Summer 2009 Dualstream Day of Zeux Judging Sheets:Wervyn

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/= General Overview ===========================================================
   As DoZ's go,  I thought this one  turned out pretty well.  The decision to |
 split up  the scoresheets seems  to have been a moderate  success, and I was |
 pleased with the number of entries that really took to the themes this year. |
 Though it appears that it may take another round of it before people realize |
 that it's not only safe, but often PREFERABLE to pick the theme heavy sheet. |
 Now, I did pick a couple of topics that I thought would be really easy to do |
 theme-centric games with.  I get the feeling, from the spread, that Paranoia |
 was actually TOO  good, compared to  News Reporters,  although I hope few to |
 none were under the impression that the  latter would have been difficult to |
 use, there's so much you can do with it after all. I suppose it's impossible |
 to put all  complaints to rest, but  for the most part I  got the impression |
 that  these topics  were well  received,  and I  hope  future hosts  take my |
 thought process  into  account. That is come  up with two or  three good and |
 varied game ideas for each theme that would qualify for high theme scores.   |
   We had 12 entries all told this time.  One of them, #13967 by logicow, was |
 disqualified on two counts, first for failing to adequately follow the theme |
 while using the  Lite scoresheet, and second for being  impossible to run in |
 the  official competition  version of MZX.  We also had one  entry penalized |
 30% for late submission, #52370 by mzxrules, which seems to have been a case |
 of  "woke up late" more than  "struggling to finish in time".  We also had a |
 couple  of clearly  unfinished entries,  and then  eight entries in  a tight |
 range from  moderately  good to very  good, making this  one of  the highest |
 average quality DoZs I can  remember. Last winter  was also quite good, so I |
 say,  keep up the  excellent work guys.  I'm already looking forward  to the |
 next one, if this trend keeps up.                                            |
   And now for the games.                                                     |
==============================================================================/

                                                         / HEAVY  \
[ 10037 ] = Automobile Conspiracy ======================= PARANOIA == [263/400]
THEME - 71/100                                                        [ 71/100]
   Greaser's got the right idea here. It's not exactly a novel interpretation |
 of the theme,  but it's  pulled off  well and there  are a number  of little |
 details  that bring  it home.  First, I  liked  the graphical  touch of  the |
 terrain  randomizer, it  made the  whole outside area  feel fractured  and a |
 little tweaked.  There were  also some  excellent  musical choices  to drive |
 home the  humorous take on paranoia.  The thought bubble mechanic was a good |
 idea for getting  us into  the character's head  (though it could  have seen |
 even more use than it did).  And I really liked how the  character basically |
 overrode everyone else's dialogue, which emphasized the extreme introversion |
 that  is typical of  paranoids.  So in  short, good job, and  a well  picked |
 scoresheet.                                                                  |
GAMEPLAY - 51/90                                                      [ 50/ 90]
   A game that  essentially involves walking from one place  to another while |
 touching things and  watching the occasional cutscene can't be said  to have |
 much gameplay.  Which isn't to say it isn't enjoyable,  just that that's not |
 where the points  are coming from.  The addition of  an actiony section does |
 provide a brief diversion, and this is  pulled off pretty well, though it is |
 a bit short.  And of course, that's about the size of the game, too.  So all |
 in all I'd say it's about average for a DoZ.                                 |
GRAPHICS - 49/70                                                      [ 49/ 70]
   They've got  a certain charm  to them,  to be sure.  Basic, but competent, |
 these are very solid graphics that use MZX effectively and pleasingly. Minor |
 niggling detractors: Some of the color choices on the city screens seem like |
 they could have  blended better,  like fields of brown and  cyan and purple, |
 were those supposed to be separate buildings? The proportions seem off, such |
 that the player seems really tiny compared to the  width of the streets (NO, |
 PLEASE DON'T  MAKE ME SMALLER!).  And overall  there's a sense  that it just |
 doesn't have the detail that really amazing games do. But it is pretty good. |
TECHNIQUE - 38/60                                                     [ 38/ 60]
   Pretty basic stuff  here.  We've  got a simple but effective  message  box |
 engine, a simple  but effective sidescroller, and I guess  the line-of-sight |
 engine and bullet trajectories were reasonably clever. But mostly what we've |
 got  here is simple and effective MZXing, which is good. Minor niggle, there |
 was a board misalignment in the city, and having the default "you are out of |
 ammo!" SFX and message pop up always grates on me in a custom weapon engine. |
STORY - 32/50                                                         [ 32/ 50]
   Basic,  rather  nonsensical,  but  extra points  for humor and delivery. I |
 don't know how high  I can  really rate this, since it  was mostly a loosely |
 connected  series of amusing  jokes  about  a rabidly  paranoid  guy, but it |
 started, did something, and ended, and had fun doing it.                     |
SOUND - 23/30                                                         [ 23/ 30]
   I've already  said that  I  thought the music did a good job conveying the |
 whacked out take on the  theme,  so it's no surprise that I thought it did a |
 good job enhancing  the game. Pleasant  to listen to, hit the right cues, so |
 overall very solid here. Could have used  a  few  more sound  effects in key |
 locations, like getting hit by the car.                                      |
TOTAL - 264/400                                                       [264/400]
   Overall  this  is a very  solid entry that  doesn't get bogged down in the |
 details and just uses MZX for what it's GOOD at.                             |
==============================================================================/

