https://www.digitalmzx.com/wiki/api.php?action=feedcontributions&user=Terryn&feedformat=atomMZXWiki - User contributions [en]2024-03-29T11:42:44ZUser contributionsMediaWiki 1.39.3https://www.digitalmzx.com/wiki/index.php?title=Zeuxworld%27s_First_Annual_Week_of_Zeux_2002&diff=8990Zeuxworld's First Annual Week of Zeux 20022019-07-22T21:11:13Z<p>Terryn: Created page with "category:Competitions {{Competition |title = Winter 2007 Day of Zeux |image = Pending |host = ZzCrook |judges = Apollyon, Beige, Kurushimi, [[MZXGiant]..."</p>
<hr />
<div>[[category:Competitions]]<br />
<br />
{{Competition |title = Winter 2007 Day of Zeux<br />
|image = Pending<br />
|host = [[ZzCrook]]<br />
|judges = [[Apollyon]], [[Beige]], [[Kuddy|Kurushimi]], [[MZXGiant]], [[Zeuxy]]<br />
|dates = September 28th - October 5th, 2002<br />
|topics = Dinosaurs<br />
<br />
The Afterlife<br />
|scoresheet = Single<br />
|previous = [[Week of Zeux 1999]]<br />
|next = N/A<br />
}}<br />
<br />
''Zeuxworld's First Annual Week of Zeux 2002'' was hosted by [[ZzCrook]] and [[Zeuxworld]]. It ran from September 28th at 11PM EST to October 5th at the same time.<br />
<br />
The judges were [[Apollyon]], [[Beige]], [[Kuddy|Kurushimi]], [[MZXGiant]], and [[Zeuxy]].<br />
<br />
==Scores==<br />
*1<sup>st</sup> Place - Entry 423 - '''The Afterlife''' - ''[[Drastic Crusade]]'' - Ragnarok ([[Galladin|Marcus]], [[Jester|Tommy]], [[Jauhis]], [[Henok]]) (Score: 402/500)<br />
*2<sup>nd</sup> Place - Entry 219 - '''The Afterlife''' - ''[[Manuel Manx in Afterlife Ahoy!]]'' - MagiCow and The Three Udders ([[CapnKev]], [[MadBrain]], [[LogiCow|MagiCow]], [[Lipid]]) (Score: 376/500)<br />
*3<sup>rd</sup> Place - Entry 108 - '''The Afterlife''' - ''[[Necroscathe]]'' - Lancer-X and the Newbies ([[Lancer-X]], [[Skylark|George Foster]], [[gofer-chan|goferdude]]) (Score: 371/500)<br />
*4<sup>th</sup> Place - Entry 502 - '''Dinosaurs''' - ''[[Satan Dinos]]'' - [[inuchance]] (Score: 249/500)<br />
<br />
==Judging Sheets==<br />
''See [[:Category:Zeuxworld's First Annual Week of Zeux 2002 Judging Sheets|Zeuxworld's First Annual Week of Zeux 2002 Judging Sheets]]''<br />
<br />
==See Also==<br />
*[[Day of Zeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=List_of_worlds_with_permanent_port_incompatibility&diff=8989List of worlds with permanent port incompatibility2019-07-22T18:01:53Z<p>Terryn: Updated due to 2.92's enhanced compat</p>
<hr />
<div>Due to various issues that would be logistically impossible to fix or not worth the trouble, or due to exploits of certain buggy/limited aspects of [[MegaZeux]], several games have permanent incompatibility with the port. These games will work differently in MegaZeux 2.80+ through no fault of MegaZeux itself but mostly through limit changes, general bad practices, and buggy behavior of old MZX versions.<br />
<br />
== The worlds ==<br />
{| class="wikitable"<br />
|-<br />
! World !! Category !! Reason !! Info<br />
|-<br />
| #mzxmzx.mzx<br />
|rowspan="1"| '''Bug Exploit'''<br />
| SET RANDOM -32768 32767<br />
| Used to cause a crash in DOS versions.<br />
|-<br />
| Trashman Dan<br />
|rowspan="2"| '''Limit changes'''<br />
| Relies on string char checks being signed<br />
| Dialog boxes are (even more) broken due to using a negative number as a check against a string char. The port changed string char checks to unsigned, so this trick doesn't work in the port.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=804 Partition Magic Pro: The Game]<br />
| Relies on overflowing a 16-bit counter<br />
| With the counter size increased to 32-bit, this takes far longer to do.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=274 Hamlet 2]<br />
|rowspan="2"| '''DOS naming conventions'''<br />
| Names of files truncated; references in code are in full<br />
| The Robotic tries loading extended names of char and palette files, but the files are truncated to 8.3. MZX truncates the filename load in DOS to 8.3, but 2.8+ does not, causing the chars and palettes to remain unloaded in one instance. Old copies of Zombie Quest and Hamlet did this too, and with much higher severity, but they have been fixed or repackaged.<br />
|-<br />
| Several games<br />
| Names of files in full; references in code are truncated<br />
| This affects MOD names only. See list below.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=438 Technicolor Cheese Wedge Demo]<br />
|rowspan="1"| '''Bad Counter Names'''<br />
|Counters with leading $ characters are used<br />
| This game's battle engine uses counters with leading $ characters, including one simply called "$". These are interpreted as strings in the port.<br />
|-<br />
| Torn Creation<br />
| Unspecified<br />
| Wait 1 issue?<br />
| "Lack of wait 1s in the scrolling code causes the junk at the top of the boards to be visible when near the top of the board." (clarify?)<br />
|}<br />
<br />
=== DOS MOD name incompatibility ===<br />
*Are Tomatoes Bad for Your Health?<br />
*[http://vault.digitalmzx.net/show.php?id=47 Billy's RPG]<br />
*[http://vault.digitalmzx.net/show.php?id=665 Bob's Adventure]<br />
*[http://vault.digitalmzx.net/show.php?id=68 Burnt Rubber]<br />
*[http://vault.digitalmzx.net/show.php?id=648 Call of Caethrath]<br />
*[http://vault.digitalmzx.net/show.php?id=647 Dan F. 2]<br />
*Energy Attack<br />
*Evil Internet Virus (The)<br />
*[http://vault.digitalmzx.net/show.php?id=251 Kya's Sword] (moot, as there is a port remake)<br />
*Larry the Junkie<br />
*Lillygrass<br />
*[http://vault.digitalmzx.net/show.php?id=756 Neo Blaster X]<br />
*[http://vault.digitalmzx.net/show.php?id=418 Nova Force Demo]<br />
*[http://vault.digitalmzx.net/show.php?id=1168 Plague (The)]<br />
*[http://vault.digitalmzx.net/show.php?id=1387 Second Search (The)]<br />
*[http://vault.digitalmzx.net/show.php?id=993 Stones and Roks]<br />
*[http://vault.digitalmzx.net/show.php?id=994 Stones and Roks 2]<br />
*[http://vault.digitalmzx.net/show.php?id=906 Siphrian (Non-DoZ)]<br />
*Sword Quest<br />
*[http://vault.digitalmzx.net/show.php?id=1574 Tearaway]<br />
*[http://vault.digitalmzx.net/show.php?id=878 Telecrisis Ch. 1]<br />
*[http://vault.digitalmzx.net/show.php?id=450 Top Skater]<br />
*Trinity<br />
*X-pedition<br />
*[http://vault.digitalmzx.net/show.php?id=1905 Zed! Demo]<br />
<br />
== See also ==<br />
[[Validation|List of worlds that fail validation in MZX 2.84b and onward]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=List_of_worlds_with_permanent_port_incompatibility&diff=8979List of worlds with permanent port incompatibility2019-07-06T04:10:18Z<p>Terryn: /* The worlds */ (Lethal Recurse's broken compat check)</p>
<hr />
<div>Due to various issues that would be logistically impossible to fix or not worth the trouble, or due to exploits of certain buggy/limited aspects of [[MegaZeux]], several games have permanent incompatibility with the port. These games will work differently in MegaZeux 2.80+ through no fault of MegaZeux itself but mostly through limit changes, general bad practices, and buggy behavior of old MZX versions.<br />
<br />
== The worlds ==<br />
{| class="wikitable"<br />
|-<br />
! World !! Category !! Reason !! Info<br />
|-<br />
| #mzxmzx.mzx<br />
|rowspan="1"| '''Bug Exploit'''<br />
| SET RANDOM -32768 32767<br />
| Used to cause a crash in DOS versions.<br />
|-<br />
| Trashman Dan<br />
|rowspan="3"| '''Limit changes'''<br />
| Relies on valid default values for sprite height; relies on string char checks being signed<br />
| Dialog boxes are (even more) broken due to two tricks: placing a sprite before it is given a height, and using a negative number as a check against a string char. The port does not have valid default sprite dimensions (refusing to place a sprite with a dimension of 0), and changed string char checks to unsigned, so neither trick works in the port.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=804 Partition Magic Pro: The Game]<br />
| Relies on overflowing a 16-bit counter<br />
| With the counter size increased to 32-bit, this takes far longer to do.<br />
|-<br />
| [https://vault.digitalmzx.net/show.php?id=1024 Lethal Recurse]<br />
| Relies (accidentally) on valid default values for sprite height<br />
| This game does a check to see if it can place a sprite to detect an earlier MZX bug; if the sprite placement fails, it warps to a notification screen, preventing all gameplay. Due to a typo in setting up the height dimension of this sprite, it is not placed in the port (in DOS, it would place due to valid default sprite dimensions) and the check always fails.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=274 Hamlet 2]<br />
|rowspan="2"| '''DOS naming conventions'''<br />
| Names of files truncated; references in code are in full<br />
| The Robotic tries loading extended names of char and palette files, but the files are truncated to 8.3. MZX truncates the filename load in DOS to 8.3, but 2.8+ does not, causing the chars and palettes to remain unloaded in one instance. Old copies of Zombie Quest and Hamlet did this too, and with much higher severity, but they have been fixed or repackaged.<br />
|-<br />
| Several games<br />
| Names of files in full; references in code are truncated<br />
| This affects MOD names only. See list below.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=438 Technicolor Cheese Wedge Demo]<br />
|rowspan="1"| '''Bad Counter Names'''<br />
|Counters with leading $ characters are used<br />
| This game's battle engine uses counters with leading $ characters, including one simply called "$". These are interpreted as strings in the port.<br />
|-<br />
| Torn Creation<br />
| Unspecified<br />
| Wait 1 issue?<br />
| "Lack of wait 1s in the scrolling code causes the junk at the top of the boards to be visible when near the top of the board." (clarify?)<br />
|}<br />
<br />
=== DOS MOD name incompatibility ===<br />
*Are Tomatoes Bad for Your Health?<br />
*[http://vault.digitalmzx.net/show.php?id=47 Billy's RPG]<br />
*[http://vault.digitalmzx.net/show.php?id=665 Bob's Adventure]<br />
*[http://vault.digitalmzx.net/show.php?id=68 Burnt Rubber]<br />
*[http://vault.digitalmzx.net/show.php?id=648 Call of Caethrath]<br />
*[http://vault.digitalmzx.net/show.php?id=647 Dan F. 2]<br />
*Energy Attack<br />
*Evil Internet Virus (The)<br />
*[http://vault.digitalmzx.net/show.php?id=251 Kya's Sword] (moot, as there is a port remake)<br />
*Larry the Junkie<br />
*Lillygrass<br />
*[http://vault.digitalmzx.net/show.php?id=756 Neo Blaster X]<br />
*[http://vault.digitalmzx.net/show.php?id=418 Nova Force Demo]<br />
*[http://vault.digitalmzx.net/show.php?id=1168 Plague (The)]<br />
*[http://vault.digitalmzx.net/show.php?id=1387 Second Search (The)]<br />
*[http://vault.digitalmzx.net/show.php?id=993 Stones and Roks]<br />
*[http://vault.digitalmzx.net/show.php?id=994 Stones and Roks 2]<br />
*[http://vault.digitalmzx.net/show.php?id=906 Siphrian (Non-DoZ)]<br />
*Sword Quest<br />
*[http://vault.digitalmzx.net/show.php?id=1574 Tearaway]<br />
*[http://vault.digitalmzx.net/show.php?id=878 Telecrisis Ch. 1]<br />
*[http://vault.digitalmzx.net/show.php?id=450 Top Skater]<br />
*Trinity<br />
*X-pedition<br />
*[http://vault.digitalmzx.net/show.php?id=1905 Zed! Demo]<br />
<br />
== See also ==<br />
[[Validation|List of worlds that fail validation in MZX 2.84b and onward]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=List_of_worlds_with_permanent_port_incompatibility&diff=8832List of worlds with permanent port incompatibility2018-01-20T23:41:42Z<p>Terryn: /* The worlds */ Elaborated on Trashman Dan issues</p>
<hr />
<div>Due to various issues that would be logistically impossible to fix or not worth the trouble, or due to exploits of certain buggy/limited aspects of [[MegaZeux]], several games have permanent incompatibility with the port. These games will work differently in MegaZeux 2.80+ through no fault of MegaZeux itself but mostly through limit changes, general bad practices, and buggy behavior of old MZX versions.<br />
<br />
== The worlds ==<br />
{| class="wikitable"<br />
|-<br />
! World !! Category !! Reason !! Info<br />
|-<br />
| #mzxmzx.mzx<br />
|rowspan="1"| '''Bug Exploit'''<br />
| SET RANDOM -32768 32767<br />
| Used to cause a crash in DOS versions.<br />
|-<br />
| Trashman Dan<br />
|rowspan="2"| '''Limit changes'''<br />
| Relies on valid default values for sprite height; relies on string char checks being signed<br />
| Dialog boxes are (even more) broken due to two tricks: placing a sprite before it is given a height, and using a negative number as a check against a string char. The port does not have valid default sprite dimensions (refusing to place a sprite with a dimension of 0), and changed sprite char checks to unsigned, so neither trick works in the port.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=804 Partition Magic Pro: The Game]<br />
| Relies on overflowing a 16-bit counter<br />
| With the counter size increased to 32-bit, this takes far longer to do.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=274 Hamlet 2]<br />
|rowspan="2"| '''DOS naming conventions'''<br />
| Names of files truncated; references in code are in full<br />
| The Robotic tries loading extended names of char and palette files, but the files are truncated to 8.3. MZX truncates the filename load in DOS to 8.3, but 2.8+ does not, causing the chars and palettes to remain unloaded in one instance. Old copies of Zombie Quest and Hamlet did this too, and with much higher severity, but they have been fixed or repackaged.<br />
|-<br />
| Several games<br />
| Names of files in full; references in code are truncated<br />
| This affects MOD names only. See list below.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=438 Technicolor Cheese Wedge Demo]<br />
|rowspan="1"| '''Bad Counter Names'''<br />
|Counters with leading $ characters are used<br />
| This game's battle engine uses counters with leading $ characters, including one simply called "$". These are interpreted as strings in the port.<br />
|-<br />
| Torn Creation<br />
| Unspecified<br />
| Wait 1 issue?<br />
| "Lack of wait 1s in the scrolling code causes the junk at the top of the boards to be visible when near the top of the board." (clarify?)<br />
|}<br />
<br />
=== DOS MOD name incompatibility ===<br />
*Are Tomatoes Bad for Your Health?<br />
*[http://vault.digitalmzx.net/show.php?id=47 Billy's RPG]<br />
*[http://vault.digitalmzx.net/show.php?id=665 Bob's Adventure]<br />
*[http://vault.digitalmzx.net/show.php?id=68 Burnt Rubber]<br />
*[http://vault.digitalmzx.net/show.php?id=648 Call of Caethrath]<br />
*[http://vault.digitalmzx.net/show.php?id=647 Dan F. 2]<br />
*Energy Attack<br />
*Evil Internet Virus (The)<br />
*[http://vault.digitalmzx.net/show.php?id=251 Kya's Sword] (moot, as there is a port remake)<br />
*Larry the Junkie<br />
*Lillygrass<br />
*[http://vault.digitalmzx.net/show.php?id=756 Neo Blaster X]<br />
*[http://vault.digitalmzx.net/show.php?id=418 Nova Force Demo]<br />
*[http://vault.digitalmzx.net/show.php?id=1168 Plague (The)]<br />
*[http://vault.digitalmzx.net/show.php?id=1387 Second Search (The)]<br />
*[http://vault.digitalmzx.net/show.php?id=993 Stones and Roks]<br />
*[http://vault.digitalmzx.net/show.php?id=994 Stones and Roks 2]<br />
*[http://vault.digitalmzx.net/show.php?id=906 Siphrian (Non-DoZ)]<br />
*Sword Quest<br />
*[http://vault.digitalmzx.net/show.php?id=1574 Tearaway]<br />
*[http://vault.digitalmzx.net/show.php?id=878 Telecrisis Ch. 1]<br />
*[http://vault.digitalmzx.net/show.php?id=450 Top Skater]<br />
*Trinity<br />
*X-pedition<br />
*[http://vault.digitalmzx.net/show.php?id=1905 Zed! Demo]<br />
<br />
== See also ==<br />
[[Validation|List of worlds that fail validation in MZX 2.84b and onward]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=List_of_worlds_with_permanent_port_incompatibility&diff=8753List of worlds with permanent port incompatibility2017-06-29T06:14:27Z<p>Terryn: /* The worlds */ TCW issues clarified; Hamlet issues noted; games with copy retention issue removed</p>
<hr />
<div>Due to various issues that would be logistically impossible to fix or not worth the trouble, or due to exploits of certain buggy/limited aspects of [[MegaZeux]], several games have permanent incompatibility with the port. These games will work differently in MegaZeux 2.80+ through no fault of MegaZeux itself but mostly through limit changes, general bad practices, and buggy behavior of old MZX versions.<br />
<br />
== The worlds ==<br />
{| class="wikitable"<br />
|-<br />
! World !! Category !! Reason !! Info<br />
|-<br />
| #mzxmzx.mzx<br />
|rowspan="1"| '''Bug Exploit'''<br />
| SET RANDOM -32768 32767<br />
| Used to cause a crash in DOS versions.<br />
|-<br />
| Trashman Dan<br />
|rowspan="2"| '''Limit changes'''<br />
| Relies on default values/carry over for sprite width/height and relies on negative values for string chars.<br />
| (clarify?)<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=804 Partition Magic Pro: The Game]<br />
| Relies on overflowing a 16-bit counter.<br />
| With the counter size increased to 32-bit, this takes far longer to do.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=274 Hamlet 2]<br />
|rowspan="2"| '''DOS naming conventions'''<br />
| Names of files truncated; references in code are in full<br />
| The Robotic tries loading extended names of char and palette files, but the files are truncated to 8.3. MZX truncates the filename load in DOS to 8.3, but 2.8+ does not, causing the chars and palettes to remain unloaded in one instance. Old copies of Zombie Quest and Hamlet did this too, and with much higher severity, but they have been fixed or repackaged.<br />
|-<br />
| Several games<br />
| Names of files in full; references in code are truncated<br />
| This affects MOD names only. See list below.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=438 Technicolor Cheese Wedge Demo]<br />
|rowspan="1"| '''Bad Counter Names'''<br />
|Counters with leading $ characters are used<br />
| This game's battle engine uses counters with leading $ characters, including one simply called "$". These are interpreted as strings in the port.<br />
|-<br />
| Torn Creation<br />
| Unspecified<br />
| Wait 1 issue?<br />
| "Lack of wait 1s in the scrolling code causes the junk at the top of the boards to be visible when near the top of the board." (clarify?)<br />
|}<br />
<br />
=== DOS MOD name incompatibility ===<br />
*Are Tomatoes Bad for Your Health?<br />
*[http://vault.digitalmzx.net/show.php?id=47 Billy's RPG]<br />
*[http://vault.digitalmzx.net/show.php?id=665 Bob's Adventure]<br />
*[http://vault.digitalmzx.net/show.php?id=68 Burnt Rubber]<br />
*[http://vault.digitalmzx.net/show.php?id=648 Call of Caethrath]<br />
*[http://vault.digitalmzx.net/show.php?id=647 Dan F. 2]<br />
*Energy Attack<br />
*Evil Internet Virus (The)<br />
*[http://vault.digitalmzx.net/show.php?id=251 Kya's Sword] (moot, as there is a port remake)<br />
*Larry the Junkie<br />
*Lillygrass<br />
*[http://vault.digitalmzx.net/show.php?id=756 Neo Blaster X]<br />
*[http://vault.digitalmzx.net/show.php?id=418 Nova Force Demo]<br />
*[http://vault.digitalmzx.net/show.php?id=1168 Plague (The)]<br />
*[http://vault.digitalmzx.net/show.php?id=1387 Second Search (The)]<br />
*[http://vault.digitalmzx.net/show.php?id=993 Stones and Roks]<br />
*[http://vault.digitalmzx.net/show.php?id=994 Stones and Roks 2]<br />
*[http://vault.digitalmzx.net/show.php?id=906 Siphrian (Non-DoZ)]<br />
*Sword Quest<br />
*[http://vault.digitalmzx.net/show.php?id=1574 Tearaway]<br />
*[http://vault.digitalmzx.net/show.php?id=878 Telecrisis Ch. 1]<br />
*[http://vault.digitalmzx.net/show.php?id=450 Top Skater]<br />
*Trinity<br />
*X-pedition<br />
*[http://vault.digitalmzx.net/show.php?id=1905 Zed! Demo]<br />
<br />
== See also ==<br />
[[Validation|List of worlds that fail validation in MZX 2.84b and onward]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Demo_curse&diff=8509Demo curse2014-03-02T21:23:22Z<p>Terryn: </p>
<hr />
<div>The '''demo curse''' was a supposed phenomenon within the MegaZeux community which was cited as a cause of death for many potentially upcoming game releases--essentially, the idea was that if a demo was released, then it was far more likely that the project will be cancelled later down the line. As the practice of episodic and demo releases grew, it began to be considered favorable to release demos; however, as many of these demos were never completed, it appeared as if the act of releasing a demo had "killed" the project.<br />
<br />
While the "demo curse" was typically cited now as a reason to avoid demos, however, the concept was a simple confusion of cause and effect. The games did not fail because a demo was released--rather, the games failed because of the demo mentality that caused its release in the first place. As demos became popular, eager developers would work toward completing a demo and releasing it as soon as there was enough content for one rather than focusing toward completing a game; satisfying the need for validation and attention that lead to the race for the demo release in the first place, the development pace would relax, and the developer would eventually lose interest in their project altogether.<br />
<br />
It is still generally considered bad practice to release a game demo; however, it is important to acknowledge the actual reason why demo games fail to be completed and adjust your game development cycle to your own ability to hold attention to a project. Short games such as [http://vault.digitalmzx.net/show.php?id=2024 Lochronotran] and [http://vault.digitalmzx.net/show.php?id=2039 Forgotten] have been met with acclaim; it is better to start small and finish a game than to overaim and be left with nothing at all, or worse, a demo.<br />
<br />
In the absence of demos, several people now leave "project dumps" with what they've done of a game; however, unlike with a demo, the intentions of releasing a project dump are a near-guarantee that there will be no full version of whatever's released.<br />
<br />
==Notable Examples==<br />
*[[Sivion]]<br />
*[[Booshkies]]<br />
*[[Honor Quest 2|Honor Quest 2: Chapter 1]]<br />
*[[BattleSuits]]<br />
*[[Final Fantasy: Dynasty Prelude]]<br />
<br />
==Counter-Examples==<br />
*[[Demon Earth]]<br />
*[[Bernard the Bard]]<br />
*[[Legend of Rhovanion]]<br />
*[[Adlo]]<br />
<br />
==See also==<br />
[http://www.digitalmzx.net/forums/index.php?showtopic=15298&view=findpost&p=256655 Another good explanation behind the "demo curse"]<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=DMZX_staff&diff=8508DMZX staff2014-03-02T20:54:53Z<p>Terryn: /* dMZX Administration Core Members */</p>
<hr />
<div>'''This page is an effort to break down the hierarchy of dMZX Staff and contributing teams'''<br />
<br />
== dMZX Administration Core Members ==<br />
* Exophase<br />
* Insidious<br />
* Kuddy<br />
* MZXGiant<br />
* Terryn<br />
* Wervyn<br />
* Lachesis<br />
<br />
== dMZX Development Team ==<br />
'''Aesthetics Team'''<br />
* astral<br />
* CJA<br />
* KKairos<br />
<br />
'''Wrench Wielders'''<br />
* MZXGiant<br />
* Wervyn</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&diff=8507Day of Zeux2014-03-02T20:52:56Z<p>Terryn: /* Variations */</p>
<hr />
<div>A '''Day of Zeux''', typically abbreviated as '''DoZ''', is a competition invented by [[kvance]] in which teams and solo competitors are assigned a topic and must create a game within 24 hours based on one of the topics. The submitted games are then scored by a number of judges (usually four) selected by the DoZ's host to determine the winner. Day of Zeux competitions pre-summer-2001 were confined to one topic; however, the two-topic "Dualstream" format (abbr. '''DsDoZ''') popularised by [[Terryn]] has since replaced it. The terms "Dualstream Day of Zeux" and "Day of Zeux" are now synonymous.<br />
<br />
Days of Zeux competitions are typically held twice per year, within the first month of summer and first two weeks of winter. There have been some exceptions (such as Easter 1999).<br />
<br />
==Day of Zeux Rules==<br />
Most current Day of Zeux competitions typically run under these default rules, with minor variations:<br />
===Teams===<br />
Teams consist of one to three people. If necessary, competitor(s) may also appoint an alternate member who can take the place of any member of their team should they be unable to attend the Day of Zeux. This alternate member can only be added to the team at the start of the DoZ, before the topics are announced. Sign-ups are typically accepted from the time the form goes on the page until the Day of Zeux ends (for obvious reasons, the alternate member field should be removed when the topics are announced).<br />
<br />
===Topics===<br />
When the Day of Zeux starts, two topics are presented: an abstract topic and a concrete topic (often referred to as "general" and "specific" topics, respectively). They are posted in as many places as possible - e.g. [[DMZX|DigitalMZX]], IRC, the email addresses of the host(s), and on the DoZ site if one was created. A team or solo competitor may only use one topic as the game's theme. If the average score in the theme category for a game is below a certain threshold (currently 5 (25%) for the Specific theme only), it is automatically disqualified.<br />
<br />
===Anonymity===<br />
Up until 2005, the Day of Zeux enforced an anonymity rule, which forbade contestants from disclosing their identity within their games. This was done to prevent biased scores from judges, but has since been removed from the rule set.<br />
<br />
===Team Numbers===<br />
Each team receives a number prior to the start of the competition. These numbers were originally used for anonymity purposes; however, since the anonymity rule typically no longer applies to DoZs, they are now merely for traditional and organizational purposes. The ZIP/RAR file that competitor(s) submit must have a filename that matches their team number. Failure to follow this rule results in disqualification.<br />
<br />
===External Material===<br />
All material except music, sound, and the default MZX charsets/palette must be created within the 24 hour period. If any evidence is found that the competitor(s) used material such as engines, character sets, palettes, and artwork created before the announcement of the topics, the competitor(s) are disqualified. Use of external programs such as [[CharWorks]] and [[Palzor]] during the Day of Zeux is permitted, as long as it is done within the 24 hours.<br />
<br />
===Game Submission===<br />
Before submission, the competitor(s) must make sure that the ZIP matches the team number (ie. 424.zip for team 424). The game is expected to run as intended when it is unzipped, so care must be taken include all music, WAVs, and (of course) the .MZX file. Games must be submitted to, and received by, the host of the Day of Zeux in any way possible. [[ajs]] has assisted in running an FTP server for this purpose in many of the recent DoZs, but the host is generally expected to provide as many fallback options (e.g. HTTP upload, email, AIM file transfer) as possible.<br />
<br />
===Grace Period===<br />
Following the end of the 24 hours, a one hour grace period goes into effect for late submissions and patch submissions. Scoring penalties have varied widely across DoZs, but they usually look something like the chart seen below. Any games submitted after the DoZ and grace period have ended are judged, but disqualified.<br />
<br />
* 1-30: no deduction from final score<br />
* 31-40: 7.5% deduction from final score<br />
* 41-50: 15% deduction from final score<br />
* 51-60: 30% deduction from final score<br />
<br />
===Patch Submissions===<br />
The rules regarding exact handling of multiple patches are less set in stone and tend to vary, since in practice this scenario almost never occurs. But current rules work as follows: Competitors are allowed unlimited patch submissions during the first half hour of the grace period, with no penalty. After that half hour has passed, competitors are allowed one patch submission, which will suffer the score penalties above depending on lateness. (If the first submission is received during this half hour, it will count as your patch submission.) Any further patch submissions suffer the score penalties, PLUS an additional 5% penalty for each patch submission.<br />
<br />
===MegaZeux Version===<br />
The judges play all games in the latest stable version of MegaZeux (2.83), so competitors are generally recommended to create and test their games in that version. SMZX mode is permitted, but not specifically rewarded, and most DoZers avoid using it since it generally has a low return on investment.<br />
<br />
==Current Day of Zeux Scoring==<br />
'''Theme - 100/400 (General) 20/400 (Specific)'''<br />
For the general theme, this should be the most important category. You'll be scored on how well you interpret and use the theme, as well as how much the theme can be felt in all elements of the game. For the specific theme, the purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if you receive an average of 5 or less, you will automatically be disqualified.<br />
<br />
'''Gameplay - 90/400 (General) 120/400 (Specific)'''<br />
The meat and potatoes of any game, if you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.<br />
<br />
'''Graphics - 70/400 (General) 90/400 (Specific)'''<br />
All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?<br />
<br />
'''Technique - 60/400 (General) 80/400 (Specific)'''<br />
This is a game-making competition, and so each game is expected to use at least some Robotic. However, all code is not created equal: some code is cooler, faster, shorter and generally just better than other code. Does your code make movement feel slow or smooth? Is your entire game spread out over many, many boards with a lot of repetition, or is it modular and on one board? Is the programming generally impressive?<br />
<br />
'''Story - 50/400 (General) 50/400 (Specific)'''<br />
Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstacy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, story will be scored according to how important the judge thinks story is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.<br />
<br />
'''Sound - 30/400 (General) 40/400 (Specific)'''<br />
Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambience, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.<br><br />
[[image:DoZ_General_Theme.png]][[image:DoZ_Specific_Theme.png]]<br><br />
Four judges, 400 points each, 1600 points total. Late penalties incurred during the grace period described in the rules will be deducted from this final, 1600 point score.<br />
<br />
==Past Day of Zeux Scoring==<br />
<i>The scoreset and text in this section were written by [[Wervyn]] in Summer 2003, with slight alterations over time. This scoreset was used with minor variations in point value from Winter 2001 to Summer 2006.</i><br />
<br />
The maximum score that any judge can give to a game is 400 points (300 before rank weighting is factored in). After rank weighting is applied, the sum of all judges' scores, minus late penalties incurred during the grade period described in the rules, will be the final score (1600 points is the maximum score if there are four judges).<br />
<br />
'''Gameplay'''<br />
75 points max. The meat and potatoes of any game. If you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.<br />
<br />
'''Graphics'''<br />
60 points max. All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?<br />
<br />
'''Innovation'''<br />
45 points max. Mother is the necessity of innovation, or something like that. We at the DoZ value creativity and new design concepts highly. Of course, make sure your brilliant idea WORKS, first. Innovation that makes the game new, interesting, on basically makes me go "hmm, never thought of doing that before" is a good thing. Innovation that crashes my computer, not so much.<br />
<br />
'''Plot'''<br />
40 points max. Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstasy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, plot will be scored according to how important the judge thinks plot is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.<br />
<br />
'''Music/Sound'''<br />
35 points max. Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambiance, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.<br />
<br />
'''Theme'''<br />
30 points max. The purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if three or more judges score your theme less than 33% (less than 10 points), you automatically lose.<br />
<br />
'''Discretion'''<br />
15 points max. For all the niggling little details that just don't seem to fit in any other category. Mostly, this is about using common sense and good taste. Loads of pointless obscenity, obvious pandering to the judges (as opposed to subtle pandering, which can be a good thing if done right), and sometimes particularly addle-brained bugs, all will get you counted off here.<br />
<br />
'''Rank Weighting'''<br />
100 points max. This is a special score for the judges, so that they can incorporate their gut instinct into an otherwise methodical system. Unlike the other scores, which are directly designated by the judge, the rank weight is awarded proportionally based on the judges personal ranking of the games from best to worst. What happens is the judges favorite game receives a full hundred points, the judges least favorite game receives no points, and the games in between receive a percentage of the points based on how high they are on the list. For those interested in the formula, RW = (N - R)/(N - 1) * 100, RW is rank weight, R is the judge's awarded rank, and N is the total number of entries. IMPORTANT: This is NOT simply a restatement of the games' ranks as calculated from their other categorical scores. This is so that the judge can express their personal feelings on the submissions as a whole, independent of any other scoring they might have made.<br />
<br />
==Variations==<br />
There are a few variations of the Day of Zeux, most of which increase or decrease the time limit. A ''Week of Zeux'', or ''WoZ'', ends exactly a week after topics are announced. A ''Weekend of Zeux'', or ''WEoZ'', usually begins on a Friday or Saturday and lasts for 48 hours. These extended time competitions are extremely rare, as people often lose interest before the competition ends and very few quality submissions are actually received. The longer the competition, the fewer the entries.<br />
<br />
The ''[[Blitzkriegzeux]]'', or ''BKZX'' (alt ''BkZX''), which the DoZ itself was originally based on, is usually organized on IRC; they can last from thirty minutes up to two hours, or on rare occasions, even longer. Strict DoZ-style scoring rules almost never apply to a BKZX. Most BKZXes taking place after 2004 are scored by peer ranking; in rare cases such as tie for first place with fewer than five competitors, or whenever there are fewer than three competitors, the person organizing the BKZX decides which game is the best.<br />
<br />
Past Variations:<br />
<br />
*[[Week of Zeux 1999]] - [[Magus919]], "Experimentation Gone Wrong", 2 entries.<br />
*[[The Summer Weekend of Zeux 1999]] - [[ChryoZak]], "Reality", 7 entries (1 DQed).<br />
*[[Weekend of Zeux 2001]] - [[joshdw1]] and [[Maverick]], "Conspiracies", 3 entries.<br />
