Summer 2008 Dualstream Day of Zeux Judging Sheets:Exophase
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Summer 2008 DsDoZ scores by Exophase 36825: DoZing Off, by Mr_Alert Summer 2008 DsDoZ and the end of the world Theme: 8/20 The game seems to "take place" during the DoZ, and incorporates MZX stylings heavily in its design, which vaguely ties into the DoZ portion of the theme as well. The "end of the world" portion isn't touched on so heavily - Mr_Alert frantically says some nonsense about the world ending and one of the mini-games has a "don't destroy the world" button (there's also a "defend the world" game, but its relevance is a stretch). It looks like some effort was made to incorporate the theme and the overall strong presence of MZX lends some decent undertones to it, but it really strayed far from ever feeling like it ever hit the main premise. Gameplay: 88/120 This is a very gameplay oriented game. The style is clearly imitating the original WarioWare game for GBA. I don't think it works quite work as well as WarioWare did, mainly due to an overall lack of games, and because some of the included ones feel like filler added to pad it out. It does manage to capture the same kind of frantic gameplay, and the difficulty ramp works out well. It loses a good number of points because one of the minigames was completely pointless ("don't press the button"), and because at least two of them often trapped you in losing situations (although perhaps non-trivial, this should have been rectifiable). The lives given did seem to offset this flaw suitably enough. One other complaint is that there is really no indication that the games would ever end, which saps incentive to go on playing - fortunately it does actually end. Graphics: 40/90 Bare bones. Passes with the typical imitation IRC screen and decent sprites for the sparse objects in the mini-games. Nothing fancy or especially eye grabbing - really just functional material. Technique: 50/80 The "stream of minigames" approach is a great and effective pastime of the DoZ, but it really doesn't bring anything interesting to the table, especially with a lot of pretty typical designs (shoot everything, dodge things as you're scrolled horizontally, catch things that fall). It's the overall presentation reminiscent of WarioWare that makes this worthwhile. The kind of quick reflex segmentation wrapped around the minigames is not especially common for DoZ's, and it all flows seamlessly. Story: 6/50 The opening is the only bit of story given, and it feels completely disconnected from the rest of the game. There's no provided sense of progression, or even any kind of explanation for why you're playing these mini-games. What's more, there's no narrative given for either losing or winning the game. Sound: 34/40 There are lots of catchy little jingles that fit the WarioWare style perfectly. Nothing of any real duration, but really there's no need for anything to have been. Nice sound effects here and there complete the category. Total: 226/400 Nifty game, or an enjoyable waste of a few minutes at the very least. For what it is trying to accomplish it seems sufficient, but on the other hand it would have benefited from having any kind of narrative to fill in the gameplay. Still, this is at the very least something new to MZX, so kudos for that. 38887: The Somewhat dull adventures of Gun Guy, by Revvy, ShloobeR, and Bolan Summer 2008 DsDoZ and the end of the world Theme: 10/20 The protagonist would have liked to have DoZed, but unfortunately the world suddenly began ending, which prevented him from doing so. This is unfortunately very much part for the course for theme utilization in this DoZ. Trite, hamstrung nonsense. The only explanation (eventually) given for why the world is ending is that the core of the earth happens to be cooling, and this is no way tied into the DoZ (except for that the two happen to be occurring at the same time). The theme is reinforced about mid-way, but it all feels very forced. Gameplay: 70/120 There is a segment that's semi-rewarding, but unfortunately the game is overall hampered by a number of design issues. First, the shooting requires you to (usually) duck, press space, and press the direction you want to shoot insimultaneously, which is very uncomfortable. The barrel pushing puzzle is challenging but really highly unintuitive - it relies on behavior which seems to only work a fraction of the time, and it's very easy to reach situations whereupon you can no longer progress (and this cannot be corrected in any way). There's also at least one item that someone says he's giving you, but you don't seem to actually receive it.. it's just as well though because I don't think it was tied to the rest of the game in any way. If everything was more streamlined and connected then... I think this would have maybe been a slightly above average game. Sorry, there just isn't a lot of substance here, aside from a puzzle whose challenge is mainly in figuring out how to do things that you'd never expect to work. There is also one hideously inane instant death, and although the game does warn you about it several times it still feels like it serves no purpose but to irritate you. There's a bit of standard inventory game content as well, but it's very minimal (which is probably for the best). Graphics: 43/90 They're not especially good, but could've easily been a lot worse. The player animations are a highlight and look fluid, if not slightly awkward. The drawings of the other NPCs are above average as well. The enemies are simpler and less detailed (being only one character), and lack variety. The backgrounds are very plain (utilizing just a few colors each), but look clean and sharply defined. The "cave of savegame" looks terrible, consisting of nothing but solids. The overall package isn't great work, but it's easy to see where effort was applied (and where it wasn't), and the end result is not eye damaging by any means. Tecnique: 20/80 This game is very buggy. A number of things manage to fail sporadically and completely non-deterministically, which is actually rather odd for MZX. I had to constantly reload old games because board transitions failed, or objects refused to be "ran" over ledges. There is also a section where the music was changed but failed to be reverted to what was originally playing afterwards. Add to this the clunky multichar player which breaks up on the moving lift. It just isn't a very clean or snappy presentation, and the sheer amount of work that needs to be done in order to fix the game does not leave a positive impression either. Story: 20/50 There is no intrigue whatsoever. You start off dumped into a subway (and eventually a cave) with no explanation given, beyond that the world is ending. You find some people who were quite coincidentally anticipating the end of the world, but since it's ruining their MZXing experience they want you to prevent it from happening. After doing so you're presented with a screen telling you you saved the world. I get the impression that it never took itself seriously in the hopes of playing off of comedic value, but it never managed to be especially funny so I don't think that this was effective. Sound: 30/40 Some of what's there can get a little repetitive and grating, but overall it fits the tone of the areas well, especially the caves. The rendition of "take on me" is strange and arbitrary. Total: 193/400 To be perfectly blunt, this game annoyed me. Less so when I realized that you could in fact progress through the caves (and eventually managed to do so), but even this didn't really redeem the game enough. I can see that a fair amount of effort was put towards giving it its distinct style, but it wasn't anything that won me over. 51921: Triumvirate of Villains who have to Poop, by Spectere, Rowan, and Old-Sckool Summer 2008 DsDoZ and the end of the world Theme: 17/20 I give this game credit for actually somehow unifying the concept of the world ending with a DoZ taking place and not merely making the two occurrences coincidentally happening at the same time. The theme doesn't lend itself to the gameplay or overall "feel" of the game, but for this theme such a thing is excusable. Gameplay: 12/120 Very little gameplay is included. It looks as if there were supposed to be four elemental levels; only one of them is even remotely playable, and it's still far from completable. The gameplay that's there is a directional shooter that works poorly, and at best feels like an obfuscation of classic MZX gameplay. If the game was complete then I think it might have ended up as having somewhat below average gameplay at best, but as it was submitted it falls very short of even reaching that goal. Graphics: 34/90 The title screen and cinematics are actually quite good (especially the castle artwork). What's provided of the levels ranges from mediocre to remotely decent. The graphics category suffers most from an overall lack of content. Technique: 30/80 It's hard to give much of a score here, again because there's just so little, but also because no attempt was made to convey to the player how incomplete the game is (aside from calling it a demo). Teleports are done to boards that don't even exist, making you wonder if the team had a more complete copy that they didn't submit. The user is also presented with several other .mzx's, although none of them offer anything additional. The "hold down enter" to continue "feature" seems polished, but entirely pointless. Story: 25/50 Lancer-X is angry because he did poorly in the previous DoZ, and wants to get revenge at the judges and the rest of the world too for some reason. As his minion you collect crystals but then he betrays you; you're saved by "Vince" (Caverns Vince? It wasn't clear), and then the game stops. It's an interesting enough premise that is presented in a convincing way but the abrupt ending without explanation heavily detracts from it. Sound: 15/40 One boring mod is used for the opening/title, then lightning ambiance for the intro. There's also a menu sound effect. The latter two work fine, but the game needs much, much more audio. Even just to fill out the tiny amount of content it has. Incidentally, the game did come packaged with several mods and sound effects, but I can't give credit for anything not actually used in the game. Total: 132/400 Good job on being the only DoZ game to really have an even remotely interesting take on the specific topic. Bad job on not submitting an actual game. Unfortunately, this one doesn't look that salvageable post-DoZ because I didn't get any impression that there was potential for good gameplay. 