Day_of_Zeux_Judging_Sheets:Galladin&amp;diff=7165</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=7165"/>
		<updated>2009-11-06T16:50:00Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Reverted edits by Veronicamyers (Talk) to last revision by Wervyn&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>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=6933</id>
		<title>MZXCon</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=6933"/>
		<updated>2009-07-16T05:39:58Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: There have now been two cons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'MZXCon' is planned to be an annual event where MZXers from all parts of the country or world can get together in one location for friendly competition, and socialization. It is still early in development, and as only two named MZXCons have passed, the details and events are still being tested for how well they fare with attending community members.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2008 ==&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' home, on July 11th-July 13th, 2008. The attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
During this MZXCon, there was a 4-hour [[BKZX]] involving two teams of three people, with [[Insidious]] judging. The topic was &amp;quot;SANITY&amp;quot;. The two games produced were:&lt;br /&gt;
* &amp;quot;Perfectly Sane Damsels In Distress&amp;quot; (Wervyn, Terryn, pyro1588)&lt;br /&gt;
* &amp;quot;Mind Phuck&amp;quot; (Exophase, asgromo, MZXGiant) [Winner]&lt;br /&gt;
&lt;br /&gt;
Other activities included seeing the movie &amp;quot;WALL-E&amp;quot;, a brief mall visit, and swimming.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2009 ==&lt;br /&gt;
This convention was held in Atlanta, Georgia at [[Wervyn|Wervyn's]] family home and apartment, from July 10th-12th 2009.  Attendees were:&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Apollyon]] and girlfriend Nicole (briefly)&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Friday night, lasting roughly 4 hours.&lt;br /&gt;
* Viewing of the movie &amp;quot;Up&amp;quot;, in a continuation of the previous year's trend.&lt;br /&gt;
* A [[BKZX]] with about half of the attending guests who were still awake at the time, with the topic [[Gravity]] as a nod to the old meme.&lt;br /&gt;
* A jam session that produced about 20 minutes of music, compiled into an album titled &amp;quot;[http://www.digitalmzx.net/forums/index.php?showtopic=14496 ? SPEEDING ?]&amp;quot;&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=6932</id>
		<title>MZXCon</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MZXCon&amp;diff=6932"/>
		<updated>2009-07-16T02:02:11Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* MZXCon 2009 */ Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'MZXCon' is planned to be an annual event where MZXers from all parts of the country or world can get together in one location for friendly competition, and socialization. It is still early in development, and as only one named MZXCon has passed, the details and events are still being tested for how well they fare with attending community members.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2008 ==&lt;br /&gt;
This convention was held in Peru, Massachusetts, at [[Insidious]]' home, on July 11th-July 13th, 2008. The attendees were:&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[asgromo]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[Exophase]]&lt;br /&gt;
* [[Terryn]]&lt;br /&gt;
&lt;br /&gt;
During this MZXCon, there was a 4-hour [[BKZX]] involving two teams of three people, with [[Insidious]] judging. The topic was &amp;quot;SANITY&amp;quot;. The two games produced were:&lt;br /&gt;
* &amp;quot;Perfectly Sane Damsels In Distress&amp;quot; (Wervyn, Terryn, pyro1588)&lt;br /&gt;
* &amp;quot;Mind Phuck&amp;quot; (Exophase, asgromo, MZXGiant) [Winner]&lt;br /&gt;
&lt;br /&gt;
Other activities included seeing the movie &amp;quot;WALL-E&amp;quot;, a brief mall visit, and swimming.&lt;br /&gt;
&lt;br /&gt;
== MZXCon 2009 ==&lt;br /&gt;
This convention was held in Atlanta, Georgia at [[Wervyn|Wervyn's]] family home and apartment, from July 10th-12th 2009.  Attendees were:&lt;br /&gt;
* [[Wervyn]]&lt;br /&gt;
* [[Insidious]]&lt;br /&gt;
* [[MZXGiant]]&lt;br /&gt;
* [[pyro1588]]&lt;br /&gt;
* [[commodorejohn]]&lt;br /&gt;
* [[Tixus]]&lt;br /&gt;
* [[Revvy]]&lt;br /&gt;
* [[CJA]]&lt;br /&gt;
* [[Apollyon]] and girlfriend Nicole (briefly)&lt;br /&gt;
Activities during this con included:&lt;br /&gt;
* Asian style karaoke on Friday night, lasting roughly 4 hours.&lt;br /&gt;
* Viewing of the movie &amp;quot;Up&amp;quot;, in a continuation of the previous year's trend.&lt;br /&gt;
* A [[BKZX]] with about half of the attending guests who were still awake at the time, with the topic [[Gravity]] as a nod to the old meme.&lt;br /&gt;
* A jam session that produced about 20 minutes of music, compiled into an album titled &amp;quot;[http://www.digitalmzx.net/forums/index.php?showtopic=14496 ? SPEEDING ?]&amp;quot;&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Summer_2009_Dualstream_Day_of_Zeux&amp;diff=6916</id>
		<title>Summer 2009 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Summer_2009_Dualstream_Day_of_Zeux&amp;diff=6916"/>
		<updated>2009-07-09T05:34:32Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: New page for this DoZ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Summer 2009 Dualstream Day of Zeux''' was hosted by [[Wervyn]] and started on Saturday, June 27th, 2008, 4PM GMT (ending the same time the next day). The topics were &amp;quot;Paranoia&amp;quot; and &amp;quot;News Reporters&amp;quot;. The judges were [[MZXGiant]], [[pyro1588]], [[KKairos]], [[Terryn]], and Wervyn himself (in an attempt to set a post-anonymity precedent for hosts as judges). Like previous DoZs, this one also had a perceived lack of interest in the pre-DoZ period, despite (or perhaps because of) early exhortations and advertisements; but in the end twelve entries were received. In what was considered to be a sign of an upward trend in effort and participation, the majority of the entries were received as good, quality games or better.  The DoZ also consisted of almost entirely solo entries, with only two games being produced by teams, and one of those put together by [[Kom]], the solitary remaining teammate after his partners [[CJA]] and [[Malwyn]] failed to show up.  [[logicow]] also provided the obligatory DoZ drama, posting a [http://www.digitalmzx.net/forums/index.php?showtopic=14473 lengthy complaint] about the DoZ before the dust had even settled, and Leaving In A Huff.  His game was the one disqualification in the competition, on counts of theme relevance, and of failing to run in MZX 2.82b (since he had produced it in the SVN development version).&lt;br /&gt;
&lt;br /&gt;
Expanding on the stricter judging policies he requested in the past, Wervyn vowed that results would be produced within a week of the competition's end, with detailed comments and appropriate scores from all judges.  He made the decision to use five judges specifically so that one or two scoresheets could be dropped as a contingency without severely diluting the effect of having multiple scoresheets.  As it turned out, all five judges made good on the deadline and standard of quality, and all five scoresheets were counted.&lt;br /&gt;
Another important change made to the rules in this DoZ was the separation of scoresheets from DoZ topics, such that the theme-centric set of scores could be used with the Concrete (rebranded from &amp;quot;Specific&amp;quot;) topic, and vice versa with regard to the Abstract topic and theme-light sheet.  This had been discussed and requested for over a year, but this was its first implementation, with generally positive results.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
The rankings and total scores of each game in this DoZ are as follows:&lt;br /&gt;
&lt;br /&gt;
*1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Place - Entry 41817 - '''Paranoia/Lite''' - ''[[Reconquista+Escalation]]'' - by 妹陵辱 ～お兄ちゃん信じてたのに～ ([[Lancer-X]]) (Score: 1679/2000)&lt;br /&gt;
*2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Place - Entry 98991 - '''Paranoia/Heavy''' - ''[[Welty Wickleson, Harbinger of Truth]]'' - Probably Won't Submit ([[Quasar84]], [[Tixus]]) (Score: 1524/2000)&lt;br /&gt;
*3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Place - Entry 90622 - '''Paranoia/Lite''' - ''[[Achtung!]]'' - Team MAX FORCE ([[Maxim]]) (Score: 1352/2000)&lt;br /&gt;
*4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 52517 - '''Paranoia/Lite''' - ''[[Risa]]'' - Sparkling Bishojou Super Mecha Soldiers in &amp;quot;Let's Make Another Lame Metroid Ripoff&amp;quot; ([[kuroneko]]) (Score: 1348/2000)&lt;br /&gt;
*5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 40125 - '''News Reporters/Heavy''' - ''[[News First!]]'' - Team Runnin'-On-Empty ([[wildweasel]]) (Score: 1318/2000)&lt;br /&gt;
*6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 10037 - '''Paranoia/Heavy''' - ''[[Automobile Conspiracy]]'' - Riding with Hitler ([[GreaseMonkey]]) (Score: 1251/2000)&lt;br /&gt;
*7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 35285 - '''Paranoia/Lite''' - ''[[Paranoid Heavens]]'' - Will he actually submit an entry!? Find out SOON! ([[Goshi]]) (Score: 1162/2000)&lt;br /&gt;
*8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 89341 - '''Paranoia/Lite''' - ''[[California Rookie]]'' - Team Laser Explosion ([[nooodl]]) (Score: 1057/2000)&lt;br /&gt;
*9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 92782 - '''News Reporters/Lite''' - ''[[Jack Flaps, News Reporter]]'' - Ironic Team Name ([[CJA]], [[Kom]], [[Malwyn]]) (Score: 901/2000)&lt;br /&gt;
*10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 52370 - '''News Reporters/Lite''' - ''[[Night's Journey]]'' - Redemption ([[mzxrules]]) (Score: 567/2000) (810 - 30% penalty)&lt;br /&gt;
*11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 98505 - '''Paranoia/Lite''' - ''[[Untitled, Unfinished]]'' - 1 Small Hand Tossed, Extra Chicken, Anchovies, BBQ Sauce ([[Insidious]]) (Score: 468/2000)&lt;br /&gt;
*DQ&amp;lt;sup&amp;gt;ed&amp;lt;/sup&amp;gt; Place - Entry 13697 - '''Paranoia/Lite''' - ''[[Revenge of the Toaster]]'' - [[logicow]] (Score: 988/2000)&lt;br /&gt;
&lt;br /&gt;
This DoZ saw a major preference for the Paranoia topic and theme-light scoresheet.  Interestingly, two of the games would have scored better if they had used the theme-heavy scoresheet instead: Goshi's game Paranoid Heavens, and nooodl's game California Rookie.  Goshi chose his sheet on purpose, but nooodl was unaware of the new scoresheet rule (even after repeated announcements), and neglected to pick a sheet.  The scores also show that this was an extremely high quality DoZ, sporting two games of excellent quality (75%-85%), four games of good quality (60%-70%), and two games that would have been on more beneficial scoresheets, but still topped average quality (50%-60%).  Logicow's disqualified game was also worthwhile as a technical curiosity at the very least.&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
''See [[:Category:Summer 2009 Dualstream Day of Zeux Judging Sheets|Summer 2009 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://doz.digitalmzx.net/Summer2009 Official Summer 2009 Dualstream Day of Zeux Page]&lt;br /&gt;
*[http://www.digitalmzx.net/forums/index.php?showtopic=14481 Official Results Thread]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Day of Zeux]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&amp;diff=6915</id>
		<title>Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&amp;diff=6915"/>
		<updated>2009-07-09T04:31:09Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Past Days of Zeux */ Link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Day of Zeux''', typically abbreviated as '''DoZ''', is a competition invented by [[kvance]] in which teams and solo competitors are assigned a topic and must create a game within 24 hours based on one of the topics. The submitted games are then scored by a number of judges (usually four) selected by the DoZ's host to determine the winner. Day of Zeux competitions pre-summer-2001 were confined to one topic; however, the two-topic &amp;quot;Dualstream&amp;quot; format (abbr. '''DsDoZ''') popularised by [[Terryn]] has since replaced it. The terms &amp;quot;Dualstream Day of Zeux&amp;quot; and &amp;quot;Day of Zeux&amp;quot; are now synonymous.&lt;br /&gt;
&lt;br /&gt;
Days of Zeux competitions are typically held twice per year, within the first month of summer and first two weeks of winter. There have been some exceptions (such as Easter 1999).&lt;br /&gt;
&lt;br /&gt;
==Day of Zeux Rules==&lt;br /&gt;
Most current Day of Zeux competitions typically run under these default rules, with minor variations:&lt;br /&gt;
===Teams===&lt;br /&gt;
Teams consist of one to three people. If necessary, competitor(s) may also appoint an alternate member who can take the place of any member of their team should they be unable to attend the Day of Zeux. This alternate member can only be added to the team at the start of the DoZ, before the topics are announced. Sign-ups are typically accepted from the time the form goes on the page until the Day of Zeux ends (for obvious reasons, the alternate member field should be removed when the topics are announced).&lt;br /&gt;
&lt;br /&gt;
===Topics===&lt;br /&gt;
When the Day of Zeux starts, two topics are presented: an abstract topic and a concrete topic (often referred to as &amp;quot;general&amp;quot; and &amp;quot;specific&amp;quot; topics, respectively). They are posted in as many places as possible - e.g. [[DMZX|DigitalMZX]], IRC, the email addresses of the host(s), and on the DoZ site if one was created. A team or solo competitor may only use one topic as the game's theme. If the average score in the theme category for a game is below a certain threshold (currently 5 (25%) for the Specific theme only), it is automatically disqualified.&lt;br /&gt;
&lt;br /&gt;
===Anonymity===&lt;br /&gt;
Up until 2005, the Day of Zeux enforced an anonymity rule, which forbade contestants from disclosing their identity within their games. This was done to prevent biased scores from judges, but has since been removed from the rule set.&lt;br /&gt;
&lt;br /&gt;
===Team Numbers===&lt;br /&gt;
Each team receives a number prior to the start of the competition. These numbers were originally used for anonymity purposes; however, since the anonymity rule typically no longer applies to DoZs, they are now merely for traditional and organizational purposes. The ZIP/RAR file that competitor(s) submit must have a filename that matches their team number. Failure to follow this rule results in disqualification.&lt;br /&gt;
&lt;br /&gt;
===External Material===&lt;br /&gt;
All material except music, sound, and the default MZX charsets/palette must be created within the 24 hour period. If any evidence is found that the competitor(s) used material such as engines, character sets, palettes, and artwork created before the announcement of the topics, the competitor(s) are disqualified. Use of external programs such as [[CharWorks]] and [[Palzor]] during the Day of Zeux is permitted, as long as it is done within the 24 hours.&lt;br /&gt;
&lt;br /&gt;
===Game Submission===&lt;br /&gt;
Before submission, the competitor(s) must make sure that the ZIP matches the team number (ie. 424.zip for team 424). The game is expected to run as intended when it is unzipped, so care must be taken include all music, WAVs, and (of course) the .MZX file. Games must be submitted to, and received by, the host of the Day of Zeux in any way possible.  [[ajs]] has assisted in running an FTP server for this purpose in many of the recent DoZs, but the host is generally expected to provide as many fallback options (e.g. HTTP upload, email, AIM file transfer) as possible.&lt;br /&gt;
&lt;br /&gt;
===Grace Period===&lt;br /&gt;
Following the end of the 24 hours, a one hour grace period goes into effect for late submissions and patch submissions. Scoring penalties have varied widely across DoZs, but they usually look something like the chart seen below. Any games submitted after the DoZ and grace period have ended are judged, but disqualified.&lt;br /&gt;
&lt;br /&gt;
    *  1-30:   no deduction from final score&lt;br /&gt;
    * 31-40: 7.5% deduction from final score&lt;br /&gt;
    * 41-50:  15% deduction from final score&lt;br /&gt;
    * 51-60:  30% deduction from final score&lt;br /&gt;
&lt;br /&gt;
===Patch Submissions===&lt;br /&gt;
The rules regarding exact handling of multiple patches are less set in stone and tend to vary, since in practice this scenario almost never occurs.  But current rules work as follows: Competitors are allowed unlimited patch submissions during the first half hour of the grace period, with no penalty. After that half hour has passed, competitors are allowed one patch submission, which will suffer the score penalties above depending on lateness. (If the first submission is received during this half hour, it will count as your patch submission.) Any further patch submissions suffer the score penalties, PLUS an additional 5% penalty for each patch submission.&lt;br /&gt;
&lt;br /&gt;
===MegaZeux Version===&lt;br /&gt;