*[[Zeuxworld's First Annual Week of Zeux 2002]] - [[ZzCrook]], "Dinosaurs" and "The Afterlife", 4 entries.<br />
*[[Quarter Day of Zeux 2010]] - [[Maxim]], "Make a game in 4 colors" or "Make a game using only the default char. set", 5 entries.<br />
<br />
==Rule Variations==<br />
<br />
*Almost all DoZ competitions prior to December 2005 used an "anonymity rule" where teams hid their identities from the judges; only the host or file administrator knew the people's identites. The notable exception is the first DoZ in 1998. Since the anonymity rule was rescinded in [[Christmas 2005 Dualstream Day of Zeux|the Winter 2005 DoZ]], no further DoZs have had an anonymity rule. Several DoZ entries have been thrown out over anonymity violations, notably [[Nash|Nash's]] [[Porno Creep]].<br />
*The [[Christmas 2006 Dualstream Day of Zeux|December 2006 Day of Zeux]] marked the introduction of the split scoresheet detailed above. Previous Dualstream DoZs used the same scoresheet for both themes, and included a rank weight category which applied a scaled modifier based on a judge's ordering of the games from most to least favorite. In an effort spearheaded by [[Wervyn]], new scores were proposed which would weight the "theme" score far more heavily and restructure the categories; however, compromise between dissenters such as [[Exophase]] over the theme weighting led to two separate scoresheets (one per topic; one as Wervyn proposed and one more closely resembling the default). The scoresheet and debate are detailed [http://www.digitalmzx.net/forums/index.php?showtopic=11315&st=0 here.]<br />
*In one DoZ, teams were allowed to have four members total ([[Newyear Dualstream Day of Zeux Q4 2002|Winter 2002]]).<br />
<br />
==Past Days of Zeux==<br />
<br />
*[[Day of Zeux 1998]] - [[Wondercow]], "Time Travel", 6 entries.<br />
*[[Day of Zeux, Icy Season 1999]] - [[kvance]], "War", 10 entries.<br />
*[[Day of Zeux, Easter 1999]] - [[Stargazer]], "Stress", 12 entries.<br />
*[[The Winter 1999 24-Hours of MegaZeux]] - Ibrahim, "C.O.S.T.A.N.", 13 entries.<br />
*[[Summer Day of Zeux 2000]] - Ibrahim, "Freedom", 14 entries.<br />
*[[Winter 2000 24 Hours of Zeux]] - Ibrahim, "Exploration", 10 entries.<br />
*[[Summer Dualstream Day of Zeux 2001]] - Terryn, "Rebirth" and "Bloodthirsty Plants", 15 entries (2 DQed).<br />
*[[Newyear Dualstream Day of Zeux 2002]] - Terryn, "Stability" and "Forces of Nature", 14 entries (2 DQed).<br />
*[[Dualstream Day of Zeux Q2 2002]] - [[Exophase]], "Disease" and "Solar Energy", 20 entries.<br />
*[[Newyear Dualstream Day of Zeux Q4 2002]] - Terryn, "Equilibrium" and "Medicine", 13 entries (6 DQed).<br />
*[[Summer 2003 Day of Zeux]] - Exophase, "Trust" and "The Internet", 20 entries (2 DQed).<br />
*[[12th Biannual 2004 New Year's DualStream DoZ]] - [[Wervyn]], "Intelligence" and "Swords", 13 entries (2 DQed).<br />
*[[Summer DsDoZ 2004]] - Terryn, "Fate" and "Mines", 9 entries.<br />
*[[Christmas 2004 Dualstream Day of Zeux]] - [[User:Kuddy|Kuddy]], "Fear" and "Ancient Ruins", 17 entries (1 DQed).<br />
*[[Summer 2005 Dualstream Day of Zeux]] - [[Insidious]], "Growth" and "Space Exploration", 20 entries (3 DQed).<br />
*[[Christmas 2005 Dualstream Day of Zeux]] - [[Kuddy]], "Valor" and "Organized Crime", 16 entries (8 DQed).<br />
*[[Summer 2006 DsDoZ]] - [[Insidious]], "Death" and "Pirates", 13 entries (2 DQed).<br />
*[[Christmas 2006 Dualstream Day of Zeux]] - [[RoSS]], "Memory" and "Flight", 15 entries (1 DQed).<br />
*[[Summer 2007 DsDoZ]] - Lancer-X and Terryn, "Genetics" and "Sentient AI", 15 entries (3 DQed).<br />
*[[Winter 2007 DsDoZ]] - WildWeasel, "Tranquility" and "Wild West", 13 entries.<br />
*[[Summer 2008 Dualstream Day of Zeux]] - [[asgromo]], "Bureaucracy" and "Summer 2008 DsDoZ and the End of the World", 10 entries (2 DQed).<br />
*[[Winter 2008 Dualstream Day of Zeux]] - [[Insidious]], "Water" and "Murder Mystery", 15 entries.<br />
*[[Summer 2009 Dualstream Day of Zeux]] - Wervyn, "Paranoia" and "News Reporters", 12 entries (1 DQed).<br />
*[[Winter 2010 Dualstream Day of Zeux]] - Kuddy, "Isolation" and "Alien Invaders", 14 entries (2 DQed).<br />
*[[Summer 2010 Dualstream Day of Zeux]] - Terryn and Lancer-X, "Immortality" and "Nanomachines", 13 entries (6 DQed).<br />
*[[Winter 2011 Dualstream Day of Zeux]] - Insidious, "Violence" and "Espionage", 6 entries.<br />
*[[Summer 2011 Dualstream Day of Zeux]] - Kuddy, "Anger" and "Nightmares", 3 entries.<br />
*[[Summer 2012 Dualstream Day of Zeux]] - [[KKairos]], "Individuality" and "Alternate History", 11 entries (1 DQed).<br />
*[[Winter 2013 Dualstream Day of Zeux]] - [[Insidious]], "Nostalgia" and "Dragons", 5 entries<br />
*[[Winter 2014 Dualstream Day of Zeux]] - [[Insidious]], "Insanity" and "Time Travel", 6 entries (1 DQed).<br />
<br />
==Miscellaneous==<br />
<br />
*Reforms to the scoring system were contentiously hammered out between [[Exophase]], [[ajs]], and [[Terryn]] in late 2001, in an attempt to have a consistent set of judging/scoring guidelines. This new system lasted five years before being retooled into the current system. Before that the scoring sheet was often in flux, with wide variation in categories and point ratios from DoZ to DoZ.<br />
*The entire set of scoresheets of the Summer 2000 DoZ ("Freedom") is missing.<br />
<br />
[[Category:Community]]<br />
[[Category:Competitions]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&diff=8506Day of Zeux2014-03-02T20:50:28Z<p>Terryn: /* Miscellaneous */</p>
<hr />
<div>A '''Day of Zeux''', typically abbreviated as '''DoZ''', is a competition invented by [[kvance]] in which teams and solo competitors are assigned a topic and must create a game within 24 hours based on one of the topics. The submitted games are then scored by a number of judges (usually four) selected by the DoZ's host to determine the winner. Day of Zeux competitions pre-summer-2001 were confined to one topic; however, the two-topic "Dualstream" format (abbr. '''DsDoZ''') popularised by [[Terryn]] has since replaced it. The terms "Dualstream Day of Zeux" and "Day of Zeux" are now synonymous.<br />
<br />
Days of Zeux competitions are typically held twice per year, within the first month of summer and first two weeks of winter. There have been some exceptions (such as Easter 1999).<br />
<br />
==Day of Zeux Rules==<br />
Most current Day of Zeux competitions typically run under these default rules, with minor variations:<br />
===Teams===<br />
Teams consist of one to three people. If necessary, competitor(s) may also appoint an alternate member who can take the place of any member of their team should they be unable to attend the Day of Zeux. This alternate member can only be added to the team at the start of the DoZ, before the topics are announced. Sign-ups are typically accepted from the time the form goes on the page until the Day of Zeux ends (for obvious reasons, the alternate member field should be removed when the topics are announced).<br />
<br />
===Topics===<br />
When the Day of Zeux starts, two topics are presented: an abstract topic and a concrete topic (often referred to as "general" and "specific" topics, respectively). They are posted in as many places as possible - e.g. [[DMZX|DigitalMZX]], IRC, the email addresses of the host(s), and on the DoZ site if one was created. A team or solo competitor may only use one topic as the game's theme. If the average score in the theme category for a game is below a certain threshold (currently 5 (25%) for the Specific theme only), it is automatically disqualified.<br />
<br />
===Anonymity===<br />
Up until 2005, the Day of Zeux enforced an anonymity rule, which forbade contestants from disclosing their identity within their games. This was done to prevent biased scores from judges, but has since been removed from the rule set.<br />
<br />
===Team Numbers===<br />
Each team receives a number prior to the start of the competition. These numbers were originally used for anonymity purposes; however, since the anonymity rule typically no longer applies to DoZs, they are now merely for traditional and organizational purposes. The ZIP/RAR file that competitor(s) submit must have a filename that matches their team number. Failure to follow this rule results in disqualification.<br />
<br />
===External Material===<br />
All material except music, sound, and the default MZX charsets/palette must be created within the 24 hour period. If any evidence is found that the competitor(s) used material such as engines, character sets, palettes, and artwork created before the announcement of the topics, the competitor(s) are disqualified. Use of external programs such as [[CharWorks]] and [[Palzor]] during the Day of Zeux is permitted, as long as it is done within the 24 hours.<br />
<br />
===Game Submission===<br />
Before submission, the competitor(s) must make sure that the ZIP matches the team number (ie. 424.zip for team 424). The game is expected to run as intended when it is unzipped, so care must be taken include all music, WAVs, and (of course) the .MZX file. Games must be submitted to, and received by, the host of the Day of Zeux in any way possible. [[ajs]] has assisted in running an FTP server for this purpose in many of the recent DoZs, but the host is generally expected to provide as many fallback options (e.g. HTTP upload, email, AIM file transfer) as possible.<br />
<br />
===Grace Period===<br />
Following the end of the 24 hours, a one hour grace period goes into effect for late submissions and patch submissions. Scoring penalties have varied widely across DoZs, but they usually look something like the chart seen below. Any games submitted after the DoZ and grace period have ended are judged, but disqualified.<br />
<br />
* 1-30: no deduction from final score<br />
* 31-40: 7.5% deduction from final score<br />
* 41-50: 15% deduction from final score<br />
* 51-60: 30% deduction from final score<br />
<br />
===Patch Submissions===<br />
The rules regarding exact handling of multiple patches are less set in stone and tend to vary, since in practice this scenario almost never occurs. But current rules work as follows: Competitors are allowed unlimited patch submissions during the first half hour of the grace period, with no penalty. After that half hour has passed, competitors are allowed one patch submission, which will suffer the score penalties above depending on lateness. (If the first submission is received during this half hour, it will count as your patch submission.) Any further patch submissions suffer the score penalties, PLUS an additional 5% penalty for each patch submission.<br />
<br />
===MegaZeux Version===<br />
The judges play all games in the latest stable version of MegaZeux (2.83), so competitors are generally recommended to create and test their games in that version. SMZX mode is permitted, but not specifically rewarded, and most DoZers avoid using it since it generally has a low return on investment.<br />
<br />
==Current Day of Zeux Scoring==<br />
'''Theme - 100/400 (General) 20/400 (Specific)'''<br />
For the general theme, this should be the most important category. You'll be scored on how well you interpret and use the theme, as well as how much the theme can be felt in all elements of the game. For the specific theme, the purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if you receive an average of 5 or less, you will automatically be disqualified.<br />
<br />
'''Gameplay - 90/400 (General) 120/400 (Specific)'''<br />
The meat and potatoes of any game, if you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.<br />
<br />
'''Graphics - 70/400 (General) 90/400 (Specific)'''<br />
All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?<br />
<br />
'''Technique - 60/400 (General) 80/400 (Specific)'''<br />
This is a game-making competition, and so each game is expected to use at least some Robotic. However, all code is not created equal: some code is cooler, faster, shorter and generally just better than other code. Does your code make movement feel slow or smooth? Is your entire game spread out over many, many boards with a lot of repetition, or is it modular and on one board? Is the programming generally impressive?<br />
<br />
'''Story - 50/400 (General) 50/400 (Specific)'''<br />
Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstacy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, story will be scored according to how important the judge thinks story is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.<br />
<br />
'''Sound - 30/400 (General) 40/400 (Specific)'''<br />
Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambience, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.<br><br />
[[image:DoZ_General_Theme.png]][[image:DoZ_Specific_Theme.png]]<br><br />
Four judges, 400 points each, 1600 points total. Late penalties incurred during the grace period described in the rules will be deducted from this final, 1600 point score.<br />
<br />
==Past Day of Zeux Scoring==<br />
<i>The scoreset and text in this section were written by [[Wervyn]] in Summer 2003, with slight alterations over time. This scoreset was used with minor variations in point value from Winter 2001 to Summer 2006.</i><br />
<br />
The maximum score that any judge can give to a game is 400 points (300 before rank weighting is factored in). After rank weighting is applied, the sum of all judges' scores, minus late penalties incurred during the grade period described in the rules, will be the final score (1600 points is the maximum score if there are four judges).<br />
<br />
'''Gameplay'''<br />
75 points max. The meat and potatoes of any game. If you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.<br />
<br />
'''Graphics'''<br />
60 points max. All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?<br />
<br />
'''Innovation'''<br />
45 points max. Mother is the necessity of innovation, or something like that. We at the DoZ value creativity and new design concepts highly. Of course, make sure your brilliant idea WORKS, first. Innovation that makes the game new, interesting, on basically makes me go "hmm, never thought of doing that before" is a good thing. Innovation that crashes my computer, not so much.<br />
<br />
'''Plot'''<br />
40 points max. Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstasy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, plot will be scored according to how important the judge thinks plot is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.<br />
<br />
'''Music/Sound'''<br />
35 points max. Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambiance, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.<br />
<br />
'''Theme'''<br />
30 points max. The purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if three or more judges score your theme less than 33% (less than 10 points), you automatically lose.<br />
<br />
'''Discretion'''<br />
15 points max. For all the niggling little details that just don't seem to fit in any other category. Mostly, this is about using common sense and good taste. Loads of pointless obscenity, obvious pandering to the judges (as opposed to subtle pandering, which can be a good thing if done right), and sometimes particularly addle-brained bugs, all will get you counted off here.<br />
<br />
'''Rank Weighting'''<br />
100 points max. This is a special score for the judges, so that they can incorporate their gut instinct into an otherwise methodical system. Unlike the other scores, which are directly designated by the judge, the rank weight is awarded proportionally based on the judges personal ranking of the games from best to worst. What happens is the judges favorite game receives a full hundred points, the judges least favorite game receives no points, and the games in between receive a percentage of the points based on how high they are on the list. For those interested in the formula, RW = (N - R)/(N - 1) * 100, RW is rank weight, R is the judge's awarded rank, and N is the total number of entries. IMPORTANT: This is NOT simply a restatement of the games' ranks as calculated from their other categorical scores. This is so that the judge can express their personal feelings on the submissions as a whole, independent of any other scoring they might have made.<br />
<br />
==Variations==<br />
There are a few variations of the Day of Zeux, most of which increase or decrease the time limit. A ''Week of Zeux'', or ''WoZ'', ends exactly a week after topics are announced. A ''Weekend of Zeux'', or ''WEoZ'', usually begins on a Friday or Saturday and lasts for 48 hours. These extended time competitions are extremely rare, as people often lose interest before the competition ends and very few quality submissions are actually received. The longer the competition, the fewer the entries.<br />
<br />
The ''[[Blitzkriegzeux]]'', or ''BKZX'' (alt ''BkZX''), which the DoZ itself was originally based on, is usually organized on IRC and can last up to two hours, or on rare occasions, even longer. Day of Zeux scoring rules rarely (if ever) apply to a BKZX. Most BKZXes taking place after 2004 are scored by peer ranking; in rare cases such as tie for first place with fewer than five competitors, or whenever there are fewer than three competitors, the person organizing the BKZX decides which game is the best.<br />
<br />
Past Variations:<br />
<br />
*[[Week of Zeux 1999]] - [[Magus919]], "Experimentation Gone Wrong", 2 entries.<br />
*[[The Summer Weekend of Zeux 1999]] - [[ChryoZak]], "Reality", 7 entries (1 DQed).<br />
*[[Weekend of Zeux 2001]] - [[joshdw1]] and [[Maverick]], "Conspiracies", 3 entries.<br />
*[[Zeuxworld's First Annual Week of Zeux 2002]] - [[ZzCrook]], "Dinosaurs" and "The Afterlife", 4 entries.<br />
*[[Quarter Day of Zeux 2010]] - [[Maxim]], "Make a game in 4 colors" or "Make a game using only the default char. set", 5 entries.<br />
<br />
==Rule Variations==<br />
<br />
*Almost all DoZ competitions prior to December 2005 used an "anonymity rule" where teams hid their identities from the judges; only the host or file administrator knew the people's identites. The notable exception is the first DoZ in 1998. Since the anonymity rule was rescinded in [[Christmas 2005 Dualstream Day of Zeux|the Winter 2005 DoZ]], no further DoZs have had an anonymity rule. Several DoZ entries have been thrown out over anonymity violations, notably [[Nash|Nash's]] [[Porno Creep]].<br />
*The [[Christmas 2006 Dualstream Day of Zeux|December 2006 Day of Zeux]] marked the introduction of the split scoresheet detailed above. Previous Dualstream DoZs used the same scoresheet for both themes, and included a rank weight category which applied a scaled modifier based on a judge's ordering of the games from most to least favorite. In an effort spearheaded by [[Wervyn]], new scores were proposed which would weight the "theme" score far more heavily and restructure the categories; however, compromise between dissenters such as [[Exophase]] over the theme weighting led to two separate scoresheets (one per topic; one as Wervyn proposed and one more closely resembling the default). The scoresheet and debate are detailed [http://www.digitalmzx.net/forums/index.php?showtopic=11315&st=0 here.]<br />
*In one DoZ, teams were allowed to have four members total ([[Newyear Dualstream Day of Zeux Q4 2002|Winter 2002]]).<br />
<br />
==Past Days of Zeux==<br />
<br />
*[[Day of Zeux 1998]] - [[Wondercow]], "Time Travel", 6 entries.<br />
*[[Day of Zeux, Icy Season 1999]] - [[kvance]], "War", 10 entries.<br />
*[[Day of Zeux, Easter 1999]] - [[Stargazer]], "Stress", 12 entries.<br />
*[[The Winter 1999 24-Hours of MegaZeux]] - Ibrahim, "C.O.S.T.A.N.", 13 entries.<br />
*[[Summer Day of Zeux 2000]] - Ibrahim, "Freedom", 14 entries.<br />
*[[Winter 2000 24 Hours of Zeux]] - Ibrahim, "Exploration", 10 entries.<br />
*[[Summer Dualstream Day of Zeux 2001]] - Terryn, "Rebirth" and "Bloodthirsty Plants", 15 entries (2 DQed).<br />
*[[Newyear Dualstream Day of Zeux 2002]] - Terryn, "Stability" and "Forces of Nature", 14 entries (2 DQed).<br />
*[[Dualstream Day of Zeux Q2 2002]] - [[Exophase]], "Disease" and "Solar Energy", 20 entries.<br />
*[[Newyear Dualstream Day of Zeux Q4 2002]] - Terryn, "Equilibrium" and "Medicine", 13 entries (6 DQed).<br />
*[[Summer 2003 Day of Zeux]] - Exophase, "Trust" and "The Internet", 20 entries (2 DQed).<br />
*[[12th Biannual 2004 New Year's DualStream DoZ]] - [[Wervyn]], "Intelligence" and "Swords", 13 entries (2 DQed).<br />
*[[Summer DsDoZ 2004]] - Terryn, "Fate" and "Mines", 9 entries.<br />
*[[Christmas 2004 Dualstream Day of Zeux]] - [[User:Kuddy|Kuddy]], "Fear" and "Ancient Ruins", 17 entries (1 DQed).<br />
*[[Summer 2005 Dualstream Day of Zeux]] - [[Insidious]], "Growth" and "Space Exploration", 20 entries (3 DQed).<br />
*[[Christmas 2005 Dualstream Day of Zeux]] - [[Kuddy]], "Valor" and "Organized Crime", 16 entries (8 DQed).<br />
*[[Summer 2006 DsDoZ]] - [[Insidious]], "Death" and "Pirates", 13 entries (2 DQed).<br />
*[[Christmas 2006 Dualstream Day of Zeux]] - [[RoSS]], "Memory" and "Flight", 15 entries (1 DQed).<br />
*[[Summer 2007 DsDoZ]] - Lancer-X and Terryn, "Genetics" and "Sentient AI", 15 entries (3 DQed).<br />
*[[Winter 2007 DsDoZ]] - WildWeasel, "Tranquility" and "Wild West", 13 entries.<br />
*[[Summer 2008 Dualstream Day of Zeux]] - [[asgromo]], "Bureaucracy" and "Summer 2008 DsDoZ and the End of the World", 10 entries (2 DQed).<br />
*[[Winter 2008 Dualstream Day of Zeux]] - [[Insidious]], "Water" and "Murder Mystery", 15 entries.<br />
*[[Summer 2009 Dualstream Day of Zeux]] - Wervyn, "Paranoia" and "News Reporters", 12 entries (1 DQed).<br />
*[[Winter 2010 Dualstream Day of Zeux]] - Kuddy, "Isolation" and "Alien Invaders", 14 entries (2 DQed).<br />
*[[Summer 2010 Dualstream Day of Zeux]] - Terryn and Lancer-X, "Immortality" and "Nanomachines", 13 entries (6 DQed).<br />
*[[Winter 2011 Dualstream Day of Zeux]] - Insidious, "Violence" and "Espionage", 6 entries.<br />
*[[Summer 2011 Dualstream Day of Zeux]] - Kuddy, "Anger" and "Nightmares", 3 entries.<br />
*[[Summer 2012 Dualstream Day of Zeux]] - [[KKairos]], "Individuality" and "Alternate History", 11 entries (1 DQed).<br />
*[[Winter 2013 Dualstream Day of Zeux]] - [[Insidious]], "Nostalgia" and "Dragons", 5 entries<br />
*[[Winter 2014 Dualstream Day of Zeux]] - [[Insidious]], "Insanity" and "Time Travel", 6 entries (1 DQed).<br />
<br />
==Miscellaneous==<br />
<br />
*Reforms to the scoring system were contentiously hammered out between [[Exophase]], [[ajs]], and [[Terryn]] in late 2001, in an attempt to have a consistent set of judging/scoring guidelines. This new system lasted five years before being retooled into the current system. Before that the scoring sheet was often in flux, with wide variation in categories and point ratios from DoZ to DoZ.<br />
*The entire set of scoresheets of the Summer 2000 DoZ ("Freedom") is missing.<br />
<br />
[[Category:Community]]<br />
[[Category:Competitions]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&diff=8505Day of Zeux2014-03-02T20:48:38Z<p>Terryn: /* Past Days of Zeux */</p>
<hr />
<div>A '''Day of Zeux''', typically abbreviated as '''DoZ''', is a competition invented by [[kvance]] in which teams and solo competitors are assigned a topic and must create a game within 24 hours based on one of the topics. The submitted games are then scored by a number of judges (usually four) selected by the DoZ's host to determine the winner. Day of Zeux competitions pre-summer-2001 were confined to one topic; however, the two-topic "Dualstream" format (abbr. '''DsDoZ''') popularised by [[Terryn]] has since replaced it. The terms "Dualstream Day of Zeux" and "Day of Zeux" are now synonymous.<br />
<br />
Days of Zeux competitions are typically held twice per year, within the first month of summer and first two weeks of winter. There have been some exceptions (such as Easter 1999).<br />
<br />
==Day of Zeux Rules==<br />
Most current Day of Zeux competitions typically run under these default rules, with minor variations:<br />
===Teams===<br />
Teams consist of one to three people. If necessary, competitor(s) may also appoint an alternate member who can take the place of any member of their team should they be unable to attend the Day of Zeux. This alternate member can only be added to the team at the start of the DoZ, before the topics are announced. Sign-ups are typically accepted from the time the form goes on the page until the Day of Zeux ends (for obvious reasons, the alternate member field should be removed when the topics are announced).<br />
<br />
===Topics===<br />
When the Day of Zeux starts, two topics are presented: an abstract topic and a concrete topic (often referred to as "general" and "specific" topics, respectively). They are posted in as many places as possible - e.g. [[DMZX|DigitalMZX]], IRC, the email addresses of the host(s), and on the DoZ site if one was created. A team or solo competitor may only use one topic as the game's theme. If the average score in the theme category for a game is below a certain threshold (currently 5 (25%) for the Specific theme only), it is automatically disqualified.<br />
<br />
===Anonymity===<br />
Up until 2005, the Day of Zeux enforced an anonymity rule, which forbade contestants from disclosing their identity within their games. This was done to prevent biased scores from judges, but has since been removed from the rule set.<br />
<br />
===Team Numbers===<br />
Each team receives a number prior to the start of the competition. These numbers were originally used for anonymity purposes; however, since the anonymity rule typically no longer applies to DoZs, they are now merely for traditional and organizational purposes. The ZIP/RAR file that competitor(s) submit must have a filename that matches their team number. Failure to follow this rule results in disqualification.<br />
<br />
===External Material===<br />
All material except music, sound, and the default MZX charsets/palette must be created within the 24 hour period. If any evidence is found that the competitor(s) used material such as engines, character sets, palettes, and artwork created before the announcement of the topics, the competitor(s) are disqualified. Use of external programs such as [[CharWorks]] and [[Palzor]] during the Day of Zeux is permitted, as long as it is done within the 24 hours.<br />
<br />
===Game Submission===<br />
Before submission, the competitor(s) must make sure that the ZIP matches the team number (ie. 424.zip for team 424). The game is expected to run as intended when it is unzipped, so care must be taken include all music, WAVs, and (of course) the .MZX file. Games must be submitted to, and received by, the host of the Day of Zeux in any way possible. [[ajs]] has assisted in running an FTP server for this purpose in many of the recent DoZs, but the host is generally expected to provide as many fallback options (e.g. HTTP upload, email, AIM file transfer) as possible.<br />
<br />
===Grace Period===<br />
Following the end of the 24 hours, a one hour grace period goes into effect for late submissions and patch submissions. Scoring penalties have varied widely across DoZs, but they usually look something like the chart seen below. Any games submitted after the DoZ and grace period have ended are judged, but disqualified.<br />
<br />
* 1-30: no deduction from final score<br />
* 31-40: 7.5% deduction from final score<br />
* 41-50: 15% deduction from final score<br />
* 51-60: 30% deduction from final score<br />
<br />
===Patch Submissions===<br />
The rules regarding exact handling of multiple patches are less set in stone and tend to vary, since in practice this scenario almost never occurs. But current rules work as follows: Competitors are allowed unlimited patch submissions during the first half hour of the grace period, with no penalty. After that half hour has passed, competitors are allowed one patch submission, which will suffer the score penalties above depending on lateness. (If the first submission is received during this half hour, it will count as your patch submission.) Any further patch submissions suffer the score penalties, PLUS an additional 5% penalty for each patch submission.<br />
<br />
===MegaZeux Version===<br />
The judges play all games in the latest stable version of MegaZeux (2.83), so competitors are generally recommended to create and test their games in that version. SMZX mode is permitted, but not specifically rewarded, and most DoZers avoid using it since it generally has a low return on investment.<br />
<br />
==Current Day of Zeux Scoring==<br />
'''Theme - 100/400 (General) 20/400 (Specific)'''<br />
For the general theme, this should be the most important category. You'll be scored on how well you interpret and use the theme, as well as how much the theme can be felt in all elements of the game. For the specific theme, the purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if you receive an average of 5 or less, you will automatically be disqualified.<br />
<br />
'''Gameplay - 90/400 (General) 120/400 (Specific)'''<br />
The meat and potatoes of any game, if you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.<br />
<br />
'''Graphics - 70/400 (General) 90/400 (Specific)'''<br />
All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?<br />
<br />
'''Technique - 60/400 (General) 80/400 (Specific)'''<br />
This is a game-making competition, and so each game is expected to use at least some Robotic. However, all code is not created equal: some code is cooler, faster, shorter and generally just better than other code. Does your code make movement feel slow or smooth? Is your entire game spread out over many, many boards with a lot of repetition, or is it modular and on one board? Is the programming generally impressive?<br />
<br />
'''Story - 50/400 (General) 50/400 (Specific)'''<br />
Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstacy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, story will be scored according to how important the judge thinks story is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.<br />
<br />
'''Sound - 30/400 (General) 40/400 (Specific)'''<br />
Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambience, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.<br><br />
[[image:DoZ_General_Theme.png]][[image:DoZ_Specific_Theme.png]]<br><br />
Four judges, 400 points each, 1600 points total. Late penalties incurred during the grace period described in the rules will be deducted from this final, 1600 point score.<br />
<br />
==Past Day of Zeux Scoring==<br />
<i>The scoreset and text in this section were written by [[Wervyn]] in Summer 2003, with slight alterations over time. This scoreset was used with minor variations in point value from Winter 2001 to Summer 2006.</i><br />
<br />
The maximum score that any judge can give to a game is 400 points (300 before rank weighting is factored in). After rank weighting is applied, the sum of all judges' scores, minus late penalties incurred during the grade period described in the rules, will be the final score (1600 points is the maximum score if there are four judges).<br />
<br />
'''Gameplay'''<br />
75 points max. The meat and potatoes of any game. If you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.<br />
<br />
'''Graphics'''<br />
60 points max. All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?<br />
<br />
'''Innovation'''<br />
45 points max. Mother is the necessity of innovation, or something like that. We at the DoZ value creativity and new design concepts highly. Of course, make sure your brilliant idea WORKS, first. Innovation that makes the game new, interesting, on basically makes me go "hmm, never thought of doing that before" is a good thing. Innovation that crashes my computer, not so much.<br />
<br />
'''Plot'''<br />
40 points max. Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstasy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, plot will be scored according to how important the judge thinks plot is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.<br />
<br />
'''Music/Sound'''<br />
35 points max. Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambiance, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.<br />
<br />
'''Theme'''<br />
30 points max. The purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if three or more judges score your theme less than 33% (less than 10 points), you automatically lose.<br />
<br />
'''Discretion'''<br />
15 points max. For all the niggling little details that just don't seem to fit in any other category. Mostly, this is about using common sense and good taste. Loads of pointless obscenity, obvious pandering to the judges (as opposed to subtle pandering, which can be a good thing if done right), and sometimes particularly addle-brained bugs, all will get you counted off here.<br />
<br />
'''Rank Weighting'''<br />
100 points max. This is a special score for the judges, so that they can incorporate their gut instinct into an otherwise methodical system. Unlike the other scores, which are directly designated by the judge, the rank weight is awarded proportionally based on the judges personal ranking of the games from best to worst. What happens is the judges favorite game receives a full hundred points, the judges least favorite game receives no points, and the games in between receive a percentage of the points based on how high they are on the list. For those interested in the formula, RW = (N - R)/(N - 1) * 100, RW is rank weight, R is the judge's awarded rank, and N is the total number of entries. IMPORTANT: This is NOT simply a restatement of the games' ranks as calculated from their other categorical scores. This is so that the judge can express their personal feelings on the submissions as a whole, independent of any other scoring they might have made.<br />
<br />
==Variations==<br />
There are a few variations of the Day of Zeux, most of which increase or decrease the time limit. A ''Week of Zeux'', or ''WoZ'', ends exactly a week after topics are announced. A ''Weekend of Zeux'', or ''WEoZ'', usually begins on a Friday or Saturday and lasts for 48 hours. These extended time competitions are extremely rare, as people often lose interest before the competition ends and very few quality submissions are actually received. The longer the competition, the fewer the entries.<br />
<br />
The ''[[Blitzkriegzeux]]'', or ''BKZX'' (alt ''BkZX''), which the DoZ itself was originally based on, is usually organized on IRC and can last up to two hours, or on rare occasions, even longer. Day of Zeux scoring rules rarely (if ever) apply to a BKZX. Most BKZXes taking place after 2004 are scored by peer ranking; in rare cases such as tie for first place with fewer than five competitors, or whenever there are fewer than three competitors, the person organizing the BKZX decides which game is the best.<br />
<br />
Past Variations:<br />
<br />
*[[Week of Zeux 1999]] - [[Magus919]], "Experimentation Gone Wrong", 2 entries.<br />
*[[The Summer Weekend of Zeux 1999]] - [[ChryoZak]], "Reality", 7 entries (1 DQed).<br />
*[[Weekend of Zeux 2001]] - [[joshdw1]] and [[Maverick]], "Conspiracies", 3 entries.<br />
*[[Zeuxworld's First Annual Week of Zeux 2002]] - [[ZzCrook]], "Dinosaurs" and "The Afterlife", 4 entries.<br />
