Summer 2007 DsDoZ Judging Sheet:MZXGiant

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Summer 2007 Dualstream Day of Zeux
Judge: MZXGiant
-=-=-=-=-=-=-=-=-
Team #18385
Theme: 60/400
The theme was genetics, even though it took me about 10 minutes of
battles to figure that out... it seemed like the theme was set on top
of an existing idea carelessly.

Gameplay: 80/400
The battles were interesting to play, in a style that almost reminded
me of a game of chess. The controls were simplistic and easy to realize.

Graphics: 55/400
When I started the game the first thing I noticed was the excellent
graphical presence in this game. The characters were well-drawn and,
frankly, I'm just a sucker for that kind of stuff.

Technique: 40/100
I truly enjoyed the movement control.. it was a bit tedious to be able to
only move the characters a few spaces every turn, but the fact that the
spaces were plotted out (even around corners) to avoid walls impressed me.
The biggest couple flaws I found were that there was a missed "wait 1" or
something that caused MZX to jump to 100% CPU, and that key handling at
either end of the actions list caused the controls to lock up.

Story: 40/100
Most of the story was told on one board, after playing for a little while.
Nevertheless, the story was interesting and engaging.

Sound: 25/400
I felt that some of the music was out of place with the corresponding scenery.
But that's just me and the music was good anyways.

Total: 300/400
-=-=-=-=-=-=-=-=-
Team #23217

Theme: 80/400
Clearly the theme was genetics. It was stated on the title screen, several
news sources within the game were talking about an accident at a genetics lab,
and the player was being attacked by little green rabbit-like creatures.

Gameplay: 70/400
Repetitive... it got old shooting the same two enemies for 10 minutes and then
having them push you up against a wall and violate you until you died. (I'm
not a huge fan of pure shoot-em-up's) The one saving grace about the gameplay
is that it emphasizes ammo conservation, something that not many MZX games do
successfully.

Graphics: 30/400
Repetitive... the enemies were exactly the same throughout and seemed like
the default enemies for MegaZeux with different character sets placed on them.
Nothing specifically impressive. I also didn't really like the grass -- made it
hard to see the player, or really anything at all.

Technique: 35/400
Again, nothing specifically impressive. Stock enemies and objects... the
best thing in the whole game was the gun engine and the status bar.

Story: 30/400
The maid gets attacked by a mutated rabbit, and we find out that the city has
been plagued by mutated critters. This is just canned awesome right there. However,
the story was lacking other than just saying "There are evil mutated things out
there and they're gonna hurt you, so shoot 'em"

Sound: 30/400
Considering the copious amounts of destruction all over the place, the police
sirens were totally justified in every board. Extra points for using Age of
Aquarius too. =D

Total: 275/400
-=-=-=-=-=-=-=-=-
Team #2628

Theme: 10/100
Sentience was the theme, hands down. Literally the entire game was about robots
and it was obvious from the start.

Gameplay: 85/400
I can't say much about this; it was a jumping engine with some nifty graphical
effects. Nothing really new, but it was definitely a worthwhile classic gameplay.
Granted, it was kind of short and definitely incomplete, but it didn't detract
from the game.

Graphics: 75/400
Reminiscent of a combination of Sonic the Hedgehog and Mario. Also some of
the little things (i.e. jumping out of the water, etc) were effective and
nicely placed.

Technique: 65/400
I couldn't find a single bug in the jumping engine... one small issue with "firing
ammo underwater" when I wasn't, but that's it. Flawless for the most part and
impressive, right down to the enemy AI.

Story: 10/400
Not too much to the story that I could tell; it was almost too incomplete to make
sense of.

Sound: 30/40
Nicely done. Atmospheric music felt right, the few sound effects that were there fit
nicely (and added to my impression of it graphically looking like Sonic)

Total: 275/400
-=-=-=-=-=-=-=-=-
Team #2716

Theme: 10/400
Stated right on the title screen, it was... sentient ai. However, in the game there
was probably 2 total references.

Gameplay: 40/400
It was... uh. Simple? There was really no gameplay other than move around and shoot
some things. Admittedly, the enemies were pretty cool.