The judges play all games in the latest stable version of MegaZeux (2.81g as of this writing, as 2.81h is still considered unstable), so competitors are generally recommended to create and test their games in that version. SMZX mode is permitted, but not specifically rewarded, and most DoZers avoid using it since it generally has a low return on investment.&lt;br /&gt;
&lt;br /&gt;
==Current Day of Zeux Scoring==&lt;br /&gt;
'''Theme - 100/400 (General) 20/400 (Specific)'''&lt;br /&gt;
For the general theme, this should be the most important category. You'll be scored on how well you interpret and use the theme, as well as how much the theme can be felt in all elements of the game. For the specific theme, the purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if you receive an average of 5 or less, you will automatically be disqualified.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 90/400 (General) 120/400 (Specific)'''&lt;br /&gt;
The meat and potatoes of any game, if you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 70/400 (General) 90/400 (Specific)'''&lt;br /&gt;
All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?&lt;br /&gt;
&lt;br /&gt;
'''Technique - 60/400 (General) 80/400 (Specific)'''&lt;br /&gt;
This is a game-making competition, and so each game is expected to use at least some Robotic. However, all code is not created equal: some code is cooler, faster, shorter and generally just better than other code. Does your code make movement feel slow or smooth? Is your entire game spread out over many, many boards with a lot of repetition, or is it modular and on one board? Is the programming generally impressive?&lt;br /&gt;
&lt;br /&gt;
'''Story - 50/400 (General) 50/400 (Specific)'''&lt;br /&gt;
Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstacy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, story will be scored according to how important the judge thinks story is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.&lt;br /&gt;
&lt;br /&gt;
'''Sound - 30/400 (General) 40/400 (Specific)'''&lt;br /&gt;
Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambience, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:DoZ_General_Theme.png]][[image:DoZ_Specific_Theme.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Four judges, 400 points each, 1600 points total. Late penalties incurred during the grace period described in the rules will be deducted from this final, 1600 point score.&lt;br /&gt;
&lt;br /&gt;
==Past Day of Zeux Scoring==&lt;br /&gt;
&amp;lt;i&amp;gt;The scoreset and text in this section were written by [[Wervyn]] in Summer 2003, with slight alterations over time.  This scoreset was used with minor variations in point value from Winter 2001 to Summer 2006.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum score that any judge can give to a game is 400 points (300 before rank weighting is factored in). After rank weighting is applied, the sum of all judges' scores, minus late penalties incurred during the grade period described in the rules, will be the final score (1600 points is the maximum score if there are four judges).&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
75 points max. The meat and potatoes of any game. If you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.&lt;br /&gt;
&lt;br /&gt;
'''Graphics'''&lt;br /&gt;
60 points max. All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?&lt;br /&gt;
&lt;br /&gt;
'''Innovation'''&lt;br /&gt;
45 points max. Mother is the necessity of innovation, or something like that. We at the DoZ value creativity and new design concepts highly. Of course, make sure your brilliant idea WORKS, first. Innovation that makes the game new, interesting, on basically makes me go &amp;quot;hmm, never thought of doing that before&amp;quot; is a good thing. Innovation that crashes my computer, not so much.&lt;br /&gt;
&lt;br /&gt;
'''Plot'''&lt;br /&gt;
40 points max. Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstasy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, plot will be scored according to how important the judge thinks plot is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound'''&lt;br /&gt;
35 points max. Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambiance, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.&lt;br /&gt;
&lt;br /&gt;
'''Theme'''&lt;br /&gt;
30 points max. The purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if three or more judges score your theme less than 33% (less than 10 points), you automatically lose.&lt;br /&gt;
&lt;br /&gt;
'''Discretion'''&lt;br /&gt;
15 points max. For all the niggling little details that just don't seem to fit in any other category. Mostly, this is about using common sense and good taste. Loads of pointless obscenity, obvious pandering to the judges (as opposed to subtle pandering, which can be a good thing if done right), and sometimes particularly addle-brained bugs, all will get you counted off here.&lt;br /&gt;
&lt;br /&gt;
'''Rank Weighting'''&lt;br /&gt;
100 points max. This is a special score for the judges, so that they can incorporate their gut instinct into an otherwise methodical system. Unlike the other scores, which are directly designated by the judge, the rank weight is awarded proportionally based on the judges personal ranking of the games from best to worst. What happens is the judges favorite game receives a full hundred points, the judges least favorite game receives no points, and the games in between receive a percentage of the points based on how high they are on the list. For those interested in the formula, RW = (N - R)/(N - 1) * 100, RW is rank weight, R is the judge's awarded rank, and N is the total number of entries. IMPORTANT: This is NOT simply a restatement of the games' ranks as calculated from their other categorical scores. This is so that the judge can express their personal feelings on the submissions as a whole, independent of any other scoring they might have made.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
There are a few variations of the Day of Zeux, most of which increase or decrease the time limit. A ''Week of Zeux'', or ''WoZ'', ends exactly a week after topics are announced. A ''Weekend of Zeux'', or ''WEoZ'', usually begins on a Friday or Saturday and lasts for 48 hours. These extended time competitions are extremely rare, as people often lose interest before the competition ends and very few quality submissions are actually received. The longer the competition, the fewer the entries.&lt;br /&gt;
&lt;br /&gt;
The ''[[Blitzkriegzeux]]'', or ''BKZX'' (alt ''BkZX''), which the DoZ itself was originally based on, is usually organized on IRC and can last up to two hours. Day of Zeux scoring rules rarely (if ever) apply to a BKZX. Most BKZXes taking place after 2004 are scored by peer ranking; in rare cases such as tie for first place with fewer than five competitors, or whenever there are fewer than three competitors, the person organizing the BKZX decides which game is the best.&lt;br /&gt;
&lt;br /&gt;
Past Variations:&lt;br /&gt;
&lt;br /&gt;
*[[The Summer Weekend of Zeux 1999]] - [[ChryoZak]], &amp;quot;Reality&amp;quot;, 7 entries (1 DQed).&lt;br /&gt;
*[[Week of Zeux 1999]] - [[Magus919]], &amp;quot;Experimentation Gone Wrong&amp;quot;, 2 entries.&lt;br /&gt;
*[[Weekend of Zeux 2001]] - [[joshdw1]] and [[Maverick]], &amp;quot;Conspiracies&amp;quot;, 3 entries.&lt;br /&gt;
*[[Zeuxworld's First Annual Week of Zeux 2002]] - [[ZzCrook]], &amp;quot;Dinosaurs&amp;quot; and &amp;quot;The Afterlife&amp;quot;, 4 entries.&lt;br /&gt;
&lt;br /&gt;
==Rule Variations==&lt;br /&gt;
&lt;br /&gt;
*Almost all DoZ competitions prior to December 2005 used an &amp;quot;anonymity rule&amp;quot; where teams hid their identities from the judges; only the host or file administrator knew the people's identites. The notable exception is the first DoZ in 1998.  Since the anonymity rule was rescinded in [[Christmas 2005 Dualstream Day of Zeux|the Winter 2005 DoZ]], no further DoZs have had an anonymity rule. Several DoZ entries have been thrown out over anonymity violations, notably [[Nash|Nash's]] [[Porno Creep]].&lt;br /&gt;
*The [[Christmas 2006 Dualstream Day of Zeux|December 2006 Day of Zeux]] marked the introduction of the split scoresheet detailed above. Previous Dualstream DoZs used the same scoresheet for both themes, and included a rank weight category which applied a scaled modifier based on a judge's ordering of the games from most to least favorite. In an effort spearheaded by [[Wervyn]], new scores were proposed which would weight the &amp;quot;theme&amp;quot; score far more heavily and restructure the categories; however, compromise between dissenters such as [[Exophase]] over the theme weighting led to two separate scoresheets (one per topic; one as Wervyn proposed and one more closely resembling the default). The scoresheet and debate are detailed [http://www.digitalmzx.net/forums/index.php?showtopic=11315&amp;amp;st=0 here.]&lt;br /&gt;
*In one DoZ, teams were allowed to have four members total ([[Newyear Dualstream Day of Zeux Q4 2002|Winter 2002]]).&lt;br /&gt;
&lt;br /&gt;
==Past Days of Zeux==&lt;br /&gt;
&lt;br /&gt;
*[[Day of Zeux 1998]] - [[Wondercow]], &amp;quot;Time Travel&amp;quot;, 6 entries.&lt;br /&gt;
*[[Day of Zeux, Icy Season 1999]] - [[kvance]], &amp;quot;War&amp;quot;, 10 entries.&lt;br /&gt;
*[[Day of Zeux, Easter 1999]] - [[Stargazer]], &amp;quot;Stress&amp;quot;, 12 entries.&lt;br /&gt;
*[[The Winter 1999 24-Hours of MegaZeux]] - Ibrahim, &amp;quot;C.O.S.T.A.N.&amp;quot;, 13 entries.&lt;br /&gt;
*[[Summer Day of Zeux 2000]] - Ibrahim, &amp;quot;Freedom&amp;quot;, 14 entries.&lt;br /&gt;
*[[Winter 2000 24 Hours of Zeux]] - Ibrahim, &amp;quot;Exploration&amp;quot;, 10 entries.&lt;br /&gt;
*[[Summer Dualstream Day of Zeux 2001]] - Terryn, &amp;quot;Rebirth&amp;quot; and &amp;quot;Bloodthirsty Plants&amp;quot;, 15 entries (2 DQed).&lt;br /&gt;
*[[Newyear Dualstream Day of Zeux 2002]] - Terryn, &amp;quot;Stability&amp;quot; and &amp;quot;Forces of Nature&amp;quot;, 14 entries (2 DQed).&lt;br /&gt;
*[[Dualstream Day of Zeux Q2 2002]] - [[Exophase]], &amp;quot;Disease&amp;quot; and &amp;quot;Solar Energy&amp;quot;, 20 entries.&lt;br /&gt;
*[[Newyear Dualstream Day of Zeux Q4 2002]] - Terryn, &amp;quot;Equilibrium&amp;quot; and &amp;quot;Medicine&amp;quot;, 13 entries (6 DQed).&lt;br /&gt;
*[[Summer 2003 Day of Zeux]] - Exophase, &amp;quot;Trust&amp;quot; and &amp;quot;The Internet&amp;quot;, 20 entries (2 DQed).&lt;br /&gt;
*[[12th Biannual 2004 New Year's DualStream DoZ]] - [[Wervyn]], &amp;quot;Intelligence&amp;quot; and &amp;quot;Swords&amp;quot;, 13 entries (2 DQed).&lt;br /&gt;
*[[Summer DsDoZ 2004]] - Terryn, &amp;quot;Fate&amp;quot; and &amp;quot;Mines&amp;quot;, 9 entries.&lt;br /&gt;
*[[Christmas 2004 Dualstream Day of Zeux]] - [[User:Kuddy|Kuddy]], &amp;quot;Fear&amp;quot; and &amp;quot;Ancient Ruins&amp;quot;, 17 entries (1 DQed).&lt;br /&gt;
*[[Summer 2005 Dualstream Day of Zeux]] - [[Insidious]], &amp;quot;Growth&amp;quot; and &amp;quot;Space Exploration&amp;quot;, 20 entries (3 DQed).&lt;br /&gt;
*[[Christmas 2005 Dualstream Day of Zeux]] - [[Kuddy]], &amp;quot;Valor&amp;quot; and &amp;quot;Organized Crime&amp;quot;, 16 entries (8 DQed).&lt;br /&gt;
*[[Summer 2006 DsDoZ]] - [[Insidious]], &amp;quot;Death&amp;quot; and &amp;quot;Pirates&amp;quot;, 13 entries (2 DQed).&lt;br /&gt;
*[[Christmas 2006 Dualstream Day of Zeux]] - [[RoSS]], &amp;quot;Memory&amp;quot; and &amp;quot;Flight&amp;quot;, 15 entries (1 DQed).&lt;br /&gt;
*[[Summer 2007 DsDoZ]] - Lancer-X and Terryn, &amp;quot;Genetics&amp;quot; and &amp;quot;Sentient AI&amp;quot;, 15 entries (3 DQed).&lt;br /&gt;
*[[Winter 2007 DsDoZ]] - WildWeasel, &amp;quot;Tranquility&amp;quot; and &amp;quot;Wild West&amp;quot;, 13 entries.&lt;br /&gt;
*[[Summer 2008 Dualstream Day of Zeux]] - [[asgromo]], &amp;quot;Bureaucracy&amp;quot; and &amp;quot;Summer 2008 DsDoZ and the End of the World&amp;quot;, 10 entries (2 DQed).&lt;br /&gt;
*[[Winter 2008 Dualstream Day of Zeux]] - [[Insidious]], &amp;quot;Water&amp;quot; and &amp;quot;Murder Mystery&amp;quot;, 15 entries.&lt;br /&gt;
*[[Summer 2009 Dualstream Day of Zeux]] - Wervyn, &amp;quot;Paranoia&amp;quot; and &amp;quot;News Reporters&amp;quot;, 12 entries (1 DQed).&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
*The longest-standing scoring system was contentiously hammered out between [[Exophase]], [[ajs]], and [[Terryn]] in late 2001, and lasted five years before being retooled into the current system. Before that the scoring sheet was often in flux, with wide variation in categories and point ratios from DoZ to DoZ.&lt;br /&gt;
*The entire set of scoresheets of the Summer 2000 DoZ (&amp;quot;Freedom&amp;quot;) is missing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&amp;diff=6914</id>
		<title>Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&amp;diff=6914"/>
		<updated>2009-07-09T04:30:17Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Past Days of Zeux */ Egads we didn't add the DoZ1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Day of Zeux''', typically abbreviated as '''DoZ''', is a competition invented by [[kvance]] in which teams and solo competitors are assigned a topic and must create a game within 24 hours based on one of the topics. The submitted games are then scored by a number of judges (usually four) selected by the DoZ's host to determine the winner. Day of Zeux competitions pre-summer-2001 were confined to one topic; however, the two-topic &amp;quot;Dualstream&amp;quot; format (abbr. '''DsDoZ''') popularised by [[Terryn]] has since replaced it. The terms &amp;quot;Dualstream Day of Zeux&amp;quot; and &amp;quot;Day of Zeux&amp;quot; are now synonymous.&lt;br /&gt;
&lt;br /&gt;
Days of Zeux competitions are typically held twice per year, within the first month of summer and first two weeks of winter. There have been some exceptions (such as Easter 1999).&lt;br /&gt;
&lt;br /&gt;
==Day of Zeux Rules==&lt;br /&gt;
Most current Day of Zeux competitions typically run under these default rules, with minor variations:&lt;br /&gt;
===Teams===&lt;br /&gt;
Teams consist of one to three people. If necessary, competitor(s) may also appoint an alternate member who can take the place of any member of their team should they be unable to attend the Day of Zeux. This alternate member can only be added to the team at the start of the DoZ, before the topics are announced. Sign-ups are typically accepted from the time the form goes on the page until the Day of Zeux ends (for obvious reasons, the alternate member field should be removed when the topics are announced).&lt;br /&gt;
&lt;br /&gt;
===Topics===&lt;br /&gt;
When the Day of Zeux starts, two topics are presented: an abstract topic and a concrete topic (often referred to as &amp;quot;general&amp;quot; and &amp;quot;specific&amp;quot; topics, respectively). They are posted in as many places as possible - e.g. [[DMZX|DigitalMZX]], IRC, the email addresses of the host(s), and on the DoZ site if one was created. A team or solo competitor may only use one topic as the game's theme. If the average score in the theme category for a game is below a certain threshold (currently 5 (25%) for the Specific theme only), it is automatically disqualified.&lt;br /&gt;
&lt;br /&gt;
===Anonymity===&lt;br /&gt;
Up until 2005, the Day of Zeux enforced an anonymity rule, which forbade contestants from disclosing their identity within their games. This was done to prevent biased scores from judges, but has since been removed from the rule set.&lt;br /&gt;
&lt;br /&gt;
===Team Numbers===&lt;br /&gt;
Each team receives a number prior to the start of the competition. These numbers were originally used for anonymity purposes; however, since the anonymity rule typically no longer applies to DoZs, they are now merely for traditional and organizational purposes. The ZIP/RAR file that competitor(s) submit must have a filename that matches their team number. Failure to follow this rule results in disqualification.&lt;br /&gt;
&lt;br /&gt;
===External Material===&lt;br /&gt;
All material except music, sound, and the default MZX charsets/palette must be created within the 24 hour period. If any evidence is found that the competitor(s) used material such as engines, character sets, palettes, and artwork created before the announcement of the topics, the competitor(s) are disqualified. Use of external programs such as [[CharWorks]] and [[Palzor]] during the Day of Zeux is permitted, as long as it is done within the 24 hours.&lt;br /&gt;
&lt;br /&gt;
===Game Submission===&lt;br /&gt;
Before submission, the competitor(s) must make sure that the ZIP matches the team number (ie. 424.zip for team 424). The game is expected to run as intended when it is unzipped, so care must be taken include all music, WAVs, and (of course) the .MZX file. Games must be submitted to, and received by, the host of the Day of Zeux in any way possible.  [[ajs]] has assisted in running an FTP server for this purpose in many of the recent DoZs, but the host is generally expected to provide as many fallback options (e.g. HTTP upload, email, AIM file transfer) as possible.&lt;br /&gt;
&lt;br /&gt;
===Grace Period===&lt;br /&gt;
Following the end of the 24 hours, a one hour grace period goes into effect for late submissions and patch submissions. Scoring penalties have varied widely across DoZs, but they usually look something like the chart seen below. Any games submitted after the DoZ and grace period have ended are judged, but disqualified.&lt;br /&gt;