*[[Quarter Day of Zeux 2010]] - [[Maxim]], "Make a game in 4 colors" or "Make a game using only the default char. set", 5 entries.<br />
<br />
==Rule Variations==<br />
<br />
*Almost all DoZ competitions prior to December 2005 used an "anonymity rule" where teams hid their identities from the judges; only the host or file administrator knew the people's identites. The notable exception is the first DoZ in 1998. Since the anonymity rule was rescinded in [[Christmas 2005 Dualstream Day of Zeux|the Winter 2005 DoZ]], no further DoZs have had an anonymity rule. Several DoZ entries have been thrown out over anonymity violations, notably [[Nash|Nash's]] [[Porno Creep]].<br />
*The [[Christmas 2006 Dualstream Day of Zeux|December 2006 Day of Zeux]] marked the introduction of the split scoresheet detailed above. Previous Dualstream DoZs used the same scoresheet for both themes, and included a rank weight category which applied a scaled modifier based on a judge's ordering of the games from most to least favorite. In an effort spearheaded by [[Wervyn]], new scores were proposed which would weight the "theme" score far more heavily and restructure the categories; however, compromise between dissenters such as [[Exophase]] over the theme weighting led to two separate scoresheets (one per topic; one as Wervyn proposed and one more closely resembling the default). The scoresheet and debate are detailed [http://www.digitalmzx.net/forums/index.php?showtopic=11315&st=0 here.]<br />
*In one DoZ, teams were allowed to have four members total ([[Newyear Dualstream Day of Zeux Q4 2002|Winter 2002]]).<br />
<br />
==Past Days of Zeux==<br />
<br />
*[[Day of Zeux 1998]] - [[Wondercow]], "Time Travel", 6 entries.<br />
*[[Day of Zeux, Icy Season 1999]] - [[kvance]], "War", 10 entries.<br />
*[[Day of Zeux, Easter 1999]] - [[Stargazer]], "Stress", 12 entries.<br />
*[[The Winter 1999 24-Hours of MegaZeux]] - Ibrahim, "C.O.S.T.A.N.", 13 entries.<br />
*[[Summer Day of Zeux 2000]] - Ibrahim, "Freedom", 14 entries.<br />
*[[Winter 2000 24 Hours of Zeux]] - Ibrahim, "Exploration", 10 entries.<br />
*[[Summer Dualstream Day of Zeux 2001]] - Terryn, "Rebirth" and "Bloodthirsty Plants", 15 entries (2 DQed).<br />
*[[Newyear Dualstream Day of Zeux 2002]] - Terryn, "Stability" and "Forces of Nature", 14 entries (2 DQed).<br />
*[[Dualstream Day of Zeux Q2 2002]] - [[Exophase]], "Disease" and "Solar Energy", 20 entries.<br />
*[[Newyear Dualstream Day of Zeux Q4 2002]] - Terryn, "Equilibrium" and "Medicine", 13 entries (6 DQed).<br />
*[[Summer 2003 Day of Zeux]] - Exophase, "Trust" and "The Internet", 20 entries (2 DQed).<br />
*[[12th Biannual 2004 New Year's DualStream DoZ]] - [[Wervyn]], "Intelligence" and "Swords", 13 entries (2 DQed).<br />
*[[Summer DsDoZ 2004]] - Terryn, "Fate" and "Mines", 9 entries.<br />
*[[Christmas 2004 Dualstream Day of Zeux]] - [[User:Kuddy|Kuddy]], "Fear" and "Ancient Ruins", 17 entries (1 DQed).<br />
*[[Summer 2005 Dualstream Day of Zeux]] - [[Insidious]], "Growth" and "Space Exploration", 20 entries (3 DQed).<br />
*[[Christmas 2005 Dualstream Day of Zeux]] - [[Kuddy]], "Valor" and "Organized Crime", 16 entries (8 DQed).<br />
*[[Summer 2006 DsDoZ]] - [[Insidious]], "Death" and "Pirates", 13 entries (2 DQed).<br />
*[[Christmas 2006 Dualstream Day of Zeux]] - [[RoSS]], "Memory" and "Flight", 15 entries (1 DQed).<br />
*[[Summer 2007 DsDoZ]] - Lancer-X and Terryn, "Genetics" and "Sentient AI", 15 entries (3 DQed).<br />
*[[Winter 2007 DsDoZ]] - WildWeasel, "Tranquility" and "Wild West", 13 entries.<br />
*[[Summer 2008 Dualstream Day of Zeux]] - [[asgromo]], "Bureaucracy" and "Summer 2008 DsDoZ and the End of the World", 10 entries (2 DQed).<br />
*[[Winter 2008 Dualstream Day of Zeux]] - [[Insidious]], "Water" and "Murder Mystery", 15 entries.<br />
*[[Summer 2009 Dualstream Day of Zeux]] - Wervyn, "Paranoia" and "News Reporters", 12 entries (1 DQed).<br />
*[[Winter 2010 Dualstream Day of Zeux]] - Kuddy, "Isolation" and "Alien Invaders", 14 entries (2 DQed).<br />
*[[Summer 2010 Dualstream Day of Zeux]] - Terryn and Lancer-X, "Immortality" and "Nanomachines", 13 entries (6 DQed).<br />
*[[Winter 2011 Dualstream Day of Zeux]] - Insidious, "Violence" and "Espionage", 6 entries.<br />
*[[Summer 2011 Dualstream Day of Zeux]] - Kuddy, "Anger" and "Nightmares", 3 entries.<br />
*[[Summer 2012 Dualstream Day of Zeux]] - [[KKairos]], "Individuality" and "Alternate History", 11 entries (1 DQed).<br />
*[[Winter 2013 Dualstream Day of Zeux]] - [[Insidious]], "Nostalgia" and "Dragons", 5 entries<br />
*[[Winter 2014 Dualstream Day of Zeux]] - [[Insidious]], "Insanity" and "Time Travel", 6 entries (1 DQed).<br />
<br />
==Miscellaneous==<br />
<br />
*The longest-standing scoring system was contentiously hammered out between [[Exophase]], [[ajs]], and [[Terryn]] in late 2001, and lasted five years before being retooled into the current system. Before that the scoring sheet was often in flux, with wide variation in categories and point ratios from DoZ to DoZ.<br />
*The entire set of scoresheets of the Summer 2000 DoZ ("Freedom") is missing.<br />
<br />
[[Category:Community]]<br />
[[Category:Competitions]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Mzx_(channel)&diff=8504Mzx (channel)2014-03-02T20:45:23Z<p>Terryn: hoo boy, this really needed updating</p>
<hr />
<div>{{Channel| name = #mzx<br />
|network = [[SlashNET]]<br />
|created = 2000<br />
|founder = [[Terryn]]<br />
|prevfounder = [[User:Kuddy|Kuddy]]<br>[[Terryn]]<br>[[mOdac]]<br>[[Veloso]]<br>[[Diamond]]<br>[[RoSS]]<br />
|ops = [[Wervyn]]<br>Kuddy<br>Terryn<br>[[Lachesis]]<br>[[nooodl]]<br>[[KKairos]]<br />
|prevops = [[User:Insidious|Insidious]]<br>[[User:Revvy|Revvy]]<br>[[Exophase]]<br>[[ajs]]<br>[[User:Esdemo1|Esdemo1]]<br>Diamond<br>[[Ghent]]<br>[[Tixus]]<br>[[XColX]]<br>[[Kayin]]<br>[[Tabris|Tabris (SyntaxGlitch)]]<br>Veloso<br>[[seven]]<br>[[User:Lancer-X|Lancer-X]]<br />
}}{{wrongtitle| 1 = #mzx}}<br />
'''#mzx''' is an IRC channel on the [[SlashNET]] network, created by [[Diamond]] in 2000 on [[Espernet]] and currently owned by [[Terryn]]. From late 2000 to the present, it has been considered the official hub of the [[MegaZeux]] community on IRC.<br />
=History=<br />
==Mindforge IRC Channel==<br />
==Community Hub==<br />
Sometime in the summer of 2001, Diamond sold ownership of #mzx to Veloso; Veloso paid $60. Soon after, Veloso left the community and passed ownership to mOdac, known then as mordac.<br />
==mOdac's Ownership (2001-2004)==<br />
==Terryn's Ownership (2004-2006) and Kuddy's Ownership (2006)==<br />
In August 2006, Terryn silently passed ownership of #mzx to Kuddy, as he found he could no longer maintain the channel for personal reasons. Kuddy edited the access levels that users need to perform specific tasks, allowing for some users to have special privileges such as autovoice, and, inspired by a similar system used in [[Megazeux_(channel)|#megazeux]] during its [[AustNet]] days, implemented an "op-in-training" system which granted limited op privileges to users to judge how well potential op candidates handled their power before they were promoted to full ops. From that point on, "op-in-training" status has been the standard for all users who are to be given power in #mzx.<br />
<br />
Two months later, in October 2006, Kuddy stated that he was burnt out on moderating #mzx, and stepped down as an operator, passing ownership of the channel to RoSS. Control switched back over to Terryn some months later. The channel moved to SlashNET in 2010 due to EsperNet's stability issues.<br />
{{stub}}<br />
[[Category:Community]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=List_of_known_worlds_that_fail_validation&diff=8494List of known worlds that fail validation2014-02-09T03:50:57Z<p>Terryn: /* Pre-2.83 SVN games */</p>
<hr />
<div>Several MegaZeux worlds, from infamous to little-known, fail MegaZeux's validation checks.<br />
<br />
== Major Errors ==<br />
This is for worlds that fail major validation checks -- worlds that completely fail or with one or more boards that are broken beyond repair.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Title !! Error type !! Description<br />
|-<br />
| Pre-2.83 SVN games<br />
| Board<br />
| Several games made with certain SVN versions of MZX contain boards incompatible with any official MZX release. See the appropriate section.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1002 Archer Gremory Is Thirsty]<br />
| World<br />
| This game attempts a swap world to an invalid file designed to pass as a locked world.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=887 Brotherhood, The: Legacy of Drake (HUNTDRAK.MZX)]<br />
| Board<br />
| Seven corrupt boards exist in the middle of the file.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=150 Civil War 2040]<br />
| Board<br />
| One board is corrupt or truncated.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1929 DA BOMB!!!!!!] (corrupt version)<br />
| World<br />
| All instances of the byte 0A were somehow replaced with Windows' idiotic 0D 0A newlines, causing the world to fail validation. Version on DMZX is corrected.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1513 Eternal Eclipse Taoyarin (v1.0 only)]<br />
| Robot (external bytecode)<br />
| Several of the robotic bytecode files packaged with this game have malformed program ends. In 2.84b, loading saves will return several errors. In 2.84c, the game is unplayable due to several bytecode validation errors occuring every cycle. Fixed in Taoyarin v1.02.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=333 Final Fantasy: Dynasty Prelude Project Dump]<br />
| World (WORLD03.MZX), Robot (FFTOWNO.MZX), Board (all worlds failing a CRC check)<br />
| Akwende infamously released this ZIP file in his noisy departure from the community.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1332 Lesbian Space Pirates (9.mzx)]<br />
| Board<br />
| Corrupt board. The global robot is also corrupt, but gets silently caught due to an early program end. This world was made in a hex editor.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1446 Mana Lust] (pre-fix)<br />
| Board<br />
| One of the boards has a subtly incorrect pointer due to the zip file having been truncated. The version available on DMZX has this corrected.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1770 MZX Target (pre-recovery)]<br />
| Board, Robot, Program<br />
| World is completely truncated starting at least one program from the end of the fifth or sixth board. A complete version has since been released.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=642 Star Quest (#4214)]<br />
| Board, Robot<br />
| Corrupt robots, several missing robots in a truncated board, the errors go on.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=774 Weirdland 3] (corrupt version)<br />
| World<br />
| Same issue as DA BOMB!!! above -- all 0A bytes were converted to 0D 0A.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1471 z1111000.mzx] (in the Fanye folder)<br />
| Program<br />
| Every single robot in the world has a corrupt program. This world was probably made in a hex editor.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1691 Shaq Hut 2 (Project Dump)]<br />
| Robot<br />
| This world has a corrupt global robot, and as a result nothing in the game works properly.<br />
|}<br />
<br />
=== Pre-2.83 SVN games ===<br />
<br />
*LPTW Season 2 Intro (lptws2in.mzx)<br />
*[http://vault.digitalmzx.net/show.php?id=1665 Pretentia v1]<br />
*[http://vault.digitalmzx.net/show.php?id=1809 Revvy and Tixus's entry in the Gravity BKZX]<br />
*[http://vault.digitalmzx.net/show.php?id=1666 Bombin' Dude v2]<br />
*Revenge of the Toaster (entry in the [[Summer 2009 Dualstream Day of Zeux]])<br />
<br />
== Minor Errors ==<br />
This is for worlds that have one or two corrupt robots, trigger the "expected # robots" error message, or attempt to use corrupt MZMs.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Title !! Error type !! Description<br />
|-<br />
| Anything made by mikawo's ZZT to MZX converter<br />
| Program<br />
| The global robots produced by this converter are corrupt. This results in the MZX_SPEED not being set as it was in pre-2.84b worlds (due to them ignoring the corruption). See the list of them below.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1767 HELL STAR]<br />
| Board Scan<br />
| A board data in this game contains one more robot than was specified in the robot data for the board.<br />
|-<br />
| instacrash.mzx<br />
| Board Scan<br />
| A world made by mzxrules. The end of the board is corrupt, making it think there are no robots when there really is one. MZX itself can't do anything about this but a utility could be made to recover "missing" programs such as this one.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1386 Loco]<br />
| Program<br />
| Loco has a robot with a corrupt program.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1424 Slave Pit]<br />
| Program<br />
| Slave Pit has a VERY weird corrupt program in it.<br />
|}<br />
<br />
=== Games generated by ZZT2MZX ===<br />
<br />
*[http://vault.digitalmzx.net/show.php?id=1925 Ep+Arp World MZX]<br />
*[http://vault.digitalmzx.net/show.php?id=1745 SZZT7_ori.mzx]<br />
<br />
== No message displayed ==<br />
This is for development reference only, as most users will not be able to detect these errors. These are mostly early program ends and 0-length programs that are silently managed internally.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Title !! Error type !! Description<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1056 Aura MZX]<br />
| Program<br />
| Early program end.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1005 Catacombs of Zeux], probably countless other VER1TO2 worlds<br />
| Robot<br />
| Several robots exist with programs of length 0. These are harmless and ignored with no error.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1653 CR2-6]<br />
| Program<br />
| This game contains a line of bytecode with an extra byte, but was otherwise valid. It forced us to rewrite part of program validation! Giel's legacy.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1584 Musings]<br />
| Program<br />
| Early program end.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=79 Oh No! Not Another Star Wars Parody!]<br />
| Program<br />
| Early program end.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=1142 Postality]<br />
| Program<br />
| Early program end.<br />
|-<br />
| [http://vault.digitalmzx.net/show.php?id=278 Quest for the Nobles Demo]<br />
| Program<br />
| Early program end.<br />
|}<br />
<br />
<br />
== See also ==<br />
[[Incompatibility|Worlds that are incompatible with the MegaZeux port]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Winter_2014_Dualstream_Day_of_Zeux&diff=8493Winter 2014 Dualstream Day of Zeux2014-02-09T03:38:20Z<p>Terryn: </p>
<hr />
<div>{{Competition<br />
|title=Winter 2014 Dualstream Day of Zeux<br />
|image=n/a<br />
|host=[[Insidious]]<br />
|judges=[[Insidious]], [[CJA]]<br />
|dates=January 10th 2014, 19:00 UTC, to January 11th 2014, 19:00 UTC<br />
|topics=Insanity (abstract)<br/>Time Travel (concrete)<br />
|scoresheet=Theme-independent<br />
|previous=[[Winter 2013 Dualstream Day of Zeux|Winter 2013 Day of Zeux]]<br />
|next=Most recent}}<br />
<br />
The '''Winter 2014 Dualstream Day of Zeux''' was held by [[Insidious]] from January 10th-11th, 2014. The topics were '''Insanity''' and '''Time Travel''', and the games were judged by [[Insidious]] and [[CJA]]. Originally, [[duvel]] was slated to judge, with [[Wervyn]] as a backup judge, but both failed to submit sheets and dropped out by default. The majority of the games were well received to some degree; the sole exception was [[Giel]]'s contribution, which heavily copied content from (at minimum) Cans, KM's Univers III, Engine 2, Hobo Dan, Drop 3, and Chrono Wars (via mikawo's converter).<br />
<br />
==Scores==<br />
{|class="wikitable"<br />
! Place<br />
! Number<br />
! Title<br />
! Team<br />
! Score<br />
! Notes<br />
|-<br />
| '''1<sup>st</sup>'''<br />
| #79428<br />
| ''no True(n)''<br />
| ・゜゜・*・゜゜・Totally Not Working On †Thanatos Insignia Ⅲ・゜゜・*・゜゜・ ([[asgromo|Ashley]], [[Lachesis|Alice]], [[Lancer-X|A lolilover]])<br />
| 702/800<br />
|<br />
|-<br />
| '''2<sup>nd</sup>'''<br />
| #49247<br />
| ''Subspace Janitor''<br />
| Team Ant ([[Otto Germain|Otto]], Some ants)<br />
| 627/800<br />
|<br />
|-<br />
| '''3<sup>rd</sup>'''<br />
| #80525<br />
| ''Texts From the Future''<br />
| Awesome Bros C.D. ([[KKairos]], [[Electromaniacal]])<br />
| 610/800<br />
|<br />
|-<br />
| '''4<sup>th</sup>'''<br />
| #07729<br />
| ''They Called Me Mad''<br />
| Tetrahedral Hate Machine ([[ThDPro]], [[TheJMan]])<br />
| 541/800<br />
|<br />
|-<br />
| '''5<sup>th</sup>'''<br />
| #19528<br />
| ''i0N-DWN''<br />
| NEKO ([[Tango]])<br />
| 197/800<br />
| <br />
|-<br />
| '''DQ<sup>ed</sup>'''<br />
| #35847<br />
| ''Jared 52: Quantum Hell''<br />
| Shin YongYong (Better, but probably still crappy) ([[Giel]])<br />
| &mdash;/800<br />
| DQed for plagiarism, outside material, and contempt of competition.<br />
|}<br />
<br />
==Judging Sheets==<br />
Main page: [[:Category:Winter 2014 Dualstream Day of Zeux Judging Sheets]]<br />
<br />
[[Winter 2014 Dualstream Day of Zeux Judging Sheets:Insidious|Insidious's Judging Sheet]]<br />
<br />
[[Winter 2014 Dualstream Day of Zeux Judging Sheets:CJA|CJA's Judging Sheet]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Summer_2003_Day_of_Zeux&diff=7764Summer 2003 Day of Zeux2011-10-17T04:58:06Z<p>Terryn: </p>
<hr />
<div>The Summer 2003 Day of Zeux was a competition which started on Friday, July 11 2003, 3PM EDT and ended on Saturday, July 12 2003, 3PM EDT. It was hosted by [[Exophase]]; the site was on [[Zeuxworld]]. There were 20 entries; two were disqualified. The topics were "Trust" (general) and "The Internet" (specific). The judges were Exophase, [[Quasar84]], [[Kuddy|Kurushimi]] and [[Wervyn]].<br />
<br />
==Scores==<br />
*1<sup>st</sup> Place - Entry 261 - '''Trust''' - ''[[Dark Core]]'' - Lone Demon ([[Nytar]]) (Score: 1309.000/1600)<br />
*2<sup>nd</sup> Place - Entry 777 - '''The Internet''' - ''[[Hackers Can Turn Your Computer into a Bomb!]]'' - Ahem... ([[LogiCow|MagiCow]]) (Score: 1208.83/1600)<br />
*3<sup>rd</sup> Place - Entry 787 - '''The Internet''' - ''[[Innernet]]'' - Team Boomstick ([[Prophet]]) (Score: 1206.08/1600)<br />
*4<sup>th</sup> Place - Entry 222 - '''The Internet''' - ''[[Netsplit]]'' - Kyoufushou ([[RoSS]], [[ShloobeR|Tecki]], [[Trev-MUN]]) (Score: 1106.53/1600)<br />
*5<sup>th</sup> Place - Entry 666 - '''Trust''' - ''[[Depravity]]'' - The Finnards of Valhalla ([[The Finnards]]) (Score: 1056.47/1600)<br />
*6<sup>th</sup> Place - Entry 499 - '''Trust''' - ''[[Shinrai]]'' - :C ([[Razza]]) (Score: 1030.71/1600)<br />
*7<sup>th</sup> Place - Entry 160 - '''The Internet''' - ''[[The Evil Internet Virus]]'' - THE DREADED DEAD ([[zombieguy]]) (Score: 948.707/1600)<br />
*8<sup>th</sup> Place - Entry 810 - '''Trust''' - ''[[Trust Falls]]'' - UltimateOddness ([[KKairos]]) (Score: 894.166/1600)<br />
*9<sup>th</sup> Place - Entry 505 - '''Trust''' - ''[[Vyznium]]'' - Team KSSB ([[KirbySSB]]) (Score: 893.664/1600)<br />
*10<sup>th</sup> Place - Entry 385 - '''Trust''' - ''[[Gross Injustice]]'' - The Clean Team ([[zu:Fungahhh|Fungahhh]], [[Zell_1388]], [[goosedaemon]]) (Score: 805.706/1600)<br />
*11<sup>th</sup> Place - Entry 215 - '''Trust''' - ''[[Lethal Recourse]]'' - Matrix Potatoes ([[Lancer-X]], [[Taitorian]], [[Ghent]]) (Score: 803.100/1600)<br />
*12<sup>th</sup> Place - Entry 404 - '''Trust''' - ''[[Serum]]'' - Evanescence fan! ([[Skylark|George Foster]]) (Score: 761.825/1600)<br />
*13<sup>th</sup> Place - Entry 4013 - '''The Internet''' - ''[[Hacker]]'' - Anonymous Newbie ([[Clowd]]) (Score: 670.959/1600)<br />
*14<sup>th</sup> Place - Entry 1337 - '''The Internet''' - ''[[Paradigm AM]]'' - G-uNiT THuGZ ([[Nash]], [[Luke Drelick|SEGA]]) (Score: 654.900/1600)<br />
*15<sup>th</sup> Place - Entry 331 - '''The Internet''' - ''[[Net Wars]]'' - AmesSoft ([[Pyro1588]], [[commodorejohn]]) (Score: 550.605/1600)<br />
*16<sup>th</sup> Place - Entry 6047 - '''The Internet''' - ''[[Convergence]]'' - Renegade Seraphim ([[SpellWeavre]], [[Mistress Fox]], [[Freekboy]]) (Score: 447.829/1600)<br />
*17<sup>th</sup> Place - Entry 344 - '''The Internet''' - ''[[Finite Space]]'' - Crystal Darkness ([[Elig]], [[Sai'ke]]) (Score: 341.078/1600)<br />
*18<sup>th</sup> Place - Entry 1777 - '''The Internet''' - ''[[Net Demon]]'' - Edible Monster ([[ShloobeR|TheRoflWaffle]]) (Score: 265.647/1600)<br />
*DQ<sup>ed</sup> Place - Entry 1347 - '''Trust''' - ''[[Castlevania: Drum Solo of Discombobulation]]'' - SMASH WAFFLE ([[Tixus|suxiT]], [[Quasar84|Queesar85]]) (Score: 585/1200)<br />
*DQ<sup>ed</sup> Place - Entry 776 - '''The Internet''' - ''[[WHY THE INTERNET IS BORING]]'' - THE BISCUITMZX CENTURIONS ([[GOD OF STUPIDITY]]) (Score: 112/1200)<br />
<br />
==Judging Sheets==<br />
Unfortunately, most judging sheets for this DoZ are currently absent; it is unknown if they were even formally posted (considering [[ZzCrook]] was in charge of the webspace, probably unlikely). Wervyn's exist, albeit with incomplete comments, due to him posting them in a separate thread. If you possess them, please contact [[Terryn]] on [[DigitalMZX]] at your earliest convenience.<br />
<br />
[[Summer 2003 Day of Zeux Judging Sheets:Wervyn]]<br />
<br />
==External Links==<br />
*[http://www.digitalmzx.net/forums/index.php?showtopic=6250 DoZ Results Thread]<br />
<br />
==See Also==<br />
*[[Day of Zeux]]<br />
<br />
[[Category:Competitions]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Summer_2003_Day_of_Zeux_Judging_Sheets:Wervyn&diff=7763Summer 2003 Day of Zeux Judging Sheets:Wervyn2011-10-17T04:54:32Z<p>Terryn: Created page with "<pre>Summer 2003 DualStream Day of Zeux - Wervyn's Scores Topics: General - Trust Specific - The Internet Judgment Criteria: Gameplay, 70/300 Gameplay is the meat of any MZX g..."</p>
<hr />
<div><pre>Summer 2003 DualStream Day of Zeux - Wervyn's Scores<br />
Topics: General - Trust<br />
Specific - The Internet<br />
<br />
Judgment Criteria:<br />
Gameplay, 70/300 <br />
Gameplay is the meat of any MZX game. It describes the mechanical<br />
functionality of the game; basically the level of interactivity. Does the<br />
game provide varied and complex mechanics? Is it simple and intuitive to learn<br />
how to play, yet challenging? How much is the player involved in actually<br />
playing the game? Gameplay features include intuitive control, length,<br />
challenge, variation, how solid/buggy the engines are, how complex the engines<br />
are, replayability factor, secrets, and overall, just how fun the typical game<br />
player will find it. Solid gameplay is essential for any truly good MZX game.<br />
<br />
Graphics, 50/300<br />
The graphics score rates the level of attraction and eye candy the game has to<br />
offer. In MZX, this concerns level of char editing, detail, shading,<br />
dithering, palette use, etc. How many char sets and char edits are used, how<br />
well your colors complement each other, and how much variation in the design<br />
of the boards are key factors involved. Additionally, level of animation,<br />
fading, transitions, and other effects can impact this score. Clarity and<br />
expressiveness are yet another factor; do the graphics complement well the<br />
mood of the game? Is it easy to discern what they're trying to represent? Are<br />
they appropriately realistic? Basically, chances are the less the game looks<br />
like text mode, the better the graphics will be. Overall graphics can add a<br />
strong additional value to a game, particularly a short DoZ one. Poor graphics<br />
can make a game unappealing and even boring.<br />
<br />
Plot, 45/300<br />
Plot describes how well and thought out the presentation behind the game<br />
is. Typically it concerns aspects such as background story, story development,<br />
dialogue, characters, and literary form. It asks how believable and true to<br />
life scenarios and characters are. However, in some games other aspects are<br />
emphasized, such as humor, and this can fulfill the requirements of a healthy<br />
plot. Most MZX games will be in some way plot oriented, but some may require<br />
plot less than others. Even so, NO MZX game should be without a plot, and<br />
further levels of plot can enhance any gaming experience. Games will be judged<br />
accordingly based on how much plot is given as is deemed necessary for the<br />
type of game submitted.<br />
<br />
Theme, 40/300<br />
The theme topic first asks how well the given game adheres to one of the two<br />
given themes. However, to get a truly good score in this topic, the game<br />
should do an exceptionally good job at adhering to the theme and go above and<br />
beyond in expressing this. This adherence should be in-depth and not<br />
superficial or forced. It will also be noted how creatively the theme is<br />
utilized, and overall how much the game leaves an impression of that theme<br />
having been ingrained within it. Exceptional usage of theme should make the<br />
player reflect upon the significance of the theme after having played the<br />
game.<br />
<br />
Innovation, 35/300<br />
Innovation considers how different and exciting the game is. Does it use<br />
things never before seen in MZX, or perhaps does it use something familiar but<br />
in an entirely different way? Part of the appeal of any game is how much of a<br />
different, unique experience it has to offer. Innovation asks how much the<br />
game stands out on its own with a unique identity.<br />
<br />
Discretion, 20/300<br />
This category is partially used as wanted by the judges; if there are any<br />
exceptional values or flaws the game presents that are not covered within the<br />
other scores, here is the place to reflect upon it. Discretion not only<br />
considers the discretion of the judges, but that of the players as well. The<br />
judges are urged to ask themselves how much good taste and common sense is<br />
used in the game, and judge accordingly here. Factors such as unecessarily<br />
excessive profanity or vulgarity may result in a lowered discretion score;<br />
<br />
Music, 35/300<br />
The music category quetsions the overall aural quality of the game. Both<br />
quantity and quality are looked at here. A truly successful game will both<br />
have tracks that are high quality and pleasing to the ear and will have many<br />
different ones for different occasions. Are the pieces long, or short and<br />
repetitive? Are they annoying and disharmonic? More importantly, do they fit<br />
the mood of the circumstances within the game? Do note that bad music is not<br />
necessarily better than no music. In fact, the judge may give a 1 for no<br />
music, and a 0 for exceptionally annoying music. In general, music is an<br />
important aspect that can help keep the player's prolonged interest in the<br />
game, as well as get a better feel for the mood and message the game is<br />
presenting.<br />
<br />
Sound, 5/300<br />
The sound category pertains to sound effects in sample files (.sams). First,<br />
are they used at all? If so, do they help the game come to life or more<br />
exciting? Sound effects can further enhance the experience of a game; however,<br />
they can also have a detrimental effect. As with the music category, annoying<br />
sounds may warrant a 0 in the sound category whereas no sounds may have gotten<br />
a 1. Basically, if any sound effects are so bad that they make you want to<br />
turn off sound altogether, don't include them.<br />
<br />
This part totals 300. This DoZ recycles an invention from the previous few<br />
DoZ's, rank-weight:<br />
<br />
Weight Rank, 100/100<br />
Rank weight makes up the last 25% of the 400 point total given to a game.<br />
<br />
The purpose of rank weight is for the judges to express their own opinions of<br />
the game outside of the confines of the given score ranks. The reason this is<br />
done is because not all judges will agree with the rank that their scores<br />
produce because they may not think that a certain scored category should be<br />
given as much weight as it has. It should be noted that rank weight is NOT<br />
simply a listed reranking of the scored rank, but is purely the judges own<br />
opinion.<br />
<br />
The way weight rank works is fairly simply; the 100 points for this category<br />
are split into X cutoff points where X is the number of teams<br />
participating. The top ranking team gets the most points (100), and the lowest<br />
ranking team gets the least (0). All teams inbetween get an appropriately<br />
scaled value out of 100.<br />
<br />
If you're interested in the mathematical formula regarding weight rank, it<br />
goes like this: Rank weight score = ((number of players + 1) - rank)/(number<br />
of players) * 100.<br />
<br />
Overall each team receives a 400 point score from each judge. Since there will<br />
be 5 judges, this results in an overall 2000 point score. These final scores<br />
will be tabulated then ranked to derive the best of topic and best of show<br />
awards.<br />
<br />
<br />
Game Listing<br />
Team Game Name Score Theme<br />
0160 The Evil Internet Virus 137/300 INTERNET<br />
0215 Lethal Recurse 154/300 TRUST<br />
0222 Netsplit 182/300 INTERNET<br />
0261 Dark Core 229/300 TRUST<br />
0331 Net Wars 071/300 INTERNET<br />
0344 Finite Space 067/300 INTERNET<br />
0385 Gross Injustice 136/300 TRUST<br />
0404 Serum 142/300 TRUST<br />
0499 Shinrai 173/300 TRUST<br />
0505 Vyznium 166/300 TRUST<br />
0666 Depravity 193/300 TRUST<br />
0776 WHY THE INTERNET IS BORING 027/300 INTERNET<br />
0777 Hackers Can Turn Your Computer Into A Bomb 219/300 INTERNET<br />
0787 Innernet 224/300 INTERNET<br />
0810 Trust Falls 161/300 TRUST<br />
1337 Paradigm AM 131/300 INTERNET<br />
1347 Castlevania: Drum Solo of Discombobulation 126/300 TRUST<br />
1777 Net Demon 031/300 INTERNET<br />
4013 Hacker 123/300 INTERNET<br />
6047 Convergence 117/300 TRUST<br />
<br />
<br />
Scores<br />
<br />
0160 The Evil Internet Virus (137/300) INTERNET<br />
------------------------------------------------------------------------------<br />
Gameplay: (35/70)<br />
There was really nothing outstanding about the gameplay which would give this<br />
any points, and plenty of problems with it to take points away. Notably was<br />
the inability to fire bullets when next to an enemy, and as they tend to swarm<br />
you this became a problem. Also, while weapon switching did work, there wasn't<br />
a major point to having multiple weapons besides having a fallback if you ran<br />
out of ammo for a particular type. Rockets, especially, were next to useless,<br />
and filling the screen with fire (default fire at that, see Graphics comments)<br />
wasn't cool, especially since the fire trail started UNDER you. The speed<br />
ability, while interesting, seemed similarly useless, and seemed to involve no<br />
adverse affects for continued use besides taking longer to power up again. And<br />
was it really necessary to have everything explode like that? Well, at least<br />
there was plenty of health, I never saw a gameover screen. Ultimately, this <br />
stands as a pretty mediocre game.<br />
Graphics: (25/50)<br />
The intro graphics are nothing special, though some points must be awarded for<br />
taking the time to make them at all, since they weren't a detractor. Level<br />
graphics were fairly bland, but reasonable for the type of game this was. The<br />
major downfall here was the use of the fire graphic, mostly since, well, there<br />
was so much of it to see. Going Caverns style with flashing gradiated blocks<br />
would have been a better choice than this. Also, font-wise, the 'M' looked <br />
like an 'X'.<br />
Plot: (20/45)<br />
Understanding that this sort of action shooter isn't really geared around a<br />
plot so much as something more story intensive, it would still have been<br />
worthwhile to include some progression of story from level to level. In<br />
particular, it would have been a good idea to write an ending sequence with a<br />
little more depth than simply "you're free". I can't believe this game took so<br />
long to make that you didn't have time to do something more in that area.<br />
Theme: (15/40)<br />
Beyond the initial setup for the game, there was really very little about this<br />
that felt like it had anything to do with the Internet. My vision of the<br />
Internet, at least, doesn't involve non-descript cave looking areas and evil<br />
Dr. Who robots. More attention to further graphical and/or plot development<br />
might have improved the thematic relavence.<br />
Innovation: (10/35)<br />
Small points gained for the use of a custom Enter Menu interface, a somewhat<br />
interesting speed ability, and a non-standard (though hardly unique) weapons <br />
interface. Major points lost for use of the default fire graphic, and the fact<br />
that none of the previously mentioned innovations actually mattered much as<br />
far as the game was concerned. This was just a very blah game.<br />
Discretion: (10/20)<br />
Cursing for cursing's sake in the beginning sequence, several grammar and<br />
spelling errors, and a generally unpolished feel lose the game points here.<br />
Music: (20/35)<br />
The music wasn't bad by any means, but none of it was actually appropriate to<br />
the game, it was just sort of there. Music is intended to evoke an atmospheric<br />
effect for the game. As it is, it's just a backdrop that neither compliments<br />
nor improves upon that atmosphere. But it wasn't bad music, so hey.<br />
Sound: (02/05)<br />
Nothing particularly special about the sound, though the constant repitition<br />
of the "Groovy" sound was a bit grating.<br />
Total: (137/300)<br />
This game is the very epitome of mediocrity. A perfect example of an utterly<br />
unmemorable experience. Don't feel bad, you're average. Well, actually<br />
slightly below average, but who's counting.<br />
<br />
0215 Lethal Recurse (154/300) TRUST<br />
------------------------------------------------------------------------------<br />
Gameplay: (20/70)<br />
Ugh, where to begin. The whole Kama blade thing probably seemed like a good <br />
idea on paper, but in reality it just plain didn't work well. The reliance on <br />
absolute directions as opposed to relative ones made the engine very hard to <br />
use effectively, since you basically have to stop moving to attack. It would <br />
have been a better decision to make the arrow keys relative to the direction <br />
the player was currently facing, so that hitting control while moving would <br />
always use the standard attack.<br />
This is really just glossing over the fact that the game just plain wasn't <br />
finished, at all. I almost wonder whether this was tested at all, since you <br />
would have surely seen SOME of the problems if it was. Or perhaps the clunky <br />
but extremely nice looking engine was meant to diguise the fact that there <br />
were only two playable boards, and only the first one was actually playable.<br />
Graphics: (45/50)<br />
If there's anything I can say in this game's defense, the graphics were (with <br />