                                                         /  LITE  \
[ 13697 ] = Revenge of the Toaster ====================== PARANOIA == [ DQ/400]
GAMEPLAY - 37/120                                                     [ 37/120]
   Back  in the  early 1980s Atari  released such hits  as Asteroids  and was |
 hailed for it. Three decades  later,  we tend  to expect  a little more than |
 shooting tiny triangles at  bigger triangles. Major gaffe number one: I have |
 about a dozen weapons and most of them just suck. Generally, the area effect |
 or spam weapons were  the only ones  worth anything. Major gaffe number two: |
 The game  naturally  suggests positional controls,  which is to say,  up and |
 down move forward and back,  while  left and  right  turn.  Instead,  it has |
 absolute controls, where arrows correspond to directions. This is confusing, |
 clumsy,  and generally makes  for a  poor  gameplay experience.  Major gaffe |
 number three: Game  speed is too slow.  After playing around for a bit  with |
 different weapons  I determined that my "toaster" was  perfectly capable  of |
 moving quickly when  using weapons like  "dash tackle" (mostly useless since |
 you tend to  get hurt in the process). So the fact that  I move  at a snails |
 pace  most  of the  time is  a  game  balance problem, not the speed  of  my |
 computer; everything animates smoothly.                                      |
GRAPHICS - 27/90                                                      [ 27/ 90]
   If ever there were  a clearer  example  of the difference between graphics |
 and art, it  still couldn't be much  better than this.  "Graphics" as  a DoZ |
 category means  how  appealing  the  game  look and  how  well  the  visuals |
 complement the  action, NOT  how many polygons you  can push in a second. So |
 basically, this  game  looks like  monochrome, pixelated  shit.  And if that |
 weren't bad enough, you have issues like shearing between the two  triangles |
 forming each wall, and general graphical junk showing up in odd places.      |
TECHNIQUE - 59/80                                                     [ 59/ 80]
   Failing  to produce  a game that runs in the official version of MZX would |
 be a major technical  issue all its own, but since we decided that you'll be |
 disqualified  for that instead,  it's not being factored into  the technical |
 score. So,  this is  the game's strongest category, and one of the few  good |
 things about it.  Where good in  this case  amounts to "well I  guess that's |
 kinda cool". Largely useless, and inefficiently implemented  (hence a number |
 of  other  problems  for  people with slow  computers),  but kinda  cool. Of |
 course, it could have used, say, real collision detection, or more than  two |
 colors. But oh well.                                                         |
STORY - 8/50                                                          [  8/ 50]
   Small points  for  making  an  attempt  to  be  entertaining. Nothing else |
 though, the  game started and ended with an engine, and everything else  was |
 just an  afterthought.  Too  bad it  didn't  pay  off  like,  say,  Cheese's |
 Adventure this time.                                                         |
SOUND - 26/40                                                         [ 26/ 40]
   Generally pleasant music, if not  particularly relevant, with a few plinks |
 and ploops for sound effects. Of course, it's hard to say what sort of music |
 would have been relevant here. But really, Logicow just decided he'd rip the |
 soundtrack from Henry Hatsworth in the Puzzling Adventure and hope it seemed |
 somewhat appropriate to the game. So, something or other, I guess.           |
THEME - 1/20                                                          [  1/ 20]
   I award you one pity  point!  This  is for making some oblique comments in |
 the pre-level  text that  might or might  not  have had something to do with |
 paranoia. Since the level  text had nothing to do with anything,  this isn't |
 of much benefit. You're  still disqualified for it. The  funny thing is  the |
 whole  toaster concept basically came about from Logicow soliciting #mzx for |
 ideas on what  his  game  should  be  about. And  as poor  a job he  did  of |
 implementing  THAT  as  a theme,  he still  did  a better  job  of  it  than |
 implementing the REAL theme.                                                 |
TOTAL - 158/400               DISQUALIFIED                            [ DQ/400]
   To logicow's credit,  he did take a step outside his comfort zone, however |
 small, and produced something  he knew would probably not win many accolades |
 instead  of  gaming  the  scoresheet  per  usual,  in  order  to  pursue  an |
 interesting technical challenge. Now,  why  he felt  he needed  a DoZ to  do |
 this, instead of just producing a polygon blitter on  his  own time,  we may |
 never know.                                                                  |
==============================================================================/

                                                         /  LITE  \
[ 35285 ] = Paranoid Heavens ============================ PARANOIA == [243/400]
GAMEPLAY - 71/120                                                     [ 71/120]
   There's actually a reasonable amount of good and varied gameplay here, for |
 as unassuming  as  the  game looks to  start  out. You've got your basic MZX |
 run-and-gun (and take notes  guys, this  is a successful formula,  it's what |
 MZX is best at doing),  combined with an RPG. The RPG  aspect is probably  a |
 bit too ambitious, and evidently Goshi didn't have time to do nearly as much |
 as  he hoped, but  it's a good start.  The  addition of a  paranoia mechanic |
 which (I  assume) calculated based  on  how  much you talk to  people, is an |
 interesting  idea, although I'm  not sure how  much  it  really enhances the |
 game. Maybe drawn out a bit more and we'd see this really start to come into |
 play. There are also some interesting (if absurdly difficult) bosses in  the |
 traditional MZX style, which may or  may not  be unbeatable (they could just |
 be really  hard). Technically this  game is  unfinished, but it doesn't FEEL |
 like  a  typical  unfinished  game, just  one  that stopped  well short of a |
 conclusion. One complaint: unskippable pauses and player locks when  talking |
 to people slow the game down unnecessarily. I can read faster than that.     |
GRAPHICS - 55/90                                                      [ 55/ 90]
   Props  to  Goshi  for  these, or  at  the  very  least I  appreciated  the |
 minimalist style, it  really set quite a mood for the game. Of course beyond |
 that there's a lot of work that could have been done to make it better, such |
 as varying the characters used for water and other terrain, not resorting to |
 stick figures for some of  the NPCs (especially odd when plenty  of of other |
 NPC art WAS done), or making more use of color for dramatic offsets. But the |
 bare linework creates this "world-as-a-sketch" feel, which at the very least |
 is interesting,  and  the flashes  of red, while not  as fully realized as I |
 think they could have been, were a good start.                               |
TECHNIQUE - 44/80                                                     [ 44/ 80]
   So  I guess, average level of MZX programming skill displayed here.  There |
 are some  decently  complicated  bosses (although  you can see the duplicate |
 self seams, Goshi's doing this the old fashioned way), a  few custom engines |
 as well  as  custom enemies,  and it's generally polished so far as  there's |
 game to play. There are  a few  bugs,  like  the game just  locking up after |
 attempting to talk to a few adventurers, and  that  old nemesis the "You are |
 out of ammo" line; is setting "bimesg" to 0 so hard?  And it may just be me, |
 but I got the  impression that  both my own  shots  to  enemies, and enemies |
 shots  to  me, weren't doing damage  a lot  of the  time. Not  in a way that |
 severely hindered gameplay (in  fact not getting hurt when  you should would |
 make  the  game  easier), but there  were a lot  of times, especially around |
 explosions, where it felt like I ought to  have taken damage but didn't, and |
 I don't remember such a thing ever being mentioned as a game mechanic.       |
STORY - 31/50                                                         [ 31/ 50]
   Kind of  average,  and  it doesn't  help that  it's rather  unfinished. It |
 seemed to be your basic run-and-gun kill  the  evil magician and his minions |
 deal  (with exorcist powers,  always cool).  But  it's  not much  more fully |
 fleshed than that.  Looking at  some  of the  later boss text, it seems like |
 your exorcist buddy/mentor  does a double-cross and you  have to  fight him, |
 which  is a fun (if cliche) twist.  To it's credit, the  game drives  things |
 along quite well before it runs into a wall and the content stops.           |
SOUND - 26/40                                                         [ 26/ 40]
   I thought the main theme for the first level was  pretty catchy, though of |
 course that's pretty much the  only music we get to hear in the game proper. |
 Goshi packaged a lot  of other music, including  several level  themes,  and |
 some good boss music, and I can see it  all being at least suitable, but you |
 don't  really  get  points for just sending me a soundtrack.  In fact,  I've |
 taken off a couple points for discretion, since you basically included 20 MB |
 of music and used almost none of it in the actual game  Bandwidth isn't free |
 you know!  Just cheap. The majority of the negative on this score comes from |
 a lack of sound effects, though, game really needed them.                    |
THEME - 16/20                                                         [ 16/ 20]
   This was a pretty good usage of the theme, in my opinion. Not as solid as, |
 say,  Lancer's game, but there were a lot of good tie ins  and Goshi clearly |
 took  the  effort to think  about how  Paranoia  might  work  as  a gameplay |
 mechanic and  not just a story  mechanic.  Some of what's  missing  here, in |
 fact, is a really  direct connection in the STORY  to the theme, though it's |
 quite possible that  would have  come around if it had had time to continue, |
 what with double-crosses and  demon possessions and  all. Still, I give  the |
 game credit for making me jumpy when  I  was playing it, especially with the |
 sudden  red  flashes  when  you  kill  an  enemy. I'm not sure  if Goshi was |
 intentionally trying to make the  player  leery by doing that, but it worked |
 on me. And I  know I was generally nervous about making a mistake by talking |
 to someone  and making a wrong decision  (which, hey,  there actually IS  an |
 instant kill in one place).                                                  |
   Your  scaled score if  you  had picked the Heavy scoresheet: approximately |
 257/400. Whoops.                                                             |
TOTAL - 243/400                                                       [243/400]
   So  I  actually  did  like  this  game  quite a  bit,  and  was  a  little |
 disappointed that it ended up unfinished. But like I said, it's not for lack |
 of content; the game had  about as much as  a standard DoZ entry does, and I |
 have  to think that Goshi probably would  have  used his time better to just |
 focus on building the first level of the game, and  THEN  worry about coding |
 two more bosses that never get used. I'm pretty sure this could have  gotten |
 a quick slapdash connection to the  final boss  room and still looked pretty |
 decent.                                                                      |
==============================================================================/