59446: Operation: Break Into the Building, by KKairos, WildWeasel, and GentryXaties Bureaucracy Theme: 93/100 Ah, a wonderful incorporation of elements that bureaucracy is known for. From the constant redirection, the convoluted filing, and the bewildering ending, to the elevator music and even the slow movement pace and bizarre office inhabitants, I felt that this game really did a great job conveying the theme in many ways. Gameplay: 54/90 The crux of the gameplay lies with two minigames, with a bit of movement glue leftover to get you from one to the other. The first minigame doesn't involve much thought, as it simply has you figuring out very simple math problems to get from point A to B (and then it breaks down into making you try things randomly, which makes you wonder why you had to bother with the direction in the first place); despite this it does make you feel as if you've accomplished something after you've cleared it. The second one is a "connect the nodes" puzzle which provides a small amount of challenge. The game doesn't make it clear that you need to have all the wires connected in addition to the nodes, although this was addressed by the author later. All of what's there is fine, the game could have just used more content to pad it out. Graphics: 53/70 The player animations are well done, and the puzzle graphics are about as fitting as one could expect them to be. The background graphics are a bit on the plain side, although objects and players are char edited nicely. What's there really fits the game fine, but the game doesn't present a tremendous opportunity for exceptional graphics. Technique: 35/60 All pretty standard presentation, although not bog simple MZX. There weren't really any horrible glitches or mishaps, so it rolled out as it should have, which is enough to get it an overall somewhat above average score, but nothing very high. Story: 38/50 There's dialogue from start to finish and some of it is pretty funny, although nothing extremely deep or substantial (and the game is also pretty short). One nitpick, you mention wanting to follow a woman's advice because she said she loved you, but actually she was insisting that you love her. Maybe that was the joke, I don't know. Sound: 21/30 Only two mods are included, although both are fitting and catchy enough. The music was supplemented by some nice sound effects which fit events as they occur. Total: 294/400 Very nice usage of the topic. I just wish it just wasn't over so quickly. Maybe this team should do a longer game outside the DoZ. 61892: The Bureau, by Insidious, paul, and Apage43 Bureaucracy Theme: 52/100 An agency regulates RPG-like questing because, for some reason, this has become necessary. Some of the comments by NPC's seemed to pad this concept out with the usual "meh, bureaucracy" sentiments but I wasn't feeling it enough on a broader scale. I do wonder if the presence of meaningless micromanagement was a deliberate nod to the bloat of bureaucratic mechanisms.. Gameplay: 28/90 Alright, I guess a lot of people know how I feel about battle engines in MZX that miss the mark. The thing is, I want to give this one a higher score than I am because respectable effort was put forth behind it. At the very least it lets you fight multiple enemies in a battle with a variety of skills. Really, it looked like it should have been packed with a decent amount of gameplay in the battles even if it had close to zero outside of them. The problem is that the because of the way the game is constructed you can't, even with any sane amount of modifying the code, actually experience just about any of it. The balance is way off, and it's all but impossible to win a single battle, much less multiple ones (which is just as well since you can't get into more than one random battle), much less any against the bosses. The game is very heavily randomized - you can keep rerolling your stats to get something that seems acceptable, but even the enemy stats are all over the place, with most of them being in the "unbeatable" range. I tried to get good draws and pass as much as I could but really it's close to impossible. It appears that it was trying to employ D&D rules of some sort - personally, I'm not into this, and I suspect that anyone else who isn't won't understand what it's about. It doesn't help that it has you fill out dozens of stat points that contribute to nothing. Nor do the time based (instead of movement based) random encounters. Graphics: 41/70 Colors are suitable, and multichar edits are.. present, but in a word, they're clunky. There is very little in the way of battle animations, in fact, there aren't visible enemies at all for the normal encounters, and the bosses aren't highly impressive. The city is full of solids with some editing here and there. The trees look fairly decent. It falls short due to overall lack of content. Technique: 20/60 This game is very sloppy and crude. I know that the team had more time (due to early submission) so they should have tested it out more and polished it up a little. A couple hours of that could have done wonders for this game. Story: 20/50 There's a premise that could have been interesting, but it isn't well established by any