a few minor glitches) superb. Really, really nice looking. Of course, there <br />
was still the issue of graphical bugs, like the projectiles not showing up on <br />
the second board, or getting stuck on enemies and turning into an 'L', or <br />
enemies just disappearing into thin air, or the placement of that boss health <br />
bar that obscured the screen... Come to think of it, I'm not sure why I'm <br />
scoring this so high. I guess I just really liked the graphical style.<br />
Plot: (20/45)<br />
Well, the plot started out pretty interesting, although the text went by way <br />
too fast. However, the game didn't really do anything with the plot after <br />
that, mostly because the game didn't really do much of anything at all after <br />
that. We never really had any indication of what all these fireball spitting <br />
monsters had to do with anything, either.<br />
Theme: (05/40)<br />
However, while there was some semblance of a plot at the beginning, the theme <br />
didn't fare so well. I couldn't really see any relation to the theme of Trust <br />
at all, and while it would certainly have been possible for something to <br />
develop over the course of the game, nothing ever did. This is the first case <br />
in what appears to be a small trend this DoZ, of games that don't seem to <br />
connect to the given theme much at all. In the future, this will merit <br />
outright disqualification, so be warned.<br />
Innovation: (20/35)<br />
I'll give you this, I can say with almost total certainty that no one has <br />
ever done something quite like this in MZX before. In that respect, you could <br />
say this was a very innovative game just for that. However, you also can't <br />
expect something to be considered innovative if it's a bad idea at the same <br />
time. Maybe if it had worked slightly better...<br />
Discretion: (10/20)<br />
Super fast exposition text, clumsy game engine, irresponsible use of the <br />
"commands" counter causing the game to halt up and FREEZE MY COMPUTER on game <br />
over, and an overall unpolished feel...well, you can see where I'm going with <br />
this.<br />
Music: (30/35)<br />
The music was another welcome positive in this game, and I felt it fit very <br />
well. I could just be a sucker for the basekick, though. The only real <br />
problem with the music was tied to the real problem with the game itself: <br />
there simply wasn't enough of it, because there simply wasn't enough of the <br />
game.<br />
Sound: (04/05)<br />
The sound was also appropriate and fit well. Not a whole lot else to say <br />
about that.<br />
Total: (154/300)<br />
Please, please, PLEASE play your DoZ game through AT LEAST once before you <br />
submit it. You'll be amazed at how many stupid (and not so stupid) errors <br />
this helps you catch. Of course, you may have realized the game over bug, and <br />
simply not known what was causing it, simply not having the coding experience <br />
to realize that that's what can happen if you set commands to 32867.<br />
Oh, right, the game. The clunky game engine was little more than a mask in <br />
front of a sadly unfinished shell of a game. On the plus side, the graphics <br />
were really nice.<br />
<br />
0222 Netsplit (182/300) INTERNET<br />
------------------------------------------------------------------------------<br />
Gameplay: (30/70)<br />
/* Comments */<br />
Graphics: (25/50)<br />
/* Comments */<br />
Plot: (30/45)<br />
/* Comments */<br />
Theme: (35/40)<br />
/* Comments */<br />
Innovation: (20/35)<br />
/* Comments */<br />
Discretion: (15/20)<br />
/* Comments */<br />
Music: (25/35)<br />
/* Comments */<br />
Sound: (02/05)<br />
/* Comments */<br />
Total: (182/300)<br />
/* Comments */<br />
<br />
0261 Dark Core (229/300) TRUST<br />
------------------------------------------------------------------------------<br />
Gameplay: (65/70)<br />
/* Comments */<br />
Graphics: (40/50)<br />
/* Comments */<br />
Plot: (30/45)<br />
/* Comments */<br />
Theme: (15/40)<br />
/* Comments */<br />
Innovation: (30/35)<br />
/* Comments */<br />
Discretion: (20/20)<br />
/* Comments */<br />
Music: (25/35)<br />
/* Comments */<br />
Sound: (04/05)<br />
/* Comments */<br />
Total: (229/300)<br />
/* Comments */<br />
<br />
0331 Net Wars (071/300) INTERNET<br />
------------------------------------------------------------------------------<br />
Gameplay: (05/70)<br />
/* Comments */<br />
Graphics: (20/50)<br />
/* Comments */<br />
Plot: (10/45)<br />
/* Comments */<br />
Theme: (20/40)<br />
/* Comments */<br />
Innovation: (05/35)<br />
/* Comments */<br />
Discretion: (00/20)<br />
/* Comments */<br />
Music: (10/35)<br />
/* Comments */<br />
Sound: (01/05)<br />
/* Comments */<br />
Total: (071/300)<br />
/* Comments */<br />
<br />
0344 Finite Space (067/300) INTERNET<br />
------------------------------------------------------------------------------<br />
Gameplay: (00/70)<br />
/* Comments */<br />
Graphics: (20/50)<br />
/* Comments */<br />
Plot: (30/45)<br />
/* Comments */<br />
Theme: (15/40)<br />
/* Comments */<br />
Innovation: (00/35)<br />
/* Comments */<br />
Discretion: (00/20)<br />
/* Comments */<br />
Music: (01/35)<br />
/* Comments */<br />
Sound: (01/05)<br />
/* Comments */<br />
Total: (067/300)<br />
/* Comments */<br />
<br />
0385 Gross Injustice (136/300) TRUST<br />
------------------------------------------------------------------------------<br />
Gameplay: (35/70)<br />
/* Comments */<br />
Graphics: (20/50)<br />
/* Comments */<br />
Plot: (25/45)<br />
/* Comments */<br />
Theme: (35/40)<br />
/* Comments */<br />
Innovation: (10/35)<br />
/* Comments */<br />
Discretion: (05/20)<br />
/* Comments */<br />
Music: (05/35)<br />
/* Comments */<br />
Sound: (01/05)<br />
/* Comments */<br />
Total: (136/300)<br />
/* Comments */<br />
<br />
0404 Serum (142/300) TRUST<br />
------------------------------------------------------------------------------<br />
Gameplay: (20/70)<br />
/* Comments */<br />
Graphics: (30/50)<br />
/* Comments */<br />
Plot: (25/45)<br />
/* Comments */<br />
Theme: (15/40)<br />
/* Comments */<br />
Innovation: (15/35)<br />
/* Comments */<br />
Discretion: (10/20)<br />
/* Comments */<br />
Music: (25/35)<br />
/* Comments */<br />
Sound: (02/05)<br />
/* Comments */<br />
Total: (142/300)<br />
/* Comments */<br />
<br />
0499 Shinrai (173/300) TRUST<br />
------------------------------------------------------------------------------<br />
Gameplay: (50/70)<br />
/* Comments */<br />
Graphics: (45/50)<br />
/* Comments */<br />
Plot: (10/45)<br />
/* Comments */<br />
Theme: (15/40)<br />
/* Comments */<br />
Innovation: (20/35)<br />
/* Comments */<br />
Discretion: (05/20)<br />
/* Comments */<br />
Music: (25/35)<br />
/* Comments */<br />
Sound: (03/05)<br />
/* Comments */<br />
Total: (173/300)<br />
/* Comments */<br />
<br />
0505 Vyznium (166/300) TRUST<br />
------------------------------------------------------------------------------<br />
Gameplay: (45/70)<br />
/* Comments */<br />
Graphics: (20/50)<br />
/* Comments */<br />
Plot: (25/45)<br />
/* Comments */<br />
Theme: (20/40)<br />
/* Comments */<br />
Innovation: (15/35)<br />
/* Comments */<br />
Discretion: (15/20)<br />
/* Comments */<br />
Music: (25/35)<br />
/* Comments */<br />
Sound: (01/05)<br />
/* Comments */<br />
Total: (166/300)<br />
/* Comments */<br />
<br />
0666 Depravity (193/300) TRUST<br />
------------------------------------------------------------------------------<br />
Gameplay: (30/70)<br />
/* Comments */<br />
Graphics: (40/50)<br />
/* Comments */<br />
Plot: (30/45)<br />
/* Comments */<br />
Theme: (25/40)<br />
/* Comments */<br />
Innovation: (25/35)<br />
/* Comments */<br />
Discretion: (10/20)<br />
/* Comments */<br />
Music: (30/35)<br />
/* Comments */<br />
Sound: (03/05)<br />
/* Comments */<br />
Total: (193/300)<br />
/* Comments */<br />
<br />
0776 WHY THE INTERNET IS BORING (027/300) INTERNET<br />
------------------------------------------------------------------------------<br />
Gameplay: (00/70)<br />
I'm sorry, could someone point out where the GAME was?<br />
Graphics: (05/50)<br />
I give you some credit only because the graphics weren't eye-stabbingly <br />
painful to look at. This must have taken you all of two minutes to do.<br />
Plot: (00/45)<br />
There was no plot, and since I can't imagine any plot handicap would be <br />
awarded to the "Joke Game" genre, this gets squat.<br />
Theme: (20/40)<br />
The word Internet WAS in the title, and the game (such as it were) did involve<br />
the Internet as its exclusive focus. Consider these pity points.<br />
Innovation: (00/35)<br />
I could get just about the same experience this game provided by loafing on a <br />
patio and watching paint dry. I mean, it wasn't even a particularly clever <br />
joke game, come on!<br />
Discretion: (00/20)<br />
As a busy person trying to fit DoZ judging into an already full schedule, <br />
things like this are almost vulgar. For wasting my time, you can feel my ire.<br />
Music: (01/35)<br />
No music.<br />
Sound: (01/05)<br />
No sound.<br />
Total: (027/300)<br />
If you don't want to compete in the DoZ, then don't enter to begin with. Hey, <br />
if the Internet is so boring, why bother hanging around the MZX community at <br />
all? I promise we won't miss things like this at all.<br />
<br />
0777 Hackers Can Turn Your Computer Into A Bomb (219/300) INTERNET<br />
------------------------------------------------------------------------------<br />
Gameplay: (70/70)<br />
/* Comments */<br />
Graphics: (40/50)<br />
/* Comments */<br />
Plot: (20/45)<br />
/* Comments */<br />
Theme: (10/40)<br />
/* Comments */<br />
Innovation: (35/35)<br />
/* Comments */<br />
Discretion: (15/20)<br />
/* Comments */<br />
Music: (25/35)<br />
/* Comments */<br />
Sound: (04/05)<br />
/* Comments */<br />
Total: (219/300)<br />
/* Comments */<br />
<br />
0787 Innernet (224/300) INTERNET<br />
------------------------------------------------------------------------------<br />
Gameplay: (65/70)<br />
/* Comments */<br />
Graphics: (30/50)<br />
/* Comments */<br />
Plot: (25/45)<br />
/* Comments */<br />
Theme: (30/40)<br />
/* Comments */<br />
Innovation: (25/35)<br />
/* Comments */<br />
Discretion: (20/20)<br />
/* Comments */<br />
Music: (25/35)<br />
/* Comments */<br />
Sound: (04/05)<br />
/* Comments */<br />
Total: (224/300)<br />
/* Comments */<br />
<br />
0810 Trust Falls (161/300) TRUST<br />
------------------------------------------------------------------------------<br />
Gameplay: (35/70)<br />
/* Comments */<br />
Graphics: (25/50)<br />
/* Comments */<br />
Plot: (30/45)<br />
/* Comments */<br />
Theme: (25/40)<br />
/* Comments */<br />
Innovation: (15/35)<br />
/* Comments */<br />
Discretion: (10/20)<br />
/* Comments */<br />
Music: (20/35)<br />
/* Comments */<br />
Sound: (01/05)<br />
/* Comments */<br />
Total: (161/300)<br />
/* Comments */<br />
<br />
1337 Paradigm AM (131/300) INTERNET<br />
------------------------------------------------------------------------------<br />
Gameplay: (15/70)<br />
/* Comments */<br />
Graphics: (25/50)<br />
/* Comments */<br />
Plot: (15/45)<br />
/* Comments */<br />
Theme: (25/40)<br />
/* Comments */<br />
Innovation: (10/35)<br />
/* Comments */<br />
Discretion: (00/20)<br />
/* Comments */<br />
Music: (20/35)<br />
/* Comments */<br />
Sound: (01/05)<br />
/* Comments */<br />
Total: (131/300)<br />
/* Comments */<br />
<br />
1347 Castlevania: Drum Solo of Discombobulation (126/300) TRUST<br />
------------------------------------------------------------------------------<br />
Gameplay: (50/70)<br />
/* Comments */<br />
Graphics: (20/50)<br />
/* Comments */<br />
Plot: (20/45)<br />
/* Comments */<br />
Theme: (10/40)<br />
/* Comments */<br />
Innovation: (10/35)<br />
/* Comments */<br />
Discretion: (00/20)<br />
/* Comments */<br />
Music: (15/35)<br />
/* Comments */<br />
Sound: (01/05)<br />
/* Comments */<br />
Total: (126/300)<br />
/* Comments */<br />
<br />
1777 Net Demon (031/300) INTERNET<br />
------------------------------------------------------------------------------<br />
Gameplay: (05/70)<br />
/* Comments */<br />
Graphics: (10/50)<br />
/* Comments */<br />
Plot: (00/45)<br />
/* Comments */<br />
Theme: (05/40)<br />
/* Comments */<br />
Innovation: (00/35)<br />
/* Comments */<br />
Discretion: (00/20)<br />
/* Comments */<br />
Music: (10/35)<br />
/* Comments */<br />
Sound: (01/05)<br />
/* Comments */<br />
Total: (031/300)<br />
/* Comments */<br />
<br />
4013 Hacker (123/300) INTERNET<br />
------------------------------------------------------------------------------<br />
Gameplay: (30/70)<br />
This was an interesting idea, it really was. Unfortunately it was also not<br />
implemented to its full potential. While the concept of playing as a hacking <br />
program has numerous possibilities, a sword engine on large empty boards <br />
sparsly populated with enemies isn't the one I would have chosen.<br />
Graphics: (15/50)<br />
The graphics are a major stumbling block for this game. It's not so much that <br />
the art itself is badly drawn, as it is a feeling of a lot of wasted space. <br />
If you were going to make the levels so spacious, it might have been a better <br />
idea to use sprites to make a larger player and enemies (and don't complain <br />
that this is too hard, because it's really not).<br />
Also, there were a few graphical glitches involving the sword engine, which <br />
you should have been able to clean up, and the sword itself just wasn't all <br />
that impressive.<br />
Plot: (30/45)<br />
For a simple mission-based action game the plot and concept behind it was <br />
actually pretty good. Because of this I've rated the plot a little higher <br />
than I might otherwise have done.<br />
Theme: (25/40)<br />
This was fairly well on theme, though as I've said before, it might be better <br />
to focus on the Internet itself, and not just computers in general. In fact, <br />
the Internet didn't really have much to do with this at all. Still, the<br />
environment did involve linking to other computers across a network, so it's <br />
not off topic.<br />
Innovation: (10/35)<br />
I found the whole game rather ho hum, there wasn't really anything that hadn't<br />
been seen before. Some points are awarded for effort, of course, I have to <br />
assume that you're at least trying something new for yourself, but that's <br />
about it.<br />
Discretion: (02/20)<br />
As always, points are taken off here for game stopping bugs. You also lost <br />
quite a bit for that stunt you pulled on DMZX, trying to resubmit your game <br />
because of said bug, more than a day after the competition was over.<br />
Music: (10/35)<br />
Caverns Remix? Maybe if you used some other songs in addition to that it would<br />
be okay, but come on, dude, that's one step removed from a cardinal MZX sin.<br />
Sound: (01/05)<br />
No sound.<br />
Total: (123/300)<br />
Well, what can I say, this is another idea that looked good out of the gate, <br />
but failed to produce aanything that could be called a solid game. Better <br />
luck next time.<br />
<br />
6047 Convergence (117/300) TRUST<br />
------------------------------------------------------------------------------<br />
Gameplay: (15/70)<br />
/* Comments */<br />
Graphics: (25/50)<br />
/* Comments */<br />
Plot: (35/45)<br />
/* Comments */<br />
Theme: (25/40)<br />
/* Comments */<br />
Innovation: (10/35)<br />
/* Comments */<br />
Discretion: (05/20)<br />
/* Comments */<br />
Music: (01/35)<br />
/* Comments */<br />
Sound: (01/05)<br />
/* Comments */<br />
Total: (117/300)<br />
/* Comments */<br />
<br />
<br />
Ranking<br />
<br />
By Category - Trust<br />
Rank Team Game Name Score<br />
1. 0261 Dark Core 229/300<br />
2. 0666 Depravity 193/300<br />
3. 0499 Shinrai 173/300<br />
4. 0505 Vyznium 166/300<br />
5. 0810 Trust Falls 161/300<br />
6. 0215 Lethal Recurse 154/300<br />
7. 0404 Serum 142/300<br />
8. 0385 Gross Injustice 136/300<br />
9. 1347 Castlevania: Drum Solo of Discombobulation 126/300<br />
10. 6047 Convergence 117/300<br />
<br />
By Category - The Internet<br />
Rank Team Game Name Score<br />
1. 0787 Innernet 224/300<br />
2. 0777 Hackers Can Turn Your Computer Into A Bomb 219/300<br />
3. 0222 Netsplit 182/300<br />
4. 0160 The Evil Internet Virus 137/300<br />
5. 1337 Paradigm AM 131/300<br />
6. 4013 Hacker 123/300<br />
7. 0331 Net Wars 071/300<br />
8. 0344 Finite Space 067/300<br />
9. 1777 Net Demon 031/300<br />
10. 0776 WHY THE INTERNET IS BORING 027/300<br />
<br />
All games - Flat Rank<br />
Rank Team Game Name Score<br />
1. 0261 Dark Core 229/300<br />
2. 0787 Innernet 224/300<br />
3. 0777 Hackers Can Turn Your Computer Into A Bomb 219/300<br />
4. 0666 Depravity 193/300<br />
5. 0222 Netsplit 182/300<br />
6. 0499 Shinrai 173/300<br />
7. 0505 Vyznium 166/300<br />
8. 0810 Trust Falls 161/300<br />
9. 0215 Lethal Recurse 154/300<br />
10. 0404 Serum 142/300<br />
11. 0160 The Evil Internet Virus 137/300<br />
12. 0385 Gross Injustice 136/300<br />
13. 1337 Paradigm AM 131/300<br />
14. 1347 Castlevania: Drum Solo of Discombobulation 126/300<br />
15. 4013 Hacker 123/300<br />
16. 6047 Convergence 117/300<br />
17. 0331 Net Wars 071/300<br />
18. 0344 Finite Space 067/300<br />
19. 1777 Net Demon 031/300<br />
20. 0776 WHY THE INTERNET IS BORING 027/300<br />
<br />
All games - Weight Rank<br />
Rank Old Rank Team Game Name<br />
1. 0261 Dark Core<br />
2. 0787 Innernet<br />
3. 0777 Hackers Can Turn Your Computer Into A Bomb<br />
4. 1347 Castlevania: Drum Solo of Discombobulation<br />
5. 0222 Netsplit<br />
6. 0666 Depravity<br />
7. 0505 Vyznium<br />
8. 0499 Shinrai<br />
9. 0810 Trust Falls<br />
10. 0160 The Evil Internet Virus<br />
11. 4013 Hacker<br />
12. 6047 Convergence<br />
13. 0215 Lethal Recurse<br />
14. 0404 Serum<br />
15. 0344 Finite Space<br />
16. 0385 Gross Injustice<br />
17. 1337 Paradigm AM<br />
18. 0331 Net Wars<br />
19. 1777 Net Demon<br />
20. 0776 WHY THE INTERNET IS BORING</pre></div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Summer_2003_Day_of_Zeux&diff=7762Summer 2003 Day of Zeux2011-10-17T04:53:23Z<p>Terryn: </p>
<hr />
<div>The Summer 2003 Day of Zeux was a competition which started on Friday, July 11 2003, 3PM EDT and ended on Saturday, July 12 2003, 3PM EDT. It was hosted by [[Exophase]]; the site was on [[Zeuxworld]]. There were 20 entries; two were disqualified. The topics were "Trust" (general) and "The Internet" (specific). The judges were Exophase, [[Quasar84]], [[Kuddy|Kurushimi]] and [[Wervyn]].<br />
<br />
==Scores==<br />
*1<sup>st</sup> Place - Entry 261 - '''Trust''' - ''[[Dark Core]]'' - Lone Demon ([[Nytar]]) (Score: 1309.000/1600)<br />
*2<sup>nd</sup> Place - Entry 777 - '''The Internet''' - ''[[Hackers Can Turn Your Computer into a Bomb!]]'' - Ahem... ([[LogiCow|MagiCow]]) (Score: 1208.83/1600)<br />
*3<sup>rd</sup> Place - Entry 787 - '''The Internet''' - ''[[Innernet]]'' - Team Boomstick ([[Prophet]]) (Score: 1206.08/1600)<br />
*4<sup>th</sup> Place - Entry 222 - '''The Internet''' - ''[[Netsplit]]'' - Kyoufushou ([[RoSS]], [[ShloobeR|Tecki]], [[Trev-MUN]]) (Score: 1106.53/1600)<br />
*5<sup>th</sup> Place - Entry 666 - '''Trust''' - ''[[Depravity]]'' - The Finnards of Valhalla ([[The Finnards]]) (Score: 1056.47/1600)<br />
*6<sup>th</sup> Place - Entry 499 - '''Trust''' - ''[[Shinrai]]'' - :C ([[Razza]]) (Score: 1030.71/1600)<br />
*7<sup>th</sup> Place - Entry 160 - '''The Internet''' - ''[[The Evil Internet Virus]]'' - THE DREADED DEAD ([[zombieguy]]) (Score: 948.707/1600)<br />
*8<sup>th</sup> Place - Entry 810 - '''Trust''' - ''[[Trust Falls]]'' - UltimateOddness ([[KKairos]]) (Score: 894.166/1600)<br />
*9<sup>th</sup> Place - Entry 505 - '''Trust''' - ''[[Vyznium]]'' - Team KSSB ([[KirbySSB]]) (Score: 893.664/1600)<br />
*10<sup>th</sup> Place - Entry 385 - '''Trust''' - ''[[Gross Injustice]]'' - The Clean Team ([[zu:Fungahhh|Fungahhh]], [[Zell_1388]], [[goosedaemon]]) (Score: 805.706/1600)<br />
*11<sup>th</sup> Place - Entry 215 - '''Trust''' - ''[[Lethal Recourse]]'' - Matrix Potatoes ([[Lancer-X]], [[Taitorian]], [[Ghent]]) (Score: 803.100/1600)<br />
*12<sup>th</sup> Place - Entry 404 - '''Trust''' - ''[[Serum]]'' - Evanescence fan! ([[Skylark|George Foster]]) (Score: 761.825/1600)<br />
*13<sup>th</sup> Place - Entry 4013 - '''The Internet''' - ''[[Hacker]]'' - Anonymous Newbie ([[Clowd]]) (Score: 670.959/1600)<br />
*14<sup>th</sup> Place - Entry 1337 - '''The Internet''' - ''[[Paradigm AM]]'' - G-uNiT THuGZ ([[Nash]], [[Luke Drelick|SEGA]]) (Score: 654.900/1600)<br />
*15<sup>th</sup> Place - Entry 331 - '''The Internet''' - ''[[Net Wars]]'' - AmesSoft ([[Pyro1588]], [[commodorejohn]]) (Score: 550.605/1600)<br />
*16<sup>th</sup> Place - Entry 6047 - '''The Internet''' - ''[[Convergence]]'' - Renegade Seraphim ([[SpellWeavre]], [[Mistress Fox]], [[Freekboy]]) (Score: 447.829/1600)<br />
*17<sup>th</sup> Place - Entry 344 - '''The Internet''' - ''[[Finite Space]]'' - Crystal Darkness ([[Elig]], [[Sai'ke]]) (Score: 341.078/1600)<br />
*18<sup>th</sup> Place - Entry 1777 - '''The Internet''' - ''[[Net Demon]]'' - Edible Monster ([[ShloobeR|TheRoflWaffle]]) (Score: 265.647/1600)<br />
*DQ<sup>ed</sup> Place - Entry 1347 - '''Trust''' - ''[[Castlevania: Drum Solo of Discombobulation]]'' - SMASH WAFFLE ([[Tixus|suxiT]], [[Quasar84|Queesar85]]) (Score: 585/1200)<br />
*DQ<sup>ed</sup> Place - Entry 776 - '''The Internet''' - ''[[WHY THE INTERNET IS BORING]]'' - THE BISCUITMZX CENTURIONS ([[GOD OF STUPIDITY]]) (Score: 112/1200)<br />
<br />
==Judging Sheets==<br />
Unfortunately, most judging sheets for this DoZ are currently absent; it is unknown if they were even formally posted (considering [[ZzCrook]] was in charge of the webspace, probably unlikely). Wervyn's exist due to him posting them in a separate thread. If you possess them, please contact [[Terryn]] on [[DigitalMZX]] at your earliest convenience.<br />
<br />
[[Summer 2003 Day of Zeux Judging Sheets:Wervyn]]<br />
<br />
==External Links==<br />
*[http://www.digitalmzx.net/forums/index.php?showtopic=6250 DoZ Results Thread]<br />
<br />
==See Also==<br />
*[[Day of Zeux]]<br />
<br />
[[Category:Competitions]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=MOD&diff=6786MOD2009-03-20T02:32:55Z<p>Terryn: /* See Also */</p>
<hr />
<div>Module files (MODs) are files that contain human-readable music data (based on pattern, page, effect and track info laid out in a spreadsheet-like manner) and sound samples. They are used to play music in [[MegaZeux]] games.<br />
<br />
Files with the extension of .MOD are the simplest and oldest of these formats. Until version 2.48b, the only options for music in MegaZeux were ProTracker-format .MOD files (limited to 4 channels and 31 samples). The switch to [[Bells, Whistles, and Sound Boards|BWSB]] for the music engine allowed several new formats, including Ultimate SoundTracker format .MODs and the popular S3M format. Most new formats had to be converted to an intermediary format called .[[GDM]] (short for '''G'''eneral '''D'''igi'''M'''usic).<br />
<br />
MegaZeux switched to the [[ModPlug]] music engine at 2.80, allowing the popular formats XM and IT (as well as several others) to play natively. GDMs were no longer needed, and in fact have to be converted to S3M format for ModPlug to play them.<br />
<br />
MegaZeux currently plays modules with one of two possible sound engines: ''ModPlug'', the default engine, and ''[[MikMod]]'', an alternative module engine used when running MegaZeux on more limited platforms. For compatibility reasons, all MZX versions past 2.81h will only play the module formats both engines can play (MOD, S3M, XM, IT, STM, MTM, 669, ULT, FAR, MED, DSM, OKT and AMF).<br />
<br />
Programs used to create modules are called ''trackers''. Popular trackers include ModPlug Tracker and Skale.<br />
<br />
===See Also===<br />
*[[S3M]], the ScreamTracker 3.0 music format<br />
*[[SAM]], the file format used for sound effects<br />
*[[OGG|OGG Vorbis]], a lossy audio format supported since 2.81<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=MOD&diff=6785MOD2009-03-20T02:25:29Z<p>Terryn: /* See Also */ OGGs</p>
<hr />
<div>Module files (MODs) are files that contain human-readable music data (based on pattern, page, effect and track info laid out in a spreadsheet-like manner) and sound samples. They are used to play music in [[MegaZeux]] games.<br />
<br />
Files with the extension of .MOD are the simplest and oldest of these formats. Until version 2.48b, the only options for music in MegaZeux were ProTracker-format .MOD files (limited to 4 channels and 31 samples). The switch to [[Bells, Whistles, and Sound Boards|BWSB]] for the music engine allowed several new formats, including Ultimate SoundTracker format .MODs and the popular S3M format. Most new formats had to be converted to an intermediary format called .[[GDM]] (short for '''G'''eneral '''D'''igi'''M'''usic).<br />
<br />
MegaZeux switched to the [[ModPlug]] music engine at 2.80, allowing the popular formats XM and IT (as well as several others) to play natively. GDMs were no longer needed, and in fact have to be converted to S3M format for ModPlug to play them.<br />
<br />
MegaZeux currently plays modules with one of two possible sound engines: ''ModPlug'', the default engine, and ''[[MikMod]]'', an alternative module engine used when running MegaZeux on more limited platforms. For compatibility reasons, all MZX versions past 2.81h will only play the module formats both engines can play (MOD, S3M, XM, IT, STM, MTM, 669, ULT, FAR, MED, DSM, OKT and AMF).<br />
<br />
Programs used to create modules are called ''trackers''. Popular trackers include ModPlug Tracker and Skale.<br />
<br />
===See Also===<br />
*[[S3M]], the ScreamTracker 3.0 music format<br />
*[[SAM]], the file format used for sound effects<br />
*[[OGG|OGG Vorbis]], an audio container format supported since 2.81<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=SWAP_WORLD_%22file%22&diff=6695SWAP WORLD "file"2009-02-09T17:43:07Z<p>Terryn: </p>
<hr />
<div>'''Swap world''' is a MegaZeux command that swaps the current MZX world with the one stated. Its syntax is ''SWAP WORLD "filename"''.<br />
<br />
In the earlier days of MegaZeux, having large MZX worlds could cause instability, so it was often necessary to partition large games into several worlds even before hitting MZX's board limit. Upon swapping worlds, all "state" information in the current world will be thrown out, essentially resetting that world to its original state. However, all of the values for global counters are retained. This is often exploited to quickly and easily "reset" levels, as swapping a world to itself is valid. (The best-known example of this is [[MZX Combat Trainer]].)<br />
<br />
The existence of this command is why no '''load_world''' function [[counter]] exists.<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Counter&diff=6694Counter2009-02-09T17:38:29Z<p>Terryn: oops!</p>
<hr />
<div>A '''counter''' is essentially [[Megazeux]] vernacular for a variable, meaning a piece of data in the program whose value can change. Specifically in the case of MZX, counters are integer numbers, not [[strings]], and not floating-point numbers. In standard programming terms, most counters are signed, 32-bit integers, meaning any number between -2,147,483,648 and 2,147,483,647. In the past, before the [[MegaZeux#SDL Port|MZX port]], counters were 16-bit, or between -32768 and 32767. However, some counters with built-in meanings and uses assume different ranges, or don't have actual ranges at all because they indicate special syntax instead of numeric values. For example, the counter "[[file access|fwrite_open]]" doesn't correspond to any value itself, and instead provides an access point for opening a file. MZX has also changed over the years in terms of the number of counters it has allowed the user to define. As late as version 2.51, only 50 could be active (i.e. non-zero) at one time. Over time, this number was expanded, and then in the port the limit was effectively removed.<br />
<br />
While most counters in a MZX game are user defined, MZX also provides a couple hundred built-in counters and counter-like constructs to access special functions and information. These are detailed by category in the [http://www.digitalmzx.net/mzxhelp.php/COUNTERS.HLP#1st help file], which is a very good resource for any MZX programmer.<br />
<br />
Another important type of counter is the local counter. Most counters are global, meaning they can be accessed from anywhere in the game and by any robot. By contrast, local counters are specifically tied to an individual robot, so that the same name referenced or set by one robot will access a different value than another robot would. Robots on the same board can read or write to each others' local counters, as long as it is specified which Robot's counters are being accessed (this is done by prefixing the counter name with "r&lt;[[robot_id]]&gt;." e.g. reading the first Robot's "local" counter is done by reading "r1.local"). The most important local counters are named "local#", where # is a number from a range of 32 numbers (usually local1-local32 or local0-local31); "local1" can be represented by just "local". All of these are technically built-in since their names are fixed, but most have no special function except to be local counters. (Other local counters exist - [[loopcount]], bullettype, and lava_walk - but they are tied to actual Robot functions and can have other imposing limits, such as a range of only 0-255.)<br />
<br />
When MegaZeux executes a [[swap world]], all non-local counters are retained; all local counters are reset.<br />
<br />
In older versions of MegaZeux, it was a fairly common practice to designate certain counters as ''status counters''; making a counter a status counter meant that the counter name and value would be shown in the default status menu if the value was not 0. Up to six counters at once can be status counters. With the added ability to remove and replace the default status menu, this fell out of use.<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=SWAP_WORLD_%22file%22&diff=6693SWAP WORLD "file"2009-02-09T17:05:29Z<p>Terryn: </p>
<hr />
<div>'''Swap world''' is a MegaZeux command that swaps the current MZX world with the one stated. Its syntax is ''SWAP WORLD "filename"''.<br />
<br />
In the earlier days of MegaZeux, having large MZX worlds could cause instability, so it was often necessary to partition large games into several worlds even before hitting MZX's board limit. Upon swapping worlds, all "state" information in the current world will be thrown out, essentially resetting that world to its original state. However, all of the values for global counters are retained. This is often exploited to quickly and easily "reset" levels, as swapping a world to itself is valid. (The best-known example of this is [[MZX Combat Trainer]].)<br />
<br />
The existence of this command is why no '''load_world''' function counter exists.<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=SWAP_WORLD_%22file%22&diff=6692SWAP WORLD "file"2009-02-09T17:03:49Z<p>Terryn: Not much to say about swap world, but it's all pretty important.</p>
<hr />
<div>'''Swap world''' is a MegaZeux command that swaps the current MZX world with the one stated. Its syntax is ''SWAP WORLD "filename"''.<br />
<br />
In the earlier days of MegaZeux, having large MZX worlds could cause instability, so it was often necessary to partition large games into several worlds. Upon swapping worlds, all "state" information in the current world will be thrown out, essentially resetting that world to its original state. However, all of the values for global counters are retained. This is often exploited to quickly and easily "reset" levels, as swapping a world to itself is valid. (The best-known example of this is [[MZX Combat Trainer]].)<br />
<br />
The existence of this command is why no load_world function counter exists.<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Counter&diff=6691Counter2009-02-09T16:49:34Z<p>Terryn: Adding info about status counters. That should be enough info for this page.</p>
<hr />
<div>A '''counter''' is essentially [[Megazeux]] vernacular for a variable, meaning a piece of data in the program whose value can change. Specifically in the case of MZX, counters are integer numbers, not [[strings]], and not floating-point numbers. In standard programming terms, most counters are signed, 32-bit integers, meaning any number between -2,147,483,648 and 2,147,483,647. In the past, before the [[MegaZeux#SDL Port|MZX port]], counters were 16-bit, or between -32768 and 32767. However, some counters with built-in meanings and uses assume different ranges, or don't have actual ranges at all because they indicate special syntax instead of numeric values. For example, the counter "[[file access|fwrite_open]]" doesn't correspond to any value itself, and instead provides an access point for opening a file. MZX has also changed over the years in terms of the number of counters it has allowed the user to define. As late as version 2.51, only 50 could be active (i.e. non-zero) at one time. Over time, this number was expanded, and then in the port the limit was effectively removed.<br />
<br />
While most counters in a MZX game are user defined, MZX also provides a couple hundred built-in counters and counter-like constructs to access special functions and information. These are detailed by category in the [http://www.digitalmzx.net/mzxhelp.php/COUNTERS.HLP#1st help file], which is a very good resource for any MZX programmer.<br />
<br />
Another important type of counter is the local counter. Most counters are global, meaning they can be accessed from anywhere in the game and by any robot. By contrast, local counters are specifically tied to an individual robot, so that the same name referenced or set by one robot will access a different value than another robot would. Robots on the same board can read or write to each others' local counters, as long as it is specified which Robot's counters are being accessed (this is done by prefixing the counter name with "r&lt;[[robot_id]]&gt;." e.g. reading the first Robot's "local" counter is done by reading "r1.local"). The most important local counters are named "local#", where # is a number from a range of 32 numbers (usually local1-local32 or local0-local31); "local1" can be represented by just "local". All of these are technically built-in since their names are fixed, but most have no special function except to be local counters. (Other local counters exist - [[loopcount]], bullettype, and lava_walk - but they are tied to actual Robot functions and can have other imposing limits, such as a range of only 0-256.)<br />
<br />
When MegaZeux executes a [[swap world]], all non-local counters are retained; all local counters are reset.<br />
<br />
In older versions of MegaZeux, it was a fairly common practice to designate certain counters as ''status counters''; making a counter a status counter meant that the counter name and value would be shown in the default status menu if the value was not 0. Up to six counters at once can be status counters. With the added ability to remove and replace the default status menu, this fell out of use.<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Counter&diff=6690Counter2009-02-09T16:40:30Z<p>Terryn: You can write to others' locals; swap world actions; more elaboration on locals (koji actually uses 0-31 for some inane reason).</p>