                                                   /    HEAVY     \
[ 40125 ] = News First! =========================== NEWS REPORTERS == [268/400]
THEME - 87/100                                                        [ 87/100]
   Well I've got to give credit for taking the theme and running  with it. In |
 fact, if I'm  reserving any  points here, it's really  just because I  would |
 have  liked  even  more stuff to do in  the  news  studio,  than just making |
 choices  a la  visual  novel.  Musical  selection  was good.  Graphics  were |
 serviceable, not impressive perhaps but they got the atmosphere and the idea |
 across, and that's what matters here.  And the whole  game and story concept |
 was  just a  really clever way  to handle the theme. I am glad that at least |
 one  person  realized  that  the  concrete  topic  could  be used with  this |
 scoresheet to great effect.                                                  |
GAMEPLAY - 47/90                                                      [ 47/ 90]
   The  gameplay here  essentially amounts  to a  series  of multiple  choice |
 questions (like a visual novel!), and it is unfortunately rather short.  But |
 it makes up for  that in  being both very entertaining (if your gameplay  is |
 designed around telling a story, then your story helps carry your gameplay), |
 and providing a decent amount of replayability just to see all the different |
 branches. And so it seems  to  me that it all evens out in the  end, and  is |
 perhaps even slightly above average.                                         |
GRAPHICS - 32/70                                                      [ 32/ 70]
   They're functional, I  suppose. Rather blocky, and  the people (especially |
 after the gunman  shows  up) are a bit malformed, but  they at least get the |
 job done. In particular,  it  felt  like there  was too much black,  and not |
 enough attention to detail in the backgrounds. This happens a  lot with more |
 amateur MZX art, with people attempting to pack  detail  beyond their  skill |
 level into props and character  art, and not paying enough  attention to the |
 scene that everything is set in.  (Though of course it's  all  in how you do |
 things; Goshi, as mentioned, managed to  use "lots  of black" as a perfectly |
 valid artistic direction.)                                                   |
TECHNIQUE - 33/60                                                     [ 33/ 60]
   There's not a whole  lot of happening that needs to happen  for this game, |
 and it happens in probably the  simplest way possible. Weasel links  a bunch |
 of boards together with teleports and has the story branch by moving between |
 them. On the other hand there's nothing really wrong with doing it this way, |
 and the game has so few moving  parts and is so well organized that  it'd be |
 shocking  if there were bugs. So that places the technique  score solidly in |
 the  middle: you knew what  you  were  doing, you just  didn't  do  anything |
 particularly exciting.                                                       |
STORY - 45/50                                                         [ 45/ 50]
   It was nothing if  not entertaining, that's for sure. This was a very well |
 written piece of second-person narrative, with plenty of great humor to keep |
 me engaged, and enough  interest  to  make me  want to play through the game |
 several  times just so that I could read all of it. Now of course,  the game |
 is pretty much nothing BUT narrative with some visuals,  but that's okay for |
 the type of game it was.                                                     |
SOUND - 24/30                                                         [ 24/ 30]
   Some good choices  for music here. I  especially  liked the  title  screen |
 piece, it really set the tone  for the game, and  is a good example of using |
 mimetic cues  in graphics and sound  to  enhance the theme.  Other than that |
 nothing  really leaped  out  at  me, the  main game theme  was fine but  not |
 particularly noteworthy, and  the  sound cues for ratings were  effective at |
 getting the point across.                                                    |
TOTAL - 268/400                                                       [268/400]
   Nice  work  with the scoresheet selection,  weasel picked  up  close to 26 |
 points that he otherwise wouldn't have had. This certainly isn't my favorite |
 entry this DoZ, but considering the turnout this time that's  mostly because |
 it's a quality piece of work amidst a lot of other quality pieces of work.   |
==============================================================================/