Graphics: 60/400
The shading on the graphics was good; the palette matched the mood VERY well.

Technique: 10/400
Nothing really out of the ordinary here, unfortunately. A big bug in the game prevented
me from going much farther than the third board.

Story: 10/400
... What? There's something about a bomb or something. Then I'm supposed to be killed.
Then the game restarts.

Sound: 25/400
There wasn't much sound but that which there was worked with it.

Total: 165/400
-=-=-=-=-=-=-=-=-
Team #8898

This "team" was disqualified because Lancer submitted a game to his own DoZ =P

-=-=-=-=-=-=-=-=-
Team #5171

Theme: 15/400
Sentient AI, pure and simple. Obvious and easy to understand.

Gameplay: 100/400
I found a couple bugs with jumpboots and such appearing and disappearing but other than
that, the gameplay was well done.

Graphics: 90/400
I wish I could give you more points for this. The graphics were excellent, smooth, and
tastefully done! =)

Technique: 70/400
The sprites were well-used in this game, and it just generally looked great. The jump
engine was smooth, as was the weapon engine. Way to go!

Story: 40/400
A little confusing at times because I'd miss a disk, but other than that, it was well-
written.

Sound: 40/40
The music and SFX fit well with the game. End of story.

Total: 355/400
-=-=-=-=-=-=-=-=-
Team #5443

Theme: 15/400
I think this team took a different spin on the specific topic, turning the player into
the sentience in the sentient AI theme. It was interesting, even though the game was
incomplete.

Gameplay: 40/400
There really wasn't much... choose a room that was blinking, pick one of three choices.
Good ideas, no followthrough.

Graphics: 60/400
If there was anything that saved this game it was the graphics. I liked the feel of
the console, and it did seem realistic to a futuristic discipline system.

Technique: 20/400
Nothing all too impressive here...

Story: 0/400
Sorry, I didn't see much of a story here. This seemed more like a gadget than a game, 
to be honest.

Sound: 10/400
Good... single sound effect? It seemed awkward with no background music though.

Total: 145/400
-=-=-=-=-=-=-=-=-
Team #5582:

Theme: 40/400
... what? Mutated cat, maybe?

Gameplay: 30/400
There was some moving around, like 3 interactions... and that's about it.

Graphics: 10/400
Default character set and colors...

Technique: 20/400
There was a couple spots of dialogue...

Story: 0/50
There was none, no development.

Sound: 0/30
Also, none where there should have been.

Total: 100/400
-=-=-=-=-=-=-=-=-
Team #7676

Theme: 20/400
"Rogue Android". The title speaks for itself, really.

Gameplay: 80/400
I had some issues with how the game started-- running head on into and tackling your
enemies. I died quite a bit during that and I thought it was unneeded. Other than that
it was pretty good, intuitive, and fair.

Graphics: 60/400
The majority of the graphics in this were pretty well-drawn and the custom palette sat
well with this game. See below for a further comment regarding graphics vs technique.

Technique: 50/400
I would have given this more if not for the last boss' drawing in terms of multiple robots
rather than overlay or even customblocks. Other than that, it was decently programmed.

Story: 30/400
I always feel that if I don't have some leading story I'm not sure really what I'm working
towards, and despite the fact that there was an 'informational screen' at the beginning,
almost the entire story existed solely at the end.

Sound: 40/400
Dance with the beat, dance with the --- oh, sorry. It was good, engaging, and ambient enough
without going unnoticed. The laser effects were also quite well-done.

Total: 260/400
-=-=-=-=-=-=-=-=-
Team #8165

Theme: 20/400
The whole game was story-story-story. Impressively done and it remained attached at the hip
to the theme.

Gameplay: 90/400
Basic move-around-shoot-and-use-things game. This was all about the story, which I really liked.
Unfortunately this resulted in a hit on gameplay because the gameplay was basic and bordered on
cliche.

Graphics: 50/400
The majority of the graphics were standard, hallway-style blocks, grey and uninteresting. Nothing
that caught my fancy, with the exception of the tanks in the power control room.