<hr />
<div>A '''counter''' is essentially [[Megazeux]] vernacular for a variable, meaning a piece of data in the program whose value can change. Specifically in the case of MZX, counters are integer numbers, not [[strings]], and not floating-point numbers. In standard programming terms, most counters are signed, 32-bit integers, meaning any number between -2,147,483,648 and 2,147,483,647. In the past, before the [[MegaZeux#SDL Port|MZX port]], counters were 16-bit, or between -32768 and 32767. However, some counters with built-in meanings and uses assume different ranges, or don't have actual ranges at all because they indicate special syntax instead of numeric values. For example, the counter "[[file access|fwrite_open]]" doesn't correspond to any value itself, and instead provides an access point for opening a file. MZX has also changed over the years in terms of the number of counters it has allowed the user to define. As late as version 2.51, only 50 could be active (i.e. non-zero) at one time. Over time, this number was expanded, and then in the port the limit was effectively removed.<br />
<br />
While most counters in a MZX game are user defined, MZX also provides a couple hundred built-in counters and counter-like constructs to access special functions and information. These are detailed by category in the [http://www.digitalmzx.net/mzxhelp.php/COUNTERS.HLP#1st help file], which is a very good resource for any MZX programmer.<br />
<br />
Another important type of counter is the local counter. Most counters are global, meaning they can be accessed from anywhere in the game and by any robot. By contrast, local counters are specifically tied to an individual robot, so that the same name referenced or set by one robot will access a different value than another robot would. Robots on the same board can read or write to each others' local counters, as long as it is specified which Robot's counters are being accessed (this is done by prefixing the counter name with "r&lt;[[robot_id]]&gt;." e.g. reading the first Robot's "local" counter is done by reading "r1.local"). The most important local counters are named "local#", where # is a number from a range of 32 numbers (usually local1-local32 or local0-local31); "local1" can be represented by just "local". All of these are technically built-in since their names are fixed, but most have no special function except to be local counters. (Other local counters exist - [[loopcount]], bullettype, and lava_walk - but they are tied to actual Robot functions and can have other imposing limits, such as a range of only 0-256.)<br />
<br />
When MegaZeux executes a [[swap world]], all non-local counters are retained; all local counters are reset.<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=GDM&diff=6689GDM2009-02-09T15:14:20Z<p>Terryn: </p>
<hr />
<div>The '''GDM''' (General DigiMusic) format is a sample-based music format similar to [[MOD]], and is unique to the [[BWSB]] sound library. GDM is well known among [[MZXer|MZXers]] due to the high number of songs converted to this format for use in MZX games.<br />
<br />
The DOS versions of [[MegaZeux]] included a program called 2GDM, which converted several module formats (most notably [[S3M]]) into the GDM format. As MegaZeux didn't natively support S3M music at the time, 2GDM was often the only way to allow an S3M song to be used within MegaZeux.<br />
<br />
Due to the GDM format's limited usage, previewing songs in GDM format proved to be somewhat problematic, mainly owing to the fact that only MegaZeux and other BWSB programs were capable of playing them. However, [[ajs|wizdom]] wrote a program called [[GDMplay]] to ease previewing of GDM-format music. This program was nominated for Best Utility/Engine during the 2000 [[MegaZeux Excellence Awards]], but did not win.<br />
<br />
Since version 2.80, MegaZeux is capable of converting GDM music back into S3M at load-time, so that this music can be played back using the [[ModPlug]] library used in the ports. (The alternate MZX module library [[MikMod]], on the other hand, can play them natively.)<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux,_Icy_Season_1999&diff=6688Day of Zeux, Icy Season 19992009-02-06T20:03:03Z<p>Terryn: </p>
<hr />
<div>The Icy Season 1999 Day of Zeux was hosted by [[kvance|CapnKev]] with the topic of "War". It took place from Saturday, Jan 2nd at 13:00 EST to Sunday, Jan 3rd at 13:00 EST. The judges were [[Ibrahim]], CapnKev, [[Guyver]], and [[Roto|TvsRoto]]. This Day of Zeux introduced quite a bit more formal rules than its much more informal predecessor; most notably, it introduced a scoring system with weighting given to specific categories (although the system introduced was only used for that particular DoZ, scoring systems have persisted throught all other DoZs), official sanction of teams of up to three people, and the anonymity rule. Many other things introduced here have stuck in some form, such as a grace period, accepted submission format, and allowing specific types of files and helper programs to exist beforehand. Some rules which have not persisted include a "no two competitors from the same [[company]] in the same team" rule and strict limits on the number of MZX/MOD/SAM files in an entry.<br />
<br />
==Scores==<br />
*1<sup>st</sup> Place - ''[[Shiloh]]'' - Black Balloon Team ([[Creator]], [[myth]], [[Nebula]]) (Score: 2500)<br />
*2<sup>nd</sup> Place - ''[[Shadows of War]]'' - [[Mentalguy]] (Score: 2422.5)<br />
*3<sup>rd</sup> Place - ''[[War 2000]]'' - Gory Entrails ([[Duhreetoh]], [[zixyer]]) (Score: 2365)<br />
*4<sup>th</sup> Place - ''[[Mission: EndWar]]'' - [[MattW]] (Score: 2237.5)<br />
*5<sup>th</sup> Place - ''[[Escape From Belsen]]'' - [[Mantis]] (Score: 2045)<br />
*6<sup>th</sup> Place - ''[[Water Warfare]]'' - [[Leper_Mess]] (Score: 1947.5)<br />
*7<sup>th</sup> Place - ''[[WW2 Sim]]'' - [[Zachar22]] (Score: 1887.5)<br />
*8<sup>th</sup> Place - ''[[Galaxy of Chronos]]'' - ([[dormando]], [[JZig]]) (Score: 1855)<br />
*9<sup>th</sup> Place - ''[[War Against Sanity]]'' - [[Scum]] (Score: 1465)<br />
*10<sup>th</sup> Place - ''[[Damn... A War]]'' - [[mongo]] (Score: 1247.5)<br />
<br />
Note: this DoZ was also the first to display each judge's scores to the public. Unfortunately, this information is missing at the present time.<br />
<br />
==See Also==<br />
*[[Day of Zeux]]<br />
<br />
[[Category:Competitions]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux,_Icy_Season_1999&diff=6687Day of Zeux, Icy Season 19992009-02-06T20:02:28Z<p>Terryn: </p>
<hr />
<div>The Icy Season 1999 Day of Zeux was hosted by [[kvance]] with the topic of "War". It took place from Saturday, Jan 2nd at 13:00 EST to Sunday, Jan 3rd at 13:00 EST. The judges were Ibrahim, [[kvance|CapnKev]], [[Guyver]], and [[Roto|TvsRoto]]. This Day of Zeux introduced quite a bit more formal rules than its much more informal predecessor; most notably, it introduced a scoring system with weighting given to specific categories (although the system introduced was only used for that particular DoZ, scoring systems have persisted throught all other DoZs), official sanction of teams of up to three people, and the anonymity rule. Many other things introduced here have stuck in some form, such as a grace period, accepted submission format, and allowing specific types of files and helper programs to exist beforehand. Some rules which have not persisted include a "no two competitors from the same [[company]] in the same team" rule and strict limits on the number of MZX/MOD/SAM files in an entry.<br />
<br />
==Scores==<br />
*1<sup>st</sup> Place - ''[[Shiloh]]'' - Black Balloon Team ([[Creator]], [[myth]], [[Nebula]]) (Score: 2500)<br />
*2<sup>nd</sup> Place - ''[[Shadows of War]]'' - [[Mentalguy]] (Score: 2422.5)<br />
*3<sup>rd</sup> Place - ''[[War 2000]]'' - Gory Entrails ([[Duhreetoh]], [[zixyer]]) (Score: 2365)<br />
*4<sup>th</sup> Place - ''[[Mission: EndWar]]'' - [[MattW]] (Score: 2237.5)<br />
*5<sup>th</sup> Place - ''[[Escape From Belsen]]'' - [[Mantis]] (Score: 2045)<br />
*6<sup>th</sup> Place - ''[[Water Warfare]]'' - [[Leper_Mess]] (Score: 1947.5)<br />
*7<sup>th</sup> Place - ''[[WW2 Sim]]'' - [[Zachar22]] (Score: 1887.5)<br />
*8<sup>th</sup> Place - ''[[Galaxy of Chronos]]'' - ([[dormando]], [[JZig]]) (Score: 1855)<br />
*9<sup>th</sup> Place - ''[[War Against Sanity]]'' - [[Scum]] (Score: 1465)<br />
*10<sup>th</sup> Place - ''[[Damn... A War]]'' - [[mongo]] (Score: 1247.5)<br />
<br />
Note: this DoZ was also the first to display each judge's scores to the public. Unfortunately, this information is missing at the present time.<br />
<br />
==See Also==<br />
*[[Day of Zeux]]<br />
<br />
[[Category:Competitions]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Day_of_Zeux&diff=6686Day of Zeux2009-02-06T20:02:06Z<p>Terryn: /* Past Days of Zeux */ ugh, why'd I change this, it was right in the first place</p>
<hr />
<div>A '''Day of Zeux''', typically abbreviated as '''DoZ''', is a competition invented by [[kvance]] in which teams and solo competitors are assigned a topic and must create a game within 24 hours based on one of the topics. The submitted games are then scored by a number of judges (usually four) selected by the DoZ's host to determine the winner. Day of Zeux competitions pre-summer-2001 were confined to one topic; however, the two-topic "Dualstream" format (abbr. '''DsDoZ''') popularised by [[Terryn]] has since replaced it. The terms "Dualstream Day of Zeux" and "Day of Zeux" are now synonymous.<br />
<br />
Days of Zeux competitions are typically held twice per year, within the first month of summer and first two weeks of winter. There have been some exceptions (such as Easter 1999).<br />
<br />
==Day of Zeux Rules==<br />
Most current Day of Zeux competitions typically run under these default rules, with minor variations:<br />
===Teams===<br />
Teams consist of one to three people. If necessary, competitor(s) may also appoint an alternate member who can take the place of any member of their team should they be unable to attend the Day of Zeux. This alternate member can only be added to the team at the start of the DoZ, before the topics are announced. Sign-ups are typically accepted from the time the form goes on the page until the Day of Zeux ends (for obvious reasons, the alternate member field should be removed when the topics are announced).<br />
<br />
===Topics===<br />
When the Day of Zeux starts, two topics are presented: an abstract topic and a concrete topic (often referred to as "general" and "specific" topics, respectively). They are posted in as many places as possible - e.g. [[DMZX|DigitalMZX]], IRC, the email addresses of the host(s), and on the DoZ site if one was created. A team or solo competitor may only use one topic as the game's theme. If the average score in the theme category for a game is below a certain threshold (currently 5 (25%) for the Specific theme only), it is automatically disqualified.<br />
<br />
===Anonymity===<br />
Up until 2005, the Day of Zeux enforced an anonymity rule, which forbade contestants from disclosing their identity within their games. This was done to prevent biased scores from judges, but has since been removed from the rule set.<br />
<br />
===Team Numbers===<br />
Each team receives a number prior to the start of the competition. These numbers were originally used for anonymity purposes; however, since the anonymity rule typically no longer applies to DoZs, they are now merely for traditional and organizational purposes. The ZIP/RAR file that competitor(s) submit must have a filename that matches their team number. Failure to follow this rule results in disqualification.<br />
<br />
===External Material===<br />
All material except music, sound, and the default MZX charsets/palette must be created within the 24 hour period. If any evidence is found that the competitor(s) used material such as engines, character sets, palettes, and artwork created before the announcement of the topics, the competitor(s) are disqualified. Use of external programs such as [[CharWorks]] and [[Palzor]] during the Day of Zeux is permitted, as long as it is done within the 24 hours.<br />
<br />
===Game Submission===<br />
Before submission, the competitor(s) must make sure that the ZIP matches the team number (ie. 424.zip for team 424). The game is expected to run as intended when it is unzipped, so care must be taken include all music, WAVs, and (of course) the .MZX file. Games must be submitted to, and received by, the host of the Day of Zeux in any way possible. [[ajs]] has assisted in running an FTP server for this purpose in many of the recent DoZs, but the host is generally expected to provide as many fallback options (e.g. HTTP upload, email, AIM file transfer) as possible.<br />
<br />
===Grace Period===<br />
Following the end of the 24 hours, a one hour grace period goes into effect for late submissions and patch submissions. Scoring penalties have varied widely across DoZs, but they usually look something like the chart seen below. Any games submitted after the DoZ and grace period have ended are judged, but disqualified.<br />
<br />
* 1-30: no deduction from final score<br />
* 31-40: 7.5% deduction from final score<br />
* 41-50: 15% deduction from final score<br />
* 51-60: 30% deduction from final score<br />
<br />
===Patch Submissions===<br />
The rules regarding exact handling of multiple patches are less set in stone and tend to vary, since in practice this scenario almost never occurs. But current rules work as follows: Competitors are allowed unlimited patch submissions during the first half hour of the grace period, with no penalty. After that half hour has passed, competitors are allowed one patch submission, which will suffer the score penalties above depending on lateness. (If the first submission is received during this half hour, it will count as your patch submission.) Any further patch submissions suffer the score penalties, PLUS an additional 5% penalty for each patch submission.<br />
<br />
===MegaZeux Version===<br />
The judges play all games in the latest stable version of MegaZeux (2.81g as of this writing, as 2.81h is still considered unstable), so competitors are generally recommended to create and test their games in that version. SMZX mode is permitted, but not specifically rewarded, and most DoZers avoid using it since it generally has a low return on investment.<br />
<br />
==Current Day of Zeux Scoring==<br />
'''Theme - 100/400 (General) 20/400 (Specific)'''<br />
For the general theme, this should be the most important category. You'll be scored on how well you interpret and use the theme, as well as how much the theme can be felt in all elements of the game. For the specific theme, the purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if you receive an average of 5 or less, you will automatically be disqualified.<br />
<br />
'''Gameplay - 90/400 (General) 120/400 (Specific)'''<br />
The meat and potatoes of any game, if you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.<br />
<br />
'''Graphics - 70/400 (General) 90/400 (Specific)'''<br />
All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?<br />
<br />
'''Technique - 60/400 (General) 80/400 (Specific)'''<br />
This is a game-making competition, and so each game is expected to use at least some Robotic. However, all code is not created equal: some code is cooler, faster, shorter and generally just better than other code. Does your code make movement feel slow or smooth? Is your entire game spread out over many, many boards with a lot of repetition, or is it modular and on one board? Is the programming generally impressive?<br />
<br />
'''Story - 50/400 (General) 50/400 (Specific)'''<br />
Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstacy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, story will be scored according to how important the judge thinks story is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.<br />
<br />
'''Sound - 30/400 (General) 40/400 (Specific)'''<br />
Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambience, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.<br><br />
[[image:DoZ_General_Theme.png]][[image:DoZ_Specific_Theme.png]]<br><br />
Four judges, 400 points each, 1600 points total. Late penalties incurred during the grace period described in the rules will be deducted from this final, 1600 point score.<br />
<br />
==Past Day of Zeux Scoring==<br />
<i>The scoreset and text in this section were written by [[Wervyn]] in Summer 2003, with slight alterations over time. This scoreset was used with minor variations in point value from Winter 2001 to Summer 2006.</i><br />
<br />
The maximum score that any judge can give to a game is 400 points (300 before rank weighting is factored in). After rank weighting is applied, the sum of all judges' scores, minus late penalties incurred during the grade period described in the rules, will be the final score (1600 points is the maximum score if there are four judges).<br />
<br />
'''Gameplay'''<br />
75 points max. The meat and potatoes of any game. If you don't have gameplay, what DO you have? This encompasses how well the game works as a whole, how fluid the play is, and most importantly, whether it's FUN or not.<br />
<br />
'''Graphics'''<br />
60 points max. All this emphasis on graphics over game these days is sickening! But even so, graphics are an important part of the game, since without them, we'd just be playing text adventures (not entirely a bad thing, but still). So, does your game look nice, have you made good use of space and color, or do I want to stab out my eyes as soon as I load the title screen?<br />
<br />
'''Innovation'''<br />
45 points max. Mother is the necessity of innovation, or something like that. We at the DoZ value creativity and new design concepts highly. Of course, make sure your brilliant idea WORKS, first. Innovation that makes the game new, interesting, on basically makes me go "hmm, never thought of doing that before" is a good thing. Innovation that crashes my computer, not so much.<br />
<br />
'''Plot'''<br />
40 points max. Me, I'm a sucker for a good story, I can almost forgive a game for being buggy as hell and for looking like my monitor threw up, if the story sends me into raptures of ecstasy. Almost. Story is important, but it's not going to carry your game any more than your nifty sword engine will. Also, plot will be scored according to how important the judge thinks plot is to the game. You probably won't get a perfect score here without a perfect plot, but you might get a decent score here for no plot at all, if your game is designed to be a mindless arcade shoot-em-up.<br />
<br />
'''Music/Sound'''<br />
35 points max. Music does for the ears what graphics do for the eyes. Humans being (by and large) visual creatures, this category is only worth about half as much, but it's still important. Music creates ambiance, and sound effects heighten the atmosphere. If they don't work with the game, then they might as well not be there. For this reason, you may be awarded a few pity points for having no sound or music , since we firmly believe that no audio is better than bad audio.<br />
<br />
'''Theme'''<br />
30 points max. The purpose of the theme category is more to ensure that you're following the rules than it is to get you points. That said, you'll be sorry if you completely neglect this, since as outlined in the rules, if three or more judges score your theme less than 33% (less than 10 points), you automatically lose.<br />
<br />
'''Discretion'''<br />
15 points max. For all the niggling little details that just don't seem to fit in any other category. Mostly, this is about using common sense and good taste. Loads of pointless obscenity, obvious pandering to the judges (as opposed to subtle pandering, which can be a good thing if done right), and sometimes particularly addle-brained bugs, all will get you counted off here.<br />
<br />
'''Rank Weighting'''<br />
100 points max. This is a special score for the judges, so that they can incorporate their gut instinct into an otherwise methodical system. Unlike the other scores, which are directly designated by the judge, the rank weight is awarded proportionally based on the judges personal ranking of the games from best to worst. What happens is the judges favorite game receives a full hundred points, the judges least favorite game receives no points, and the games in between receive a percentage of the points based on how high they are on the list. For those interested in the formula, RW = (N - R)/(N - 1) * 100, RW is rank weight, R is the judge's awarded rank, and N is the total number of entries. IMPORTANT: This is NOT simply a restatement of the games' ranks as calculated from their other categorical scores. This is so that the judge can express their personal feelings on the submissions as a whole, independent of any other scoring they might have made.<br />
<br />
==Variations==<br />
There are a few variations of the Day of Zeux, most of which increase or decrease the time limit. A ''Week of Zeux'', or ''WoZ'', ends exactly a week after topics are announced. A ''Weekend of Zeux'', or ''WEoZ'', usually begins on a Friday or Saturday and lasts for 48 hours. These extended time competitions are extremely rare, as people often lose interest before the competition ends and very few quality submissions are actually received. The longer the competition, the fewer the entries.<br />
<br />
The ''[[Blitzkriegzeux]]'', or ''BKZX'' (alt ''BkZX''), which the DoZ itself was originally based on, is usually organized on IRC and can last up to two hours. Day of Zeux scoring rules rarely (if ever) apply to a BKZX. Most BKZXes taking place after 2004 are scored by peer ranking; in rare cases such as tie for first place with fewer than five competitors, or whenever there are fewer than three competitors, the person organizing the BKZX decides which game is the best.<br />
<br />
Past Variations:<br />
<br />
*[[The Summer Weekend of Zeux 1999]] - [[ChryoZak]], "Reality", 7 entries (1 DQed).<br />
*[[Week of Zeux 1999]] - [[Magus919]], "Experimentation Gone Wrong", 2 entries.<br />
*[[Weekend of Zeux 2001]] - [[joshdw1]] and [[Maverick]], "Conspiracies", 3 entries.<br />
*[[Zeuxworld's First Annual Week of Zeux 2002]] - [[ZzCrook]], "Dinosaurs" and "The Afterlife", 4 entries.<br />
<br />
==Rule Variations==<br />
<br />
*Almost all DoZ competitions prior to December 2005 used an "anonymity rule" where teams hid their identities from the judges; only the host or file administrator knew the people's identites. The notable exception is the first DoZ in 1998. Since the anonymity rule was rescinded in [[Christmas 2005 Dualstream Day of Zeux|the Winter 2005 DoZ]], no further DoZs have had an anonymity rule. Several DoZ entries have been thrown out over anonymity violations, notably [[Nash|Nash's]] [[Porno Creep]].<br />
*The [[Christmas 2006 Dualstream Day of Zeux|December 2006 Day of Zeux]] marked the introduction of the split scoresheet detailed above. Previous Dualstream DoZs used the same scoresheet for both themes, and included a rank weight category which applied a scaled modifier based on a judge's ordering of the games from most to least favorite. In an effort spearheaded by [[Wervyn]], new scores were proposed which would weight the "theme" score far more heavily and restructure the categories; however, compromise between dissenters such as [[Exophase]] over the theme weighting led to two separate scoresheets (one per topic; one as Wervyn proposed and one more closely resembling the default). The scoresheet and debate are detailed [http://www.digitalmzx.net/forums/index.php?showtopic=11315&st=0 here.]<br />
*In one DoZ, teams were allowed to have four members total ([[Newyear Dualstream Day of Zeux Q4 2002|Winter 2002]]).<br />
<br />
==Past Days of Zeux==<br />
<br />
*[[Day of Zeux 1998]] - [[Wondercow]], "Time Travel", 6 entries.<br />
*[[Day of Zeux, Icy Season 1999]] - [[kvance]], "War", 10 entries.<br />
*[[Day of Zeux, Easter 1999]] - [[Stargazer]], "Stress", 12 entries.<br />
*[[The Winter 1999 24-Hours of MegaZeux]] - Ibrahim, "C.O.S.T.A.N.", 13 entries.<br />
*[[Summer Day of Zeux 2000]] - Ibrahim, "Freedom", 14 entries.<br />
*[[Winter 2000 24 Hours of Zeux]] - Ibrahim, "Exploration", 10 entries.<br />
*[[Summer Dualstream Day of Zeux 2001]] - Terryn, "Rebirth" and "Bloodthirsty Plants", 15 entries (2 DQed).<br />
*[[Newyear Dualstream Day of Zeux 2002]] - Terryn, "Stability" and "Forces of Nature", 14 entries (2 DQed).<br />
*[[Dualstream Day of Zeux Q2 2002]] - [[Exophase]], "Disease" and "Solar Energy", 20 entries.<br />
*[[Newyear Dualstream Day of Zeux Q4 2002]] - Terryn, "Equilibrium" and "Medicine", 13 entries (6 DQed).<br />
*[[Summer 2003 Day of Zeux]] - Exophase, "Trust" and "The Internet", 20 entries (2 DQed).<br />
*[[12th Biannual 2004 New Year's DualStream DoZ]] - [[Wervyn]], "Intelligence" and "Swords", 13 entries (2 DQed).<br />
*[[Summer DsDoZ 2004]] - Terryn, "Fate" and "Mines", 9 entries.<br />
*[[Christmas 2004 Dualstream Day of Zeux]] - [[User:Kuddy|Kuddy]], "Fear" and "Ancient Ruins", 17 entries (1 DQed).<br />
*[[Summer 2005 Dualstream Day of Zeux]] - [[Insidious]], "Growth" and "Space Exploration", 20 entries (3 DQed).<br />
*[[Christmas 2005 Dualstream Day of Zeux]] - [[Kuddy]], "Valor" and "Organized Crime", 16 entries (8 DQed).<br />
*[[Summer 2006 DsDoZ]] - [[Insidious]], "Death" and "Pirates", 13 entries (2 DQed).<br />
*[[Christmas 2006 Dualstream Day of Zeux]] - [[RoSS]], "Memory" and "Flight", 15 entries (1 DQed).<br />
*[[Summer 2007 DsDoZ]] - Lancer-X and Terryn, "Genetics" and "Sentient AI", 15 entries (3 DQed).<br />
*[[Winter 2007 DsDoZ]] - WildWeasel, "Tranquility" and "Wild West", 13 entries.<br />
*[[Summer 2008 Dualstream Day of Zeux]] - [[asgromo]], "Bureaucracy" and "Summer 2008 DsDoZ and the End of the World", 10 entries (2 DQed).<br />
*[[Winter 2008 Dualstream Day of Zeux]] - [[Insidious]], "Water" and "Murder Mystery", 15 entries.<br />
<br />
==Miscellaneous==<br />
<br />
*The longest-standing scoring system was contentiously hammered out between [[Exophase]], [[ajs]], and [[Terryn]] in late 2001, and lasted five years before being retooled into the current system. Before that the scoring sheet was often in flux, with wide variation in categories and point ratios from DoZ to DoZ.<br />
*The entire set of scoresheets of the Summer 2000 DoZ ("Freedom") is missing.<br />
<br />
[[Category:Community]]<br />
[[Category:Competitions]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Gemini&diff=6667Gemini2009-02-03T22:04:55Z<p>Terryn: </p>
<hr />
<div>'''Kris "Gemini" Asick''' was a very well-renowned [[MegaZeux]] programmer during the 2.51 days. His work consisted of many technically impressive demos and engines, but few of his games were ever finished. He now spearheads the independent game developer Pixelmusement, under which he has released shareware titles such as Pixelships Retro and Super Minesweeper.<br />
<br />
Around 2001, Gemini released [[Gemini's Stockpile]], a ZIP archive containing the last versions of several of his games, many of which were never shown to the public before then, including [[A Day of Megazeuxing]], and a technical demonstration of what was to be a sequel/remake of [[BattleSuits]].<br />
<br />
===List of games created by Gemini===<br />
*[[Treasure Hunt IV]]<br />
*[[BattleSuits]]<br />
*[[ASCII Robowarz 3D]]<br />
<br />
===External Links===<br />
* [http://www.pixelships.com/ Pixelmusement]<br />
<br />
[[Category:MZXers]]<br />
<br />
{{WeaselStub}}</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Gemini&diff=6666Gemini2009-02-03T22:04:23Z<p>Terryn: Added link to Pixelmusement.</p>
<hr />
<div>'''Kris "Gemini" Asick''' was a very well-renowned [[MegaZeux]] programmer during the 2.51 days. His work consisted of many technically impressive demos and engines, but few of his games were ever finished. He now spearheads the independent game developer Pixelmusement, under which he has released shareware titles such as Pixelships Retro and Super Minesweeper.<br />
<br />
Around 2001, Gemini released [[Gemini's Stockpile]], a ZIP archive containing the last versions of several of his games, many of which were never shown to the public before then, including [[A Day of Megazeuxing]], and a technical demonstration of what was to be a sequel/remake of [[BattleSuits]].<br />
<br />
===List of games created by Gemini===<br />
*[[Treasure Hunt IV]]<br />
*[[BattleSuits]]<br />
*[[ASCII Robowarz 3D]]<br />
<br />
===External Links===<br />
* [http://www.pixelships.com/ Pixelmusement]<br />
<br />
{{WeaselStub}}</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Kikan&diff=6665Kikan2009-02-03T22:02:55Z<p>Terryn: /* The Remake */</p>
<hr />
<div>'''Kikan''' refers to two games by [[Luke Drelick]], one released around 2001, the other (mostly unrelated) game released in 2008.<br />
<br />
===The Original Kikan===<br />
{{stub}}<br />
<br />
===The Remake===<br />
<br />
''Main Article: '''[[Kikan (Remake)]]'''''<br />
<br />
The Kikan remake was first announced in 2006 with screenshots comparing scenes from the original Kikan, with redesigned and vastly improved versions of these scenes. Development on the Kikan remake continued in relative silence until early 2008's [[Duky Inc Anniversary Collection]], which included a playable demo of the remake. The game was finally released in late 2008.<br />
<br />
Kikan's battle system is perhaps the most fleshed-out battle system in a MegaZeux RPG, presented from a Phantasy Star-style rear perspective. The player has control of up to four party members at once, with as many as six enemies on screen at once. Physical attacks (and most skills) are governed by what is called the Judgment Bar, similar to the Judgment Ring system from the Shadow Hearts games. As the player uses battle commands, the Bar appears with some sections of green interspersed across it. A slider moves across the bar, and the player must press Space as the slider goes across the green sections. Each section successfully triggered will increase the attack or skill's power. If no sections are hit, the skill will miss.<br />
<br />
Kikan's soundtrack is now comprised of looping sections of electronic music, all in Ogg Vorbis format to take advantage of the improved sound engine of the MegaZeux port.<br />
<br />
{{WeaselStub}}</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Commands&diff=6664Commands2009-02-03T21:59:35Z<p>Terryn: </p>
<hr />
<div>A '''command''' is a single, executed line of [[Robotic]] in a given [[robot]]. There are some minor exceptions that affect whether a line is actually executed and counts as a command. But in general, all lines - including labels, comments, and even blank lines - count as commands when they are encountered.<br />
<br />
This is important because each robot in a [[Megazeux]] world is allowed to execute a certain number of commands per [[cycle]], before control automatically passes to the next robot on the board. Historically, this number has been 40 since MZX version 2.00 (25 before that), but since [[MegaZeux#Exophase Versions|version 2.60]] Megazeux has provided the aptly named "commands" [[counter]] to set this number to something else. In games with complex [[engines]] requiring a lot of computation, it is common to see this counter set to something high, in order allow the engine function in a reasonable amount of time. Popular settings include 1000, 32767, and the [[expression]] (-1>>1) that sets the value as high as possible.<br />
<br />
However it is worth cautioning that while "commands" sets a software limit on what MZX is allowed to do, you can still come up against a hardware limit on what MZX is ''able'' to do. At a certain point (2^16 = 65536 average total commands per cycle on a reasonably fast computer), attempting to actually execute as many commands as you're allowed to will start causing noticeably slow performance. This can become much more pronounced for processor intensive commands like <tt>copy block</tt>, which take more time to execute, to the point where MZX hangs and becomes completely unusable. Therefore, while it is usually recommended to set "commands" much higher than you actually need, it is also strongly recommended that you make sure each robot only executes as many commands as it needs to per cycle, particularly when loops are involved. When an engine incorporates a main program loop that is supposed to execute each cycle make sure the loop explicitly terminates with a cycle-ending command like <tt>[[cycle 1]]</tt>.<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=MegaZeux&diff=6653MegaZeux2009-01-30T16:22:40Z<p>Terryn: /* MegaZeux Forks */ TENSE</p>
<hr />
<div>'''MegaZeux''' is a game creation system created by [[Gregory Janson]]. It was inspired by [[ZZT]], for which Greg and other members of [[Software Visions]] had created several games beforehand. The first version, [[Changelog for 1.00g|1.00g]], was uploaded to AOL on December 4, 1994.<br />
<br />
==Features==<br />
===Robotic===<br />
''See also: [[Robotic]]''<br />
<br />
Robotic is MegaZeux's object-oriented programming language. Some parts of the language, as well as the concept itself, are based on [[ZZT|ZZT's]] ZZT-OOP, though Robotic is much more advanced than ZZT-OOP.<br />
<br />
==History==<br />
History of MZX's development.<br />
===Shareware Versions===<br />
<br />
In 1994, MegaZeux 1.00g was released on AOL. It was designed to be an improvement over [[ZZT]], and at that point featured digital sound and music that could be played over Sound Blaster-compatible cards. It featured editable [[character set|character sets]] and larger board sizes than ZZT.<br />
<br />
Some time later, MegaZeux 2.00 was released, featuring a vast interface overhaul, the ability to edit the in-game palette, and other new features.<br />
<br />
Finally, MegaZeux 2.50 was uploaded, and among other changes, included the brand new [[BWSB]] sound engine that was more compatible and more tolerant of Windows. Shortly thereafter, version 2.51 was released, with minor bug fixes and additions. This would be the last version Gregory Janson would release.<br />
<br />
===Spider Versions===<br />
After MegaZeux was released under the terms of the GNU GPL, [[Spider124]] updated the source code with several useful new features and released his own version of MegaZeux, 2.51s1. Among the new features were a vastly expanded counters limit (1000, compared to 2.51's 50 counters), true mouse support, [[playerx and playery|playerx/playery]] counters, and many bug fixes. Three more versions were released (s2, s3, and s3.1; of which 3.1 was a bug fix release) before development of MZX grew stagnant.<br />
<br />
[[MadBrain]] took the s3.1 source, added one new feature (the [[bi_mesg]] built-in counter) and removed password protection, releasing his modifications as MZX 2.51s3.2. s3.2 was further modified with the introduction of the [[Super MZX|SMZX]] graphics mode (this version was released as SMZX 100 Alpha).<br />