                                                         /  LITE  \
[ 41817 ] = Reconquista+Escalation ====================== PARANOIA == [323/400]
GAMEPLAY - 83/120                                                     [ 83/120]
   Well, no one will ever be able to say this game is too short. On the other |
 hand, one  could certainly say  it's too long, which I think may be a  first |
 for the DoZ; this literally took me hours to  finish  playing, and  since it |
 was as  well put together as  it was  I wanted to give it the full go. As  a |
 result I was honestly a bit less enthused about this score by the end of the |
 game  than my first impression led me to believe. However, this is  still  a |
 really  impressive  game,  with  the main  portion  invoking  the  addictive |
 qualities  of Meritous and its massive, sprawling maze of  rooms, mixed with |
 some clever weapon engines. The weapon dynamic in particular I really liked, |
 since  it changes the rules a bit  and makes the game more about positioning |
 and cover than covering  the room with bullets and hoping the enemies  don't |
 randomly  dodge. And the blood vision concept, if a  little  shaky at first, |
 turned out to be an effective  mechanic for  adding  a  little flavor midway |
 through the game. Or, should have been midway through; that fifth level  was |
 more than a  bit too much and  was about as long  as  the  other four levels |
 combined.                                                                    |
   As  for the Escalation section of the game, this was  more laid  back, and |
 possibly a bit too  easy, but  it  was a nice change of  pace and it  really |
 helps Lancer's score that he had the insight to break up the action,  rather |
 than the game being nothing but an endless dungeon crawl. In the absence  of |
 more powerups (positive feedback loops are always a good thing), varying the |
 gameplay is probably the next best thing for getting people  to play  to the |
 next level.                                                                  |
GRAPHICS - 69/90                                                      [ 69/ 90]
   Lancer's a master of making the most of what he's got, graphic skill wise. |
 And  his skills are not something to scoff at, just that there are plenty of |
 better character artists out there. Instead, Lancer makes very effective use |
 of color and form,  as  well  as  a formidable technical skill,  to  produce |
 flashy visuals like his trademark title screen, and pleasing (if  drab,  for |
 mood's sake) level design. I'm  also quite  impressed with the art design of |
 the  blood  vision, which affects both the second sight itself  and provides |
 visual cues of your health as you take damage. This is very smart work, both |
 in  form  and in  function.  Minor  quibble:  there  were  some  interesting |
 instances  of hallway garbage appearing at the edge of the  screen,  which I |
 sort of wondered might not be there to emphasize the  increasingly fractured |
 mood,  but ultimately this didn't get  used in enough places or varied  ways |
 for me to think it was anything but a graphical glitch.                      |
TECHNIQUE - 72/80                                                     [ 72/ 80]
   There's a lot to choose from here, from an engine that can handle hundreds |
 of enemies and  projectiles (on two separate layers at the same time, though |
 admittedly that's not too hard to  manage), a neat  weapons engine,  a  well |
 designed secondary  game, and  then all  the  neat little  graphical  tricks |
 Lancer always likes to pull out for his games. I did notice a very few cases |
 of unlinked or missing doors (INVALID JUMP), and  I think I'd have been even |
 more impressed with a script generated level (which might have fixed those), |
 but for the most part the game was flawlessly put together. Impressive work. |
STORY - 43/50                                                         [ 43/ 50]
   Lancer has basically admitted that  the story  here is a  pseudo-deep tale |
 that draws most of its intrigue from keeping the player in the dark for most |
 of the game and  tantalizing him with the ultimately rather simple  details. |
 But for all  that,  it's certainly not a bad story, and points for delivery; |
 other  judges may  disagree,  but I  eat  that  sort of  story  delivery for |
 breakfast and like  it. And  Lancer  knows it, and  he  did it this  way  on |
 purpose.                                                                     |
SOUND - 36/40                                                         [ 36/ 40]
   The  music for  this  game  is  just  really  well  picked  out  and  fits |
 beautifully for the most part. The biggest issue, I think,  is that  you end |
 up listening to  it for so long because  of the length of the levels, and so |
 it starts to become monotonous after awhile. But apart from that, I'd really |
 like to draw special attention to the timing of various pieces, particularly |
 the  opening  sequence (absolutely brilliant), and the soft piano piece that |
 follows each Escalation section. Lancer was clearly paying attention when he |
 timed  those  scenes.  Other than that, sound  effects are  well chosen  and |
 weapon sounds are nice and weighty.                                          |
THEME - 20/20                                                         [ 20/ 20]
   Now here's where I got confused, because  when I started playing this game |
 and saw how effectively it was  using the theme, I thought "aha, Lancer gets |
 it, I'm  so glad  he  and other people are realizing how EASY Paranoia is to |
 use as a theme."  (Totally on  purpose by the  way, I  wanted something that |
 would  play  very  well  with  the  theme  heavy  scoresheet.)  But  then  I |
 discovered that he'd elected for the Lite sheet, after becoming over-anxious |
 about his prospects. The thing is, this game nails the theme in almost every |
 way it is POSSIBLE to nail the theme;  the only  thing that might have  been |
 better would be a more paranoia-centric soundtrack, and that's hardly saying |
 the music  was  inappropriate.  Set the  story aside,  that obviously got it |
 right with a  double dose, layering classic and novel interpretations on the |
 idea of paranoia. Graphically, the game does a number of cool, theme-related |
 things, like the way blood  scratches on  your eyes  as you get hurt, or the |
 fritzing  TV effect of the  level  text which creates an uneasy feeling. The |
 progressively more bizarre and twisted levels take us deeper and deeper into |
 mental  instability.  And  probably most direct of all, invisible enemies, a |
 tactic that has you reflexively pressing V every time you enter a room; that |
 is until  they start showing up  in the hallways  too and then all bets  are |
 off.                                                                         |
   Which  is all  basically to say, Lancer picked the wrong sheet, and I hope |
 this is a lesson to people in the future. You can win  BIG if you're willing |
 to put in the  effort towards  really  thinking about the  theme.  If you're |
 going to really think about the theme and then not get the bonus for it, why |
 did you bother in  the first place?  I'd probably rate this game a 93/100 on |
 the  other sheet. With all the other scores  scaled, that  leads us to about |
 335/400, as opposed to, well...                                              |
TOTAL - 323/400                                                       [323/400]
   Okay, so  it's not that  much of a  difference.  Though  on the other hand |
 judges (or at least this judge) tend to rate the other categories a bit more |
 generously on the other sheet when they particularly enhance the theme, it's |
 sort of a combination effect. And of course,  part of it comes down to, when |
 you make a  great  game, it's just a great game, no matter  which scoresheet |
 you  decide to use. This  is definitely a great game, though, even  if it is |
 too long.                                                                    |
==============================================================================/

                                                         /  LITE  \
[ 52370 ] = Night's Journey ============================= PARANOIA == [114/400]
GAMEPLAY - 49/120                                                     [ 49/120]
   The game is essentially a sprite-based sidescroller engine, given  that it |
 wasn't really finished beyond that. So, the engine is decently fun, a little |
 clunky and with some odd level design choices (such as having to jump into a |
 roof  in  order  to make  a  gap),  but  with  enough  variety and different |
 abilities that you could sort of see where things were going. It didn't seem |
 to me  like the enemies did any  damage beyond making  you  blink,  and  the |
 addition of an instant kill spike pit below a required drop off was a bit of |
 a dick move, but it's  hard to tell  where the engine  test-bed ends and the |
 actual level design begins.  Ultimately the biggest  problem is that there's |
 just not a lot here to judge.                                                |
GRAPHICS - 37/90                                                      [ 37/ 90]
   My first thought when the  actual level started was "dear God what is that |
 thing!"  I felt like I should  be a bit more generous though, since there is |
 a lot of effort in the character art, and the level  design has an aesthetic |
 that seems to be coherently incoherent and theme driven in that endeavor. So |
 my  big "huh-wha" is that, well, it's a giant mess. I mean I understand that |
 it's  supposed to be a  dream  world, but  nothing  is  tying  it  together, |
 visually.  You shoot giant purple  blobs with angry faces and poorly defined |
 boundaries, the terrain is  a  single  meandering  line of  A-grade  generic |
 customblock,  the  background  is just  a  bunch of  empty  space,  and  the |
 character art is what the hell ever  (and  occasionally dark blue  on black, |
 WTF), but generally done with much more detail than anything else (mostly to |
 unappealing effect).  It's not that the graphics are out of place, it's that |
 there isn't a place for the graphics to begin with.                          |
TECHNIQUE - 52/80                                                     [ 52/ 80]
   I must  say, the engine  is  pretty solid  for the  most part, even though |
 there are  some things  I might  do  with  collision  to  facilitate  better |
 gameplay.  It  has some interesting player  weapons (though one  at a  time, |
 please,  what did you think I could  dynamically create objects?) and if the |
 enemies don't do anything to  you  when you hit them, at least  you can tell |
 that  you  hit  them. The platform tool is  interesting, and  seems  to work |
 pretty  well,  but  when you use it away  from a  hotspot location it  still |
 activates and then drops you, which seems to be a bug; it probably shouldn't |
 activate at all.                                                             |
STORY - 11/50                                                         [ 11/ 50]
   Poor little Timmy is stuck in the scary nightmare world  of  sharp, pointy |
 teeth and giant numbers!  Far be it from  me to discount the  possibility of |
 this going somewhere interesting, but the only thing here,  story-wise, is a |
 vaguely defined premise. Surely Old-Sckool wasn't expecting any more, here.  |
SOUND - 5/40                                                          [  5/ 40]
   No sound nor music. Although Old-Sckool did accidentally package  a module |
 player app that he was working on...                                         |
THEME - 9/20                                                          [  9/ 20]
   I can see where this was going, although I think it  might have been  more |
 the  province  of a topic like Fear  than  of Paranoia. The disorienting and |
 broken  text  spilled  all over  the  game screen  was  one of the  few good |
 graphical choices made here, and does  strike me as a  reasonable attempt at |
 the theme, even if there's nothing in the plot as given that really connects |
 it. So hey, at least it isn't disqualified.                                  |
TOTAL - 163/400               30% PENALTY                             [114/400]
   A little  more work on  this might have gone a  long way.  After  all, the |
 engine  was  there, you could have built an entire  game on  that.  What  it |
 needed was  levels  and some  story  resolution.  I  also  have  a hard time |
 believing  Old-Sckool  ran out  of  time,  this  looks  a lot  more  like  a |
 motivation thing to me, especially judging by some of the game text.  But oh |
 well, good effort all the same, sucks about the late penalty.                |
==============================================================================/