&lt;br /&gt;
    *  1-30:   no deduction from final score&lt;br /&gt;
    * 31-40: 7.5% deduction from final score&lt;br /&gt;
    * 41-50:  15% deduction from final score&lt;br /&gt;
    * 51-60:  30% deduction from final score&lt;br /&gt;
&lt;br /&gt;
===Patch Submissions===&lt;br /&gt;
The rules regarding exact handling of multiple patches are less set in stone and tend to vary, since in practice this scenario almost never occurs.  But current rules work as follows: Competitors are allowed unlimited patch submissions during the first half hour of the grace period, with no penalty. After that half hour has passed, competitors are allowed one patch submission, which will suffer the score penalties above depending on lateness. (If the first submission is received during this half hour, it will count as your patch submission.) Any further patch submissions suffer the score penalties, PLUS an additional 5% penalty for each patch submission.&lt;br /&gt;
&lt;br /&gt;
===MegaZeux Version===&lt;br /&gt;
The judges play all games in the latest stable version of MegaZeux (2.81g as of this writing, as 2.81h is still considered unstable), so competitors are generally recommended to create and test their games in that version. SMZX mode is permitted, but not specifically rewarded, and most DoZers avoid using it since it generally has a low return on investment.&lt;br /&gt;
&lt;br /&gt;
==Current Day of Zeux Scoring==&lt;br /&gt;
'''Theme - 100/400 (General) 20/400 (Specific)'''&lt;br /&gt;
For the general theme, this should be the most important category. You'll be scored on how well you interpret and use the theme, as well as how much the theme can be felt in all elements of the game. For the specific theme, the purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if you receive an average of 5 or less, you will automatically be disqualified.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 90/400 (General) 120/400 (Specific)'''&lt;br /&gt;
The meat and potatoes of any game, if you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 70/400 (General) 90/400 (Specific)'''&lt;br /&gt;
All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?&lt;br /&gt;
&lt;br /&gt;
'''Technique - 60/400 (General) 80/400 (Specific)'''&lt;br /&gt;
This is a game-making competition, and so each game is expected to use at least some Robotic. However, all code is not created equal: some code is cooler, faster, shorter and generally just better than other code. Does your code make movement feel slow or smooth? Is your entire game spread out over many, many boards with a lot of repetition, or is it modular and on one board? Is the programming generally impressive?&lt;br /&gt;
&lt;br /&gt;
'''Story - 50/400 (General) 50/400 (Specific)'''&lt;br /&gt;
Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstacy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, story will be scored according to how important the judge thinks story is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.&lt;br /&gt;
&lt;br /&gt;
'''Sound - 30/400 (General) 40/400 (Specific)'''&lt;br /&gt;
Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambience, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:DoZ_General_Theme.png]][[image:DoZ_Specific_Theme.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Four judges, 400 points each, 1600 points total. Late penalties incurred during the grace period described in the rules will be deducted from this final, 1600 point score.&lt;br /&gt;
&lt;br /&gt;
==Past Day of Zeux Scoring==&lt;br /&gt;
&amp;lt;i&amp;gt;The scoreset and text in this section were written by [[Wervyn]] in Summer 2003, with slight alterations over time.  This scoreset was used with minor variations in point value from Winter 2001 to Summer 2006.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum score that any judge can give to a game is 400 points (300 before rank weighting is factored in). After rank weighting is applied, the sum of all judges' scores, minus late penalties incurred during the grade period described in the rules, will be the final score (1600 points is the maximum score if there are four judges).&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
75 points max. The meat and potatoes of any game. If you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.&lt;br /&gt;
&lt;br /&gt;
'''Graphics'''&lt;br /&gt;
60 points max. All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?&lt;br /&gt;
&lt;br /&gt;
'''Innovation'''&lt;br /&gt;
45 points max. Mother is the necessity of innovation, or something like that. We at the DoZ value creativity and new design concepts highly. Of course, make sure your brilliant idea WORKS, first. Innovation that makes the game new, interesting, on basically makes me go &amp;quot;hmm, never thought of doing that before&amp;quot; is a good thing. Innovation that crashes my computer, not so much.&lt;br /&gt;
&lt;br /&gt;
'''Plot'''&lt;br /&gt;
40 points max. Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstasy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, plot will be scored according to how important the judge thinks plot is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound'''&lt;br /&gt;
35 points max. Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambiance, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.&lt;br /&gt;
&lt;br /&gt;
'''Theme'''&lt;br /&gt;
30 points max. The purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if three or more judges score your theme less than 33% (less than 10 points), you automatically lose.&lt;br /&gt;
&lt;br /&gt;
'''Discretion'''&lt;br /&gt;
15 points max. For all the niggling little details that just don't seem to fit in any other category. Mostly, this is about using common sense and good taste. Loads of pointless obscenity, obvious pandering to the judges (as opposed to subtle pandering, which can be a good thing if done right), and sometimes particularly addle-brained bugs, all will get you counted off here.&lt;br /&gt;
&lt;br /&gt;
'''Rank Weighting'''&lt;br /&gt;
100 points max. This is a special score for the judges, so that they can incorporate their gut instinct into an otherwise methodical system. Unlike the other scores, which are directly designated by the judge, the rank weight is awarded proportionally based on the judges personal ranking of the games from best to worst. What happens is the judges favorite game receives a full hundred points, the judges least favorite game receives no points, and the games in between receive a percentage of the points based on how high they are on the list. For those interested in the formula, RW = (N - R)/(N - 1) * 100, RW is rank weight, R is the judge's awarded rank, and N is the total number of entries. IMPORTANT: This is NOT simply a restatement of the games' ranks as calculated from their other categorical scores. This is so that the judge can express their personal feelings on the submissions as a whole, independent of any other scoring they might have made.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
There are a few variations of the Day of Zeux, most of which increase or decrease the time limit. A ''Week of Zeux'', or ''WoZ'', ends exactly a week after topics are announced. A ''Weekend of Zeux'', or ''WEoZ'', usually begins on a Friday or Saturday and lasts for 48 hours. These extended time competitions are extremely rare, as people often lose interest before the competition ends and very few quality submissions are actually received. The longer the competition, the fewer the entries.&lt;br /&gt;
&lt;br /&gt;
The ''[[Blitzkriegzeux]]'', or ''BKZX'' (alt ''BkZX''), which the DoZ itself was originally based on, is usually organized on IRC and can last up to two hours. Day of Zeux scoring rules rarely (if ever) apply to a BKZX. Most BKZXes taking place after 2004 are scored by peer ranking; in rare cases such as tie for first place with fewer than five competitors, or whenever there are fewer than three competitors, the person organizing the BKZX decides which game is the best.&lt;br /&gt;
&lt;br /&gt;
Past Variations:&lt;br /&gt;
&lt;br /&gt;
*[[The Summer Weekend of Zeux 1999]] - [[ChryoZak]], &amp;quot;Reality&amp;quot;, 7 entries (1 DQed).&lt;br /&gt;
*[[Week of Zeux 1999]] - [[Magus919]], &amp;quot;Experimentation Gone Wrong&amp;quot;, 2 entries.&lt;br /&gt;
*[[Weekend of Zeux 2001]] - [[joshdw1]] and [[Maverick]], &amp;quot;Conspiracies&amp;quot;, 3 entries.&lt;br /&gt;
*[[Zeuxworld's First Annual Week of Zeux 2002]] - [[ZzCrook]], &amp;quot;Dinosaurs&amp;quot; and &amp;quot;The Afterlife&amp;quot;, 4 entries.&lt;br /&gt;
&lt;br /&gt;
==Rule Variations==&lt;br /&gt;
&lt;br /&gt;
*Almost all DoZ competitions prior to December 2005 used an &amp;quot;anonymity rule&amp;quot; where teams hid their identities from the judges; only the host or file administrator knew the people's identites. The notable exception is the first DoZ in 1998.  Since the anonymity rule was rescinded in [[Christmas 2005 Dualstream Day of Zeux|the Winter 2005 DoZ]], no further DoZs have had an anonymity rule. Several DoZ entries have been thrown out over anonymity violations, notably [[Nash|Nash's]] [[Porno Creep]].&lt;br /&gt;
*The [[Christmas 2006 Dualstream Day of Zeux|December 2006 Day of Zeux]] marked the introduction of the split scoresheet detailed above. Previous Dualstream DoZs used the same scoresheet for both themes, and included a rank weight category which applied a scaled modifier based on a judge's ordering of the games from most to least favorite. In an effort spearheaded by [[Wervyn]], new scores were proposed which would weight the &amp;quot;theme&amp;quot; score far more heavily and restructure the categories; however, compromise between dissenters such as [[Exophase]] over the theme weighting led to two separate scoresheets (one per topic; one as Wervyn proposed and one more closely resembling the default). The scoresheet and debate are detailed [http://www.digitalmzx.net/forums/index.php?showtopic=11315&amp;amp;st=0 here.]&lt;br /&gt;
*In one DoZ, teams were allowed to have four members total ([[Newyear Dualstream Day of Zeux Q4 2002|Winter 2002]]).&lt;br /&gt;
&lt;br /&gt;
==Past Days of Zeux==&lt;br /&gt;
&lt;br /&gt;
*[[Day of Zeux 1998]] - [[Wondercow]], &amp;quot;Time Travel&amp;quot;, 6 entries.&lt;br /&gt;
*[[Day of Zeux, Icy Season 1999]] - [[kvance]], &amp;quot;War&amp;quot;, 10 entries.&lt;br /&gt;
*[[Day of Zeux, Easter 1999]] - [[Stargazer]], &amp;quot;Stress&amp;quot;, 12 entries.&lt;br /&gt;
*[[The Winter 1999 24-Hours of MegaZeux]] - Ibrahim, &amp;quot;C.O.S.T.A.N.&amp;quot;, 13 entries.&lt;br /&gt;
*[[Summer Day of Zeux 2000]] - Ibrahim, &amp;quot;Freedom&amp;quot;, 14 entries.&lt;br /&gt;
*[[Winter 2000 24 Hours of Zeux]] - Ibrahim, &amp;quot;Exploration&amp;quot;, 10 entries.&lt;br /&gt;
*[[Summer Dualstream Day of Zeux 2001]] - Terryn, &amp;quot;Rebirth&amp;quot; and &amp;quot;Bloodthirsty Plants&amp;quot;, 15 entries (2 DQed).&lt;br /&gt;
*[[Newyear Dualstream Day of Zeux 2002]] - Terryn, &amp;quot;Stability&amp;quot; and &amp;quot;Forces of Nature&amp;quot;, 14 entries (2 DQed).&lt;br /&gt;
*[[Dualstream Day of Zeux Q2 2002]] - [[Exophase]], &amp;quot;Disease&amp;quot; and &amp;quot;Solar Energy&amp;quot;, 20 entries.&lt;br /&gt;
*[[Newyear Dualstream Day of Zeux Q4 2002]] - Terryn, &amp;quot;Equilibrium&amp;quot; and &amp;quot;Medicine&amp;quot;, 13 entries (6 DQed).&lt;br /&gt;
*[[Summer 2003 Day of Zeux]] - Exophase, &amp;quot;Trust&amp;quot; and &amp;quot;The Internet&amp;quot;, 20 entries (2 DQed).&lt;br /&gt;
*[[12th Biannual 2004 New Year's DualStream DoZ]] - [[Wervyn]], &amp;quot;Intelligence&amp;quot; and &amp;quot;Swords&amp;quot;, 13 entries (2 DQed).&lt;br /&gt;
*[[Summer DsDoZ 2004]] - Terryn, &amp;quot;Fate&amp;quot; and &amp;quot;Mines&amp;quot;, 9 entries.&lt;br /&gt;
*[[Christmas 2004 Dualstream Day of Zeux]] - [[User:Kuddy|Kuddy]], &amp;quot;Fear&amp;quot; and &amp;quot;Ancient Ruins&amp;quot;, 17 entries (1 DQed).&lt;br /&gt;
*[[Summer 2005 Dualstream Day of Zeux]] - [[Insidious]], &amp;quot;Growth&amp;quot; and &amp;quot;Space Exploration&amp;quot;, 20 entries (3 DQed).&lt;br /&gt;
*[[Christmas 2005 Dualstream Day of Zeux]] - [[Kuddy]], &amp;quot;Valor&amp;quot; and &amp;quot;Organized Crime&amp;quot;, 16 entries (8 DQed).&lt;br /&gt;
*[[Summer 2006 DsDoZ]] - [[Insidious]], &amp;quot;Death&amp;quot; and &amp;quot;Pirates&amp;quot;, 13 entries (2 DQed).&lt;br /&gt;
*[[Christmas 2006 Dualstream Day of Zeux]] - [[RoSS]], &amp;quot;Memory&amp;quot; and &amp;quot;Flight&amp;quot;, 15 entries (1 DQed).&lt;br /&gt;
*[[Summer 2007 DsDoZ]] - Lancer-X and Terryn, &amp;quot;Genetics&amp;quot; and &amp;quot;Sentient AI&amp;quot;, 15 entries (3 DQed).&lt;br /&gt;
*[[Winter 2007 DsDoZ]] - WildWeasel, &amp;quot;Tranquility&amp;quot; and &amp;quot;Wild West&amp;quot;, 13 entries.&lt;br /&gt;
*[[Summer 2008 Dualstream Day of Zeux]] - [[asgromo]], &amp;quot;Bureaucracy&amp;quot; and &amp;quot;Summer 2008 DsDoZ and the End of the World&amp;quot;, 10 entries (2 DQed).&lt;br /&gt;
*[[Winter 2008 Dualstream Day of Zeux]] - [[Insidious]], &amp;quot;Water&amp;quot; and &amp;quot;Murder Mystery&amp;quot;, 15 entries.&lt;br /&gt;
*[[Summer 2009 DsDoZ]] - Wervyn, &amp;quot;Paranoia&amp;quot; and &amp;quot;News Reporters&amp;quot;, 12 entries (1 DQed).&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
*The longest-standing scoring system was contentiously hammered out between [[Exophase]], [[ajs]], and [[Terryn]] in late 2001, and lasted five years before being retooled into the current system. Before that the scoring sheet was often in flux, with wide variation in categories and point ratios from DoZ to DoZ.&lt;br /&gt;
*The entire set of scoresheets of the Summer 2000 DoZ (&amp;quot;Freedom&amp;quot;) is missing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=File_access&amp;diff=6913</id>
		<title>File access</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=File_access&amp;diff=6913"/>
		<updated>2009-07-08T04:00:42Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Opening and Navigating Files */ Note about using fread_pos = -1 to test for file existence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[MegaZeux]] has supported reading and writing data to files since version 2.60, and since then this capability has been augmented and improved to allow for the use of external resources in a number of different ways.  Apart from counter interfaces to directly manipulate the contents of a file, '''file access''' encompasses specific interfaces for reading and writing [[robot|robots]] and [[Robotic]], [[MZM|MZMs]], and entire MZX worlds.&lt;br /&gt;
&lt;br /&gt;
==General Purpose File Access==&lt;br /&gt;
MZX supports basic file reading and writing through the use of specific keyword counters, which fall into two obvious categories: &amp;quot;fread&amp;quot; counters for reading, and &amp;quot;fwrite&amp;quot; counters for writing. &lt;br /&gt;
===Opening and Navigating Files===&lt;br /&gt;
First, a file must be opened for reading/writing, using the following syntax:&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;fread_open&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
Directory paths can also be used (MZX is OS agnostic and interprets both '&amp;lt;tt&amp;gt;\\&amp;lt;/tt&amp;gt;' and '&amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt;' as separators), but for security reasons MZX will not allow access to directories above the one the .mzx file is running from.  It is also perfectly acceptable to have a file open for both reading and writing at the same time.  However, &amp;quot;fwrite_open&amp;quot; clears the contents of whatever file it opens and starts editing a new, blank file.  So MZX also provides the &amp;quot;fwrite_modify&amp;quot; and &amp;quot;fwrite_append&amp;quot; functions, which preserve the contents of the file being opened.  &amp;quot;fwrite_modify&amp;quot; places the write cursor at the beginning of the file, while &amp;quot;fwrite_append&amp;quot; starts writing at the end of the file.&lt;br /&gt;
&lt;br /&gt;
The cursor, or in other words the place in the file currently be read from or written to, is maintained in the counters &amp;quot;fread_pos&amp;quot; and &amp;quot;fwrite_pos&amp;quot;.  These are separate values that do not interfere with one another, since it is after all quite common to have one file open for reading and another for writing.  The cursors are automatically advanced when read/write operations are performed on the file, but they can also be set manually to navigate around the file.  Before the [[MegaZeux#SDL Port|port]], when counters were only 16 bits, there existed &amp;quot;fread_page&amp;quot; and &amp;quot;fwrite_page&amp;quot; counters for working with files larger than 64KB in size.  Since counters became 32-bit, however, these have been rendered obsolete, and fread_pos/fwrite_pos rendered absolute.  Additionally, this has allowed for a convenient way to seek to the end of the file, by setting the appropriate &amp;quot;_pos&amp;quot; counter to -1.  It is also possible to use this to check if a file exists, by opening it for reading and attempting to seek to the end this way.  If the file doesn't exist, fread_pos will still be -1 when you check it, instead of the length of the file.&lt;br /&gt;
&lt;br /&gt;
===Reading and Writing Binary Data===&lt;br /&gt;