<br />
===MegaZeux 2.7 and mzxlib===<br />
MZX 2.7 was an effort spearheaded by [[JZig]] to completely rewrite MegaZeux in C++, with a new graphics engine, audio code, and support for other operating systems such as Linux. Most of the initial coding was done by [[MenTaLguY]], until JZig took over in 1999. [[piman]], while not doing much coding himself, performed most of the non-code tasks such as updating the project's SourceForge page. JZig's development on MZX 2.7 stopped around 2001, and it was not picked up afterwards.<br />
<br />
===MZXak===<br />
[[Akwende]] released the first MZXak version, MZXak 1.0, shortly after MadBrain's SMZX alpha version. MZXak featured several additional features (some of which, like the multi-colored configuration dialogs, were determined by the community to be too useless to warrant the memory usage) including file access, robot targeting, and built-in SMZX mode. All MZXak versions included Akwende's MZX version of Tetris, which demonstrated the use of SMZX graphics.<br />
<br />
MZXak 1.0 was pulled a few months after release from [[DigitalMZX]] due to Akwende's failure to release his source code under the terms of the GNU GPL. He eventually released the source, but not until a lot of public debate and heel-dragging. Other MZXak 1.0 controversy included forward compatibility, which led to MZXak games being playable but not necessarily functioning in MZX2.51s3.1. This broke [[ajs|wizdom's]] judging results in the [[Summer Dualstream Day of Zeux 2001|2001 DsDoZ]].<br />
<br />
MZXak 2.0 was released after much waiting, though the release sparked a fair bit of dispute due to the sudden timing with [[Koji|Koji's]] 2.60 release. MZXak 2.0 is notable for being the only code fork to completely die out.<br />
<br />
===Exophase Versions===<br />
Following the discussions about MZXak, Koji released MZX 2.60, featuring some of the same additions as MZXak. 2.61 was released shortly after, and around 2.62's release, [[Exophase]] took over development of MegaZeux. Tons of features were added in between 2.62 and 2.70 (the last version of MegaZeux in [[DOS]]) such as [[Expression|expressions]], [[Sprite|sprites]], [[String|strings]], [[Vlayer|the vlayer]], [[MZM|MZMs]], [[Super MZX|SMZX Mode 2]], and many others.<br />
<br />
===MZX32===<br />
During Exophase's development of MZX for DOS, [[BFeely]] began development on MZX32, which was to be a full-featured port of MegaZeux for the Windows platform. Several alpha versions were released, most of which lacked the world editor (and all of which lacked the robotic code editor). MZX32 was generally regarded as unstable and buggy, and was deemed obsolete once Exophase began work on his SDL port. The last version of MZX32 released featured support for games created using MZX 2.69c.<br />
<br />
===SDL Port===<br />
<br />
[[Exophase]] took most of the summer of 2004 to do a update/rewrite of MegaZeux into SDL, to break some DOS limitations and to solve MegaZeux's ever-increasing compatibility issues (and to eventually expand MegaZeux onto new platforms such as Linux and the Macintosh). This included re-writing the entire Robotic editor from scratch as source was no longer available for it. Many other source modules were either completely rewritten or heavily revised. After intense pre-testing, MZX 2.80 was released on Aug 9 2004, with workability only intended for Windows 32 platforms. A slew of bug reports that only arises from public testing shortly followed, and Exophase quickly updated with three incremental versions in one month which also officially added support for Linux and MacOS X. Other MegaZeuxers helped in various aspects; for example, [[ajs|ajs's]] and [[MadBrain|mad's]] GDM conversion code was a basis for SAM conversion code. Later on, ajs would write support to abstract file operations for case sensitive file systems, and additional graphical renderers were designed by [[LogiCow]] and [[Mr_Alert]].<br />
<br />
Most version upticks added some functionality (e.g. multi-char editor, code search, ogg support), and all significantly increased stability. MegaZeux is currently extending to handhelds and consoles: [[Oncer]] released a GP2X port, [[kvance]] a Nintendo DS port, Mr_Alert a Wii port, and Exophase has done preliminary PSP support.<br />
<br />
The current version is 2.82b.<br />
<br />
===MegaZeux Forks===<br />
In early 2007, LogiCow created his own fork of the MZX source. The first version added the Draw command, allowing users to scale characters from the [[vlayer]]. It also served as an underlay (as opposed to an overlay). In more recent versions, the draw command was deleted. A select persisted in using the older versions for the draw command, much to the annoyance of those wishing to stay with Exophase's versions.<br />
<br />
A short time after the previous fork, LogiCow created another fork with an alternate renderer that scaled the graphics up to fit the screen, regardless of aspect ratio. This also allowed for seamless resizing of the MZX window when not running in full screen mode. logicow worked with ajs to merge these renderers into the mainline MZX versions, starting with 2.81e.<br />
<br />
LogiCow's final fork of MZX (based off of 2.81g) was solely to play [[Caverns of Zeux]] with enhanced graphics.<br />
<br />
LogiCow was not the only person to fork MZX; [[NihilistMatt]] created a fork called [[SquareMZX]]. SquareMZX knocked the resolution per-character to 8x8, but allowed a "quadrant" coloring system where each 2x2 section of any character can have its own color pair. This fork got very minor use; [[PROcrastination]] and the second [[RPG Skool Demo]] both could optionally use SquareMZX mode.<br />
<br />
==External Links==<br />
*[https://sourceforge.net/projects/mzx32 MZX32 Project Page (Sourceforge)]<br />
*[http://mzx.devzero.co.uk/ The MegaZeux Developer Site]<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=MegaZeux&diff=6652MegaZeux2009-01-30T16:18:19Z<p>Terryn: </p>
<hr />
<div>'''MegaZeux''' is a game creation system created by [[Gregory Janson]]. It was inspired by [[ZZT]], for which Greg and other members of [[Software Visions]] had created several games beforehand. The first version, [[Changelog for 1.00g|1.00g]], was uploaded to AOL on December 4, 1994.<br />
<br />
==Features==<br />
===Robotic===<br />
''See also: [[Robotic]]''<br />
<br />
Robotic is MegaZeux's object-oriented programming language. Some parts of the language, as well as the concept itself, are based on [[ZZT|ZZT's]] ZZT-OOP, though Robotic is much more advanced than ZZT-OOP.<br />
<br />
==History==<br />
History of MZX's development.<br />
===Shareware Versions===<br />
<br />
In 1994, MegaZeux 1.00g was released on AOL. It was designed to be an improvement over [[ZZT]], and at that point featured digital sound and music that could be played over Sound Blaster-compatible cards. It featured editable [[character set|character sets]] and larger board sizes than ZZT.<br />
<br />
Some time later, MegaZeux 2.00 was released, featuring a vast interface overhaul, the ability to edit the in-game palette, and other new features.<br />
<br />
Finally, MegaZeux 2.50 was uploaded, and among other changes, included the brand new [[BWSB]] sound engine that was more compatible and more tolerant of Windows. Shortly thereafter, version 2.51 was released, with minor bug fixes and additions. This would be the last version Gregory Janson would release.<br />
<br />
===Spider Versions===<br />
After MegaZeux was released under the terms of the GNU GPL, [[Spider124]] updated the source code with several useful new features and released his own version of MegaZeux, 2.51s1. Among the new features were a vastly expanded counters limit (1000, compared to 2.51's 50 counters), true mouse support, [[playerx and playery|playerx/playery]] counters, and many bug fixes. Three more versions were released (s2, s3, and s3.1; of which 3.1 was a bug fix release) before development of MZX grew stagnant.<br />
<br />
[[MadBrain]] took the s3.1 source, added one new feature (the [[bi_mesg]] built-in counter) and removed password protection, releasing his modifications as MZX 2.51s3.2. s3.2 was further modified with the introduction of the [[Super MZX|SMZX]] graphics mode (this version was released as SMZX 100 Alpha).<br />
<br />
===MegaZeux 2.7 and mzxlib===<br />
MZX 2.7 was an effort spearheaded by [[JZig]] to completely rewrite MegaZeux in C++, with a new graphics engine, audio code, and support for other operating systems such as Linux. Most of the initial coding was done by [[MenTaLguY]], until JZig took over in 1999. [[piman]], while not doing much coding himself, performed most of the non-code tasks such as updating the project's SourceForge page. JZig's development on MZX 2.7 stopped around 2001, and it was not picked up afterwards.<br />
<br />
===MZXak===<br />
[[Akwende]] released the first MZXak version, MZXak 1.0, shortly after MadBrain's SMZX alpha version. MZXak featured several additional features (some of which, like the multi-colored configuration dialogs, were determined by the community to be too useless to warrant the memory usage) including file access, robot targeting, and built-in SMZX mode. All MZXak versions included Akwende's MZX version of Tetris, which demonstrated the use of SMZX graphics.<br />
<br />
MZXak 1.0 was pulled a few months after release from [[DigitalMZX]] due to Akwende's failure to release his source code under the terms of the GNU GPL. He eventually released the source, but not until a lot of public debate and heel-dragging. Other MZXak 1.0 controversy included forward compatibility, which led to MZXak games being playable but not necessarily functioning in MZX2.51s3.1. This broke [[ajs|wizdom's]] judging results in the [[Summer Dualstream Day of Zeux 2001|2001 DsDoZ]].<br />
<br />
MZXak 2.0 was released after much waiting, though the release sparked a fair bit of dispute due to the sudden timing with [[Koji|Koji's]] 2.60 release. MZXak 2.0 is notable for being the only code fork to completely die out.<br />
<br />
===Exophase Versions===<br />
Following the discussions about MZXak, Koji released MZX 2.60, featuring some of the same additions as MZXak. 2.61 was released shortly after, and around 2.62's release, [[Exophase]] took over development of MegaZeux. Tons of features were added in between 2.62 and 2.70 (the last version of MegaZeux in [[DOS]]) such as [[Expression|expressions]], [[Sprite|sprites]], [[String|strings]], [[Vlayer|the vlayer]], [[MZM|MZMs]], [[Super MZX|SMZX Mode 2]], and many others.<br />
<br />
===MZX32===<br />
During Exophase's development of MZX for DOS, [[BFeely]] began development on MZX32, which was to be a full-featured port of MegaZeux for the Windows platform. Several alpha versions were released, most of which lacked the world editor (and all of which lacked the robotic code editor). MZX32 was generally regarded as unstable and buggy, and was deemed obsolete once Exophase began work on his SDL port. The last version of MZX32 released featured support for games created using MZX 2.69c.<br />
<br />
===SDL Port===<br />
<br />
[[Exophase]] took most of the summer of 2004 to do a update/rewrite of MegaZeux into SDL, to break some DOS limitations and to solve MegaZeux's ever-increasing compatibility issues (and to eventually expand MegaZeux onto new platforms such as Linux and the Macintosh). This included re-writing the entire Robotic editor from scratch as source was no longer available for it. Many other source modules were either completely rewritten or heavily revised. After intense pre-testing, MZX 2.80 was released on Aug 9 2004, with workability only intended for Windows 32 platforms. A slew of bug reports that only arises from public testing shortly followed, and Exophase quickly updated with three incremental versions in one month which also officially added support for Linux and MacOS X. Other MegaZeuxers helped in various aspects; for example, [[ajs|ajs's]] and [[MadBrain|mad's]] GDM conversion code was a basis for SAM conversion code. Later on, ajs would write support to abstract file operations for case sensitive file systems, and additional graphical renderers were designed by [[LogiCow]] and [[Mr_Alert]].<br />
<br />
Most version upticks added some functionality (e.g. multi-char editor, code search, ogg support), and all significantly increased stability. MegaZeux is currently extending to handhelds and consoles: [[Oncer]] released a GP2X port, [[kvance]] a Nintendo DS port, Mr_Alert a Wii port, and Exophase has done preliminary PSP support.<br />
<br />
The current version is 2.82b.<br />
<br />
===MegaZeux Forks===<br />
In early 2007, LogiCow created his own fork of the MZX source. The first version added the Draw command, allowing users to scale characters from the [[vlayer]]. It also served as an underlay (as opposed to an overlay). In more recent versions, the draw command was deleted. A select persisted in using the older versions for the draw command, much to the annoyance of those wishing to stay with Exophase's versions.<br />
<br />
A short time after the previous fork, LogiCow created another fork with an alternate renderer that scaled the graphics up to fit the screen, regardless of aspect ratio. This also allowed for seamless resizing of the MZX window when not running in full screen mode. logicow worked with ajs to merge these renderers into the mainline MZX versions, starting with 2.81e.<br />
<br />
LogiCow's final fork of MZX (based off of 2.81g) was solely to play [[Caverns of Zeux]] with enhanced graphics.<br />
<br />
LogiCow was not the only person to fork MZX; [[NihilistMatt]] created a fork called [[SquareMZX]]. SquareMZX knocked the resolution per-character to 8x8, but allowing a "quadrant" coloring system where each 2x2 section of any character can have its own color pair. This fork got very minor use; [[PROcrastination]] and the second [[RPG Skool Demo]] both could optionally use SquareMZX mode.<br />
<br />
==External Links==<br />
*[https://sourceforge.net/projects/mzx32 MZX32 Project Page (Sourceforge)]<br />
*[http://mzx.devzero.co.uk/ The MegaZeux Developer Site]<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Category:MegaZeux&diff=6651Category:MegaZeux2009-01-30T16:12:57Z<p>Terryn: </p>
<hr />
<div>MegaZeux! As in, only things directly related to the program itself (and not related things such as games, community memes, users, etc).</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Super_MegaZeux&diff=6650Super MegaZeux2009-01-30T16:09:10Z<p>Terryn: Adding info about SMZX mode switching in the editor.</p>
<hr />
<div>'''SMZX Mode''' is the name for an alternative graphics mode accessible through MegaZeux. Its first mode (SMZX Mode 1) was first introduced by [[MadBrain]] in a fork of 2.51s3.2; this original version was referred to as Super MegaZeux 100 Alpha (smzx100a). It relied on a little-documented [[text mode]] supported almost exclusively by nVidia and ATi chipsets. SMZX Mode 1 was induced into [[MegaZeux#MZXak|MZXAk]], only to be removed in 2.60. SMZX only returned on the release of MZX 2.69, sporting the original mode plus the more advanced Mode 2. Mode 3 was introduced in [[MegaZeux#SDL Port|2.80]], since it did not correlate to an actual hardware text mode and MZX no longer actually used text mode.<br />
<br />
In the most recent versions of MegaZeux, SMZX Mode can be accessed by setting the SMZX_MODE counter to 1, 2, or 3. In the editor, one can change SMZX Mode by pressing F11.<br />
<br />
===How It Works===<br />
SMZX Mode halves the vertical screen resolution in favor of adding two colors per character, effectively making a color palette of 256 unique colors.<br />
<br />
Each pixel in SMZX can be either color I (represented in MZX mode as two 'off' chars), color II ('on' and 'off), color III ('off' and 'on') ad color IV (both 'on').<br />
<br />
Mode 1, the original mode, simply blended every two horizontal pixels together. This allowed each character to have the original foreground and background colors plus two intermediate blends. The usefulness of this was at first only shown in making smooth gradient fills and grayscale images.<br />
<br />
Mode 2 was the first to allow 4 distinct colors for each character. It works like this:<br />
<br />
* All colors are defined in pairs of 2 hex digits.<br />
* Color I uses the background color as both digits.<br />
* Color II uses the background color as the first digit and the foreground as the second.<br />
* Color III uses the foreground color as the first digit and the background as the second.<br />
* Color IV uses the foreground color as both digits.<br />
<br />
Mode 3, which was added with the SDL port, uses a palette of 256 separate colors as opposed to 16 foreground and 16 background colors (each color, in hex, is a 2-digit pair consisting of the background color and the foreground color) Characters can access these as following:<br />
<br />
* Color I is the color itself, for example a character set to color 16 (which would normally be foreground 0 and background 1, hence 0x10) will show color 16 as color I.<br />
* Color II is the color plus 1<br />
* Color III is the color plus 2<br />
* Color IV is the color plus 3<br />
<br />
hence yielding a set of 64 unique color palettes. The colors wrap around, so a character set to color 255 (0xFF) will use color 0 for color II, etc. When using mode 3, the protected UI colors are overwritten, causing the MegaZeux UI to mess up somewhat.<br />
<br />
===Notable games that use SMZX mode===<br />
* [[Akwende]]'s Tetris, the pack-in game included with [[MegaZeux#MZXak|MZXak]] 1.0 and above<br />
* [[Kaboink!]] by [[Logicow]]<br />
* [[Hackers Can Turn Your Computer into a Bomb!]]<br />
* [[Murder on the Yellow Express]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Super_MegaZeux&diff=6649Super MegaZeux2009-01-30T16:05:57Z<p>Terryn: De-stubbing.</p>
<hr />
<div>'''SMZX Mode''' is the name for an alternative graphics mode accessible through MegaZeux. Its first mode (SMZX Mode 1) was first introduced by [[MadBrain]] in a fork of 2.51s3.2; this original version was referred to as Super MegaZeux 100 Alpha (smzx100a). It relied on a little-documented [[text mode]] supported almost exclusively by nVidia and ATi chipsets. SMZX Mode 1 was induced into [[MegaZeux#MZXak|MZXAk]], only to be removed in 2.60. SMZX only returned on the release of MZX 2.69, sporting the original mode plus the more advanced Mode 2. Mode 3 was introduced in [[MegaZeux#SDL Port|2.80]], since it did not correlate to an actual hardware text mode and MZX no longer actually used text mode.<br />
<br />
In the most recent versions of MegaZeux, SMZX Mode can be accessed by setting the SMZX_MODE counter to 1, 2, or 3.<br />
<br />
===How It Works===<br />
SMZX Mode halves the vertical screen resolution in favor of adding two colors per character, effectively making a color palette of 256 unique colors.<br />
<br />
Each pixel in SMZX can be either color I (represented in MZX mode as two 'off' chars), color II ('on' and 'off), color III ('off' and 'on') ad color IV (both 'on').<br />
<br />
Mode 1, the original mode, simply blended every two horizontal pixels together. This allowed each character to have the original foreground and background colors plus two intermediate blends. The usefulness of this was at first only shown in making smooth gradient fills and grayscale images.<br />
<br />
Mode 2 was the first to allow 4 distinct colors for each character. It works like this:<br />
<br />
* All colors are defined in pairs of 2 hex digits.<br />
* Color I uses the background color as both digits.<br />
* Color II uses the background color as the first digit and the foreground as the second.<br />
* Color III uses the foreground color as the first digit and the background as the second.<br />
* Color IV uses the foreground color as both digits.<br />
<br />
Mode 3, which was added with the SDL port, uses a palette of 256 separate colors as opposed to 16 foreground and 16 background colors (each color, in hex, is a 2-digit pair consisting of the background color and the foreground color) Characters can access these as following:<br />
<br />
* Color I is the color itself, for example a character set to color 16 (which would normally be foreground 0 and background 1, hence 0x10) will show color 16 as color I.<br />
* Color II is the color plus 1<br />
* Color III is the color plus 2<br />
* Color IV is the color plus 3<br />
<br />
hence yielding a set of 64 unique color palettes. The colors wrap around, so a character set to color 255 (0xFF) will use color 0 for color II, etc. When using mode 3, the protected UI colors are overwritten, causing the MegaZeux UI to mess up somewhat.<br />
<br />
===Notable games that use SMZX mode===<br />
* [[Akwende]]'s Tetris, the pack-in game included with [[MegaZeux#MZXak|MZXak]] 1.0 and above<br />
* [[Kaboink!]] by [[Logicow]]<br />
* [[Hackers Can Turn Your Computer into a Bomb!]]<br />
* [[Murder on the Yellow Express]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Bernard_the_Bard&diff=6648Bernard the Bard2009-01-30T15:36:42Z<p>Terryn: </p>
<hr />
<div>{{Game| title = Bernard the Bard<br />
|image = <br />
|creator = Jeremy Lamar ([[Otto Germain]])<br />
|company = [[Draconic Creations]]<br />
|released = September 1998<br />
|genre = Adventure<br />
}}<br />
<br />
== The Basics ==<br />
<br />
Bernard the Bard is a [[:Category:Games|MegaZeux Game]] made by Otto Germain in which the player plays the role of the title character and has various adventures out and about his hometown with its castle, which also involves the defense of the town from the race of goobers. This game is a sequel to the famous ZZT game [[zultimate:Ned the Knight|Ned the Knight]]. It is often considered a [[MegaZeux]] classic.<br />
<br />
== External Links ==<br />
<br />
[[http://www.digitalmzx.net/forums/index.php?act=home&branch=showcase&gid=1 Reviews of the game at DigitalMZX]]<br />
<br />
<br />
{{NeedsPeerReview}}<br />
{{Stub}}</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Bitwise_math&diff=6647Bitwise math2009-01-30T15:34:53Z<p>Terryn: Timeliness update.</p>
<hr />
<div>Generally, performing arithmetic and other math in a programming language like [[Robotic]] requires no understanding of how the computer stores and interprets numbers. 1 + 2 = 3, no matter how 1, 2, or 3 are understood by the program. However, when working with computers, there is a class of operations that can be performed on stored values that DOES take into account how they are stored. These generally fit under the heading of '''bitwise math'''.<br />
<br />
Common uses for bitwise math in [[Megazeux]] include: storing multiple values (often on-off binary flags) in a single counter (common in the old days of MZX, before counters became plentiful); interacting with and editing characters (which can be understood as a graphical representation of on and off bits); and writing and reading counters to and from [[file access|files]], since counters are 32-bit while counter reading and writing supported only 8- and 16-bit operations until recently.<br />
==Boolean Algebra==<br />
Before exploring all of the details of bitwise math, we need an understanding of the basic types of operations that can be performed. Pure boolean algebra operates on single, binary values of TRUE and FALSE, which are called booleans (hence, boolean algebra). It defines several operations that can be performed on booleans:<br />
* '''NOT A''' Often written as !A or ~A, this returns the opposite of the value of A. If A is true, !A is FALSE, and vice versa.<br />
* '''A AND B''' Often written A&B or simply AB, this operation returns TRUE if and only if both A AND B are TRUE.<br />
* '''A OR B''' Often written A|B or A+B, this operation returns TRUE if and only if either A OR B (or both) is TRUE.<br />
* '''A XOR B''' Often written A^B, this operations returns TRUE if and only if either A OR B, but NOT both, is TRUE. XOR is an abbreviation for "Exclusive OR", meaning "only one of these is true". OR can be understood as "Inclusive OR", meaning "any or all of these are true".<br />
* '''A NAND B''', '''A NOR B''', '''A XNOR B''' These are equivalent to NOT (A AND B), NOT (A OR B), and NOT (A XOR B), respectively.<br />
MZX supports NOT, AND, OR and XOR through the use of [[expressions]], but as bitwise operations, not boolean ones. They operate on full, 32-bit integer values, not 1-bit boolean values.<br />
==Binary Representation==<br />
To understand how bitwise math operates on integers, one must understand how integers are interpreted as a string of bits. Apart from some special handling for negative numbers, this is simply the binary (base-2) representation of the number. Most people understand numbers in decimal representation, where there are ten digits, 0-9. Each digit in the number represents a successive power of 10, and is named according to its position counting from right to left: the one's place, the ten's place, the hundred's place, and so on.<br />
<br />
Binary representation has only two digits, 0 and 1, which are analogous to bits in computer terms. Thus, a number in binary representation interprets these digits as successive powers of two, according to their position. From right to left, these could be called the one's place, the two's place, the four's place, the eight's place, and so on. Use the following algorithm to convert a number from decimal to binary representation.<br />
let t be a string of 32 digit 0's, counting them as 0 to 31 from right to left<br />
let n be a positive number we wish to convert<br />
while n is greater than zero:<br />
let p be the largest power of two less than or equal to n<br />
set the p-th digit of t to 1<br />
subtract p from n<br />
t is now the binary representation of the original n<br />
To convert from binary to decimal representation:<br />
let t be zero<br />
let n be a binary number with no more than 31 digits<br />
let p be zero<br />
while p is less than the length of n<br />
if the p-th digit of n is 1, add 2^p to t<br />
increase p by 1<br />
t is now the decimal representation of n<br />
For reference, the important powers of two are:<br />
{|width=50%<br />
|-<br />
|width=5%|2<sup>0</sup><br />
|width=20%|= 1<br />
|width=5%|2<sup>8</sup><br />
|width=20%|= 256<br />
|width=5%|2<sup>16</sup><br />
|width=20%|= 65536<br />
|width=5%|2<sup>24</sup><br />
|width=20%|= 16777216<br />
|-<br />
|2<sup>1</sup>||= 2||2<sup>9</sup>||= 512||2<sup>17</sup>||= 131072||2<sup>25</sup>||= 33554432<br />
|-<br />
|2<sup>2</sup>||= 4||2<sup>10</sup>||= 1024||2<sup>18</sup>||= 262144||2<sup>26</sup>||= 67108864<br />
|-<br />
|2<sup>3</sup>||= 8||2<sup>11</sup>||= 2048||2<sup>19</sup>||= 524288||2<sup>27</sup>||= 134217728<br />
|-<br />
|2<sup>4</sup>||= 16||2<sup>12</sup>||= 4096||2<sup>20</sup>||= 1048576||2<sup>28</sup>||= 268435456<br />
|-<br />
|2<sup>5</sup>||= 32||2<sup>13</sup>||= 8192||2<sup>21</sup>||= 2097152||2<sup>29</sup>||= 536870912<br />
|-<br />
|2<sup>6</sup>||= 64||2<sup>14</sup>||= 16384||2<sup>22</sup>||= 4194304||2<sup>30</sup>||= 1073741824<br />
|-<br />
|2<sup>7</sup>||= 128||2<sup>15</sup>||= 32768||2<sup>23</sup>||= 8388608||2<sup>31</sup>||= 2147483648<br />
|}<br />
<br />
As for negative numbers, they are stored in a form called two's compliment. This works by having the highest (left-most) bit indicate the sign of the number (0 for positive, 1 for negative), and then inverting (i.e. NOT) all of the bits in a negative number EXCEPT for the one's bit to obtain the analogous positive number. So, to find the binary representation for a negative decimal, first find the representation of the equivalent positive number, and then change all 1's to 0's and 0's to 1's, except for the right-most bit.<br />
===Examples===<br />
This will be hard to understand without some practice examples, so here are some exercises you can try.<br />
<br />
# Write 491520 as a binary number<br />
## Start with 00000000000000000000000000000000<br />
## 2<sup>19</sup> > 491520 > 2<sup>18</sup>, so we subtract 262144 from 491520 and set bit 18<br />
##: 491520 - 262144 = 229376 ; 00000000000001000000000000000000<br />
## Continuing on in the same manner:<br />
##: 229376 - 131072 = 98304 ; 00000000000001100000000000000000<br />
##: 98304 - 65536 = 32768 ; 00000000000001110000000000000000<br />
##: 32768 - 32768 = 0 ; 00000000000001111000000000000000<br />
# Write -159 as a binary number<br />
## We first convert the number 159. Start with ....00000000<br />
## 256 > 159 > 128, so subtract 128 from 159 and set bit 7<br />
##: 159 - 128 = 31 ; ...00010000000<br />
## Continuing on in the same manner:<br />
##: 31 - 16 = 15 ; ...00010010000<br />
##: 15 - 8 = 7; ...00010011000<br />
##: 7 - 4 = 3; ...00010011100<br />
##: 3 - 2 = 1; ...00010011110<br />
##: 1 - 1 = 0; ...00010011111<br />
## Now flip all bits except for the rightmost 1:<br />
##: 11111111111111111111111101100001<br />
# Convert 01011011 to a decimal number<br />
## Start with 0.<br />
## The one's place is 1, so add 1.<br />
## The two's place is 1, so add 2. The running total is now 3.<br />
## The eight's place is 1, so add 8. Total is 11.<br />
## The sixteen's place is 1, so add 16. Total is 27.<br />
## The sixty-four's place is 1, so add 64. Final total is 91.<br />
# Convert ...1111011011 to a decimal number<br />
## The number is negative, so first flip all bits except the right-most: ...0000100101<br />
## The one's place is 1, so add 1.<br />
## The four's place is 1, so add 4. Total is 5.<br />
## The thirty-two's place is 1, so add 32. Total is 37.<br />
## Add a negative sign to the number. The result is -37.<br />
<br />
==Bitwise operators==<br />
Now, having explained both boolean algebra and the binary representation, we can explain how bitwise operators work. Put simply, a bitwise operation takes the binary representations of two numbers, and performs the given boolean operation on each pair of bits, interpreting 1 as TRUE and 0 as FALSE. The results of each of these 32 operations are composited into a single number.<br />
In addition to the AND, OR, XOR and NOT operators, MZX expressions also implement bitshift operators. These operators are not boolean; instead, they take all the bits in a numbers binary representation and shift them left or right a given number of places. This implies that some bits are lost off of one end of the number, while an equal number are added to the other end. There are many different behaviors for this sort of operation, particularly when implemented by assembly languages, but MZX and most other languages fill the incoming bits as 0's, and throw away the outgoing bits.<br />
===Application: Interpreting a Counter as 32 Binary Flags===<br />
MZXers have been storing flags in counters for a long time. The earliest methods for doing this were very cumbersome, and even with the INT2BIN counters added in MZXAk, this was still not a convenient procedure until the addition of expressions and bitwise math.<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Nanogame&diff=6645Nanogame2009-01-30T04:02:24Z<p>Terryn: </p>
<hr />
<div>A '''nanogame''' is a very tiny MZX game, usually lasting under five minutes (at maximum, no longer than ten) and lacking everything but the most rudimentary elements of gameplay. Nanogames differ from a typical [[joke game]] in that their production values are not deliberately jarring / bad.<br />
<br />
Most of [[inmate2993|inmate's]] later output and nearly all of [[asiekierka|asiekierka's]] games are of this type.<br />
<br />
{{stub}}{{NeedsPeerReview}}<br />
<br />
[[Category:Community]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Commands&diff=6640Commands2009-01-29T21:14:40Z<p>Terryn: </p>
<hr />
<div>A '''command''' is a single, executed line of [[Robotic]] in a given [[robot]]. There are some minor exceptions that affect whether a line is actually executed and counts as a command. But in general, all lines - including labels, comments, and even blank lines - count as commands when they are encountered.<br />
<br />
This is important because each robot in a [[Megazeux]] world is allowed to execute a certain number of commands per [[cycle]], before control automatically passes to the next robot on the board. Historically, this number has been 40 since MZX version 2.00 (25 before that), but since the [[Megazeux#SDL Port|port]] Megazeux has provided the aptly named "commands" [[counter]] to set this number to something else. In games with complex [[engines]] requiring a lot of computation, it is common to see this counter set to something high, in order allow the engine function in a reasonable amount of time. Popular settings include 1000, 32767, and the [[expression]] (-1>>1) that sets the value as high as possible.<br />
<br />
However it is worth cautioning that while "commands" sets a software limit on what MZX is allowed to do, you can still come up against a hardware limit on what MZX is ''able'' to do. At a certain point (2^16 = 65536 average total commands per cycle on a reasonably fast computer), attempting to actually execute as many commands as you're allowed to will start causing noticeably slow performance. This can become much more pronounced for processor intensive commands like <tt>copy block</tt>, which take more time to execute, to the point where MZX hangs and becomes completely unusable. Therefore, while it is usually recommended to set "commands" much higher than you actually need, it is also strongly recommended that you make sure each robot only executes as many commands as it needs to per cycle, particularly when loops are involved. When an engine incorporates a main program loop that is supposed to execute each cycle make sure the loop explicitly terminates with a cycle-ending command like <tt>[[cycle 1]]</tt>.<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Commands&diff=6639Commands2009-01-29T21:14:25Z<p>Terryn: </p>
<hr />
<div>A '''command''' is a single, executed line of [[Robotic]] in a given [[robot]]. There are some minor exceptions that affect whether a line is actually executed and counts as a command. But in general, all lines - including labels, comments, and even blank lines - count as commands when they are encountered.<br />
<br />
This is important because each robot in a [[Megazeux]] world is allowed to execute a certain number of commands per [[cycle]], before control automatically passes to the next robot on the board. Historically, this number has been 40 since MZX version 2.00 (25 before that), but since the [[Megazeux#SDL Port|port]] Megazeux has provided the aptly named "commands" [[counter]] to set this number to something else. In games with complex [[engines]] requiring a lot of computation, it is common to see this counter set to something high, in order allow the engine function in a reasonable amount of time. Popular settings include 1000, 32767, and the [[expression]] (-1>>1) that sets the value as high as possible.<br />
<br />