                                                         /  LITE  \
[ 52517 ] = Risa ======================================== PARANOIA == [254/400]
GAMEPLAY - 77/120                                                     [ 77/120]
   It's a spritescroller, and  probably handled a  little better than the one |
 in Night's Journey. This one has some actual difficulty  and a few different |
 weapons to play with, all fairly entertaining. There appears to be something |
 going on with weapon leveling, and  they do seem to get a  bit more powerful |
 as  you use them, although the rules governing this  are  a bit sketchy. The |
 level  design hearkens a bit to something like Megaman, especially  with the |
 respawning enemies. And even  though it's absurdly easy to die (get  to that |
 in a moment), the game is fairly forgiving in that  the levels are short and |
 you can constantly restart at the beginning. Now, I do have a gripe with the |
 way enemies push you  while damaging you, making it  very easy to completely |
 wipe out if you time  a jump wrong, or if you jump onto a  platform and that |
 stupid flying thing knocks  you into  the pit for the tenth time frghrfhr... |
 Oh yeah, and bosses would have been nice. But over all this  is pretty solid |
 work.                                                                        |
GRAPHICS - 61/90                                                      [ 61/ 90]
   They're pretty good, especially  once  you get to  the first level proper. |
 And I'll say, the fact that the second and third levels are missing graphics |
 isn't  as  big a downside as  Kuro might have thought, they still have  good |
 contours even if the  backgrounds are decked out in  black-is-the-new-black. |
 The preponderance of empty space  is more of  a  problem for the  cutscenes, |
 where things feel awfully sparse. And for no really good reason, either; I'm |
 not sure if the  three line text thing  should be a  gameplay or a  graphics |
 ding,  but I know I found myself wanting to see  more of the text at a time. |
 Character portraits were  a bit goofy,  but serviceable, and I did  like the |
 textbox  art at least. And oh yeah,  back to the levels.  The  art  here  is |
 simple but effective, and enemies, even if I'm  not entirely  sure what they |
 are, don't look garish or anything like that. So, good job.                  |
TECHNIQUE - 59/80                                                     [ 59/ 80]
   As sidescroller engines go, this one is pretty solid. Not perfect, and I'm |
 pretty sure the  enemy collision  thing is actually a code oversight and not |
 an  intentional  gameplay decision. I'm also not getting  the responsiveness |
 out  the jump that I really need, and this led to me falling off of cliffs a |
 number of times.  But apart from that, the engine does what it's supposed to |
 and does it well, and the enemy AI works fine until it walks into a wall and |
 gets stuck. I also  want to give props to the cutscene engine;  there's some |
 debate as  to whether  writing an engine to handle dialogue from a file or a |
 string actually saves any time.  I suppose it depends on the amount  of text |
 you have  to process  in the game,  and  there's a  fair  amount  here.  But |
 regardless, it LOOKS  more  impressive  if you do it this way, from a coding |
 standpoint, and I guess that's worth something.                              |
STORY - 24/50                                                         [ 24/ 50]
   Heh!  So, when I have a story that makes me laugh when I think it's trying |
 to make me emotionally tense or sad or surprised or whatever, I take it as a |
 good  sign that  the story  is probably not  that well written. Sort of like |
 when I  went and saw Transformers  2 off a  friend's recommendation and then |
 realized "no, wait, this  is just as bad as any other  Michael Bay  movie, I |
 want my $10 back."  Combined with some of  the more  irritating anime tropes |
 ("big brother!",  "...", etc.), and, well...at least I got a few good groans |
 out of it. And you did go to  all the trouble of including multiple endings, |
 which I guess is not really that much trouble, but it at least  looks like a |
 little extra effort. Hey, it could  be  much  worse, you could have just not |
 tried  at  all. Oh,  and thank  you  very  much for allowing me to skip  the |
 opening cutscene; this could  have been a major gameplay gaffe when combined |
 with the lack of ability to save.                                            |
SOUND - 23/40                                                         [ 23/ 40]
   Can't say I'm  really a fan of  the tracks here. Props  for using original |
 work, but the music here struck me as serviceable, and not a whole lot more. |
 Opening cutscene needed music. The game was  also in desperate  need of some |
 sound effects. Swishes,  twangs,  thwacks,  what have  you;  at some point I |
 would really like to see someone put together a general purpose SFX pack for |
 MZX, I know I have  the same problem and wish I had a toolkit  I  could just |
 pull something out of.                                                       |
THEME - 10/20                                                         [ 10/ 20]
   Delivered  largely  in  the story, and it fits  well  enough. I think this |
 would have tied  in a  bit better  if  it had  related  to the protagonist's |
 motivations  for the  game, instead of  the protagonist's crazy brother. But |
 it's a decent effort, more than sufficient to give it a pass.                |
TOTAL - 254/400                                                       [254/400]
   Unlike some of the other Paranoia themed games which kind of chickened out |
 on the scoresheet, this one definitely knew what it was doing, and played to |
 its strengths.  Kuro/Koku/Lachesis  turned  out  a solid  game,  despite not |
 having the time to finish everything he wanted, and that's good work. One of |
 the best skills to develop in the DoZ is knowing when to cut your losses and |
 tie everything up quickly.                                                   |
==============================================================================/