Reading and writing actual data can be done in a few different ways.  The simplest of these is simply to use the counters &amp;quot;fread&amp;quot; and &amp;quot;fwrite&amp;quot; as placeholders for data to be read from or written to the open file.  &amp;quot;fwrite&amp;quot; must always be assigned TO (except for certain syntax related to strings, see below), but &amp;quot;fread&amp;quot; can be [[counter interpolation|interpolated]] into robotic code just like any other counter, and will be evaluated each time it is encountered.  Evaluation, in this case, entails reading one byte from the file, and advancing fread_pos by one.  So for example:&lt;br /&gt;
 set &amp;quot;counter&amp;quot; to &amp;quot;('fread'+('fread'&amp;lt;&amp;lt;8)+('fread'&amp;lt;&amp;lt;16)+('fread'&amp;lt;&amp;lt;24))&amp;quot;&lt;br /&gt;
This would read four bytes stored in little-endian format from the file, and combine them together to form a single 32-bit value.  (See the articles on [[expressions]] and [[bitwise math]] for more information on this code.)&lt;br /&gt;
&lt;br /&gt;
This is a somewhat contrived application, since another way to read from and write to a file is to use &amp;quot;fread_counter&amp;quot; and &amp;quot;fwrite_counter&amp;quot;.  These were originally intended to conveniently read and write full counter values, instead of just bytes.  Currently they are out of date, and work on 16-bit values instead of the 32-bit values MZX uses now.  However, there are plans to update them to work on 32-bit values in the near future.&lt;br /&gt;
===Reading and Writing Strings===&lt;br /&gt;
Finally, MZX provides reading and writing of arbitrary length strings.  Originally, the method for doing this was very limited.  The &amp;quot;fread&amp;quot; and &amp;quot;fwrite&amp;quot; counters were overloaded to work with string values.  A quirk with the way strings are handled forced a nonstandard syntax here, however: instead of&lt;br /&gt;
 set &amp;quot;fwrite&amp;quot; to &amp;quot;$string&amp;quot;&lt;br /&gt;
it was (and is) necessary to use&lt;br /&gt;
 set &amp;quot;$string&amp;quot; to &amp;quot;fwrite&amp;quot;&lt;br /&gt;
This method is limited in its usefulness because it requires the use of a terminating character, which is not user-definable.  Instead of choosing something sensible and widely used, like a null byte (i.e. 0x00), [[Exophase]] chose to make the terminator an asterisk (&amp;lt;tt&amp;gt;*&amp;lt;/tt&amp;gt;).  As a result, the &amp;quot;fread#&amp;quot; and &amp;quot;fwrite#&amp;quot; function counters have become preferred for their accuracy and lack of side-effects.  The number provided to the counter indicates how many characters to read or write.  So for example, &amp;quot;fread20&amp;quot; reads 20 characters into a string.  Be aware that these counters are specifically overloaded for string manipulation, and so it is not possible to interpolate &amp;quot;fread20&amp;quot; into an arbitrary string, as might be done with &amp;quot;fread&amp;quot;.  The syntax is very strictly:&lt;br /&gt;
 set &amp;quot;$string&amp;quot; to &amp;quot;fread20&amp;quot;&lt;br /&gt;
 set &amp;quot;$string&amp;quot; to &amp;quot;fwrite&amp;amp;$string.length&amp;amp;&amp;quot;&lt;br /&gt;
The second line demonstrates the use of counter interpolation to simply write the string in its entirety.  It can of course be used to write only part of the string as well, and with string offsets to write an internal substring (see the article on [[strings]] for more details on this sort of manipulation).&lt;br /&gt;
&lt;br /&gt;
Of course, being able to read in a string up to a terminating character is a useful function that is currently non-trivial (though still fairly simple) to implement.  One way to do this would be to incrementally build the string byte by byte.  Alternatively, one can seek ahead in the file for the terminating character, and count the number of character read from the starting point, reading the whole string in one command.  The first method parses the file only once, but has to dynamically resize the string many times.  The second method requires two passes over the portion of the file containing the string, but allocates space for the entire string only once.  Since file operations are less costly than memory reallocations ''[A.N. citation/testing needed!]'', the second method is preferred, and is detailed in the following code:&lt;br /&gt;
 set &amp;quot;local1&amp;quot; to 0&lt;br /&gt;
 . &amp;quot;i.e. a null terminator&amp;quot;&lt;br /&gt;
 set &amp;quot;$tmp&amp;quot; to &amp;quot;target_string&amp;quot; &lt;br /&gt;
 . &amp;quot;This sets up a string name to be passed by reference.  This is almost entirely a style thing in this case.&amp;quot;&lt;br /&gt;
 . &amp;quot;The only real benefit is that for a long string, there's less memory overhead since the string only has to be allocated once.&amp;quot;&lt;br /&gt;
 . &amp;quot;Still, it's a neat piece of code.&amp;quot;&lt;br /&gt;
 goto &amp;quot;#readstr&amp;quot;&lt;br /&gt;
 ...&lt;br /&gt;
 : &amp;quot;#readstr&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;fread_pos&amp;quot;&lt;br /&gt;
 : &amp;quot;readstr_loop&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;fread&amp;quot;&lt;br /&gt;
 if &amp;quot;(('local3'='local1')o('local3'=-1))&amp;quot; = 0 then &amp;quot;readstr_loop&amp;quot;&lt;br /&gt;
 . &amp;quot;This checks for the end of the file as well, since otherwise we could loop forever without an appropriate terminator.&amp;quot;&lt;br /&gt;
 set &amp;quot;local3&amp;quot; to &amp;quot;('fread_pos'-'local2'-1)&amp;quot;&lt;br /&gt;
 . &amp;quot;The -1 accounts for the terminator itself, so that it won't be included in the string.  This can of course be changed.&amp;quot;&lt;br /&gt;
 set &amp;quot;fread_pos&amp;quot; to &amp;quot;local2&amp;quot;&lt;br /&gt;
 set &amp;quot;$&amp;amp;$tmp&amp;amp;&amp;quot; to &amp;quot;fread&amp;amp;local3&amp;amp;&amp;quot;&lt;br /&gt;
 . &amp;quot;This is the pass-by-reference trick.  The same thing can be accomplished by setting the target string to $tmp after the&amp;quot;&lt;br /&gt;
 . &amp;quot;subroutine returns.  As mentioned before, this does cause the string data to be allocated twice.&amp;quot;&lt;br /&gt;
 set &amp;quot;local2&amp;quot; to &amp;quot;fread&amp;quot;&lt;br /&gt;
 . &amp;quot;We need to read one more character to get past the terminator; this can be used as an extra return value to test whether&amp;quot;&lt;br /&gt;
 . &amp;quot;the string terminated as expected, or at the end of the file.&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
Of course depending on the size of the data stored in the file, another popular method is to simply read the entire file into a string and parse the contents internally as needed.&lt;br /&gt;
===Closing Files===&lt;br /&gt;
One final note: once you have finished working with a file, it is generally a good idea to close it and free up the handle for other programs to use.  However, MZX does not provide an fread or fwrite_close function.  Instead, and because only one file can be open for reading or writing at a time, the following trick is used to reset the handle:&lt;br /&gt;
 set &amp;quot;&amp;quot; to &amp;quot;fread_open&amp;quot;&lt;br /&gt;
 set &amp;quot;&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
Hackish though it may be, this closes the respective file by attempting to open a non-existent, empty string.&lt;br /&gt;
&lt;br /&gt;
==Other Types of File Access==&lt;br /&gt;
MZX supports the reading and writing of select file formats specific to itself.  Most of these follow the same basic concept as the general file access commands for opening a file.  That is, &amp;lt;tt&amp;gt;set &amp;quot;filename.ext&amp;quot; to &amp;quot;''command counter''&amp;quot;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
===Saving and Loading Robots===&lt;br /&gt;
Robots, or more specifically Robotic code, can be saved and loaded in a number of different ways.  The most basic methods are:&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;save_robot&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;load_robot&amp;quot;&lt;br /&gt;
The first command saves the source code of the current robot to a file as plain text, the same as you would see if you opened the robot in the editor.  The second loads plaintext source code from a file, replacing the current source code of the robot and starting execution from the first command.&lt;br /&gt;
&lt;br /&gt;
Another method which does effectively the same thing but in a different way, is this:&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;save_bc&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;load_bc&amp;quot;&lt;br /&gt;
These are the same as the previous two commands, with the difference that the source code is saved and interpreted in bytecode form (hence &amp;quot;bc&amp;quot;), not plaintext.  Bytecode is how robots are stored in the MZX world itself, and is several times smaller (in general) than the human-readable text.  The trade-off is that it is not then human-readable, of course.&lt;br /&gt;
&lt;br /&gt;
Finally, all of these command counters can take a parameter, like so:&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;save_robot20&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;load_robot&amp;amp;target_robot&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;save_bc&amp;amp;ridPickles&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.ext&amp;quot; to &amp;quot;load_bc&amp;amp;robot('loopcount')&amp;amp;&amp;quot;&lt;br /&gt;
This parameter, as implied, is a robot ID number, and instead of saving or loading code from/to the robot issuing the command, MZX will perform the operation on the robot with the specified ID.&lt;br /&gt;
===Saving and Loading Games and Worlds===&lt;br /&gt;
MZX also allows the saving and loading of MZX games in two distinctly different ways.  The first is to save/load the game exactly as if the player had pressed F3 or F4 and selected a file.&lt;br /&gt;
 set &amp;quot;filename.sav&amp;quot; to &amp;quot;save_game&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.sav&amp;quot; to &amp;quot;load_game&amp;quot;&lt;br /&gt;
These can be (and are) used to create custom save/load routines in MZX games.  Naturally, this preserves counter values and robot execution states.&lt;br /&gt;
&lt;br /&gt;
The other option is to save the current state of the MZX ''world''.  The following functions are provided:&lt;br /&gt;
 set &amp;quot;filename.mzx&amp;quot; to &amp;quot;save_world&amp;quot;&lt;br /&gt;
 set &amp;quot;filename.mzx&amp;quot; to &amp;quot;load_world&amp;quot;&lt;br /&gt;
However, currently the second one does not actually do anything, which may be an unintentional bug.  For now, &amp;lt;tt&amp;gt;swap world &amp;quot;filename.mzx&amp;quot;&amp;lt;/tt&amp;gt; can be used as an alternative.  This method does NOT save counters (they are not stored in the world file since all counters are evaluated and initialized when the game starts), nor does it save robot execution state (for the same reason).&lt;br /&gt;
===Saving and Loading MZMs===&lt;br /&gt;
Unlike the previous applications, which all have very similar syntax, MZMs involve a number of different parameters that are not easily encapsulated by a simple function counter.  Instead, other MZX commands have been overloaded to work with them.  Saving an MZM works as follows:&lt;br /&gt;
 copy (overlay) block at &amp;quot;xcoord&amp;quot; &amp;quot;ycoord&amp;quot; for &amp;quot;width&amp;quot; &amp;quot;height&amp;quot; to &amp;quot;@filename.mzm&amp;quot; &amp;quot;mzm_type&amp;quot;&lt;br /&gt;
While loading an MZM works like this:&lt;br /&gt;
 put &amp;quot;@filename.mzm&amp;quot; Image_file &amp;quot;target_layer&amp;quot; at &amp;quot;xcoord&amp;quot; &amp;quot;ycoord&amp;quot;&lt;br /&gt;
The nuances of these commands are beyond the scope of this article, and are more fully covered in the article on [[MZM|MZMs]].&lt;br /&gt;
===Palettes and Character Sets===&lt;br /&gt;
[[Palette|Palettes]] and [[Character set|character sets]] currently have no quick method of saving, though of course they have been easily loaded with &amp;lt;tt&amp;gt;load palette &amp;quot;filename.pal&amp;quot;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;load char set &amp;quot;filename.chr&amp;quot;&amp;lt;/tt&amp;gt; since version 2.0.  It is not that difficult to use general fwrite commands to do this manually, however, as the formats for both filetypes are simple and easy to read and write.  Below are some simple routines for doing just this:&lt;br /&gt;
 : &amp;quot;#save_charset&amp;quot;&lt;br /&gt;
 set &amp;quot;&amp;amp;$tmp&amp;amp;&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
 . &amp;quot;To use this as a true subroutine, set $tmp to the name of the file you want to save beforehand.&amp;quot;&lt;br /&gt;
 set &amp;quot;char&amp;quot; to 0&lt;br /&gt;
 set &amp;quot;byte&amp;quot; to 0&lt;br /&gt;
 . &amp;quot;These are built-in counters for reading binary data out of a character.&amp;quot;&lt;br /&gt;
 : &amp;quot;sc_loop&amp;quot;&lt;br /&gt;
 set &amp;quot;fwrite&amp;quot; to &amp;quot;char_byte&amp;quot;&lt;br /&gt;
 inc &amp;quot;byte&amp;quot; by 1&lt;br /&gt;
 if &amp;quot;byte&amp;quot; &amp;lt; 14 then &amp;quot;sc_loop&amp;quot;&lt;br /&gt;
 set &amp;quot;byte&amp;quot; to 0&lt;br /&gt;
 inc &amp;quot;char&amp;quot; by 1&lt;br /&gt;
 if &amp;quot;char&amp;quot; &amp;lt; 256 then &amp;quot;sc_loop&amp;quot;&lt;br /&gt;
 . &amp;quot;We have now iterated through each byte in each character, in order, and written them to the file.&amp;quot;&lt;br /&gt;
 . &amp;quot;This is all a .chr file actually is.&amp;quot;&lt;br /&gt;
 set &amp;quot;&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 : &amp;quot;#save_palette&amp;quot;&lt;br /&gt;
 set &amp;quot;&amp;amp;$tmp&amp;amp;&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
 loop start&lt;br /&gt;
 set &amp;quot;fwrite&amp;quot; to &amp;quot;SMZX_R&amp;amp;loopcount&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;fwrite&amp;quot; to &amp;quot;SMZX_G&amp;amp;loopcount&amp;amp;&amp;quot;&lt;br /&gt;
 set &amp;quot;fwrite&amp;quot; to &amp;quot;SMZX_B&amp;amp;loopcount&amp;amp;&amp;quot;&lt;br /&gt;
 loop for 15&lt;br /&gt;
 . &amp;quot;Despite the name, the SMZX_* counters are not exclusively for [[SMZX]] mode, and are simply the easiest&amp;quot;&lt;br /&gt;
 . &amp;quot;way of directly accessing the color values.  This loop sets each component (red, green, and blue) of each&amp;quot;&lt;br /&gt;
 . &amp;quot;color in order, which is all a .pal file is.  The loop terminator can be set to 255 for an SMZX palette.&amp;quot;&lt;br /&gt;
 set &amp;quot;&amp;quot; to &amp;quot;fwrite_open&amp;quot;&lt;br /&gt;
 goto &amp;quot;#return&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=PZX&amp;diff=6845</id>
		<title>PZX</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=PZX&amp;diff=6845"/>
		<updated>2009-06-15T00:31:53Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Merged from old page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PZX''', or ProngZeux, is a fork of [[MegaZeux]] written by [[zzo38]] that focuses primarily on support for [http://en.wikipedia.org/wiki/Forth_(programming_language) FORTH], a low-level, stack-driven programming language.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
The biggest contribution of this particular fork is FORTH support.  Other changes include the ability to use the old ALT+D function in the editor (only zzo38 seems to remember what this is or use the function to begin with), deferred expressions, extended kinds, new overlay modes and SMZX modes of dubious utility (including the one that draws overlay on the outside of the viewport instead of inside, one that draws only the overlay and not the board, an SMZX mode that uses 16 colors per character (reducing the resolution per character to 4x7), and a blinking text mode), meanings for the other bits in lava_walk, and displacement overlay modes which allow adjustment of the overlay by individual pixels.&lt;br /&gt;
&lt;br /&gt;
zzo38 also corrected a long standing, esoteric bug in the handling of built-in spider webs, which has been merged (with changes) into the existing codebase.&lt;br /&gt;
&lt;br /&gt;
To make backward compatibility, the way it works, is if the first line of the global robot is a comment with a greater than sign at beginning (optionally followed by a filename), it will activate PZX mode. If there is a filename, that is the file containing the Forth codes.&lt;br /&gt;
&lt;br /&gt;
===Deferred Expressions===&lt;br /&gt;
A deferred expression is sort of like having function calls for calling another expression. The operator &amp;lt;tt&amp;gt;,&amp;lt;/tt&amp;gt; sets the current parameter value to the left side and then evaluates the right side, the operator &amp;lt;tt&amp;gt;p&amp;lt;/tt&amp;gt; gets the current parameter, and the operator &amp;lt;tt&amp;gt;`&amp;lt;/tt&amp;gt; allows you to use a deferred expression.&lt;br /&gt;
&lt;br /&gt;
Because parentheses are used to evaluate expression, it uses square brackets to mean a deferred expression. It will convert &amp;lt;tt&amp;gt;[]&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;()&amp;lt;/tt&amp;gt; when accessing a deferred expression.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;`&amp;lt;/tt&amp;gt; operator is two of &amp;lt;tt&amp;gt;`&amp;lt;/tt&amp;gt; with the name of string in between (including the dollar sign), and it call the deferred expression. You can also use &amp;lt;tt&amp;gt;`&amp;lt;/tt&amp;gt; operator with &amp;lt;tt&amp;gt;*&amp;lt;/tt&amp;gt; followed by a Forth word instead of a string, in which case it will instead call that Forth word to determine the value of the expression.&lt;br /&gt;