means, much less does it progress in any way. The ending screen gives a vague idea of what was intended but it's not enough to base a score on. Sound: 18/30 There were three themes - the town and the forest pieces seemed to fit decently, particularly the former. The battle theme was a chip tune, that while somewhat fitting, also got on my nerves very quickly. No sound effects were used. Total: 179/400 I'm sorry that Insidious's team flaked out on him, and that his efforts were wasted. But he shouldn't have submitted this early. It's a huge shame, because the game could have probably scored a lot higher if those extra hours were used for mundane brush up work, with the core components left as is. 76722: (no title), by logicow Summer 2008 DsDoZ and the end of the world Theme: 8/20 You're DoZing and OMG aliens come to destroy the world! It's up to you to stop them... Very typical for this DoZ, and for logicow. Random things happen to fulfill the theme requirements but at least it does have something actually happen. Aside from a kind of meta reference made implying that this game is the DoZ game the player worked on, it doesn't get back to the DoZ part of the theme much at all. Gameplay: 94/120 It's actually pretty fun! A little challenging as well. There are a few boards containing enemies that must be avoided (shooting them is much less effective), then a boss battle where you have to frantically avoid an increasing barrage of projectiles while pummeling him from all angles. What's there is perfectly entertaining but it's much, much too short of a game to get a better score than I'm giving it. Graphics: 65/90 We've seen pixel precise MZX games from logicow before, but this one seems to be doing pixel precise ZZT instead. As usual, the floating text and nice smooth animations/color effects look very good, but the base material is not that stellar. There are a few nice ASCII drawings though. Technique: 64/80 logicow presents a game that he has effectively done at least twice before for the Day of Zeux - a side scrolling engine with pixel precise movement. But it works very effectively. No bugs are to be found and the gameplay is very smooth. But seriously logicow, you could try something else for a change. Or at least do a game that has the overall depth and substance of Cheese's Adventure, if you're going to keep reproducing the basic engine. At least this time you didn't use that awful weapon, probably because I threatened to give you a zero when you said you were going to. Nice change. Story: 13/50 Of course, story never was logicow's strong suit, and this is one of his weaker showings. It gets some points for the dialogue that's there, which I suppose can be mildly amusing, but really you feel more inclined to skip paste it. The aliens are never given a motivation for invading, and no satisfying resolution is given to the game. It's all very shallow. Sound: 28/40 Oh man, this time logicow made a soundtrack ENTIRELY of his own a capella renditions. It's hilarious. And it works very well. Only it also gets old fast because the pieces are far too short. Still, props are deserved, especially for the sound effects. Unfortunately I would have almost definitely enjoyed a good normal soundtrack much more, but the game was so short I doubt it'd have made much of a difference to the overall contribution. Total: 272/400 logicow has returned to try to win the DoZ again, and I'm sure he has a pretty good shot of doing that. As much as I'm tired of logicow pushing the exact same game as previous ones when he's capable of so much more, I can't deny that he's pretty damn good at making it work (while completely failing to deliver a plot and barely hanging on to the theme). Sadly, the entries are just getting shorter and shorter with simpler and simpler gameplay, although this time I guess it's due to not having enough time to work on things. 84459: Monroe Monroe Attorney at Law, by CJA and Kom Bureaucracy Theme: 10/100 I'm not sure how the theme works into this game, save for starring a lawyer.. or a senator, it's not clear. Of course, government is not necessarily bureaucratic, and neither is law. I suppose that by playing as some kind of official you carry a feel of representing organization but it's difficult to describe the theme contribution as anything beyond that, a faint "feel" of bureaucracy. All of the points given are for that and that alone. Gameplay: 75/90 This is where the game shines. There are three fun to use weapons, a decent number of enemies, two bosses, a good difficulty level, and a nifty tight rope engine. The basic engines are fine, I just wish that more levels were given to make use of them. Graphics: 60/70 Another place where the game does a pretty good job. Excellent player animations, decent enemy animations, and nice backgrounds that have appropriate use of color and perspective. The last area looks especially good. The ASCII art effects are also very nifty, although the third level turning into a Rogue imitation is a bit of a cop out (although still nice to look at just the same) Technique: 48/60 I give this game credit for being completely playable start to finish. The only problem is that it's not especially clear where the "finish" is (and I couldn't actually beat the final boss because I was too