                                                   /     LITE     \
[ 89341 ] = California Rookie ===================== NEWS REPORTERS == [223/400]
GAMEPLAY - 61/120                                                     [ 61/120]
   In  the vein  of  many  story-driven games, this one  pretty much  has you |
 navigate  from  place  to  place  touching the right  things until you  win. |
 There's something  to be said for making this  generally entertaining to do, |
 and a lot of games do rely on this mechanic, but still, what do you expect?  |
 I do appreciate  that there's some semblance of inductive reasoning involved |
 in figuring out which things to touch  (particularly, say, the Library), but |
 ultimately that's  largely an illusion  too, and  really just comes down  to |
 "what stands out on  THIS board?"  So as fetch-quest games go, this one gets |
 a solid "average".                                                           |
GRAPHICS - 63/90                                                      [ 63/ 90]
   I  was  actually quite  pleased with these, they're not superb but they're |
 still good, as MZX graphics go. Good use of  color  and space,  in the wider |
 shots,  and generally  well planned art. The title screen was a bit meh, but |
 no one  really cares if you don't spend a lot  of effort  on those,  and you |
 don't REALLY  even need to have  one;  Lancer's  the only person  I know who |
 tries to make them really knock-out gorgeous.                                |
TECHNIQUE - 27/80                                                     [ 27/ 80]
   There's not a  whole  lot  going on in  the code department, and  not that |
 there really  needs to be. The game is  pretty much entirely driven on touch |
 labels,  counter increments, and  board  teleports,  and so  it's actually a |
 little surprising that the game is as buggy as it is. First, it's impossible |
 to finish the  game  because one  piece  of  information  doesn't  increment |
 correctly. Second,  you can  get stuck  in  the  university  because  a  bad |
 teleport overwrites  your exit. And  then  there are three cases of  missing |
 color fades, two of which prevent you from seeing the ending and the credits |
 even when the other problems are fixed. I say this every time, but TEST YOUR |
 GAME before you  submit,  bugs like this are easy to  catch on a playthrough |
 (especially  when they prevent you from finishing the game), and  trivial to |
 fix.                                                                         |
STORY - 35/50                                                         [ 35/ 50]
   It's pretty simple, but points for executing  it well and interactively. I |
 especially liked how  the information for different news articles wasn't all |
 contained  in  discrete  locales.  That  is,  you  didn't  get all  the bank |
 information just by going to the bank, and the elementary school bus crashed |
 into the university.  Touches like that keep the player occupied in the game |
 world and make it feel  just a little bit less like  checking off a box on a |
 list. Not  that  much  less, I suppose, I may be giving  a  little  too much |
 credit. But  ultimately  what I want to  say is,  the story kept me  engaged |
 through the short duration of the game, and that's some sort of something.   |
SOUND - 19/40                                                         [ 19/ 40]
   A collection of random  MZX chiptunes, none of which really seem to belong |
 anywhere.  It feels very much to me like the game has music just as a matter |
 of necessity, than that any real though went into picking it. None of  it is |
 terrible  (though some of it is a bit grating), but it's just sort of there. |
 Also, points  off for  whatever sound effect was playing on the first office |
 board. Seemed  like it was supposed to be a footstep engine, but it ended up |
 just sounding like a bunch of dirty electronic thudding.                     |
THEME - 18/20                                                         [ 18/ 20]
   When your game and story essentially revolve around  doing  reporter grunt |
 work to collect information for news articles, I'd say it's pretty difficult |
 to get closer  to the theme. Some  things  nooodl  COULD  have  done: Better |
 music. Seriously, it makes all the difference when the audio sets the proper |
 mood. Another thing  I would  have liked to  see is a one  of those spinning |
 newspaper headlines, because it's  such a touchstone  for the genre  and  it |
 would  have  worked  great  as   an  ending  sequence  here.  I'm   actually |
 disappointed no one thought to do it this time around.                       |
TOTAL - 223/400                                                       [223/400]
   Someone  sure  picked the wrong scoresheet! Maybe if I start  calling them |
 the Theme Sheet  and  the Gameplay Sheet, people will pick up on  the  idea. |
 Although the Gameplay  Sheet  is really the  Everything  Else Sheet.  In any |
 case, this would have been  a great opportunity to  capitalize on the theme, |
 especially with a  general lack of gameplay, but oh well. We did explain the |
 rules in advance.                                                            |
==============================================================================/

                                                         /  LITE  \
[ 90622 ] = Achtung! ==================================== PARANOIA == [264/400]
GAMEPLAY - 93/120                                                     [ 93/120]
   Maxim is well on  his way to pioneering his own genre of  game: The  Maxim |
 Shooter. Which is  basically the same sort of thing  you'd find on a quarter |
 sucking arcade cabinet back in the  80s.  This is  his smoothest  yet, and I |
 daresay he may have to find a new horse to ride because I'm not sure there's |
 a  whole  lot  more  improvement  to  be  done  on  this concept,  at  least |
 gameplay-wise.  I will  say,  the  addition of  an easy  mode  with infinite |
 continues  is a great boon to those of us who haven't grasped  the  strategy |
 for  staying  alive  in an  bulletspam arena  shooter  yet.  This is not  my |
 favorite type of game, by a long shot. But I  can definitely appreciate that |
 there's a  lot  of gameplay to be  had here; lots of fun powerups, hordes of |
 enemies to kill, a couple of insane bosses, and the promise that if you work |
 hard  enough  at it, you  might  just  be  able to  make  it through without |
 cheating, or spending your entire allowance.                                 |
GRAPHICS - 53/90                                                      [ 53/ 90]
   As always, it's a technicolor explosion  all over my  screen and I think I |
 may have an  aneurysm. But to his  credit Maxim knows exactly  what  sort of |
 graphical style he's going for and is  completely unapologetic about it. The |
 most  important thing here is that the  graphics are  properly informing the |
 user  of what's happening, and  that they're setting the proper mood.  While |
 the you occasionally lose the  player in all  the mess that's  going on,  he |
 usually sticks out well  enough because he's a different color than anything |
 else on the  screen; good  for you!  And the spread  of the weapons tends to |
 provide excellent feedback on which ones to use. So while I don't think I'll |
 ever  consider  this style  pleasant to  look at, I  can  appreciate that it |
 expertly avoids the  pitfalls that might come with it, and properly captures |
 the classic arcade mood.                                                     |
TECHNIQUE - 70/80                                                     [ 70/ 80]
   By this time,  it shouldn't  be surprising that Maxim has this engine down |
 pat, and  part of me thinks it's time  he tried something  new.  But for all |
 that, it's a well built engine  with no bugs that I can find, able to handle |
 hundreds  of enemies  and  projectiles  at the  same time  and do  it  FAST. |
 Combined with lots of  juicy powerups and  their different  firing patterns, |
 this  is  an expertly written,  technically impressive piece of work. As  it |
 should be, given that it's the centerpiece of the game.                      |
STORY - 17/50                                                         [ 17/ 50]
   Who  cares about story go kill some demons. In the understanding that this |
 is basically  a  classic  shmup with  all the  story  requirements of,  say, |
 Galaga, I've  tossed  a few extra points  back here. Maybe  that doesn't buy |
 much, but at least Maxim knows how the genre works: if you're going  to have |
 a game where a guy kills  hordes of  demons, you at least have  a tagline on |
 the front  of the  box how  the guy is going to kill  hordes of  demons. And |
 maybe he  saves the president  while he's at it. On second thought all these |
 people are losers anyway, maybe I should kill them myself.                   |
SOUND - 25/40                                                         [ 25/ 40]
   It gets the job done, but it feels like it's missing something.  The music |
 is a  sort  of repetitive drone, which is normal for Maxim's pieces, and not |
 entirely out of place in a game like this, but  I think something with a bit |
 more drive and rhythm to it would have  served the game better. A solid, 120 |
 bpm  breakbeat would have done a lot  more to pump the adrenaline  than  the |
 plodding sort of selections picked out here. The sound effects, on the other |
 hand, were wonderfully retro.                                                |
THEME - 6/20                                                          [  6/ 20]
   Paranoia is a  much easier theme to design  a shmup with than, say, Murder |
 Mystery. I'll bet Maxim is pretty  glad of the  new  scoresheet  rule, since |
 News Reporters doesn't lend itself much better,  if you don't really want to |
 take the time to connect it. Though it's far from impossible to do an action |
 game that involves journalists; see: Dead Rising. Booyah, people who thought |
 that theme was too limiting. But anyway,  you kill the demons because you're |
 paranoid. I'll buy that for six points.                                      |
TOTAL - 264/400                                                       [264/400]
   I'd  say Maxim has definitely found his  niche. While I'd  love to see him |
 branch out,  I do  understand the  hesitation to  mess with a  formula  that |
 works. Of course, he's up against a lot of good games in  a lot of different |
 styles, here, so to produce a DoZ winning game he  may  need to mix it  up a |
 bit in the future. But it ain't no little piece of work.                     |
==============================================================================/