&lt;br /&gt;
===Extended Kinds===&lt;br /&gt;
You can create extended kinds 0x80 to 0xFE (128 to 254) using Forth codes.&lt;br /&gt;
&lt;br /&gt;
In order to create a extended kind you must indicate:&lt;br /&gt;
* The number assigned to it&lt;br /&gt;
* The character used to represent it (255 means use the parameter, like a CustomBlock does, and negative number mean various other things)&lt;br /&gt;
* The A_ flags associated with it&lt;br /&gt;
* How the parameter is decided (the parameter type can come from any built-in)&lt;br /&gt;
* The name&lt;br /&gt;
And then you can optionally define events for it, such as what happens when it is shot, updated, touched by the player, underneath the player, and so on. Which events are used depends on the A_ flags, although it is possible to have A_ flags without the corresponding events (for example, the simplest way to prevent the player from pushing something that is normally pushable is to give the object the A_ITEM flag without a corresponding event).&lt;br /&gt;
&lt;br /&gt;
Some new A_ flags have been implemented:&lt;br /&gt;
* A_BREAKABLE&lt;br /&gt;
* A_USERFLAG&lt;br /&gt;
* A_CRUSH&lt;br /&gt;
* A_INVISIBLE&lt;br /&gt;
* A_ELEMENT (3 bits, and in Forth codes you use AE_WATER and so on instead of typing A_ELEMENT)&lt;br /&gt;
&lt;br /&gt;
===Overlay Modes===&lt;br /&gt;
Mode 4 makes it draw the overlay outside of the viewport instead of on the inside of the viewport.&lt;br /&gt;
&lt;br /&gt;
Mode 65 and 66 makes it to not draw the board, and only draw the overlay. (This feature actually already existed in MegaZeux, but there was previously no access to it during the game.)&lt;br /&gt;
&lt;br /&gt;
Mode 0x7? prevents it from drawing anything at all, allowing Forth codes direct access to the text_video.&lt;br /&gt;
&lt;br /&gt;
There are also displacement overlay modes 0xA?, 0xB?, 0xE?, which allows pixel-accuracy for drawing characters, and also can make individual pixels transparent (so you can see the character drawn underneath).&lt;br /&gt;
&lt;br /&gt;
===Graphics Modes===&lt;br /&gt;
Modes 0 to 3 are same as normal MegaZeux. Mode 64 to 67 are the mode for 16 colors per character. Mode 141 makes blinking text.&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=PZX_features&amp;diff=6844</id>
		<title>PZX features</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=PZX_features&amp;diff=6844"/>
		<updated>2009-06-15T00:26:20Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Organization dictates that this is better served as a section called &amp;quot;Features&amp;quot; on a page titled &amp;quot;PZX&amp;quot;, even if that's the only content of the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[PZX#Features]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=PZX&amp;diff=6843</id>
		<title>PZX</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=PZX&amp;diff=6843"/>
		<updated>2009-06-15T00:19:57Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Made a page for you to work on, zzo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PZX''' (which stands for something-zeux) is a fork of MZX written by [[zzo38]] that focuses primarily on adding support for [http://en.wikipedia.org/wiki/Forth_(programming_language) FORTH], a low-level, stack-driven programming language.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
PZX includes the following changes and additions to the mainline code base.&lt;br /&gt;
&lt;br /&gt;
===FORTH Programs===&lt;br /&gt;
This would be an excellent place to explain how to use Forth with MZX in as much detail as possible.&lt;br /&gt;
&lt;br /&gt;
===Extra Overlay and SMZX Modes===&lt;br /&gt;
There's one that causes text to blink, at first;&lt;br /&gt;
A mode with 16-color characters;&lt;br /&gt;
A mode that only shows the overlay,&lt;br /&gt;
And one that draws outside the field of play.&lt;br /&gt;
And finally, in the vein of [[Logicow]],&lt;br /&gt;
There's pixel displaced drawing, ZOMG wow!&lt;br /&gt;
&lt;br /&gt;
===Extended Kinds===&lt;br /&gt;
Inquiring minds want to know if this means support for floating point arithmetic (a good idea but non-trivial to implement correctly) or just differently sized integers (a bad idea in general).&lt;br /&gt;
&lt;br /&gt;
===Deferred Expressions===&lt;br /&gt;
What is this?  The ability to store an expression in a string and evaluate it later?&lt;br /&gt;
&lt;br /&gt;
===Other Minor Things===&lt;br /&gt;
Hey hey hey! zzo reverted the behavior of ALT+D in the editor back to its pre-port version.  Now, instead of resetting the palette to default colors, it...what exactly did it do before, again?&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MegaZeux&amp;diff=6842</id>
		<title>MegaZeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MegaZeux&amp;diff=6842"/>
		<updated>2009-06-15T00:00:02Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* MegaZeux Forks */ That's much better.  In anticipation of page structure I changed your link to point to a &amp;quot;Features&amp;quot; subsection of a &amp;quot;PZX&amp;quot; page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MegaZeux''' is a game creation system created by [[Gregory Janson]]. It was inspired by [[ZZT]], for which Greg and other members of [[Software Visions]] had created several games 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 [[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;
&lt;br /&gt;
In 1994, MegaZeux 1.00g was released on AOL. It was designed to be an improvement over [[ZZT]], and at that point featured digital sound and music that could be played over Sound Blaster-compatible cards. It featured editable [[character set|character sets]] and larger board sizes than ZZT.&lt;br /&gt;
&lt;br /&gt;
Some time later, MegaZeux 2.00 was released, featuring a vast interface overhaul, the ability to edit the in-game palette, and other new features.&lt;br /&gt;
&lt;br /&gt;
Finally, MegaZeux 2.50 was uploaded, and among other changes, included the brand new [[BWSB]] sound engine that was more compatible and more tolerant of Windows. Shortly thereafter, version 2.51 was released, with minor bug fixes and additions. This would be the last version Gregory Janson would release.&lt;br /&gt;
&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, added one new feature (the [[bi_mesg]] built-in counter) and removed password protection, releasing 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;
===MegaZeux 2.7 and mzxlib===&lt;br /&gt;
MZX 2.7 was an effort spearheaded by [[JZig]] to completely rewrite MegaZeux in C++, with a new graphics engine, audio code, and support for other operating systems such as Linux. Most of the initial coding was done by [[MenTaLguY]], until JZig took over in 1999. [[piman]], while not doing much coding himself, performed most of the non-code tasks such as updating the project's SourceForge page. JZig's development on MZX 2.7 stopped around 2001, and it was not picked up afterwards.&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 from scratch as source was no longer available for it. Many other source modules were either completely rewritten or heavily revised. 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 which also officially added support for Linux and MacOS X. Other MegaZeuxers helped in various aspects; for example, [[ajs|ajs's]] and [[MadBrain|mad's]] GDM conversion code was a basis for SAM conversion code. Later on, ajs would write support to abstract file operations for case sensitive file systems, and additional graphical renderers were designed by [[LogiCow]] and [[Mr_Alert]].&lt;br /&gt;
&lt;br /&gt;
Most version upticks added some functionality (e.g. multi-char editor, code search, ogg support), and all significantly increased stability. MegaZeux is currently extending to handhelds and consoles: [[Oncer]] released a GP2X port, [[kvance]] a Nintendo DS port, Mr_Alert a Wii port, and Exophase has done preliminary PSP support.&lt;br /&gt;
&lt;br /&gt;
The current version is 2.82b.&lt;br /&gt;
&lt;br /&gt;
===MegaZeux Forks===&lt;br /&gt;
In early 2007, LogiCow created his own fork of the MZX source. The first version added the Draw command, allowing users to scale characters from the [[vlayer]]. It also served as an underlay (as opposed to an overlay). In more recent versions, the draw command was deleted. A select persisted in using the older versions for the draw command, much to the annoyance of those wishing to stay with Exophase's versions.&lt;br /&gt;
&lt;br /&gt;
A short time after the previous fork, LogiCow created another fork with an alternate renderer that scaled the graphics up to fit the screen, regardless of aspect ratio. This also allowed for seamless resizing of the MZX window when not running in full screen mode. logicow worked with ajs to merge these renderers into the mainline MZX versions, starting with 2.81e.&lt;br /&gt;
&lt;br /&gt;
LogiCow's final fork of MZX (based off of 2.81g) was solely to play [[Caverns of Zeux]] with enhanced graphics.&lt;br /&gt;
&lt;br /&gt;
LogiCow was not the only person to fork MZX; [[NihilistMatt]] created a fork called [[SquareMZX]]. SquareMZX knocked the resolution per-character to 8x8, but allowed a &amp;quot;quadrant&amp;quot; coloring system where each 2x2 section of any character can have its own color pair. This fork got very minor use; [[PROcrastination]] and the second [[RPG Skool Demo]] both could optionally use SquareMZX mode.&lt;br /&gt;
&lt;br /&gt;
[[zzo38]] is also desperately trying to make people care about his MZX fork. His version focuses on changes and &amp;quot;improvements&amp;quot; that are generally only of interest to him, notably support for [http://en.wikipedia.org/wiki/Forth_(programming_language) Forth], [[PZX#Features|among various other things]]. He also corrected a long standing, esoteric bug in the handling of built-in spider webs, which has been merged (with changes) into the existing codebase.  Despite the fact that zzo38 (and possibly [[smilymzx]], with his fixation on blinking text) is the only person who actually cares about any of these changes, zzo still claims to be working on it and released an initial version of it.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://sourceforge.net/projects/mzx32 MZX32 Project Page (Sourceforge)]&lt;br /&gt;
*[http://mzx.devzero.co.uk/ The MegaZeux Developer Site]&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MegaZeux&amp;diff=6835</id>
		<title>MegaZeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MegaZeux&amp;diff=6835"/>
		<updated>2009-06-14T23:24:42Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* MegaZeux Forks */  Clean up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MegaZeux''' is a game creation system created by [[Gregory Janson]]. It was inspired by [[ZZT]], for which Greg and other members of [[Software Visions]] had created several games 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 [[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;
&lt;br /&gt;
In 1994, MegaZeux 1.00g was released on AOL. It was designed to be an improvement over [[ZZT]], and at that point featured digital sound and music that could be played over Sound Blaster-compatible cards. It featured editable [[character set|character sets]] and larger board sizes than ZZT.&lt;br /&gt;
&lt;br /&gt;
Some time later, MegaZeux 2.00 was released, featuring a vast interface overhaul, the ability to edit the in-game palette, and other new features.&lt;br /&gt;
&lt;br /&gt;
Finally, MegaZeux 2.50 was uploaded, and among other changes, included the brand new [[BWSB]] sound engine that was more compatible and more tolerant of Windows. Shortly thereafter, version 2.51 was released, with minor bug fixes and additions. This would be the last version Gregory Janson would release.&lt;br /&gt;
&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, added one new feature (the [[bi_mesg]] built-in counter) and removed password protection, releasing 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;
===MegaZeux 2.7 and mzxlib===&lt;br /&gt;
MZX 2.7 was an effort spearheaded by [[JZig]] to completely rewrite MegaZeux in C++, with a new graphics engine, audio code, and support for other operating systems such as Linux. Most of the initial coding was done by [[MenTaLguY]], until JZig took over in 1999. [[piman]], while not doing much coding himself, performed most of the non-code tasks such as updating the project's SourceForge page. JZig's development on MZX 2.7 stopped around 2001, and it was not picked up afterwards.&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 from scratch as source was no longer available for it. Many other source modules were either completely rewritten or heavily revised. 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 which also officially added support for Linux and MacOS X. Other MegaZeuxers helped in various aspects; for example, [[ajs|ajs's]] and [[MadBrain|mad's]] GDM conversion code was a basis for SAM conversion code. Later on, ajs would write support to abstract file operations for case sensitive file systems, and additional graphical renderers were designed by [[LogiCow]] and [[Mr_Alert]].&lt;br /&gt;
&lt;br /&gt;
Most version upticks added some functionality (e.g. multi-char editor, code search, ogg support), and all significantly increased stability. MegaZeux is currently extending to handhelds and consoles: [[Oncer]] released a GP2X port, [[kvance]] a Nintendo DS port, Mr_Alert a Wii port, and Exophase has done preliminary PSP support.&lt;br /&gt;
&lt;br /&gt;
The current version is 2.82b.&lt;br /&gt;
&lt;br /&gt;
===MegaZeux Forks===&lt;br /&gt;
In early 2007, LogiCow created his own fork of the MZX source. The first version added the Draw command, allowing users to scale characters from the [[vlayer]]. It also served as an underlay (as opposed to an overlay). In more recent versions, the draw command was deleted. A select persisted in using the older versions for the draw command, much to the annoyance of those wishing to stay with Exophase's versions.&lt;br /&gt;
&lt;br /&gt;
A short time after the previous fork, LogiCow created another fork with an alternate renderer that scaled the graphics up to fit the screen, regardless of aspect ratio. This also allowed for seamless resizing of the MZX window when not running in full screen mode. logicow worked with ajs to merge these renderers into the mainline MZX versions, starting with 2.81e.&lt;br /&gt;
&lt;br /&gt;
LogiCow's final fork of MZX (based off of 2.81g) was solely to play [[Caverns of Zeux]] with enhanced graphics.&lt;br /&gt;
&lt;br /&gt;
LogiCow was not the only person to fork MZX; [[NihilistMatt]] created a fork called [[SquareMZX]]. SquareMZX knocked the resolution per-character to 8x8, but allowed a &amp;quot;quadrant&amp;quot; coloring system where each 2x2 section of any character can have its own color pair. This fork got very minor use; [[PROcrastination]] and the second [[RPG Skool Demo]] both could optionally use SquareMZX mode.&lt;br /&gt;
&lt;br /&gt;
[[zzo38]] is also desperately trying to make people care about his MZX fork. His version focuses on changes and &amp;quot;improvements&amp;quot; that are generally only of interest to him, including support for [http://en.wikipedia.org/wiki/Forth_(programming_language) Forth], the ability to use the old ALT+D function in the editor (only zzo38 seems to remember what this is or use the function to begin with), [[deferred expressions]], [[extended kinds]], new overlay modes and SMZX modes of dubious utility (including the one that draws overlay on the outside of the viewport instead of inside, one that draws only the overlay and not the board, an SMZX mode that uses 16 colors per character, ''[N.B. By halving vertical and horizontal resolution to create blocks of four bits? Please explain this. Better yet, see next note]'', and a blinking text mode), and displacement overlay modes which allow adjustment of the overlay by individual pixels. He also corrected a long standing, esoteric bug in the handling of built-in spider webs, which has been merged (with changes) into the existing codebase.  Despite the fact that zzo38 (and possibly [[smilymzx]], with his fixation on blinking text) is the only person who actually cares about any of these changes, zzo still claims to be working on it and released an initial version of it.&lt;br /&gt;
&lt;br /&gt;
''[N.B. This is starting to read like a complete feature list/advertisement for your fork, which is not appropriate for the main MZX article.  Compare with the amount of text devoted to the other forks, and pare it down to that length (or I will do it for you), and consider creating a separate article for it if you really must describe every aspect in detail.]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://sourceforge.net/projects/mzx32 MZX32 Project Page (Sourceforge)]&lt;br /&gt;
*[http://mzx.devzero.co.uk/ The MegaZeux Developer Site]&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=MegaZeux&amp;diff=6830</id>
		<title>MegaZeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=MegaZeux&amp;diff=6830"/>