low on health at that point). Still, the engines are executed flawlessly, with good control and good presentation in the text messages. Story: 8/50 There's a blurb in the opening provided by Kom, who obviously had little idea of what the story was supposed to be. He said something about having to save the president from aliens, but this never actually comes into play in the game proper. The main character makes some strange (and woefully self deprecating) remarks at random objects in the starting area but other than that little is said, much less anything of substance. It seems as if something interesting could have been done but I think this intuition is simply more of in the way of faint impressions that the game gives me Sound: 22/30 The first piece is nice and jazzy and fits the atmosphere well. The second one presents a chilling quality that is also quite fitting with the background and level design. The problem is that after this point in the gameplay music is dropped entirely. On the other hand, the sound effects (including ambient footsteps) are so well done that I couldn't bear to give the game a lower score than I did. Total: 223/400 This game would have done much better if it had used the other topic, had it done enough with the theme to avoid be disqualified anyway. 90556: Who the hell knows? ... by asiekierka Theme unknown? Total: 0/400 This is a ZZT game. I'm not even going to play it, much less judge it. Sorry asiekierka, but this crap isn't going to fly. Enjoy your DQ. «3 91210: Odell Mermaid and the End of the World During the summer 2008 DoZ!, by commodorejohn Summer 2008 DsDoZ and the end of the world Theme: 1/20 Gets a pity point for trying to incorporate the theme into the title. It really doesn't matter because I'm sure it'll be given a big fat DQ.. sorry. Gameplay: 1/120 commodorejohn claims that he wanted to have gameplay reminiscent of some game I never heard of but instead delivers "basically just a movement engine." Somehow my expectations weren't even met, because it literally is just a movement engine, if "movement engine" means something that lets you.. move (and slowly at that). Graphics: 10/90 There's a gradient in the background and some character animations which are said to be Commodore 64 style, that actually look pretty nice. Unfortunately this level of content is not enough to get any more points than this. On the bright side, 10 is higher than 1. Technique: 1/80 Pity point given for wanting to do something that looks like it could have been innovative. But the tiny amount that is there doesn't display a mastery of coding. Story: 0/50 Sorry, this one totally bottomed out.. there's no story at all, so you get no points at all. No pity here. :\ Sound: 13/40 I was promised nifty music but was disappointed with what was provided. Although obviously chip tune style I found the samples used rather garish and the melodies uninteresting. Ehhh.. sorry, it's a rather unfortunate score for this game's single biggest content factor, but I didn't like it at all. Total: 26/400 Don't worry, I'm sure you'll get a respectful disqualification rather than being beaten by SmartRutter, but is was this really worth submitting this just so you could say that you did? I'm going to take a wild guess and say that SMZX totally kicked your ass. Which is a good lesson to everyone - don't DoZ in SMZX. Unless you're logicow. In which case you'll be doing a pixel precise game in normal MZX mode anyway. 99348: Nuclear doom, by SmartRutter and Genrok Summer 2008 DsDoZ and the end of the world Theme: 7/20 This time, instead of the world ending while you were in the middle of DoZing it ends and then some guy randomly makes you DoZ, for no reason. Bluhhhhhhhhhh. Fortunately, even though the world is ending everything around you looks fine. Gameplay: 20/120 Enter some houses and take their stuff without any no resistance, except for the guy who shoots at you in really bad MZX style. Then a boss that's pretty much the same thing except with lazerwalls. The gameplay here is just bad. Graphics: 10/90 Almost default char set (just a few for computer, TV, and toilet), default palette, no attempt at drawing pictures of anything. The graphics are very reminiscent of some of the most mediocre games done in MZX. Try harder please. Technique: 4/80 This game feels like it has been done a million times. I would have preferred if it at least tried to do something interesting and failed miserably, rather than do something absolutely bottom of the barrel. That is not deserving of any real points for this category. Story: 15/50 Some inane text about nuclear holocaust and a guy who is lying about being behind it all just so he can get you to do random things for no reason. No motives are clear throughout any of this. Sound: 13/40 Probably ripped from random MZX games because it consists of really generic chip tunes that don't fit well with how the game should probably be feeling (but isn't anyway). And if I hear the FF1 battle music rendition one more time I'm going to rip my eardrums out. Please at least use a mod of better sounding battle music. Total: 69/400 No offense, but this game wasn't any good at all. I hope the team had fun doing it because otherwise I'd suggest doing some serious training in MZX before competing again.