However it is worth cautioning that while "commands" sets a software limit on what MZX is allowed to do, you can still come up against a hardware limit on what MZX is ''able'' to do. At a certain point (2^16 = 65536 average total commands per cycle on a reasonably fast computer), attempting to actually execute as many commands as you're allowed to will start causing noticeably slow performance. This can become much more pronounced for processor intensive commands like <tt>copy block</tt>, which take more time to execute, to the point where MZX hangs and becomes completely unusable. Therefore, while it is usually recommended to set "commands" much higher than you actually need, it is also strongly recommended that you make sure each robot only executes as many commands as it needs to per cycle, particularly when loops are involved. When an engine incorporates a main program loop that is supposed to execute each cycle make sure the loop explicitly terminates with a cycle ending command like <tt>[[cycle 1]]</tt>.<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Counter&diff=6638Counter2009-01-29T20:32:48Z<p>Terryn: Fixed. The extremities don't have the same absolute value because 0 takes up a space.</p>
<hr />
<div>A '''counter''' is essentially [[Megazeux]] vernacular for a variable, meaning a piece of data in the program whose value can change. Specifically in the case of MZX, counters are integer numbers, not [[strings]], and not floating-point numbers. In standard programming terms, most counters are signed, 32-bit integers, meaning any number between -2,147,483,648 and 2,147,483,647. In the past, before the [[MegaZeux#SDL Port|MZX port]], counters were 16-bit, or between -32768 and 32767. However, some counters with built-in meanings and uses assume different ranges, or don't have actual ranges at all because they indicate special syntax instead of numeric values. For example, the counter "[[file access|fwrite_open]]" doesn't correspond to any value itself, and instead provides an access point for opening a file. MZX has also changed over the years in terms of the number of counters it has allowed the user to define. As late as version 2.51, only 50 could be active (i.e. non-zero) at one time. Over time, this number was expanded, and then in the port the limit was effectively removed.<br />
<br />
While most counters in a MZX game are user defined, MZX also provides a couple hundred built-in counters and counter-like constructs to access special functions and information. These are detailed by category in the [http://www.digitalmzx.net/mzxhelp.php/COUNTERS.HLP#1st help file], which is a very good resource for any MZX programmer.<br />
<br />
Another important type of counter is the local counter. Most counters are global, meaning they can be accessed from anywhere in the game and by any robot. By contrast, local counters are specifically tied to an individual robot, so that the same name referenced or set by one robot will access a different value than another robot would. Robots on the same board can read each others' local counters, but can't write values to them. The most important local counters are named "local#", where # is an optional number between 1 and 32. All of these are technically built-in since their names are fixed, but most have no special function except to be local counters.<br />
<br />
{{stub}}<br />
<br />
[[Category:MegaZeux]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Veloso&diff=6636Veloso2009-01-23T00:49:50Z<p>Terryn: </p>
<hr />
<div>Greg Falcon, otherwise known as ''Veloso'', is a [[MegaZeux]] superstar, most famous for his [[MegaZeux Superstar]] games, as well as his Flash movies such as Irrational Exuberance, which gained Internet-wide fame. He is somewhat infamous for buying [[MZX (channel)|#mzx]] off of [[Diamond]] for $60, after which he abandoned the channel and handed it to [[mordac]].<br />
<br />
Veloso came back in late 2005 hyping a [[Day of Zeux]]-style contest with cash prizes and an MZX game called Shadowfall. This game ended up being [[MegaZeux Superstar II]]. After this, he quickly left the community once more.<br />
<br />
==External Links==<br />
*[http://www.verylowsodium.com/ VeryLowSodium], the official site of Veloso<br />
<br />
[[Category:MZXers]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux_Judging_Sheets:Seventh_Shade&diff=6635Winter 2008 Dualstream Day of Zeux Judging Sheets:Seventh Shade2009-01-22T23:47:52Z<p>Terryn: </p>
<hr />
<div><pre> Winter 2008 DsDoZ scores by Seventh Shade<br />
<br />
36953: Superb Benthic Zone Adventures, by Elevator Dentist Squad<br />
Winter 2008 DsDoZ and General: Water<br />
The Trouble with Isopods...<br />
<br />
Theme: 65/100<br />
<br />
Adequate usage of the theme. The whole game is set underwater, the music and feel are<br />
all very aquatic. Divers, isopods, deadly urchin, submarines. It's all there even if<br />
nothing was used in unique or inspired way.<br />
<br />
Gameplay: 50/90<br />
<br />
The ideas have potential but the execution is a bit off. For starters, all the levels in<br />
the game seem a little boring. The first level takes way too long to finish, requiring<br />
you to catch too many of those damn chips. The second level would be okay if your diver<br />
was easier to control. And finally, the last level (the submarine one) combines both of<br />
the flaws of the first two. It's too long and the mouse controls were not a good idea<br />
with a level that crowded. And it doesn't even warn you that you're about to switch to<br />
the mouse!<br />
<br />
Graphics: 50/70<br />
<br />
The graphics were actually pretty good, especially in the isopod level. It's very <br />
colorful with nice sprites. The diver level could use some more decoration. It looks<br />
too empty as is. The submarine level is a little too jam packed with things and it's a<br />
little hard to tell at first what's in the main layer and what won't kill you.<br />
<br />
Technique: 40/60<br />
<br />
Slightly glitchy. You can't die at all in the first level, the diver doesn't always get<br />
hurt by the urchins. The submarine level seems to work without a hitch but, again, the<br />
controls were a bad choice. None of the problems are game breaking, though.<br />
<br />
Story: 15/50<br />
<br />
Feed the isopod! Catch it! Get it to the Sub! Maneuver your way out! That's it! The<br />
story is minimal, to say the least. It's more coherent than some of the other entries<br />
and it works fine for the setting.<br />
<br />
Sound: 25/30<br />
<br />
All the music choices fit and sounded nice. The sound effects were also fine. There's<br />
nothing spectacular here but nothing to complain about either.<br />
<br />
Total: 245/400<br />
<br />
I was hoping for some oceanic games when I suggested this theme. This game is a decent<br />
collection of minigames that fits the that to a T. Unfortunately, the game gets bogged<br />
down by a few bad design choices.<br />
<br />
-<br />
<br />
39191: Aquarium, by Allium Cepa<br />
Winter 2008 DsDoZ and Water<br />
Pretty. Pretty unfinished.<br />
<br />
Theme: 10/100<br />
<br />
Well, you're character's a water nymph and you collect water so this game makes a nod<br />
toward the theme. Still, there's just not enough here to really have a game, much less a<br />
game that fits the theme well.<br />
<br />
Gameplay: 5/90<br />
<br />
You can jump and collect water drops. That's the extent of the gameplay. You can't even<br />
die by falling off the edge of the screen. This game is just completely unfinished.<br />
<br />
Graphics: 60/70<br />
<br />
Very pretty. The sprites are great, especially the animations. The water drops that<br />
fall from your character were a nice touch. The terrain and backgrounds are very well<br />
made and definitely enhance the mood. Everything suggests that there could have been an<br />
excellent game here.<br />
<br />
Technique: 30/60<br />
<br />
The robotic is average. It wastes robots to do the water drops when it could have used<br />
sprites or overlay. Most of the effort went toward the animations. There was really<br />
nothing else. Lastly, why do so many people forget to link the starting board properly?<br />
<br />
Story: 0/50<br />
<br />
There is no story! Well, you're a water nymph and you jump around gothic manors at<br />
night, collect water, and wonder what to do with the rest of your life. How many<br />
different ways can I say unfinished?<br />
<br />
Sound: 10/30<br />
<br />
One measly sound effect. It's a good one, I guess, but not enough to save this score.<br />
There is no music all. I'll be charitable and go with the idea that no sound is better<br />
than bad sound.<br />
<br />
Total: 115/400<br />
<br />
An empty box covered with bright wrapping paper.<br />
<br />
-<br />
<br />
45595: Murder on the Yellow Express, by A Wild Bidoof has appeared!<br />
Winter 2008 DsDoZ and Murder Mystery<br />
Ace Furface and the Tedious Mystery<br />
<br />
Theme: 10/20<br />
<br />
A murder has happened while the main character was on vacation. He takes it upon himself<br />
to solve the case. A basic usage of theme. There was nothing clever or unexpected, just<br />
a typical whodunit. <br />
<br />
Gameplay: 65/120<br />
<br />
This one is a short, slightly laborious point and click adventure. The puzzles were<br />
funny but slightly illogical and uninteresting. The pixel perfect engine and the mouse<br />
controls could have been good if it wasn't so easy to get hung up on terrain and your<br />
character didn't walk so grandma-on-the-highway slow. The inventory engine is perfect<br />
for this type of game.<br />
<br />
There's one major problem though. When I say tedious, I mean TEDIOUS. Get the camera.<br />
Now get the murder weapon. Whoops, better find something to pick the murder weapon up<br />
with. Now get something to hold the gun with! Quickly now! Don't shuffle around like a<br />
slug on morphine!<br />
<br />
Graphics: 85/90<br />
<br />
The graphics are extremely pretty and easily the best thing about this game. Large, well<br />
drawn sprites, good color choice, nice title screen. Some parts of the train are a<br />
little sparse but it's nothing major. One minor quibble: Who cooks soup on the floor?<br />
<br />
Technique: 80/80<br />
<br />
Extra fancy as usual. The pixel perfect graphics, the mouse engine, and the inventory<br />
all seem to work perfectly or near perfectly. I didn't notice any glitches and the<br />
robotic is fairly high end.<br />
<br />
Story: 25/50<br />
<br />
The story is too minimal and poorly finished. Why did the fox lady murder the musician?<br />
How did your dubious clues aid in the investigation? The only thing going for it is a<br />
touch of humor here and there. Without that, all you'd have are loose ends.<br />
<br />
Sound: 30/40<br />
<br />
The music is good and fits the theme decently enough. The soundtrack is a little too<br />
upbeat for a murder investigation but it's the only thing that could go with the<br />
graphics. It could have used more than two sound effects though. Maybe something for<br />
using the camera or a sound effect for the actual murder.<br />
<br />
Total: 295/400<br />
<br />
An extremely pretty and not completely boring adventure that's too slow for it's own<br />
good. It's too bad more effort didn't go toward the plot or the puzzles.<br />
<br />
-<br />
<br />
46132: Murder Megazeux Manor, by the Suicideskeeters (guest appearance by CJA)<br />
Winter 2008 DsDoZ and Murder Mystery<br />
Helloooooo, Judges!<br />
<br />
Theme: 15/20<br />
<br />
It uses the theme in a way that screams #pooproad. There's no mystery to solve. Instead<br />
your intrepid and dashing heroes (<ScottVyper> LOL) are trying to FIND a mystery to<br />
solve.<br />
<br />
Gameplay: 85/120<br />
<br />
There are three main types of gameplay: tecki's action boards, his puzzle boards, and<br />
vyper's investigations. The action boards use built-ins but use them well. It's like<br />
caverns with a sense of humor. Unfortunately, push block puzzles. Aggravating, flimsian<br />
push block puzzles designed to test your patience. The investigation boards basically<br />
have no real gameplay (just a few simple puzzles). The game is fun but not amazing.<br />
<br />
Graphics: 55/90<br />
<br />
The graphics in the cutscenes are acceptable and the game uses some good splash screens<br />
between levels. The actual levels fall into the category of Neo-Classical Post-Forester,<br />
meaning minimalist and just slightly better than Caverns. It's all just okay.<br />
<br />
Technique: 55/80<br />
<br />
It's hard to completely screw up something as simple as pushblocks and built-in enemies.<br />
I only saw one minor glitch where, occasionally, bears would block transporters and<br />
prevent you from using them. What little robotic there was pretty basic.<br />
<br />
Story: 45/50<br />
<br />
Funny and certainly entertaining. BUT I MIGHT BE BIASED. It works for what it is. The<br />
dialog is witty and exageratedly true to character. My only complaint is that I don't<br />
draw, poorly or otherwise, and that isn't my philosophy!<br />
<br />
Sound: 35/40<br />
<br />
The music fits the feel of the game perfectly and the sounds work as well (sort of remade<br />
classic megazeux sounds). You have the expected snappy, upbeat chiptunes combined with a<br />
handful of really old songs from well known games. It all combines to make a great<br />
soundtrack.<br />
<br />
Total: 290/400<br />
<br />
YEAH, OKAY, YOU HAVE OUR ATTENTION. The real mystery is whether or not CJA can<br />
contribute to a game that doesn't have any cameos in it at all. Anyway, it's a typical<br />
but fun little action adventure game. <br />
<br />
-<br />
<br />
45595: Xin, by Team Bro Fist <br />
Winter 2008 DsDoZ and Murder Mystery<br />
Now that's an overdone intro!<br />
<br />
Theme: 10/20<br />
<br />
Your are an apprentice monk framed for murdering your master. After being kicked out of<br />
the monastery you decide to seek out the real murderer. As with most of the murder<br />
mystery games it uses the theme in the least imaginative way possible. Granted, the<br />
theme doesn't allow too much leighway but something different would have been nice.<br />
There's a murder and you have to figure out who framed you for it.<br />
<br />
Gameplay: 100/120<br />
<br />
The main part of the show is the card-based rpg battle system. It's impressive and<br />
requires a little strategy but I wish there had been a visual reference as to which<br />
elements worked against which. The creators of the game knew this system was the main<br />
draw as nearly every NPC in the game tries to kill you at some point. The battles could<br />
stand to move a little faster. Other than fighting, all you do is talk to people to<br />
gather clues.<br />
<br />
Graphics: 80/90<br />
<br />
Excellent scenery, great sprites, and good animations give this game better visuals than<br />
most of the other entries. The transition to battles is flashy enough and the<br />
presentation of the card system was also extremely well done.<br />
<br />
Technique: 65/80<br />
<br />
If it wasn't for one glaring glitch the programming would be perfect. The cards in<br />
battle sometimes don't display properly or at all and, even worse, this can lead to you<br />
having a full hand of blanks with nothing you can play. Wervyn fixed this but not in<br />
time for it to count. Too bad.<br />
<br />
Story: 45/50<br />
<br />
Well written and more than passable for a DoZ. The dialog matches the setting and feel<br />
of the game. It even has multiple endings depending on what clues you've gathered. This<br />
is the best serious story in the DoZ.<br />
<br />
Sound: 35/40<br />
<br />
The soundtrack fits as perfectly as you could hope for. The battle themes are what you<br />
usually find in console rpg's, which isn't a bad thing. The sound effects are good<br />
enough. Overall a good job.<br />
<br />
Total: 335/400<br />
<br />
Make a remake or sequel to this game, please. The battle system could be amazing with<br />
little more extrapolation and I even liked the setting.<br />
<br />
-<br />
<br />
52608: Drippy and the Evaporated Sea, by unknown<br />
Winter 2008 DsDoZ and Water<br />
Old School Megazeux gameplay, now with more annoying collectibles!<br />
<br />
Theme: 40/100<br />
<br />
The watery world of the main character has been dehydrated and it's up to you, the<br />
descendant of the previous hero, to bring the water back and put a stop to the evil<br />
responsible. Basically, it's every old rpg plot ever. It's not a terrible usage of the<br />
theme, just really trite.<br />
<br />
Gameplay: 40/90<br />
<br />
Yet another old-fashioned overhead action game. The levels in this one are too big, too<br />
bland, and poorly designed. The enemies are ultra-basic and too easy to dispatch. The<br />
best strategy for killing most bosses is stand in one spot and shoot in it's general<br />
direction until it dies.<br />
<br />
My main complaint is against what other people will probably praise: the collectibles. I<br />
can't stand widget hunts unless it unlocks something worth all the extra time and effort.<br />
It's only saving grace is that it's a pretty long game for a DoZ.<br />
<br />
Graphics: 20/70<br />
<br />
Generally, it isn't a great looking game. What you have are overly large boards, a lot<br />
of empty space, little decoration, and crude character graphics. The color choices<br />
either clash a little or are just dull. The scenery is done in all blocks. Put in more<br />
effort next time.<br />
<br />
Technique: 35/60<br />
<br />
I'd put this at mid-beginner. There don't seem to be any real glitches to speak of but<br />
all the programming is simple and hard to mess up. I'd like it if the enemies had more<br />
variety and the bosses did something other than built in attacks. <br />
<br />
Story: 20/50<br />
<br />
The story isn't very good at all. It's been done way too many times and in much better<br />
ways. None of the NPC's have anything funny or interesting to say and it makes no real<br />
effort to explain anything past "the bad guys hate you, did evil things, now go stop<br />
them." It really needs something to spice it up.<br />
<br />
Sound: 25/30<br />
<br />
As far as sound goes, the game holds up well. The music doesn't offend and it fits the<br />
action well. A few songs got on my nerves after repeated listenings. The sounds effects<br />
are average. Just the basics. It wouldn't hurt to have a sound for when you get hurt,<br />
though.<br />
<br />
Total: 180/400<br />
<br />
It's like Mario 64 (or one it's knock-offs) only in megazeux and with none of the energy<br />
or creativity that made collecting hordes of hard to find objects bearable. I do like<br />
how long it is and I could see this being remade into a great megazeux game with effort.<br />
<br />
-<br />
<br />
53283: The Curious Case of Ash McArthur, by Rokkaku Law Enforcement Division<br />
Winter 2008 DsDoZ and Murder Mystery<br />
Don't worry. I've studied... the afterlife!<br />
<br />
Theme: 15/20<br />
<br />
The main character's been murdered. He then manages to come back as a ghost in order to<br />
discover the killer. This is mildly better than merely investigating the murder of<br />
someone else.<br />
<br />
Gameplay: 30/120<br />
<br />
There's only two boards and one of them seems slightly empty. If that wasn't bad enough<br />
you're basically forced into picking the right answer because the game tells you when<br />
you've picked the wrong person. Boring.<br />
<br />
Graphics: 20/90<br />
<br />
This game is in desperate need for more color than a few small splashes of red. Maybe<br />
the black and white surroundings are supposed to convey the fact that your dead but it<br />
looks like laziness too me. The actual graphics are your average single character tiles. <br />
<br />
Technique: 25/80<br />
<br />
The screen fades in and out too slow and it needs a way to speed up the text. It lets<br />
you clear the text with space in the intro but not in the actual game. Everything feels<br />
pretty crude. I didn't see any glitches.<br />
<br />
Story: 10/50<br />
<br />
There isn't very much story and it isn't very exciting. The execution is particularly<br />
bad. The dialog sucks. "Gasp... no!"<br />
<br />
Sound: 15/40<br />
<br />
There seems to be a pattern forming here. This game also only has two songs and two<br />
sound effects. The music is just okay. The bleep noise is that one from the Final<br />
Fantasy games you hear in just about every poorly made game.<br />
<br />
Total: 115/400<br />
<br />
This game bored me so bad that I had trouble reviewing it.<br />
<br />
-<br />
<br />
66418: P.E.E.(E.), by BNL DoZ Team #002<br />
Winter 2008 DsDoZ and Water<br />
Jiggles<br />
<br />
Theme: 10/100<br />
<br />
This game does not really use theme at all. The main villain is wet. There's uh...<br />
water in the scenery, too! The use is nearly bad enough for disqualification but since<br />
you begged I'll spare you.<br />
<br />
Gameplay: 20/90<br />
<br />
The first part of the gameplay sux. Left up up down down you miserable bastard! The<br />
puzzle is annoying. Why only one try? The boss fight also sucks. Samara teleports!<br />
Shoots! Rinse! Repeat!<br />
<br />
Graphics: 25/70<br />
<br />
This has ugly graphics but it's not as bad as Ash McArthur. It's colorful enough but<br />
there are only crappy smileys and a few characters for appliances. There's no real<br />
animation to speak of.<br />
<br />
Technique: 30/60<br />
<br />
Just a bit above ZZT level. The puzzle was decently programmed for what it was. There<br />
are no glitches.<br />
<br />
Story: 10/50<br />
<br />
The story is random crap. This game is a chinese manual parody. It seems asiekierka was<br />
trying to make a semi-serious game. It's sad that this is what he came up with. Nothing<br />
makes any sense.<br />
<br />
Sound: 15/30<br />
<br />
Most of the music was taken from Wall-E. I don't like the title music that plays after<br />
the Barnaby intro. The rest of the songs are fairly good chiptunes. This is the only<br />
part of the game I didn't hate.<br />
<br />
Total: 110/400<br />
<br />
Last words<br />
<br />
-<br />
<br />
68488: Whirlwind, by Team Breaking Wheel<br />
Winter 2008 DsDoZ and Murder Mystery?<br />
In a real arcade game you could insert quarters for more lives.<br />
<br />
Theme: 6/20<br />
<br />
Barely, and I mean BARELY, uses it. There's a murder but no mystery. It might be worth<br />
a disqualification but I'll let it slide because I liked the game.<br />
<br />
Gameplay: 114/120<br />
<br />
It's a fun, hard run-and-gun game. It has good weapon variety even if none of the<br />
weapons are amazing. The bombs, however, are nearly useless because you have to hit the<br />
Del key to use them and all the rest of the controls are on the other side of the<br />
keyboard. Multiple pathways to choose from are always nice. I like challenging action<br />
games but that last boss might be too much of a good thing.<br />
<br />
Graphics: 70/90<br />
<br />
The spritework is pretty good although the enemies and player could use a little more<br />
detail. The backgrounds are as plain as they come. I like the death animations when you<br />
kill something. Skulls and ribcages flying everywhere.<br />
<br />
Technique: 70/80<br />
<br />
Good. Everything seems to work without a hitch. I would have liked a shotgun with real<br />
spread though. Also, it could use variable difficulty for people who aren't as skilled<br />
as some of us.<br />
<br />
Story: 10/50<br />
<br />
The story is near non-existent. You have a little arcade style story that pops in when<br />
you wait at the title. It's short, extremely vague, and perfectly fine for this type of<br />
game.<br />
<br />
Sound: 20/40<br />
<br />
Sound's okay. Most of the guns sound appropriate but the ion gun could use more punch.<br />
Some of the music is fine, some of it is reused from Maxim's earlier games, but I<br />
personally don't think it matches the action as good as it could.<br />
<br />
Total: 290/400<br />
<br />
Whirlwind is more of the same from Maxim. He's definitely figured his niche out. It's<br />
pretty fun and one of the better games this DoZ.<br />
<br />
-<br />
<br />
73310: Archer Gremory is Thirsty, by a huge jerk<br />
Winter 2008 DsDoZ and Water<br />
Kuddy sux.<br />
<br />
Theme: 1/100<br />
<br />
so i saw this spider crawling across my desk the other day, it was pretty big, i would<br />
say it was about three inches, and i really hate spiders, so i tried to whack it with a<br />
magazine, but there were no magazines around, so i had to go downstairs to get one, but<br />
when i made it back up to my room the spider was gone, which really pissed me off because<br />
that has a tendency to happen, and five minutes later it was directly above me on the<br />
ceiling, and i noticed it grew to twice its size and could no longer be whacked, so i got<br />
even more pissed off and decided to throw my garbage can at it, but that wasn't very<br />
smart because all that did was knock it off the ceiling onto the floor and now there was<br />
trash everywhere and my parents would probably get pretty pissed when they saw this and i<br />
would be in trouble, so i decided to call our nearest pest control agency, but much to my<br />
dismay THEY WERE CLOSED ON ACCOUNT OF ALL THE SNOW THAT HAD BEEN FALLING OH NO, and i got<br />
very pissed at this, so i decided to journey around destroying all the snow in new<br />
jersey, and it was going pretty well at first, but then the sun came out the next day and<br />
melted all the snow before i could get to it, and i was angry because i had spent all<br />
this money on rock salt for nothing, so i decided to go back home, but oh dear god NO,<br />
THE SPIDER HAD GROWN LARGER THAN OUR HOUSE AND WAS EATING IT, so i quickly ran and called<br />
the police and our nearest news team, which eventually led to the military being summoned<br />
to dispose of the spider, but their weapons didn't phaze it, and i got pretty pissed and<br />
remembered that i had a shotgun under my coat, so i climbed the roof, pulled the shotgun<br />
out, and blasted the spider in its eyes blinding it, which made it fall off the roof and<br />
die soon after, and afterwards i was rewarded for dealing with this major threat to<br />
society which could have destroyed the entire country had i not stopped it, but i didn't<br />
get any money, and i got really pissed off because of that, but then suddenly THE SPIDER<br />
CAME BACK AS AN UNDEAD LIFE FORM OH NO, and i got even more pissed off because i thought<br />
for sure i had finished it, so i pulled a grenade launcher out of nowhere and shot<br />
grenades in its mouth until it exploded in a huge puddle of blood, which pissed me and<br />
everyone else off because we just took showers, and so i was arrested and sentenced to a<br />
year in prison for my disruptive behavior, but bars can't hold me, and i'll come back to<br />
the community one day, i promise you. <br />
<br />
Gameplay: 1/90<br />
<br />
Gentlemen ... I have an interesting observation about our friendly neighborhood Mr. Apol.<br />
<br />
Does anyone recall the bygone years? Several years or so ago, Apollyon's typing and<br />
lingual styles were like this.<br />
<br />
At a certain point (prior to that example, actually) Apollyon got really drunk and posted<br />
to DMZX, becoming part of a elite fraternity of Zeuxers to do so. Kinda like sailors who<br />
cross the meridian at the equator or the arctic/antarctic circles.<br />
<br />
Since that EVENT back in 2004, Apollyon's typing and lingual styles slowly changed until<br />
most of his posts since, oh, 2006ish looked like this.<br />
<br />
My hypothesis: The combination of a man's butt in Apol's face, and the large amount of<br />
booze slammed down that night, has gradually locked him into a permanent drunken typing<br />
stupor!<br />
<br />
Or maybe he loads up on schnapps each time he goes to check DMZX. <br />
<br />
Graphics: 2/70<br />
<br />
*drink* *spit* good<br />
*drink* *spit* good<br />
*drink* *spit* bugz<br />
*drink* *spit* good<br />
*drink* *spit* hammock<br />
*drink* *spit* ronald reagan<br />
*drink* *spit* good<br />
<br />
Technique: 1/60<br />
<br />
yeah, i mean seriously: did anyone at all find this thread legitimately funny?<br />
i'm not even going to try the game. i've got better things to do. <br />
<br />
Story: 1/50<br />
<br />
here, let me help you:<br />
<br />
it would have been funnier if you had at least made some attempt at spelling correctly,<br />
but with small things misspelled. you're overdoing it (trying too hard). misspelling<br />
every single word just makes it look like you're yelling "look at me look at me i'm<br />
funny" and it's horribly depressing and desperate. you're supposed to be emulating<br />
someone who can't spell, not someone so mentally handicapped that they would sooner<br />
urinate on the keyboard than to type out anything.<br />
<br />
Sound: 4/30<br />
<br />
better yet:<br />
get funnier or fuck off. <br />
<br />
Total: 10/400<br />
<br />
it doesn't help that some of you artless toads seem to be encouraging him. and you<br />
wonder why digitalmzx is a wasteland. <br />
<br />
*DING!* quittin' time <br />
<br />
-<br />
<br />
74465: Ghost Busted, by Jump Back, Kiss Myself<br />
Winter 2008 DsDoZ and Murder Mystery<br />
Ever played Haunting, starring Polterguy?<br />
<br />
Theme: 18/20<br />
<br />
After being murdered by a coworker, you decide to put off heaven in order to make sure<br />
your killer gets put in jail. In order to do this, you must first highlight evidence<br />
with ectoplasmic vomit and then attempt to scare him into confessing. It's a fun spin on<br />
the same theme as The Curious Case of Ash McArthur. Almost like a much better version of<br />
that game, in fact.<br />
<br />
Gameplay: 67/120<br />
<br />
To make sure your nefarious co-worker gets his just desserts you have to first make sure<br />
the incompetent police find the evidence. In this section, you tag items with barf<br />
before the time runs out in order to make sure the cops notice them. It's extremely easy<br />
if you pay attention to the object descriptions. Afterwards, you have to scare the<br />
murderer into confessing to his crimes. This is a little less obvious but can be solved<br />
by messing with everything in the room multiple times until the solution becomes clear.<br />
Neither scenario is executed as cleverly as I would have liked. It's not bad, though.<br />
<br />
Graphics: 60/90<br />
<br />
The graphics are okay. I thought the trail effect on the ghost was a nice little<br />
addition and all the sprites looked right. Some of them were a little hard to see<br />
because of color choice but that was probably intentional. I don't like the way the<br />
murderer's office looks, particularly the colors. The main character's house looks fine,<br />
if a little colorless.<br />
<br />
Technique: 50/80<br />
<br />
I saw no conspicuous errors or glitches but nothing all that impressive either. Some<br />
parts of it fairly primitive as well. Nary a text engine in sight. Just regular old *<br />
commands. There needs to be a way to speed up the text. Another slight problem is that<br />
you don't even have to beat the first level to get the best ending.<br />
<br />
Story: 35/50<br />
<br />
The introduction to the story feels a little rushed. I did like the dialog, especially<br />
between the cops. I also like the hick version St. Peter was. Overall, it was<br />
entertaining if not hilarious.<br />
<br />
Sound: 20/40<br />
<br />
I hope you like wacky barf sounds. None of the other sounds are quite that annoying,<br />
luckily. All of the music is slow, inoffensive, easy going, and forgettable. I can't<br />
think of better way to put it, really.<br />
<br />
Total: 250/400<br />
<br />
This was a very average game all around. It didn't impress me much but it wasn't totally<br />
boring or broken either. <br />
<br />
-<br />
<br />
75242: Slaughter Down Under, by Team Potential Teamwork Failure<br />
Winter 2008 DsDoZ and Water<br />
Mermaid Murder (if you know what I'm referencing kill yourself)<br />
<br />
Theme: 35/100<br />
<br />
The oceans are turning into lava! Fortunately, you have a sword and just happen to know<br />
what's causing this catastrophe and how to get to it. This game doesn't really use the<br />
theme all that well. The setting is underwater and your character is a mermaid.<br />
<br />
Gameplay: 40/90<br />
<br />
The game is only two short boards long and neither board puts up a substantial challenge.<br />
It features another momentum based movement system that makes it harder to control your<br />
character without making the game more fun in any way. You can't move through fish and<br />
many of the passages. This often forces you to wait until the offending creatures move<br />
out of the way before you can pass.<br />
<br />
Graphics: 50/70<br />
<br />
The sprite work is better than average. The mermaid looks iffy but all the enemies look<br />
like what they're supposed to be. However, the scenery is ugly thanks to a lack of<br />
effort and bad color choice. Those are some lifeless reefs and sea caves. Also, the<br />
background in the second board looks like it would boil you alive.<br />
<br />
Technique: 30/60<br />
<br />
There's one other thing that bothers me besides the previously mentioned controls. They<br />
made the sword "bounce" off terrain it comes in contact with. This means, despite<br />
appearances, if terrain comes between your sword swing and an enemy the enemy doesn't get<br />
hit. This only makes the blocked passage problem worse. There are no glitches, just bad<br />
ideas.<br />
<br />
Story: 10/50<br />
<br />
The only story is the brief intro and outro, both which are badly written. It's obvious<br />
that the creators didn't even try. I guess this kind of game doesn't need a huge<br />
complicated story but still.<br />
<br />
Sound: 20/30<br />
<br />
The music is a mixed bag. The title screen music is a little hard-core for a mermaid<br />
game (even if the mermaid has a sword) but I definitely like the Ecco the Dolphin vibe to<br />
the second song. The lava area song would be awesome for any other game... or this game<br />
if it had a bad ass end boss. The sound effects are nothing special.<br />
<br />
Total: 185/400<br />
<br />
I really want a good Ecco the Dolphin type megazeux game. This aint it. It's not the<br />
worst DoZ game this season but I can't recommend it. This could have been much more fun<br />
if the effort had been put into it.<br />
<br />
-<br />
<br />
79853: Marooned, by I Can't Believe It's Not Working!<br />
Winter 2008 DsDoZ and Water<br />
I could go for a zzt.<br />
<br />
Theme: 20/100<br />
<br />
It has the bare minimum needed to fit the theme. It's set on an island chain and 3 of<br />
the 4 levels involve water. Other than that, nothing. If you pick the general theme you<br />
should try to use it better than this.<br />
<br />
Gameplay: 25/90<br />
<br />
It's not terrible but it's not very good either. The puzzle on level 1 is slightly<br />
illogical even though the solution is obvious. Fusing crates to water? The overlay<br />
blood obscures action in level 2. Where's the key? Level 3 basically filler. Jump jump<br />
boring. Level 4 needs instructions. It's too easy to die before you even start.<br />
<br />
Graphics: 15/70<br />
<br />
Now that's an ugly title screen. The rest of the graphics are VERY zzt. Random filled<br />
gradient terrain isn't a good idea. Neither is lava based water or having half of the<br />
levels with no background graphics. Also, reading the clues around the boards is very<br />