		<updated>2009-06-12T16:02:52Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* MegaZeux Forks */ Cleanup/snarkification of zzo's addition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MegaZeux''' is a game creation system created by [[Gregory Janson]]. It was inspired by [[ZZT]], for which Greg and other members of [[Software Visions]] had created several games 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 [[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;
&lt;br /&gt;
In 1994, MegaZeux 1.00g was released on AOL. It was designed to be an improvement over [[ZZT]], and at that point featured digital sound and music that could be played over Sound Blaster-compatible cards. It featured editable [[character set|character sets]] and larger board sizes than ZZT.&lt;br /&gt;
&lt;br /&gt;
Some time later, MegaZeux 2.00 was released, featuring a vast interface overhaul, the ability to edit the in-game palette, and other new features.&lt;br /&gt;
&lt;br /&gt;
Finally, MegaZeux 2.50 was uploaded, and among other changes, included the brand new [[BWSB]] sound engine that was more compatible and more tolerant of Windows. Shortly thereafter, version 2.51 was released, with minor bug fixes and additions. This would be the last version Gregory Janson would release.&lt;br /&gt;
&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, added one new feature (the [[bi_mesg]] built-in counter) and removed password protection, releasing 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;
===MegaZeux 2.7 and mzxlib===&lt;br /&gt;
MZX 2.7 was an effort spearheaded by [[JZig]] to completely rewrite MegaZeux in C++, with a new graphics engine, audio code, and support for other operating systems such as Linux. Most of the initial coding was done by [[MenTaLguY]], until JZig took over in 1999. [[piman]], while not doing much coding himself, performed most of the non-code tasks such as updating the project's SourceForge page. JZig's development on MZX 2.7 stopped around 2001, and it was not picked up afterwards.&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 from scratch as source was no longer available for it. Many other source modules were either completely rewritten or heavily revised. 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 which also officially added support for Linux and MacOS X. Other MegaZeuxers helped in various aspects; for example, [[ajs|ajs's]] and [[MadBrain|mad's]] GDM conversion code was a basis for SAM conversion code. Later on, ajs would write support to abstract file operations for case sensitive file systems, and additional graphical renderers were designed by [[LogiCow]] and [[Mr_Alert]].&lt;br /&gt;
&lt;br /&gt;
Most version upticks added some functionality (e.g. multi-char editor, code search, ogg support), and all significantly increased stability. MegaZeux is currently extending to handhelds and consoles: [[Oncer]] released a GP2X port, [[kvance]] a Nintendo DS port, Mr_Alert a Wii port, and Exophase has done preliminary PSP support.&lt;br /&gt;
&lt;br /&gt;
The current version is 2.82b.&lt;br /&gt;
&lt;br /&gt;
===MegaZeux Forks===&lt;br /&gt;
In early 2007, LogiCow created his own fork of the MZX source. The first version added the Draw command, allowing users to scale characters from the [[vlayer]]. It also served as an underlay (as opposed to an overlay). In more recent versions, the draw command was deleted. A select persisted in using the older versions for the draw command, much to the annoyance of those wishing to stay with Exophase's versions.&lt;br /&gt;
&lt;br /&gt;
A short time after the previous fork, LogiCow created another fork with an alternate renderer that scaled the graphics up to fit the screen, regardless of aspect ratio. This also allowed for seamless resizing of the MZX window when not running in full screen mode. logicow worked with ajs to merge these renderers into the mainline MZX versions, starting with 2.81e.&lt;br /&gt;
&lt;br /&gt;
LogiCow's final fork of MZX (based off of 2.81g) was solely to play [[Caverns of Zeux]] with enhanced graphics.&lt;br /&gt;
&lt;br /&gt;
LogiCow was not the only person to fork MZX; [[NihilistMatt]] created a fork called [[SquareMZX]]. SquareMZX knocked the resolution per-character to 8x8, but allowed a &amp;quot;quadrant&amp;quot; coloring system where each 2x2 section of any character can have its own color pair. This fork got very minor use; [[PROcrastination]] and the second [[RPG Skool Demo]] both could optionally use SquareMZX mode.&lt;br /&gt;
&lt;br /&gt;
[[zzo38]] is also desperately trying to make people care about his MZX fork. His version focuses on changes and &amp;quot;improvements&amp;quot; that are generally only of interest to him, including support for Forth, the ability to use the old ALT+D function in the editor (only zzo38 seems to remember what this is or use the function to begin with), deferred expressions ''[explanation needed]'', extended kinds ''[explanation needed]'', new overlay modes and SMZX modes ''[explanation needed]'', and displacement overlay modes which allow adjustment of the overlay by individual pixels. He also corrected a long standing, esoteric bug in the handling of built-in spider webs, which has been merged (with changes) into the existing codebase.  Despite the fact that zzo38 is the only person who actually cares about any of these changes, and that very little actual work has been seen, zzo still claims to be working on it and promises an eventual release.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://sourceforge.net/projects/mzx32 MZX32 Project Page (Sourceforge)]&lt;br /&gt;
*[http://mzx.devzero.co.uk/ The MegaZeux Developer Site]&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Talk:Mikewee777&amp;diff=6729</id>
		<title>Talk:Mikewee777</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Talk:Mikewee777&amp;diff=6729"/>
		<updated>2009-03-06T13:07:06Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Reverted edits by Mikewee777 (Talk); changed back to last version by Wervyn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I say delete this entry. No one remembers leeches. &lt;br /&gt;
&lt;br /&gt;
You're the man NOW dog!&lt;br /&gt;
&lt;br /&gt;
Unlike a large faction of the Wikipedia userbase, most of us here (or at least I count myself) are inclusionists.  That means that if a narcissist like Mike wants to make a masturbatory monument to his own perceived wit, it's no skin off my back when his article gets buried and orphaned on the wiki because no one else cares about him.  Except you, apparently.  Instead of tearing other people down and making such bold judgments on community contribution (and who the hell are you to make them?), you could make your own masturbatory monument to your own perceived wit.  Go ahead, I won't stop you.  But I won't let you take this away from Mike, dammit, it's the only thing he has!  His fragile psyche depends on believing that someone, anyone, actually remembers or cares who he is.&lt;br /&gt;
In toto, next time log in if you want your sweeping deletions to count, no matter how innocuous or superfluous the page you're deleting. --[[User:Wervyn|Wervyn]] 18:40, 16 October 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Busyloop&amp;diff=6644</id>
		<title>Busyloop</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Busyloop&amp;diff=6644"/>
		<updated>2009-01-29T23:53:37Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: New, short explanation of busyloops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[MegaZeux]] parlance, a '''busyloop''' is any program loop designed to execute continuously during the game, such as:&amp;lt;tt&amp;gt;&lt;br /&gt;
 : &amp;quot;loop&amp;quot;&lt;br /&gt;
 . &amp;quot;do some code here&amp;quot;&lt;br /&gt;
 goto &amp;quot;loop&amp;quot;&amp;lt;/tt&amp;gt;&lt;br /&gt;
More specifically, this term often refers to a loop like the previous one that does not have an explicit [[cycle]] terminator, and thus does more work than it should per cycle.  In the past this wasn't a big deal and had few negative effects, since the [[commands]]-per-cycle limit of 40 forced execution to move to the next robot fairly quickly.  Since the addition of the &amp;quot;commands&amp;quot; counter, which can variably set this number into the billions, a loop like this becomes a far more serious problem, and can easily cause a game to hang.  For this reason, it is recommended that all busyloops contain the command &amp;quot;cycle 1&amp;quot; at some point in their execution.  Usually the best place is right after the loop label, if there are multiple points of return; or right before the &amp;quot;goto&amp;quot; command if there is only one.&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Cycle&amp;diff=6643</id>
		<title>Cycle</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Cycle&amp;diff=6643"/>
		<updated>2009-01-29T23:43:02Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Forgot the category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[MegaZeux]] '''cycle''' is essentially one frame of MZX execution, in which all [[robots]] on the board may execute some code, all objects on the board that move can move one space, and some amount of time passes according to the current [[mzx_speed|MZX speed]].  MZX programmers most often think about cycles as they relate to robot execution, particularly in the areas of [[busyloop|busyloops]] and [[commands]].  In the past, most people didn't worry about this, because the only way it really showed up in games was a hard limit of how much a robot could do in a certain amount of time.  Since the advent of the &amp;quot;commands&amp;quot; counter, which allows the number of commands a robot CAN execute per cycle to be set in the billions, MZXers have paid much more attention to ensuring that robots only execute as many commands per cycle as they need to, so that all robots get a chance to execute their programs within a reasonable amount of time.&lt;br /&gt;
&lt;br /&gt;
There is also a command in MZX called &amp;quot;cycle&amp;quot;, which sets the number of cycles between execution for the given robot.  For a long time, [[MZXers]] considered this command largely useless, since it is almost never desirable to have a robot that doesn't execute every cycle (cycle 1), and that is the default behavior.  (The same command exists in [[ZZT]], but the default there is #cycle 3, where an object executes code every three cycles.)  However, [[Wervyn]] pointed out that a side-effect of the command is to end the current cycle, and to do so without invoking a command that could span multiple cycles.  This makes &amp;quot;cycle 1&amp;quot; a better candidate for a busyloop terminator than the previous standard of &amp;quot;wait 1&amp;quot;, because it avoids a peculiar edge case that can arise when sending [[subroutines]] to robots.  Since then, &amp;quot;cycle 1&amp;quot; has become the recommended terminating instruction for busyloops, since it is similar enough in syntax to &amp;quot;wait 1&amp;quot;, and also suggests its function: to end the current cycle and wait X cycles before resuming execution.&lt;br /&gt;
&lt;br /&gt;
[[Category:MegaZeux]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Cycle&amp;diff=6642</id>
		<title>Cycle</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Cycle&amp;diff=6642"/>
		<updated>2009-01-29T23:42:19Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: New page explaining cycles, and the historic and modern uses of the cycle command.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[MegaZeux]] '''cycle''' is essentially one frame of MZX execution, in which all [[robots]] on the board may execute some code, all objects on the board that move can move one space, and some amount of time passes according to the current [[mzx_speed|MZX speed]].  MZX programmers most often think about cycles as they relate to robot execution, particularly in the areas of [[busyloop|busyloops]] and [[commands]].  In the past, most people didn't worry about this, because the only way it really showed up in games was a hard limit of how much a robot could do in a certain amount of time.  Since the advent of the &amp;quot;commands&amp;quot; counter, which allows the number of commands a robot CAN execute per cycle to be set in the billions, MZXers have paid much more attention to ensuring that robots only execute as many commands per cycle as they need to, so that all robots get a chance to execute their programs within a reasonable amount of time.&lt;br /&gt;
&lt;br /&gt;
There is also a command in MZX called &amp;quot;cycle&amp;quot;, which sets the number of cycles between execution for the given robot.  For a long time, [[MZXers]] considered this command largely useless, since it is almost never desirable to have a robot that doesn't execute every cycle (cycle 1), and that is the default behavior.  (The same command exists in [[ZZT]], but the default there is #cycle 3, where an object executes code every three cycles.)  However, [[Wervyn]] pointed out that a side-effect of the command is to end the current cycle, and to do so without invoking a command that could span multiple cycles.  This makes &amp;quot;cycle 1&amp;quot; a better candidate for a busyloop terminator than the previous standard of &amp;quot;wait 1&amp;quot;, because it avoids a peculiar edge case that can arise when sending [[subroutines]] to robots.  Since then, &amp;quot;cycle 1&amp;quot; has become the recommended terminating instruction for busyloops, since it is similar enough in syntax to &amp;quot;wait 1&amp;quot;, and also suggests its function: to end the current cycle and wait X cycles before resuming execution.&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Cycle_1&amp;diff=6641</id>
		<title>Cycle 1</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Cycle_1&amp;diff=6641"/>
		<updated>2009-01-29T23:19:02Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Redirect in preparation for a new article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Cycle]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux&amp;diff=6602</id>
		<title>Winter 2008 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux&amp;diff=6602"/>
		<updated>2009-01-13T01:50:39Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Scores */ Updated with final scores.  Whoops, collision!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Winter 2008 Dualstream Day of Zeux''' was hosted by [[Insidious]] and started on Monday, December 29th, 2008, 5PM GMT (ending the same time the next day). The topics were &amp;quot;Water&amp;quot; and &amp;quot;Murder Mystery&amp;quot;; the judges were initially [[Tecki]], [[Aussie Evil]], [[SeventhShade]] and [[ScottVyper]], but after receiving fierce criticism over the quality of his scores Aussie Evil withdrew them and [[Terryn]] filled his place.  ScottVyper's scores were also hotly contested and declaimed, prompting him to [[Leave The Community]], but the scores themselves remained.  Despite a lack of build up to the event itself (a serious problem in the [[previous competion|Summer 2008 Dualstream Day of Zeux]]), as well as the host being banned from DMZX by a zealous security script, fifteen entries were received. Most of them were in a complete (if flawed) state; this is a marked improvement from the last competition.  What might have been a 16th entry produced by [[Giel]] was posted on the [[DigitalMZX]] forums nearly one day after the competition ended; various difficulties were cited by [[Giel]] as prohibiting him from submitting his entry on time.  His entry is not included for judging or in the DoZ archive.&lt;br /&gt;
&lt;br /&gt;
This was also the first DoZ to have an official contingency measure for replacement judges, as well as stricter guidelines on score quality, largely at the urging of [[Wervyn]].  Terryn, [[Exophase]] and [[Luke Drelick|djtiesto]] served as backup judges, with Terryn stepping in to fill the opening when Aussie Evil's scores were withdrawn.  Initially Exophase had elected to replace Aussie, but later passed the job on in order to focus on [[MegaZeux]] development.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
The rankings and total scores of each game in this DoZ are as follows:&lt;br /&gt;
&lt;br /&gt;
*1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Place - Entry 49305 - '''Murder Mystery''' - ''[[Xin]]'' - TEAM BRO FIST ([[Lancer-X]], [[Wervyn]], [[Quasar]]) (Score: 1256/1600)&lt;br /&gt;
*2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Place - Entry 45595 - '''Murder Mystery''' - ''[[Murder on the Yellow Express]]'' - Wild Bidoof has appeared! ([[Logicow]], [[Madbrain]], [[windbladeicepuppy]]) (Score: 1172/1600)&lt;br /&gt;
*3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Place - Entry 46132 - '''Murder Mystery''' - ''[[Murder at MegaZeux Manor]]'' - The Suicidesketeers ([[MZXGiant]], [[Asgromo]], [[CJA]]) (Score: 1159/1600)&lt;br /&gt;
*4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 68488 - '''Murder Mystery''' - ''[[Whirlwind]]'' - Team Breaking Wheel ([[Maxim]], [[Ryosuke]]) (Score: 1142/1600)&lt;br /&gt;
*5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 74465 - '''Murder Mystery''' - ''[[Ghost Busted]]'' - Jump Back, Kiss Myself ([[Revvy]], [[KKairos]], [[WildWeasel]]) (Score: 958/1600)&lt;br /&gt;
*6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 36953 - '''Water''' - ''[[Superb Benthic Zone Adventure]]'' - Elevator Dentist Squad ([[Captain Failmore]], [[Christian]], [[Nedemai]]) (Score: 891/1600)&lt;br /&gt;
*7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 52608 - '''Water''' - ''[[Drippy and the Evaporated Sea]]'' - Not a Joke Entry this time ([[KirbySSB]], [[GohanSSB]]) (Score: 887/1600)&lt;br /&gt;