Technique: 50/400
One of the biggest things I have to zing you on is putting adequate pauses between status displays.
MegaZeux in windows has a touchy key-press so I missed a lot of the one-liner statuses that could
have otherwise helped me. Also, using basic enemies with basic weapons... yawn. Other than that,
nice job.

Story: 50/400
Full points on this one for an engaging story! Wonderful! =D

Sound: 40/400
Again, full points because the sound matched up nicely, all in all.


Total: 300/400
-=-=-=-=-=-=-=-=-
Team #27347

Theme: 80/400
I had a lot of trouble getting through the game, but the theme seemed to be genetics. So I'm going
with that. Also, it was stated on the title board.

Gameplay: 75/400
I can't take off a single point for anything lacking in gameplay. The reason I didn't give out full
points here is because there were a LOT of controls. I mean copious amounts of buttons that did
*everything*. There are upsides and downsides to this. The massive amount of control allows for the
creator to make the game more challenging so that the player adapts to the control set. However,
at the same time, that many buttons is almost unheard of for a game in MegaZeux.

Graphics: 70/400
I loved the graphics, and the texturing. The non-animated smileys is the only thing that took off
points here. The enemies could potentially have been much more well-done, judging from the skill you
exhibit in other parts of the game.

Technique: 50/400
The backend engine to this was great. Controls were handled well and the small-viewport view just
*made* it for me. The one tick I have to give is for submitting so many code patches after the fact.

Story: 15/400
This is where the game lacked most. Again, with the problems getting through the game and considering
that the story wasn't prefaced too much in the "training", it was tough to get a grasp on what was
going on. Most of it was just implied that zombies or some genetically enhanced baddies had overtaken
certain areas, and you had to jump around inconveniently placed tall buildings to kill them. =P

Sound: 30/400
Sound effects, ambient music... no complaints!

Total: 320/400
-=-=-=-=-=-=-=-=-
Team #28635

Theme: 15/20
This didn't seem too integrated with the game as much as it seemed just slapped on as an afterthought.
However, it was present and it was an "objective of the game".

Gameplay: 70/120
The default enemies and setup made the game very "blah" to play, and I had a hard time judging this one
because it truly was boring to me. Like playing "Caverns" with a different story.

Graphics: 40/90
See above. Default enemies? You can do better than that. However, "Salsasalsasalsa" made me laugh.

Technique: 40/80
This, again, goes back to the hum-drum style of the game. See "Gameplay".

Story: 35/50
It made me laugh. There isn't much more to say for that.

Sound: 15/40
Default sounds and such. Zzz.

Total: 215/400
-=-=-=-=-=-=-=-=-
Team #31067

Theme: 10/400
You're a robot, running around and doing things. Okay, easy enough...

Gameplay: 40/400
I took off points because I couldn't figure out how to pick things up. Which is kind of important. Also
the actual interaction was... minimal at best.

Graphics: 40/400
Right from the title screen I was looking for great graphics just based off of what I saw there. Didn't
really get what I was hoping for in the actual game though. Good use of multi-character player, however.

Technique: 35/400
I wish this was longer, because it really has a lot of potential with a bit of cleaning up. The use of
multi-character player was nice to see, and the title screen was really most of the technique, I think.

Story: 30/50
There really wasn't much of a story. Again, you're a robot, doing things in a lab environment. The one
bit was just that you were a terminated project.

Sound: 35/40
Ranger-X was a great game. Just saying. I wish there were more places to use SFX.

Total: 190/400
-=-=-=-=-=-=-=-=-
Team #40984

Theme: 10/400
Clearly sentient AI, but not very well implemented, in my opinion.

Gameplay: 20/400
I had some issues here... I couldn't actually figure out how to play or what I was doing... try again next
DoZ, I'd like to see something better considering the graphics on the title screen.

Graphics: 20/400
The title screen shows that you have a lot of potential doing graphics if you hone your skills a bit...
I'd like to see some more from you in the future.

Technique: 10/400
Not much here, to be honest...

Story: 20/400
There was a story, it was stated... just not drawn out like it should have been.

Sound: 0/40
I think you should have used sound in some regard.

Total: 80/400
-=-=-=-=-=-=-=-=-
Team #76385

Theme: 0/400
I stop here since he asked to be DQ'ed...