                                                   /     LITE     \
[ 92782 ] = Jack Flaps, News Reporter ============= NEWS REPORTERS == [182/400]
GAMEPLAY - 37/120                                                     [ 37/120]
   This game got off to a decent start but then suffered for lack of anything |
 else  to do. It appeared like it would have been  a collection of minigames, |
 but the  trouble with that  is you need  a lot of  minigames  to  really get |
 anywhere on that angle, and two is not a lot. I  suppose I can  still  award |
 some points for what's here: a paper stamping game  that makes the tedium of |
 mindless paperwork  just  as tedious as the real thing!  And then there's  a |
 driving game of the blandest sort. Eh.                                       |
GRAPHICS - 59/90                                                      [ 59/ 90]
   Upper mid-tier kind of stuff, and I think I'd score this a higher if there |
 were  MORE. After all it seems a little unfair for a game that does a lot of |
 good  graphics work across the board to get  the same  score as  a game that |
 does  hardly any work but  does what little it has  well. Still,  it IS good |
 stuff, so don't  misunderstand.  I  particularly  liked the  design  for the |
 actual Jack Flaps character, and  a shame that didn't see much use. But it's |
 still three hours worth of graphics work or less for any competent artist.   |
TECHNIQUE - 45/80                                                     [ 45/ 80]
   Some very simple  minigame code, with  the paper  stamping  being the most |
 complex, but certainly not that difficult to pull off. Worked nicely though. |
 On the  minus side, I looked at the character animation code  and  said "ew, |
 people  are  still  using   char  edit   for  large  scale,   multicharacter |
 animations?"  I thought  we were training people  better  than that. Oh, and |
 message box thing, you can have a few extra for that I guess.                |
STORY - 12/50                                                         [ 12/ 50]
   Well it was off to a good start, but unfinished is as unfinished does, and |
 it hurts  all over. And this is the sort of game where it's really important |
 to HAVE some sort of story to connect  it. It sets itself  up for it, and so |
 it lives  or dies by it. Well, that's a bit  dramatic, but it does lose more |
 points because of it. Yes, Maxim got a better story score than you did.      |
SOUND - 22/40                                                         [ 22/ 40]
   There's  a module, and  it's not a bad choice  considering  the topic, but |
 it's only the one, and I  sort of have  to imagine what it would be  like to |
 have this playing for the length of a  full  game, since it never changes at |
 all and is maybe  a minute and a half long. Sound effects  for the paper are |
 good. But it's that whole unfinished thing again, there just isn't enough to |
 go off of, here.                                                             |
THEME - 7/20                                                          [  7/ 20]
   I see where this  was going,  and it's  enough  to win the  benefit of the |
 doubt, but  honestly what's the difference between this and a game where the |
 theme  was "Office Work" or "Bureaucracy"  (hey, I remember that one)?   Not |
 much. I  imagine this would  have solidified  a bit more once  we got to the |
 game proper; maybe some good old-fashioned Film Noir sleuthing, to go by the |
 music?                                                                       |
TOTAL - 182/400                                                       [182/400]
   "Unfinished" is pretty much  the watchword  here. And I can't even say you |
 would have done better to go with  the other  sheet  instead of  defaulting, |
 because  you wouldn't have. As I understand it, this is largely  a result of |
 Malwyn and CJA  not showing up and Kom trying to handle the game by himself; |
 although with the amount of excellent  solo  work turned  out  this time,  I |
 think we've proven that you don't need to have a team to do really well.     |
==============================================================================/

                                                         /  LITE  \
[ 98505 ] = Untitled, Unfinished ======================== PARANOIA == [ 86/400]
GAMEPLAY - 27/120                                                     [ 27/120]
   You  walk around, you get some exposition dispensation, and  that's pretty |
 much  it. Oh,  and there's  a section of stealth-ish  gameplay, although the |
 guards are mostly blind and tend to just spazz out when they actually do see |
 you. I'm not sure I  really  follow  the  extreme amount of DoZ demotivation |
 that leads to this scenario, where  you actually do enter the DoZ, but  then |
 only spend about an hour working on it.                                      |
GRAPHICS - 19/90                                                      [ 19/ 90]
   Pretty rough. About the  only positive thing I can say is that there was a |
 tiny  bit of gradient work in  the opening and the levels.  Other than that, |
 it's mostly just solid blocks and default smileys, and for the one  level it |
 looks like Insidious  turned on the  draw  tool and just fooled around until |
 he'd drawn a couple of squiggly lines from top to bottom of the screen.      |
TECHNIQUE - 12/80                                                     [ 12/ 80]
   Well this  is a real mess. There are a couple  problems with board linkage |
 going on, as the first  cutscene deposits you in the middle of a wall on the |
 second,  and then that board isn't lined up correctly  with the  third.  And |
 since that's  basically the whole game,  then the whole game is  pretty much |
 broken. There's an unimpressive stealth engine that draws a straight line in |
 front of the patrolling  robot (but  only when he's facing east or west), so |
 you  could be standing right  in  front of him but just  slightly off to the |
 side and he'd never know you were  there.  And that's about the  size of the |
 code here.                                                                   |
STORY - 16/50                                                         [ 16/ 50]
   This  was developing  a  bit better than  the  story  for Jack Flaps,  for |
 example, but it may just be because  it had more potential to be the kind of |
 story I'd  find  entertaining, that I'm giving it a  few  more  points. It's |
 still just  the start of  something, and needs an end  or even a  middle  in |
 order to score more.                                                         |
SOUND - 5/40                                                          [  5/ 40]
   Nothing but the default MZX sound effects, which  you can hear if you trip |
 off the guards. But hey, who  am I to complain, there's always that one game |
 Logicow submitted a year ago if you want something REALLY terrible.          |
THEME - 7/20                                                          [  7/ 20]
   As  with the  previous game, I could see  how this  was developing into  a |
 paranoia related game, what  with  the research scientists  developing  some |
 sort of super soldier but then being afraid (i.e. paranoid) it might turn on |
 them. And note  to  scientists developing super soldiers that might turn  on |
 them: Don't. I mean it never works, it always goes wrong, why do you  people |
 even bother?                                                                 |
TOTAL - 86/400                                                        [ 86/400]
   Paradoxically, this actually  could  have  picked  up  more points  on the |
 Theme-Heavy sheet, even though it wasn't particularly well connected  to the |
 theme, just by  dint of having very poor scores in all the other categories. |
 While Kom's game and Old-Sckool's  game were both clearly  in the unfinished |
 category, this is much more of an "I wanted to submit something but I didn't |
 feel like DoZing" affair. And I don't really want to discourage  that, since |
 I like it when people compete. More just to ask, was this really all you had |
 in you?                                                                      |
==============================================================================/