*8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 75245 - '''Water''' - ''[[Slaughter Down Under]]'' - Team Potential Teamwork Failure ([[CommodoreJohn]], [[pyro1588]], [[burstroc]] (uncredited)) (Score: 866/1600)&lt;br /&gt;
*9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 53283 - '''Murder Mystery''' - ''[[The Curious Case of Ash McArthur]]'' - Rokkaku Law Enforcement Division ([[Hayashi]]) (Score: 625/1600)&lt;br /&gt;
*10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 66418 - '''Water''' - ''[[P E E * E]]'' - BnL DoZ Team #002 ([[asiekierka]]) (Score: 533/1600)&lt;br /&gt;
*11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 79853 - '''Water''' - ''[[Marooned]]'' - I Can't Believe it's Not Working! ([[paulguy]], [[GreaseMonkey]]) (Score: 502/1600)&lt;br /&gt;
*12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 99096 - '''Water''' - ''[[Deluge]]'' - Random Team with no creative name ([[SmartRutter]]) (Score: 472/1600)&lt;br /&gt;
*13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 39191 - '''Water''' - ''[[The Disappointingly Brief Adventures of Aquaria]]'' - Allium Cepa ([[Malwyn]]) (Score: 468/1600)&lt;br /&gt;
*14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 73310 - '''Water''' - ''[[Archer Gremory is Thirsty]]'' - A Huge Jerk ([[Kuddy]]) (Score: 170/1600)&lt;br /&gt;
*15&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 99544 - '''Water''' - ''[[a Winter '08 DoZ game]]'' - :Q Labs ([[Old-Sckool]]) (Score: 121/1600)&lt;br /&gt;
&lt;br /&gt;
Most notable this DoZ were the domination of games made with the specific topic, despite a comparitively smaller number of them being made; and the closeness of the final scores for the 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; through 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; place games. Four of the games submitted were in the good-to-high quality range of 1100-1300 points, with four more in the decently fun range of 800-1000, making this one of the most successful DoZs yet in terms of overall quality.&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
''See [[:Category:Winter 2008 Dualstream Day of Zeux Judging Sheets|Winter 2008 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://doz.digitalmzx.net/Winter2008 Official Winter 2008 Dualstream Day of Zeux Page]&lt;br /&gt;
*[http://www.digitalmzx.net/forums/index.php?showtopic=14190 Official Results Thread]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Day of Zeux]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux&amp;diff=6599</id>
		<title>Winter 2008 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux&amp;diff=6599"/>
		<updated>2009-01-12T09:00:21Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: Covered some more of the events that developed after the end of the competition, with judging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Winter 2008 Dualstream Day of Zeux''' was hosted by [[Insidious]] and started on Monday, December 29th, 2008, 5PM GMT (ending the same time the next day). The topics were &amp;quot;Water&amp;quot; and &amp;quot;Murder Mystery&amp;quot;; the judges were initially [[Tecki]], [[Aussie Evil]], [[SeventhShade]] and [[ScottVyper]], but after receiving fierce criticism over the quality of his scores Aussie Evil withdrew them and [[Terryn]] filled his place.  ScottVyper's scores were also hotly contested and declaimed, prompting him to [[Leave The Community]], but the scores themselves remained.  Despite a lack of build up to the event itself (a serious problem in the [[previous competion|Summer 2008 Dualstream Day of Zeux]]), fifteen entries were received, most of them in a complete (if flawed) state; this is a marked improvement from the last competition.  What might have been a 16th entry produced by [[Giel]] was posted on the [[DigitalMZX]] forums nearly one day after the competition ended; various difficulties were cited by [[Giel]] as prohibiting him from submitting his entry on time.  His entry is not included for judging or in the DoZ archive.&lt;br /&gt;
&lt;br /&gt;
This was also the first DoZ to have an official contingency measure for replacement judges, as well as stricter guidelines on score quality, largely at the urging of [[Wervyn]].  Terryn and [[Exophase]] served as backup judges, with Terryn stepping in to fulfill his role when Aussie Evil's scores were withdrawn.  Initially Exophase had elected to replace Aussie, but later passed the job on in order to focus on [[MegaZeux]] development.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
The scoring of the entries has also not been completed at the time of this writing.  This section will be updated once that occurs.  The entries here are listed in ascending team number order.&lt;br /&gt;
&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 36953 - '''Water''' - ''[[Superb Benthic Zone Adventure]]'' - Elevator Dentist Squad ([[Captain Failmore]], [[Christian]], [[Nedemai]], Alternate: [[Rowan]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 39191 - '''Water''' - ''[[The Disappointingly Brief Adventures of Aquaria]]'' - Allium Cepa ([[Malwyn]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 45595 - '''Murder Mystery''' - ''[[Murder on the Yellow Express]]'' - Wild Bidoof has appeared! ([[Logicow]], [[Madbrain]], [[windbladeicepuppy]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 46132 - '''Murder Mystery''' - ''[[Murder at MegaZeux Manor]]'' - The Suicidesketeers ([[MZXGiant]], [[Asgromo]], [[CJA]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 49305 - '''Murder Mystery''' - ''[[Xin]]'' - TEAM BRO FIST ([[Lancer-X]], [[Wervyn]], [[Quasar]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 52608 - '''Water''' - ''[[Drippy and the Evaporated Sea]]'' - Not a Joke Entry this time ([[KirbySSB]], [[GohanSSB]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 53283 - '''Murder Mystery''' - ''[[The Curious Case of Ash McArthur]]'' - Rokkaku Law Enforcement Division ([[Hayashi]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 66418 - '''Water''' - ''[[P E E * E]]'' - BnL DoZ Team #002 ([[asiekierka]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 68488 - '''Murder Mystery''' - ''[[Whirlwind]]'' - Team Breaking Wheel ([[Maxim]], [[Ryosuke]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 73310 - '''Water''' - ''[[Archer Gremory is Thirsty]]'' - A Huge Jerk ([[Kuddy]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 74465 - '''Murder Mystery''' - ''[[Ghost Busted]]'' - Jump Back, Kiss Myself ([[Revvy]], [[KKairos]], [[WildWeasel]])&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 75245 - '''Water''' - ''[[Slaughter Down Under]]'' - Team Potential Teamwork Failure ([[CommodoreJohn]], [[pyro1588]], [[burstroc]] (uncredited)) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 79853 - '''Water''' - ''[[Marooned]]'' - I Can't Believe it's Not Working! ([[paulguy]], [[GreaseMonkey]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 99096 - '''Water''' - ''[[Deluge]]'' - Random Team with no creative name ([[SmartRutter]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 99544 - '''Water''' - ''[[a Winter '08 DoZ game]]'' - :Q Labs ([[Old-Sckool]]) (Score: ????/1600)&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
''See [[:Category:Winter 2008 Dualstream Day of Zeux Judging Sheets|Winter 2008 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
Once the DoZ's official page has been archived and a results thread is created, links will be added here.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Day of Zeux]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux&amp;diff=6593</id>
		<title>Winter 2008 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux&amp;diff=6593"/>
		<updated>2009-01-06T07:17:59Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Scores */ Corrected game names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Winter 2008 Dualstream Day of Zeux''' was hosted by [[Insidious]] and started on Monday, December 29th, 2008, 5PM GMT (ending the same time the next day). The topics were &amp;quot;Water&amp;quot; and &amp;quot;Murder Mystery&amp;quot;; the judges were [[Tecki]], [[Aussie Evil]], [[SeventhShade]] and [[ScottVyper]].  Despite a lack of build up to the event itself (a serious problem in the [[previous competion|Summer 2008 Dualstream Day of Zeux]]), fifteen entries were received, most of them in a complete (if flawed) state; this is a marked improvement from the last competition.  What might have been a 16th entry produced by [[Giel]] was posted on the DigitalMZX forums nearly one day after the competition ended; various difficulties were cited by [[Giel]] as prohibiting him from submitting his entry on time.  His entry is not included for judging or in the DoZ archive.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
The scoring of the entries has also not been completed at the time of this writing.  This section will be updated once that occurs.  The entries here are listed in ascending team number order.&lt;br /&gt;
&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 36953 - '''Water''' - ''[[Superb Benthic Zone Adventure]]'' - Elevator Dentist Squad ([[Captain Failmore]], [[Christian]], [[Nedemai]], Alternate: [[Rowan]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 39191 - '''Water''' - ''[[The Disappointingly Brief Adventures of Aquaria]]'' - Allium Cepa ([[Malwyn]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 45595 - '''Murder Mystery''' - ''[[Murder on the Yellow Express]]'' - Wild Bidoof has appeared! ([[Logicow]], [[Madbrain]], [[windbladeicepuppy]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 46132 - '''Murder Mystery''' - ''[[Murder at MegaZeux Manor]]'' - The Suicidesketeers ([[MZXGiant]], [[Asgromo]], [[CJA]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 49305 - '''Murder Mystery''' - ''[[Xin]]'' - TEAM BRO FIST ([[Lancer-X]], [[Wervyn]], [[Quasar]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 52608 - '''Water''' - ''[[Drippy and the Evaporated Sea]]'' - Not a Joke Entry this time ([[KirbySSB]], [[GohanSSB]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 53283 - '''Murder Mystery''' - ''[[The Curious Case of Ash McArthur]]'' - Rokkaku Law Enforcement Division ([[Hayashi]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 66418 - '''Water''' - ''[[P E E * E]]'' - BnL DoZ Team #002 ([[asiekierka]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 68488 - '''Murder Mystery''' - ''[[Whirlwind]]'' - Team Breaking Wheel ([[Maxim]], [[Ryosuke]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 73310 - '''Water''' - ''[[Archer Gremory is Thirsty]]'' - A Huge Jerk ([[Kuddy]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 74465 - '''Murder Mystery''' - ''[[Ghost Busted]]'' - Jump Back, Kiss Myself ([[Revvy]], [[KKairos]], [[WildWeasel]])&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 75245 - '''Water''' - ''[[Slaughter Down Under]]'' - Team Potential Teamwork Failure ([[CommodoreJohn]], [[pyro1588]], [[burstroc]] (uncredited)) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 79853 - '''Water''' - ''[[Marooned]]'' - I Can't Believe it's Not Working! ([[paulguy]], [[GreaseMonkey]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 99096 - '''Water''' - ''[[Deluge]]'' - Random Team with no creative name ([[SmartRutter]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 99544 - '''Water''' - ''[[a Winter '08 DoZ game]]'' - :Q Labs ([[Old-Sckool]]) (Score: ????/1600)&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
''See [[:Category:Winter 2008 Dualstream Day of Zeux Judging Sheets|Winter 2008 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
Once the DoZ's official page has been archived and a results thread is created, links will be added here.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Day of Zeux]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux&amp;diff=6586</id>
		<title>Winter 2008 Dualstream Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux&amp;diff=6586"/>
		<updated>2009-01-04T07:44:06Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Scores */ Corrected topic and team members for asiekierka's game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Winter 2008 Dualstream Day of Zeux''' was hosted by [[Insidious]] and started on Monday, December 29th, 2008, 5PM GMT (ending the same time the next day). The topics were &amp;quot;Water&amp;quot; and &amp;quot;Murder Mystery&amp;quot;; the judges were [[Tecki]], [[Aussie Evil]], [[SeventhShade]] and [[ScottVyper]].  Despite a lack of build up to the event itself (a serious problem in the [[previous competion|Summer 2008 Dualstream Day of Zeux]]), fifteen entries were received, most of them in a complete (if flawed) state; this is a marked improvement from the last competition.  What might have been a 16th entry produced by [[Giel]] was posted on the DigitalMZX forums nearly one day after the competition ended; various difficulties were cited by [[Giel]] as prohibiting him from submitting his entry on time.  His entry is not included for judging or in the DoZ archive.&lt;br /&gt;
&lt;br /&gt;
==Scores==&lt;br /&gt;
The scoring of the entries has also not been completed at the time of this writing.  This section will be updated once that occurs.  The entries here are listed in ascending team number order.&lt;br /&gt;
&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 36953 - '''Water''' - ''[[Superb Benthic Zone Adventure]]'' - Elevator Dentist Squad ([[Captain Failmore]], [[Christian]], [[Nedemai]], Alternate: [[Rowan]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 39191 - '''Water''' - ''[[The Disappointingly Brief Adventures of Aquaria the Water Nymph who has like, water splashy powers and stuff.]]'' - Allium Cepa ([[Malwyn]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 45595 - '''Murder Mystery''' - ''[[Murder on the Yellow Express]]'' - Wild Bidoof has appeared! ([[Logicow]], [[Madbrain]], [[windbladeicepuppy]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 46132 - '''Murder Mystery''' - ''[[Team TASS]]'' - The Suicidesketeers ([[MZXGiant]], [[Asgromo]], [[CJA]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 49305 - '''Murder Mystery''' - ''[[Xin]]'' - TEAM BRO FIST ([[Lancer-X]], [[Wervyn]], [[Quasar]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 52608 - '''Water''' - ''[[Drippy and the Evaporated Sea]]'' - Team? (Members?) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 53283 - '''Murder Mystery''' - ''[[This Game SUCKS.]]'' - Rokkaku Law Enforcement Division ([[Hayashi]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 66418 - '''Water''' - ''[[P E E * E]]'' - BnL DoZ Team #002 ([[asiekierka]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 68488 - '''Murder Mystery''' - ''[[Whirlwind]]'' - Team Breaking Wheel ([[Maximum]], [[Ryosuke]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 73310 - '''Water''' - ''[[Archer Gregory]]'' - Team? (Members?) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 74465 - '''Murder Mystery''' - ''[[Ghost Busted]]'' - Jump Back, Kiss Myself ([[Revvy]], [[KKairos]], [[WildWeasel]])&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 75245 - '''Water''' - ''[[Slaughter Down Under]]'' - Team Potential Teamwork Failure ([[CommodoreJohn]], [[pyro1588]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 79853 - '''Water''' - ''[[Marooned]]'' - I Can't Believe it's Not Working! ([[paulguy]], [[GreaseMonkey]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 99096 - '''Water''' - ''[[Deluge]]'' - Random Team with no creative name ([[SmartRutter]]) (Score: ????/1600)&lt;br /&gt;
*?&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Place - Entry 99544 - '''Water''' - ''[[a Winter '08 DoZ game]]'' - :Q Labs ([[Old-Sckool]]) (Score: ????/1600)&lt;br /&gt;
&lt;br /&gt;
==Judging Sheets==&lt;br /&gt;
''See [[:Category:Winter 2008 Dualstream Day of Zeux Judging Sheets|Winter 2008 Dualstream Day of Zeux Judging Sheets]]''&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
Once the DoZ's official page has been archived and a results thread is created, links will be added here.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Day of Zeux]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
	<entry>
		<id>https://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&amp;diff=6561</id>
		<title>Day of Zeux</title>
		<link rel="alternate" type="text/html" href="https://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&amp;diff=6561"/>
		<updated>2008-12-21T16:31:18Z</updated>

		<summary type="html">&lt;p&gt;Wervyn: /* Rule Variations */ Both the link and the referenced DoZ in the last note were wrong, and interestingly, different&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Day of Zeux''', typically abbreviated as '''DoZ''', is a competition invented by [[kvance]] in which teams and solo competitors are assigned a topic and must create a game within 24 hours based on one of the topics. The submitted games are then scored by a number of judges (usually four) selected by the DoZ's host to determine the winner. Day of Zeux competitions pre-summer-2001 were confined to one topic; however, the two-topic &amp;quot;Dualstream&amp;quot; format (abbr. '''DsDoZ''') popularised by [[Terryn]] has since replaced it. The terms &amp;quot;Dualstream Day of Zeux&amp;quot; and &amp;quot;Day of Zeux&amp;quot; are now synonymous.&lt;br /&gt;
&lt;br /&gt;