                                                         / HEAVY  \
[ 98991 ] = Welty Wickleson, Harbinger of Truth ========= PARANOIA == [293/400]
THEME - 81/100                                                        [ 81/100]
   Playing  up the more humorous side  of paranoid delusion, this game does a |
 very good job of staying on  message, even  if the message is a bit tweaked. |
 Gameplay  oriented around staying  away from certain people because "they'll |
 get you" also fits the idea  pretty well,  and even though it's not my first |
 pick for paranoia,  the  first musical  selection  does an  excellent job of |
 getting across the  point  of "this  character has several screws loose", so |
 the atmosphere is carried  effectively. And then of  course, the  story, and |
 what says  Paranoia like a completely  crazed  conspiracy theorist?  Lots of |
 other thing, but this is a good choice.                                      |
GAMEPLAY - 51/90                                                      [ 51/ 90]
   Mostly revolves  around  stealth  gameplay  combined  with  with  reaching |
 multiple targets, and for just that it pulls it off alright. There are a few |
 issues with getting caught and restarting, particularly noticed on the beach |
 board,  where  enemies wouldn't  properly return to their initial locations. |
 Though with as difficult  as the pattern was to navigate  on that  board, it |
 may be  for the  best that  this  led  to an  exploit for repositioning  the |
 patrols out of the way. Apart from that, there wasn't a whole lot else to do |
 here.                                                                        |
GRAPHICS - 61/70                                                      [ 61/ 70]
   Quasar's in top form  here, as we've all come to expect, with colorful and |
 detailed  levels   and   well-rendered  artwork   for   Welty's   Hunter  S. |
 Thompson-esque profile. There are  a few indicators of rushed work  here and |
 there,  such  as visible control robots on a couple boards, but for the most |
 part  this is  very  polished, only wanting for a few  more large pieces  of |
 inter-level artwork.                                                         |
TECHNIQUE - 35/60                                                     [ 35/ 60]
   This is basically just a stealth patrol engine, with  a  two-state program |
 and a reset button that doesn't always  go off right. Oh,  and some decently |
 handled message box stuff, never  forget that. Handled quick and  dirty with |
 MZMs, but for speed and appearance that's really the best compromise.        |
STORY - 42/50                                                         [ 42/ 50]
   I think this is probably some of the funniest dialogue this DoZ, for sure, |
 and so this entry already  has  major points for story delivery. As  stories |
 go, this one is pretty wacky, and then  takes a hard left turn  into bizarre |
 meta-storytelling at  the end, but  that's all  good. It suffers a  bit  for |
 being clearly  rushed for  time at the end, but I'm still  chuckling at  the |
 dialogue with the paranoid old guy on the beach. And oh yes, "Of course, I'm |
 Benjamin Franklin, biotch."  Classic.                                        |
SOUND - 23/30                                                         [ 23/ 30]
   After the first level  track,  which fit so well, I was ready to give this |
 full marks or close to it. But then there was no sound for the second level, |
 and  the  sound on the third level dropped out after I got pinched, and so I |
 really have to wonder why the decision to go with mod * on all those boards, |
 and why you couldn't dig up another SOMETHING to put in the second level. It |
 kind of dampened the experience.                                             |
TOTAL - 293/400                                                       [293/400]
   Despite any misgivings and  lingering sense of incompleteness I have about |
 the game, it's still a very strong entry and a good pick for the scoresheet. |
 I'm glad Quasar and Tixus decided this  was worth a  full  effort; to think, |
 you were just going to do a joke game and call it a night!                   |
==============================================================================/

/= Score Summary ==============================================================
--- PARANOIA ------------------------------------------------------------------
1.  41817 (Lancer-X) - Reconquista+Escalation                     323/400 [A/L]
2.  98991 (Tixus, Quasar84) - Welty Wickleson, Harbinger of Truth 293/400 [A/H]
3.  10037 (GreaseMonkey) - Automobile Conspiracy                  264/400 [A/H]
3.  90622 (Maxim) - Achtung!                                      264/400 [A/L]
5.  52517 (Kuroneko) - Risa                                       254/400 [A/L]
6.  35285 (Goshi) - Paranoid Heavens                              243/400 [A/L]
7.  52370 (Old-Sckool) - Night's Journey                   [-30%] 114/400 [A/L]
8.  98505 (Insidious) - Untitled, Unfinished                       86/400 [A/L]
--- NEWS REPORTERS ------------------------------------------------------------
1.  40125 (WildWeasel) - News First!                              268/400 [C/H]
2.  89341 (nooodl) - California Rookie                            223/400 [C/L]
3.  92782 (Kom, CJA, Malwyn) - Jack Flaps, News Reporter          182/400 [C/L]
--- COMPLETE ------------------------------------------------------------------
1.  41817 (Lancer-X) - Reconquista+Escalation                     323/400 [A/L]
2.  98991 (Tixus, Quasar84) - Welty Wickleson, Harbinger of Truth 293/400 [A/H]
3.  40125 (WildWeasel) - News First!                              268/400 [C/H]
4.  10037 (GreaseMonkey) - Automobile Conspiracy                  264/400 [A/H]
4.  90622 (Maxim) - Achtung!                                      264/400 [A/L]
6.  52517 (Kuroneko) - Risa                                       254/400 [A/L]
7.  35285 (Goshi) - Paranoid Heavens                              243/400 [A/L]
8.  89341 (nooodl) - California Rookie                            223/400 [C/L]
9.  92782 (Kom, CJA, Malwyn) - Jack Flaps, News Reporter          182/400 [C/L]
10. 52370 (Old-Sckool) - Night's Journey                   [-30%] 114/400 [A/L]
11. 98505 (Insidious) - Untitled, Unfinished                       86/400 [A/L]
DQ. 13697 (logicow) - Revenge of the Toaster                 [DQ] 158/400 [A/L]
==============================================================================/

/= Closing Remarks ============================================================
   So  that  was  the DoZ. Congratulations  to everyone who  participated and |
 entered a game; and I do mean everyone. There's no point in us doing this at |
 all if people don't want  to  play. Even you, Logicow,  and your  silly rule |
 flaunting and your leaving forever. Here's  to many  more great competitions |
 to come.                                                                     |
==============================================================================/