Days of Zeux competitions are typically held twice per year, within the first month of summer and first two weeks of winter. There have been some exceptions (such as Easter 1999).&lt;br /&gt;
&lt;br /&gt;
==Day of Zeux Rules==&lt;br /&gt;
Most current Day of Zeux competitions typically run under these default rules, with minor variations:&lt;br /&gt;
===Teams===&lt;br /&gt;
Teams consist of one to three people. If necessary, competitor(s) may also appoint an alternate member who can take the place of any member of their team should they be unable to attend the Day of Zeux. This alternate member can only be added to the team at the start of the DoZ, before the topics are announced. Sign-ups are typically accepted from the time the form goes on the page until the Day of Zeux ends (for obvious reasons, the alternate member field should be removed when the topics are announced).&lt;br /&gt;
&lt;br /&gt;
===Topics===&lt;br /&gt;
When the Day of Zeux starts, two topics are presented: an abstract topic and a concrete topic (often referred to as &amp;quot;general&amp;quot; and &amp;quot;specific&amp;quot; topics, respectively). They are posted in as many places as possible - e.g. [[DMZX|DigitalMZX]], IRC, the email addresses of the host(s), and on the DoZ site if one was created. A team or solo competitor may only use one topic as the game's theme. If the average score in the theme category for a game is below a certain threshold (currently 5 (25%) for the Specific theme only), it is automatically disqualified.&lt;br /&gt;
&lt;br /&gt;
===Anonymity===&lt;br /&gt;
Up until 2005, the Day of Zeux enforced an anonymity rule, which forbade contestants from disclosing their identity within their games. This was done to prevent biased scores from judges, but has since been removed from the rule set.&lt;br /&gt;
&lt;br /&gt;
===Team Numbers===&lt;br /&gt;
Each team receives a number prior to the start of the competition. These numbers were originally used for anonymity purposes; however, since the anonymity rule typically no longer applies to DoZs, they are now merely for traditional and organizational purposes. The ZIP/RAR file that competitor(s) submit must have a filename that matches their team number. Failure to follow this rule results in disqualification.&lt;br /&gt;
&lt;br /&gt;
===External Material===&lt;br /&gt;
All material except music, sound, and the default MZX charsets/palette must be created within the 24 hour period. If any evidence is found that the competitor(s) used material such as engines, character sets, palettes, and artwork created before the announcement of the topics, the competitor(s) are disqualified. Use of external programs such as [[CharWorks]] and [[Palzor]] during the Day of Zeux is permitted, as long as it is done within the 24 hours.&lt;br /&gt;
&lt;br /&gt;
===Game Submission===&lt;br /&gt;
Before submission, the competitor(s) must make sure that the ZIP matches the team number (ie. 424.zip for team 424). The game is expected to run as intended when it is unzipped, so care must be taken include all music, WAVs, and (of course) the .MZX file. Games must be submitted to, and received by, the host of the Day of Zeux in any way possible.  [[ajs]] has assisted in running an FTP server for this purpose in many of the recent DoZs, but the host is generally expected to provide as many fallback options (e.g. HTTP upload, email, AIM file transfer) as possible.&lt;br /&gt;
&lt;br /&gt;
===Grace Period===&lt;br /&gt;
Following the end of the 24 hours, a one hour grace period goes into effect for late submissions and patch submissions. Scoring penalties have varied widely across DoZs, but they usually look something like the chart seen below. Any games submitted after the DoZ and grace period have ended are judged, but disqualified.&lt;br /&gt;
&lt;br /&gt;
    *  1-30:   no deduction from final score&lt;br /&gt;
    * 31-40: 7.5% deduction from final score&lt;br /&gt;
    * 41-50:  15% deduction from final score&lt;br /&gt;
    * 51-60:  30% deduction from final score&lt;br /&gt;
&lt;br /&gt;
===Patch Submissions===&lt;br /&gt;
The rules regarding exact handling of multiple patches are less set in stone and tend to vary, since in practice this scenario almost never occurs.  But current rules work as follows: Competitors are allowed unlimited patch submissions during the first half hour of the grace period, with no penalty. After that half hour has passed, competitors are allowed one patch submission, which will suffer the score penalties above depending on lateness. (If the first submission is received during this half hour, it will count as your patch submission.) Any further patch submissions suffer the score penalties, PLUS an additional 5% penalty for each patch submission.&lt;br /&gt;
&lt;br /&gt;
===MegaZeux Version===&lt;br /&gt;
The judges play all games in the latest stable version of MegaZeux (2.81g as of this writing, as 2.81h is still considered unstable), so competitors are generally recommended to create and test their games in that version. SMZX mode is permitted, but not specifically rewarded, and most DoZers avoid using it since it generally has a low return on investment.&lt;br /&gt;
&lt;br /&gt;
==Current Day of Zeux Scoring==&lt;br /&gt;
'''Theme - 100/400 (General) 20/400 (Specific)'''&lt;br /&gt;
For the general theme, this should be the most important category. You'll be scored on how well you interpret and use the theme, as well as how much the theme can be felt in all elements of the game. For the specific theme, the purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if you receive an average of 5 or less, you will automatically be disqualified.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay - 90/400 (General) 120/400 (Specific)'''&lt;br /&gt;
The meat and potatoes of any game, if you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.&lt;br /&gt;
&lt;br /&gt;
'''Graphics - 70/400 (General) 90/400 (Specific)'''&lt;br /&gt;
All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?&lt;br /&gt;
&lt;br /&gt;
'''Technique - 60/400 (General) 80/400 (Specific)'''&lt;br /&gt;
This is a game-making competition, and so each game is expected to use at least some Robotic. However, all code is not created equal: some code is cooler, faster, shorter and generally just better than other code. Does your code make movement feel slow or smooth? Is your entire game spread out over many, many boards with a lot of repetition, or is it modular and on one board? Is the programming generally impressive?&lt;br /&gt;
&lt;br /&gt;
'''Story - 50/400 (General) 50/400 (Specific)'''&lt;br /&gt;
Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstacy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, story will be scored according to how important the judge thinks story is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.&lt;br /&gt;
&lt;br /&gt;
'''Sound - 30/400 (General) 40/400 (Specific)'''&lt;br /&gt;
Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambience, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:DoZ_General_Theme.png]][[image:DoZ_Specific_Theme.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Four judges, 400 points each, 1600 points total. Late penalties incurred during the grace period described in the rules will be deducted from this final, 1600 point score.&lt;br /&gt;
&lt;br /&gt;
==Past Day of Zeux Scoring==&lt;br /&gt;
&amp;lt;i&amp;gt;The scoreset and text in this section were written by [[Wervyn]] in Summer 2003, with slight alterations over time.  This scoreset was used with minor variations in point value from Winter 2001 to Summer 2006.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum score that any judge can give to a game is 400 points (300 before rank weighting is factored in). After rank weighting is applied, the sum of all judges' scores, minus late penalties incurred during the grade period described in the rules, will be the final score (1600 points is the maximum score if there are four judges).&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
75 points max. The meat and potatoes of any game. If you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.&lt;br /&gt;
&lt;br /&gt;
'''Graphics'''&lt;br /&gt;
60 points max. All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?&lt;br /&gt;
&lt;br /&gt;
'''Innovation'''&lt;br /&gt;
45 points max. Mother is the necessity of innovation, or something like that. We at the DoZ value creativity and new design concepts highly. Of course, make sure your brilliant idea WORKS, first. Innovation that makes the game new, interesting, on basically makes me go &amp;quot;hmm, never thought of doing that before&amp;quot; is a good thing. Innovation that crashes my computer, not so much.&lt;br /&gt;
&lt;br /&gt;
'''Plot'''&lt;br /&gt;
40 points max. Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstasy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, plot will be scored according to how important the judge thinks plot is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.&lt;br /&gt;
&lt;br /&gt;
'''Music/Sound'''&lt;br /&gt;
35 points max. Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambiance, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.&lt;br /&gt;
&lt;br /&gt;
'''Theme'''&lt;br /&gt;
30 points max. The purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if three or more judges score your theme less than 33% (less than 10 points), you automatically lose.&lt;br /&gt;
&lt;br /&gt;
'''Discretion'''&lt;br /&gt;
15 points max. For all the niggling little details that just don't seem to fit in any other category. Mostly, this is about using common sense and good taste. Loads of pointless obscenity, obvious pandering to the judges (as opposed to subtle pandering, which can be a good thing if done right), and sometimes particularly addle-brained bugs, all will get you counted off here.&lt;br /&gt;
&lt;br /&gt;
'''Rank Weighting'''&lt;br /&gt;
100 points max. This is a special score for the judges, so that they can incorporate their gut instinct into an otherwise methodical system. Unlike the other scores, which are directly designated by the judge, the rank weight is awarded proportionally based on the judges personal ranking of the games from best to worst. What happens is the judges favorite game receives a full hundred points, the judges least favorite game receives no points, and the games in between receive a percentage of the points based on how high they are on the list. For those interested in the formula, RW = (N - R)/(N - 1) * 100, RW is rank weight, R is the judge's awarded rank, and N is the total number of entries. IMPORTANT: This is NOT simply a restatement of the games' ranks as calculated from their other categorical scores. This is so that the judge can express their personal feelings on the submissions as a whole, independent of any other scoring they might have made.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
There are a few variations of the Day of Zeux, most of which increase or decrease the time limit. A ''Week of Zeux'', or ''WoZ'', ends exactly a week after topics are announced. A ''Weekend of Zeux'', or ''WEoZ'', usually begins on a Friday or Saturday and lasts for 48 hours. These extended time competitions are extremely rare, as people often lose interest before the competition ends and very few quality submissions are actually received. The longer the competition, the fewer the entries.&lt;br /&gt;
&lt;br /&gt;
The ''[[Blitzkriegzeux]]'', or ''BKZX'' (alt ''BkZX''), which the DoZ itself was originally based on, is usually organized on IRC and can last up to two hours. Day of Zeux scoring rules rarely (if ever) apply to a BKZX. Most BKZXes taking place after 2004 are scored by peer ranking; in rare cases such as tie for first place with fewer than five competitors, or whenever there are fewer than three competitors, the person organizing the BKZX decides which game is the best.&lt;br /&gt;
&lt;br /&gt;
Past Variations:&lt;br /&gt;
&lt;br /&gt;
*[[The Summer Weekend of Zeux 1999]] - [[ChryoZak]], &amp;quot;Reality&amp;quot;, 7 entries (1 DQed).&lt;br /&gt;
*[[Week of Zeux 1999]] - [[Magus919]], &amp;quot;Experimentation Gone Wrong&amp;quot;, 2 entries.&lt;br /&gt;
*[[Weekend of Zeux 2001]] - [[joshdw1]] and [[Maverick]], &amp;quot;Conspiracies&amp;quot;, 3 entries.&lt;br /&gt;
*[[Zeuxworld's First Annual Week of Zeux 2002]] - [[ZzCrook]], &amp;quot;Dinosaurs&amp;quot; and &amp;quot;The Afterlife&amp;quot;, 4 entries.&lt;br /&gt;
&lt;br /&gt;
==Rule Variations==&lt;br /&gt;
&lt;br /&gt;
*Almost all DoZ competitions prior to December 2005 used an &amp;quot;anonymity rule&amp;quot; where teams hid their identities from the judges; only the host or file administrator knew the people's identites. The notable exception is the first DoZ in 1998.  Since the anonymity rule was rescinded in [[Christmas 2005 Dualstream Day of Zeux|the Winter 2005 DoZ]], no further DoZs have had an anonymity rule. Several DoZ entries have been thrown out over anonymity violations, notably [[Nash|Nash's]] [[Porno Creep]].&lt;br /&gt;
*The [[Christmas 2006 Dualstream Day of Zeux|December 2006 Day of Zeux]] marked the introduction of the split scoresheet detailed above. Previous Dualstream DoZs used the same scoresheet for both themes, and included a rank weight category which applied a scaled modifier based on a judge's ordering of the games from most to least favorite. In an effort spearheaded by [[Wervyn]], new scores were proposed which would weight the &amp;quot;theme&amp;quot; score far more heavily and restructure the categories; however, compromise between dissenters such as [[Exophase]] over the theme weighting led to two separate scoresheets (one per topic; one as Wervyn proposed and one more closely resembling the default). The scoresheet and debate are detailed [http://www.digitalmzx.net/forums/index.php?showtopic=11315&amp;amp;st=0 here.]&lt;br /&gt;
*In one DoZ, teams were allowed to have four members total ([[Newyear Dualstream Day of Zeux Q4 2002|Winter 2002]]).&lt;br /&gt;
&lt;br /&gt;
==Past Days of Zeux==&lt;br /&gt;
&lt;br /&gt;
*[[Day of Zeux 1998]] - [[Wondercow]], &amp;quot;Time Travel&amp;quot;, 6 entries.&lt;br /&gt;
*[[Day of Zeux, Icy Season 1999]] - [[Ibrahim]], &amp;quot;War&amp;quot;, 10 entries.&lt;br /&gt;
*[[Day of Zeux, Easter 1999]] - [[Stargazer]], &amp;quot;Stress&amp;quot;, 12 entries.&lt;br /&gt;
*[[The Winter 1999 24-Hours of MegaZeux]] - Ibrahim, &amp;quot;C.O.S.T.A.N.&amp;quot;, 13 entries.&lt;br /&gt;
*[[Summer Day of Zeux 2000]] - Ibrahim, &amp;quot;Freedom&amp;quot;, 14 entries.&lt;br /&gt;
*[[Winter 2000 24 Hours of Zeux]] - Ibrahim, &amp;quot;Exploration&amp;quot;, 10 entries.&lt;br /&gt;
*[[Summer Dualstream Day of Zeux 2001]] - Terryn, &amp;quot;Rebirth&amp;quot; and &amp;quot;Bloodthirsty Plants&amp;quot;, 15 entries (2 DQed).&lt;br /&gt;
*[[Newyear Dualstream Day of Zeux 2002]] - Terryn, &amp;quot;Stability&amp;quot; and &amp;quot;Forces of Nature&amp;quot;, 14 entries (2 DQed).&lt;br /&gt;
*[[Dualstream Day of Zeux Q2 2002]] - [[Exophase]], &amp;quot;Disease&amp;quot; and &amp;quot;Solar Energy&amp;quot;, 20 entries.&lt;br /&gt;
*[[Newyear Dualstream Day of Zeux Q4 2002]] - Terryn, &amp;quot;Equilibrium&amp;quot; and &amp;quot;Medicine&amp;quot;, 13 entries (6 DQed).&lt;br /&gt;
*[[Summer 2003 Day of Zeux]] - Exophase, &amp;quot;Trust&amp;quot; and &amp;quot;The Internet&amp;quot;, 20 entries (2 DQed).&lt;br /&gt;
*[[12th Biannual 2004 New Year's DualStream DoZ]] - [[Wervyn]], &amp;quot;Intelligence&amp;quot; and &amp;quot;Swords&amp;quot;, 13 entries (2 DQed).&lt;br /&gt;
*[[Summer DsDoZ 2004]] - Terryn, &amp;quot;Fate&amp;quot; and &amp;quot;Mines&amp;quot;, 9 entries.&lt;br /&gt;
*[[Christmas 2004 Dualstream Day of Zeux]] - [[User:Kuddy|Kuddy]], &amp;quot;Fear&amp;quot; and &amp;quot;Ancient Ruins&amp;quot;, 17 entries (1 DQed).&lt;br /&gt;
*[[Summer 2005 Dualstream Day of Zeux]] - [[Insidious]], &amp;quot;Growth&amp;quot; and &amp;quot;Space Exploration&amp;quot;, 20 entries (3 DQed).&lt;br /&gt;
*[[Christmas 2005 Dualstream Day of Zeux]] - Kuddy, &amp;quot;Valor&amp;quot; and &amp;quot;Organized Crime&amp;quot;, 16 entries (8 DQed).&lt;br /&gt;
*[[Summer 2006 DsDoZ]] - Insidious, &amp;quot;Death&amp;quot; and &amp;quot;Pirates&amp;quot;, 13 entries (2 DQed).&lt;br /&gt;
*[[Christmas 2006 Dualstream Day of Zeux]] - [[RoSS]], &amp;quot;Memory&amp;quot; and &amp;quot;Flight&amp;quot;, 15 entries (1 DQed).&lt;br /&gt;
*[[Summer 2007 DsDoZ]] - Lancer-X and Terryn, &amp;quot;Genetics&amp;quot; and &amp;quot;Sentient AI&amp;quot;, 15 entries (3 DQed).&lt;br /&gt;
*[[Winter 2007 DsDoZ]] - WildWeasel, &amp;quot;Tranquility&amp;quot; and &amp;quot;Wild West&amp;quot;, 13 entries.&lt;br /&gt;
*[[Summer 2008 Dualstream Day of Zeux]] - [[asgromo]], &amp;quot;Bureaucracy&amp;quot; and &amp;quot;Summer 2008 DsDoZ and the End of the World&amp;quot;, 10 entries (2 DQed).&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
*The longest-standing scoring system was contentiously hammered out between [[Exophase]], [[ajs]], and [[Terryn]] in late 2001, and lasted five years before being retooled into the current system. Before that the scoring sheet was often in flux, with wide variation in categories and point ratios from DoZ to DoZ.&lt;br /&gt;
*The entire set of scoresheets of the Summer 2000 DoZ (&amp;quot;Freedom&amp;quot;) is missing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:Competitions]]&lt;/div&gt;</summary>
		<author><name>Wervyn</name></author>
	</entry>
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