annoying. <br />
<br />
Technique: 15/60<br />
<br />
Amateur. You should have used the stuff on the unused board because it would have likely<br />
been a million times better than zzt gameplay with nothing to spice it up. But, hey,<br />
everything works the way it should I guess.<br />
<br />
Story: 5/50<br />
<br />
You find yourself on a series of deserted islands. Your aim is to escape safely. There<br />
is a helipad at the last island which you will need to get to, so you can escape.<br />
<br />
Sound: 15/30<br />
<br />
There a decent variety of chiptunes and island themes songs. Most of the chiptunes have<br />
been overused at this point (chiptune.zip). There are no sound effects at all.<br />
<br />
Total: 95/400<br />
<br />
It's a bad zzt game with nothing going for it. Dumb puzzles, crappy action, poor<br />
graphics, and no plot.<br />
<br />
-<br />
<br />
99096: Deluge, by Random Team with no creative name<br />
Winter 2008 DsDoZ and Water<br />
I don't think it's a Smart idea to wander around during a nasty storm.<br />
<br />
Theme: 10/100<br />
<br />
Well, there's a supernaturally huge flood and it's heading right for your house. Time to<br />
go outside and stand in the rain. The theme is water and the creator, being a Smart<br />
fellow, put in lots of it. Well. Done.<br />
<br />
Gameplay: 0/90<br />
<br />
Where's the gameplay? Man, you don't do anything in this game! You walk around and then<br />
jump a little, I guess. Maybe I'm not Smart enough to figure out what else you're<br />
supposed to do.<br />
<br />
Graphics: 5/70<br />
<br />
Fugly graphics. No floors in the overhead sections, no background in the sideview part.<br />
Also suffers from big empty room syndrome. Even people like asiekierka are Smart enough<br />
to avoid that. Hasn't this guy ever played ZZT syndromes?<br />
<br />
Technique: 10/60<br />
<br />
Fancy rain effect! Amazing! :( That Smart little flood effect is also pretty lamely<br />
done.<br />
<br />
Story: 5/50<br />
<br />
Twist ending! It was all a cheap deux ex machina! You can relax, safe in the knowledge<br />
that you, being Smart, will never play this game again.<br />
<br />
Sound: 10/30<br />
<br />
One okay song and one lousy song. The thunder sound is too crunchy. Needs more Boom =D.<br />
Joke about being Smart.<br />
<br />
Total: 40/400<br />
<br />
It looks like the creator got bored within the first hour. Maybe put some effort in next<br />
time, champ. That would be the Smart thing to do.<br />
<br />
-<br />
<br />
99544: Untitled, by Q Labs<br />
Winter 2008 DsDoZ and Water<br />
A BKZX game... with all that entails.<br />
<br />
Theme: 5/100<br />
<br />
It has water. Water and spikes >:(<br />
<br />
Gameplay: 0/90<br />
<br />
Oh good! The real path looks fatal! These mirrors do not work as advertised! Making a<br />
BKZX game is as easy as taking candy from a baby. GAME OVER PUNK<br />
<br />
Graphics: 5/70<br />
<br />
Crude, nasty, slapdash. It's about what you would expect from a BKZX by someone who<br />
isn't trying. Yellow borders :/<br />
<br />
Technique: 0/60<br />
<br />
The technique is BKZX. Do I really have to write a paragraph about it? What else can I<br />
say about it? Here's an extra sentence for you.<br />
<br />
Story: 0/50<br />
<br />
This is the story of a BKZX. It's short, ugly, and poorly made. It has no friends.<br />
None of the other DoZ games ever invite it to parties or anything! Later, it dies alone.<br />
<br />
Sound: 0/30<br />
<br />
No sound is better than... it seriously could have used some music and something besides<br />
the default megazeux sounds. No pity for you.<br />
<br />
Total: 10/400<br />
<br />
Not even good for a BKZX. However, it did inspire me to find an awesome ASCII art<br />
version of the scream<br />
(http://www.edvard-munch.com/Paintings/other_artists/scream_ascii_3.htm) so I may someday<br />
forgive you.</pre><br />
<br />
[[Category:Winter 2008 Dualstream Day of Zeux Judging Sheets]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux_Judging_Sheets:Terryn&diff=6634Winter 2008 Dualstream Day of Zeux Judging Sheets:Terryn2009-01-22T23:47:06Z<p>Terryn: New page: <pre>==Terryn's DoZ Scores, X-Mas 2008== ==Topics: Water (General) & Murder Mystery (Specific)== ==Judging Standard: MZX 2.82b (r2) stable (Win 32 platform)== (Scores attempted to be cons...</p>
<hr />
<div><pre>==Terryn's DoZ Scores, X-Mas 2008==<br />
==Topics: Water (General) & Murder Mystery (Specific)==<br />
==Judging Standard: MZX 2.82b (r2) stable (Win 32 platform)==<br />
<br />
(Scores attempted to be consistent and relative, but I'm not making any promises.)<br />
<br />
-----------------------------------------------<br />
<br />
To explain the WACKY scoring changes per game, I've written up a small guide on our<br />
system and placed it right below this line! How convenient!<br />
<br />
Games under the GENERAL topic are scored as follows:<br />
<br />
Theme - 100/400 (How appropriately it sticks to the above topic. Novel applications of<br />
the theme are especially welcome here; cloying, ham-fisted application of it is not.)<br />
Gameplay - 90/400 (What the game expects the player to do, how novel/fun/considerate it<br />
is for the player, and how little the player futilely struggles with the game.)<br />
Graphics - 70/400 (The difference between eye-gouging and eye-popping.)<br />
Technique - 60/400 (How painless it is for the player to play through the game<br />
(disregarding obvious gameplay decisions such as difficulty), and the technical prowess<br />
shown in the code.)<br />
Story - 50/400 (Whether your grasp of English, your grasp of flow, and your grasp of<br />
creativity align. If this cannot be arranged, partial credit is better than none.)<br />
Sound - 30/400 (With the beeping and the blooping and the chiptunes and the yelling into<br />
the mic and all of that.)<br />
<br />
Games under the SPECIFIC topic are scored as follows:<br />
<br />
Gameplay - 120/400 (This is the core of the game; it is the interactive part of a game<br />
and hence the most likely thing to make or break a game for a player.)<br />
Graphics - 90/400 (How pleasing the game is to the eye. No accounting for tastes, though<br />
some works seem better to everyone overall than others.)<br />
Technique - 80/400 (The complexity of the code involved, and whether said code actually<br />
works most of the time.)<br />
Story - 50/400 (Whether the words arranged therein form coherent sentences, and even<br />
better, coherent plot threads.)<br />
Sound - 40/400 (The ears' domain; whether sound effects and music are not only good, but<br />
well-suited for the game.)<br />
Theme - 20/400 (Whether you actually paid attention and bothered haphazardly grafting the<br />
right conceptual fragments to your glitzy engine. 5 points average or less and your game<br />
is outright rejected.)<br />
<br />
Without further delay, and since no one else will, the scoring for this DoZ's games<br />
begins!<br />
<br />
-----------------------------------------------<br />
<br />
[36953] "Superb Benthic Zone Adventure" (Captain Failmore, Christian, Nedemai) =WATER=<br />
<br />
Theme - 75/100<br />
-Rote use of the theme. It all takes place underwater and heavily involves water.<br />
<br />
Gameplay - 37/90<br />
-There are three minigames; the bookends are lessons in monotony while the middle one is<br />
simply irritating. For the first game, you pick up as many chips as you can without<br />
getting hit by sea junk. It isn't bad, really. Do this for long enough - emphasis on the<br />
word long - and you go to a maze navigation stage. This area is ugly and messy, and<br />
you'll probably be glad once you get to the submarine. The final stage involves moving<br />
the submarine through obstacles until time runs out, and it takes approximately three or<br />
four times longer to finish than it should.<br />
<br />
Graphics - 39/70<br />
-The entire game is in SMZX; each minigame has its own specific graphical quirk, so I'll<br />
run through them in order. The first minigame has acceptable graphics in line with games<br />
on early 80's computers. The second area, though, is an ugly mess. Much of it is<br />
littered with ugly textures bombarded with haphazardly-placed rock graphics. The last<br />
area is graphically messy; its component parts look good, but mixed together in the way<br />
that they are, it looks distracting and unpleasant.<br />
<br />
Technique - 26/60<br />
-The first two games have considerable issues. Junk hits you when you'd expect it to<br />
fall right beside you, and you can continue playing even if you run out of health. As<br />
for the second game, you get damaged twice each time you take a hit (and I took a hit<br />
the instant I arrived, too, despite being nowhere near any urchin), and collision<br />
detection is loose. The last game works alright - the obstacle course is randomly<br />
generated, and there are no technical problems getting through it.<br />
<br />
Story - 11/50<br />
-You're an isopod! Now you're a diver collecting an isopod, and you must get back to the<br />
surface in your submarine, despite being twenty feet below the surface before (guess you<br />
couldn't find good parking).<br />
<br />
Sound - 9/30<br />
-The music is mostly bleepy-bloopy stuff. It's not much of a pain in the isopod section,<br />
but the submarine section's music was. Thank god the Wesley Willis song was there at<br />
the end.<br />
<br />
Overall: 197/400<br />
-geck. Having considerable gameplay is good, as long as the gameplay itself is good as<br />
well. This isn't.<br />
<br />
-----------------------------------------------<br />
<br />
[39191] "The Disappointingly Brief Adventures of Aquaria" (Malwyn) =WATER=<br />
<br />
Theme - 19/100<br />
-It's technically here, but only in graphical flourish. This is pretty much an<br />
abandoned project, so this category is going to suffer even more heavily than the rest.<br />
<br />
Gameplay - 16/90<br />
-You can collect raindrops and jump. The test board shows that even this functionality<br />
is still iffy.<br />
<br />
Graphics - 55/70<br />
-What's here is pleasing. Good detail is paid to animation, the art is attractive, the<br />
color palette works well. Unfortunately there's not too much on display here.<br />
<br />
Technique - 24/60<br />
-It's just some basic sprite play and plenty of animation on top of a still-alpha<br />
jumping engine.<br />
<br />
Story - 1/50<br />
-She has, like, water splashy powers and stuff.<br />
<br />
Sound - 3/30<br />
-A collection noise much like the sounds in EGA games is all that's here.<br />
<br />
Overall: 118/400<br />
-As far as DoZ dumps go, there's been a lot worse. At least something pretty was left<br />
for us to see.<br />
<br />
-----------------------------------------------<br />
<br />
[45595] "Murder on the Yellow Express" (Logicow, Madbrain, windbladeicepuppy) =MURDER MYSTERY=<br />
<br />
Gameplay - 74/120<br />
-It's a point and click adventure. Unfortunately, it's incredibly short. However, what's<br />
there is more than functional. Although I missed a few adventure game conveniences (most<br />
notably the Sierra-style right-click to get the last inventory item back out), the<br />
authors were smart enough to let the player continuously follow the cursor instead of<br />
only obeying per-click.<br />
-The solutions don't require much thought at all. Items suddenly appear in view, or<br />
people just give them to you. Dead simple.<br />
<br />
Graphics - 82/90<br />
-They're very nice and detailed. Characters and items are clearly identifiable, and the<br />
art style is very pleasing and appropriate to the game. The title screen was quite good<br />
too.<br />
-Unfortunately, they're sparse. There are a few supplemental pieces, mostly plants and<br />
booths, but in many places the rooms are big and empty. This is especially true of the<br />
engineer's cabin and the engine room. Even the "busy" room, the food cabin, has the<br />
cook's pot of soup on the floor.<br />
<br />
Technique - 64/80<br />
-Pretty decent. SMZX and judicious use of MZMs go with a pixel-perfect engine. It's nice<br />
to see a different presentation of the same damn thing once in a while.<br />
-Slight demerit for making my not-budget computer go through delay spikes loading the<br />
food cabin.<br />
<br />
Story - 15/50<br />
-The opening is a tier under the level of an old Taito arcade game. Just pay attention<br />
when you read it, it's gob-smacking. Things don't progress far from there. Dialog is<br />
short, uninteresting, and in short supply, and it barely changes. It's mostly<br />
error-free, outside of an errant typo or two. I wasn't expecting The Last Express, but<br />
more than just throwaway dialogue would have helped a lot. At least there's flub<br />
dialogue per-item.<br />
-The murderer is revealed in a plot dump? What in the hell was the motive?? rrrrrrrrrr<br />
<br />
Sound - 32/40<br />
-Somewhat above average. Music is mostly forgettable, as well as the (sparse) sound, but<br />
was pleasing enough. The only thing not pleasing about the music was how one of the<br />
pieces was a great deal louder than the others.<br />
<br />
Theme - 11/20<br />
-A bit below standard on theme. There was a murder, and there was a mystery. These<br />
elements only show up in the later part of the game, though, and almost nothing about<br />
the mystery is explained at all.<br />
<br />
Overall: 278/400<br />
-Again, fine exploitation of the scoresheet. Ka-ching!<br />
<br />
-----------------------------------------------<br />
<br />
[46132] "Murder at MegaZeux Manor" (MZXGiant, Asgromo, CJA) =MURDER MYSTERY=<br />
<br />
Gameplay - 94/120<br />
-The game is split into four phases. The first, Tecki's phase, is a neoclassical MZX<br />
shooter section highly reminiscent of Caverns; AussieEvil's phase is triplets of slider<br />
puzzles; SeventhShade's section is a mostly pointless DRAWING section, and Scott Vyper's<br />
section is inventory puzzles. The meat of the game is in the first two sections,<br />
especially the first section, but the last section often lasts a decent amount as well.<br />
-As for how these parts work, it varies. The Caverns section is nicely balanced out,<br />
with smart layout, decent gameplay and a boss battle or two. The slider portion is a<br />
fair challenge, but like always, its difficulty is vastly overstated by pretty much<br />
everyone. Its puzzles vary nicely in difficulty, and there's even a timing-heavy<br />
solution thrown in. The drawing section is a nice diversion, as it was probably meant to<br />
be, and the inventory puzzle section is of fair length and pretty amusing, though the<br />
last part of it was a big letdown.<br />
<br />
Graphics - 68/90<br />
-Varies. It mostly fits typical modern Zeux standards - smiley graphics, smart choices<br />
and pleasing to the eye but nothing special - but ultimately ranges from the garish (the<br />
slider sections) to the very good (CJA's splash screens).<br />
<br />
Technique - 46/80<br />
-Decent technique involved, though the game had some HUGE glitches. It's possible for<br />
the player to get permanently stuck in the second Caverns level due to a transporter<br />
mishap, resetting the slider puzzles past the first set simply breaks the game,<br />
and drawing a cookie ends before the player can even begin. I liked the drawing phase,<br />
though it in reality requires little actual effort (my picture of a cat was a smiley<br />
face with the word "NYAA!" under it).<br />
<br />
Story - 43/50<br />
-Can't CJA ever do anything besides cameo-ridden stuff anymore? It works, though. The<br />
four original DoZ judges are in a mystery solving club and all out of things to solve<br />
when something falls into their lap. A TWIST ENDING and pretty humorous writing<br />
(especially regarding Scott Vyper's areas, though his areas by nature have the most<br />
writing in them) cap it off wonderfully. (Special bonus twist: there is no manor.)<br />
<br />
Sound - 34/40<br />
-Nice chiptunes and remixes of classic songs round out most of the music. The sound is<br />
standard fare mixed with some wonderfully cheesy voice acting.<br />
<br />
Theme - 19/20<br />
-Wonderful and correct usage of the murder mystery theme.<br />
<br />
Overall: 304/400<br />
-Hot damn, this was a nice and quirky entry. If it weren't for the leaks, it'd be<br />
super-special.<br />
<br />
-----------------------------------------------<br />
<br />
[49305] "Xin" (Lancer-X, Wervyn, Quasar) =MURDER MYSTERY=<br />
<br />
Gameplay - 80/120<br />
-The game runs off of a card-based battle system. There are four types of cards -<br />
potions, swords, shields, and elemental bursts. Each ranges from 1 to 3 in strength, and<br />
(outside of potions) is tagged with one of the Five Phases, with elements naturally<br />
being antagonistic towards certain others. One can queue up to five cards, and each time<br />
a card goes along the queue but is unused that turn, it gains a level in power. In<br />
theory, it's a nice system. In practice, one can just look at what the opponent holds<br />
and probably spam the queue with good success (until the HP sink enemies come along).<br />
Good attempt, though.<br />
-The "hit-trading" aspect feels pretty cheap. The first time I played, I got killed<br />
after the opponent with 0 HP got in a fatal blow.<br />
-Multiple endings help. Being stringed along for several battles in the most<br />
transparent, time-padding way doesn't. oy vey.<br />
<br />
Graphics - 84/90<br />
-*FLOOR*<br />
<br />
Technique - 62/80<br />
-They played a pretty open hand, considering the title screen (no pun intended, ugh).<br />
The card battle system is nice, but a major leak springs up where cards are unable to be<br />
selected and waste space in your hand, leading to a possible winless state.<br />
-Secondly, I walked off of the bottom of the moneylender's land and got stuck at the top<br />
of the board. Oops.<br />
<br />
Story - 41/50<br />
-The story involves the player character being framed for a murder at the monastery he<br />
lives, and setting out to clear his name. Depending on how the player acts at the end of<br />
the game, a significant amount of the player character's backstory is revealed as well.<br />
Once it exits the finger-pointing and ping-ponging dialogue the gameplay requires, the<br />
writing is quite good.<br />
<br />
Sound - 28/40<br />
-Pretty good, on the whole. The BIG BOSS theme was a little too wailing for my tastes,<br />
and one or two of the sounds have been used in every doujin game known to man already,<br />
but they work.<br />
<br />
Theme - 18/20<br />
-Everything needed was there, and there's another murder mystery nested in solving the<br />
murder mystery you're already trying to solve! If doing it once isn't enough, take<br />
another whack at it!<br />
<br />
Overall: 313/400<br />
-I honestly didn't enjoy this game at all, but they gamed the scoresheet well, it looked<br />
great, and it will probably win anyway.<br />
<br />
-----------------------------------------------<br />
<br />
[52608] "Drippy and the Evaporated Sea" (KirbySSB, GohanSSB) =WATER=<br />
<br />
Theme - 71/100<br />
-The theme is adhered to in a consistent and thorough, if generic, fashion. You are a<br />
water person and Sol, king of the fire creatures, has stolen your land's water. Water<br />
factors into the gameplay by being ammo.<br />
<br />
Gameplay - 58/90<br />
-The game is standard MZX overhead shooting, but with a few minor adjustments. The drops<br />
you set out to collect double as ammo (in three-shot increments), and damage dealt to<br />
both enemies and to yourself is randomized and a percentage. The only healing is<br />
provided by faucet, which are very rare and in set locations. The game is divided up<br />
into stages, with a few boss battles and several drops to collect.<br />
-At first, this game gave me hope. It looked wonderfully classic from the onset, and it<br />
didn't disappoint at first. Unfortunately, as I progressed through the game, the level<br />
design actually got worse. It wasn't as bad in the first two levels for the game to<br />
consist of mostly open fields; I thought that would improve for the later levels.<br />
Unfortunately, the fields simply got bigger, especially the third level (which didn't<br />
even have a boss, but compensated by having more enemies than normal).<br />
-The ammo economy was pretty good, up until the end when the author(s) decided to give<br />
9999 shots. I guess it was to save frustration, but it just made the final battle far<br />
too easy.<br />
-Two endings help the score a bit.<br />
<br />
Graphics - 34/70<br />
-Typical for a game from MZX's classic era. They're not ugly, just really dated. Lots of<br />
space and smileys abound, but char edits look like what's intended.<br />
<br />
Technique - 26/60<br />
-Unfortunately, the simple run 'n' gun MZX fare has its issues. The Firerollers can roll<br />
on as a drop, but even worse, the HotHot enemies cannot be killed when they are flush<br />
against a wall. They'll remain living, and ruin the chance of getting the best ending.<br />
-Enemies are pretty mindless. Outside of the buggy HotHot, the wall is the worst enemy<br />
of all of them, as it makes them far easier to kill.<br />
<br />
Story - 21/50<br />
-Sol kidnaps all of the drops, again, because it's in his nature. You must bring them<br />
back because you're the descendant of the person to do it the last time. Black Versus<br />
White With No Grey in Sight.<br />
<br />
Sound - 26/30<br />
-Very classic-sounding music selection, consisting of tunes I'm somewhat sure I'd never<br />
heard before. The music fits well too, a plus. Sound effects were typical but<br />
appropriate. OH NO<br />
-There wasn't any sound for getting hurt. OH NO<br />
<br />
Overall: 236/400<br />
-It's nice to see a fully realized DoZ game, even if it wasn't the best of them. Thanks<br />
for that.<br />
<br />
-----------------------------------------------<br />
<br />
[53283] "The Curious Case of Ash McArthur" (NiMa) =MURDER MYSTERY=<br />
<br />
Gameplay - 38/120<br />
-There isn't much. You go about, finding clues, until you decide to accuse the murderer.<br />
Unfortunately, the game is absurdly short and gives just a "No, that is not the rite<br />
anser try agen or sumbudy els try to anser"-style response if you botch an accusation.<br />
The game also neglects to tell you how to enter the evidence menu, or that it even<br />
exists.<br />
<br />
Graphics - 34/90<br />
-Black absolutely everywhere, with only a few wire frame outlines to counter it and one<br />
or two splashes of color. Not downright ugly, but falls below the level of utilitarian.<br />
There was a brief cinematic that didn't look too bad, though, and the title screens<br />
ranged from decent to iffy.<br />
<br />
Technique - 26/80<br />
-Minimal. A basic save/load system and a clues window dependent on what you've found is<br />
the most of it. Even with this small amount, I found a few errors, like the Accuse<br />
options permanently breaking, the selection arrow warping outside of the selection box,<br />
and music not playing after a load (due to mod * and lack of justloaded handling). You<br />
can also go outside the bounds of the house through the exit; at first, I thought this<br />
was "UR A GHOST!!!" justification, but you can't pass through walls, so...<br />
<br />
Story - 22/50<br />
-There's some underpinnings to the story, but outside of a pair of information dumps<br />
sandwiching the game, there isn't much progression. There are maybe fifteen lines of<br />
dialogue total. The story is about as standard as one can get - an heir gets murdered<br />
for money.<br />
<br />
Sound - 24/40<br />
-Not too bad, though I've heard one of the mods before.<br />
<br />
Theme - 17/20<br />
-It's an above-average application of the theme. It involves murder and mystery pretty<br />
well, from the perspective of the murdered.<br />
<br />
Overall: 161/400<br />
-It's a throwaway entry, but it's not unpleasant. This is a classic example of having<br />
not enough time to carry out something good, but at least making what you have anyway<br />
stand by itself.<br />
<br />
-----------------------------------------------<br />
<br />
[66418] "P E E * E" (asiekierka) =WATER=<br />
<br />
Theme - 23/100<br />
-Outside of some very cryptic scraps in the title sequence, and a few throwaway mentions<br />
(like an underwater apartment label, though it doesn't seem that they're really<br />
underwater), there's very little real tie to the theme. Water's a MacGuffin here, for<br />
the most part!<br />
<br />
Gameplay - 24/90<br />
-asie's getting a bit better at realizing what gameplay is. That said, what's here is<br />
nowhere near real gameplay! There are three minigames: the first is a very lenient game<br />
where you press the direction it tells you to, the second is a simple math pattern game,<br />
and the last is an effortless MZX shooting event. As usual with asie, most of this<br />
entry is focused on viewing wildly differing scenes lasting fewer than fifteen seconds<br />
each.<br />
<br />
Graphics - 36/70<br />
-Standard to sub-par. No big empty boards, no hideous char edits, few clashing colors,<br />
just bog standard stuff.<br />
<br />
Technique - 20/60<br />
-Little to speak of, really. The math puzzle is the most complicated thing here and it's<br />
something that can be done pretty easily.<br />
<br />
Story - 12/50<br />
-The Ring's tape... is a water curse tape... that the BnL agency forces you to watch for<br />
some reason... and you build a machine to shoot the curse at someone else... and then<br />
???????????<br />
<br />
Sound - 18/30<br />
-It existed and wasn't terrible. Most of the music was either curbed from WALL*E or was<br />
a chiptune, and out of the two sound effects, one fit and one was ridiculously loud.<br />
<br />
Overall: 133/400<br />
-Once asie makes a game outside of the "Spastic Five Minute Cinematic" genre, we'll<br />
really have cause to celebrate! I feel like it's along the lines of waiting for Godot,<br />
though. damnit, asie.<br />
<br />
-----------------------------------------------<br />
<br />
[68488] "Whirlwind" (maxim, ryosuke) =MURDER MYSTERY=<br />
<br />
Gameplay - 106/120<br />
-Frenzied shooting action with varied enemies and firepower, and fairly hard. Pretty<br />
expected. You can make a beeline for the end of the level and just kill the creatures<br />
there in many cases, though, so it isn't too nasty. Your level of success can depend on<br />
the RNG, somewhat - hope you don't get stuck with the <s>dagger</s> shotgun too often.<br />
<br />
Graphics - 74/90<br />
-Boom! skulls and bones and oval explosions! Nice effects on the projectiles, and decent<br />
animation on enemies when it's remembered, but the backgrounds are big blobs.<br />
<br />
Technique - 68/80<br />
-Again, as is maxim's style, projectiles and large enemies are everywhere in high<br />
amounts. Considerable points off for the game breaking on me pretty far in (the second<br />
part of a colorful level, the level after I beat up the boss), and minor damage for the<br />
restart option leaving graphical junk around. When it works, though, it works.<br />
<br />
Story - 20/50<br />
-It's an arcade-style game, so presentation of the story is going to suffer, but at<br />
least this game has one. Your father, ruler of a small nation, seceded from the EU but<br />
was shortly assassinated afterwards. You are the sole witness and head off to kill the<br />
assassin. Nothing surprising happens.<br />
<br />
Sound - 29/40<br />
-Sounds are pretty well-fitting, and the music is mostly stuff that sounds like it was<br />
pulled from a early-90s DOS game. Overall, not bad.<br />
<br />
Theme - 3/20<br />
-Dips dangerously into DQ range. Your father was murdered, and you do quite a bit of<br />
murdering yourself trying to catch the assassin, but there's no mystery at all.<br />
<br />
Overall: 300/400<br />
-maxim shifted styles from early 80s to late 80s, and made an overall better game.<br />
Whether it will place at all is yet to be seen....<br />
<br />
-----------------------------------------------<br />
<br />
[73310] "Archer Gregory Is Thirsty" (Kuddy) =WATER=<br />
<br />
Theme - 12/100<br />
-<ZZDevelin> BTW I actually had a good dream once when I was a real demon I loved<br />
beating the Sh*t out of hitler. One dream I was really thirsty and dehydrating I was<br />
walking to the kitchen and got stuck in a labyrinth with the minotaur stalking me.<br />
<br />
Gameplay - 4/90<br />
-Machete-swipe your way through enemies warped to your location. Or not, as all you<br />
really have to do is get from point A to point B.<br />
<br />
Graphics - 2/70<br />
-Kuddy basically BkZXed for the DoZ, so it's about what you can expect from that! one<br />
point for the title screen and one point for everything else.<br />
<br />
Technique - 7/60<br />
-KABOOM<br />
-Also, the huge machete.<br />
<br />
Story - 6/50<br />
-fkjgkdgj3ropyhgk I'm just posting the opening from some other game. HERE WE GO~ "Help<br />
me, Cirby!" "I don't think so, Polar! And soon, all will be grey! MHAHAHAHAHAHAHAHAHAH!"<br />
"Don't worry, Polar! I'll shave (save) you!" "I hope you will shave me!" Today Cirby had<br />
planned a picnic with his family and friends But something mysteriously happened... <br />
<br />
Sound - 9/30<br />
-GWERRHH<br />
-BOHHHHH<br />
-FEFFFF<br />
-*cans music*<br />
<br />
Overall: 40/400<br />
-who won<br />
<br />
-----------------------------------------------<br />
<br />
[74465] "Ghost Busted" (Revvy, KKairos, WildWeasel) =MURDER MYSTERY=<br />
<br />
Gameplay - 71/120<br />
-You have a time limit to manipulate items in order to extract vindication for your<br />
murder. In the first scenario, you must tag six items with ectoplasm to ensure that the<br />
Keystone Kops find the correct evidence; in the second, you must manipulate items in the<br />
murderer's office until he's ready to confess. It's simple overall, and easy to actually<br />
do.<br />
<br />
Graphics - 64/90<br />
-Not bad at all. Graphics were pretty decent considering this is a DoZ game. Art was<br />
predominantly multi-char and inoffensive to the eyes.<br />
<br />
Technique - 51/80<br />
-Decent usage of sprites. I liked the afterimage when you move.<br />
<br />
Story - 27/50<br />
-Bog standard. You're a ghost and you come back to earth in order to get your killer<br />
arrested. There's not too much explanation why this all happened, though there<br />
thankfully is some throwaway explanation.<br />
<br />
Sound - 30/40<br />
-Fitting music, although one of the tunes sounded like a remix of Doom music. The sounds<br />
were dominated by "BARF!" but a few, much lower-key, sounds were present as well.<br />
<br />
Theme - 11/20<br />
-There was a murder, but the mystery element was pretty loose, considering you knew who<br />
did it pretty much the entire game.<br />
<br />
Overall: 254/400<br />
-This fits the role of a standard DoZ entry to a tee.<br />
<br />
-----------------------------------------------<br />
<br />
[75245] "Slaughter Down Under" (CommodoreJohn, pyro1588, burstroc) =WATER=<br />
<br />
Theme - 55/100<br />
-The game takes place underwater and involves (offhandedly) a plot to turn water into<br />
lava. Not much actually happens with the theme, though.<br />
<br />
Gameplay - 31/90<br />
-You go around, swiping randomly spawned creatures with your sword, until you find the<br />
baubles that let you go to the next location. Two screens and it's all over. The game<br />
gives you health over time, and is incredibly easy, glitches aside.<br />
<br />
Graphics - 35/70<br />
-Purely average. The title screen is an obvious last-minute piece, though.<br />
<br />
Technique - 27/60<br />
-The game's pretty broken. The sword engine is almost unusable, and the game has a habit<br />
of spawning things in narrow passages that you can't kill and that won't try to hurt<br />
you. My very first play of the game was made impossible right at the beginning. It is<br />
possible to get through the tiny game, in spite of these problems.<br />
<br />
Story - 17/50<br />
-You're a mermaid out to stop an "evil sea organism" from turning your water into lava.<br />
The story resolves itself pretty quickly, like in most arcade-y titles.<br />
<br />
Sound - 19/30<br />
-Not bad, though burstroc's rockin' music is wildly inappropriate for the game. (If<br />
you're going to go all \m/ for a game about water, pretty much the only really good<br />
choice is something like acoustic black metal, and even that's considerably restricted<br />
to certain moods). The tune that's not his fits well. The sounds are sub-par but<br />
fitting.<br />
<br />
Overall: 184/400<br />
-Nope, not the Pipe Dream or Fathom clones I was expecting.<br />
<br />
-----------------------------------------------<br />
<br />
[79853] "Marooned" (GreaseMonkey, paulguy) =WATER=<br />
<br />
Theme - 46/100<br />
-It's a pretty indirect link to the theme, but it's there. You're stranded on an island<br />
chain, and must escape.<br />
<br />
Gameplay - 24/90<br />
-Each area has a minigame. There are four areas in total. The minigames are either<br />
insultingly easy (the boat and waterfall ones) or slightly bewildering (the laser,<br />
especially). The game lasts barely five minutes, and the gameplay of each section is<br />
dubious at best.<br />
<br />
Graphics - 16/70<br />
-Sparse and ugly as sin (mostly due to using lava as water). Very ZZT-esque but without<br />
some of the flair some ZZTers-cum-MZXers have shown in MZX art.<br />
<br />
Technique - 21/60<br />
-None to speak of, really. There's a stamina engine and jumper engine, but that's<br />
pretty much it.<br />
<br />
Story - 7/50<br />
-You're marooned! Get off of the island!<br />
<br />
Sound - 7/30<br />
-OH GOD NOT THESE DAMN CHIPTUNES AGAIN :M Sound wasn't there, but chiptunes asie and Guy<br />
beat to death when this game was naught but protoplasmic slime are.<br />
<br />
Overall: 121/400<br />
-Pretty much take away a point each section (sans theme/sound) for paulguy's unused<br />
portion, and we get the score for the game that actually resulted. It's not much, but<br />
there's always next time.<br />
<br />
-----------------------------------------------<br />
<br />
[99096] "Deluge" (SmartRutter) =WATER=<br />
<br />
Theme - 30/100<br />
-"..all that _water_ could possibly leave me stranded here..." And with that,<br />
SmartRutter forced the theme in a way not seen in quite a while! For what little is<br />
here, the theme's applied in a pretty conventional way.<br />
<br />
Gameplay - 21/90<br />
-There's a pointless jumper engine here. Outside of that, there's a (very) small amount<br />
of traditional MZX adventure. Not much can be said about it, since the game is the<br />
shortest of all of the entries, save for Tox's.<br />
<br />
Graphics - 26/70<br />
-They're undetailed, spaces are everywhere, and overall sub-par.<br />
<br />
Technique - 17/60<br />
-The aforementioned jumper is all the technique utilized here. At least that doesn't<br />
break, and the game doesn't start from the title screen.<br />
<br />
Story - 11/50<br />
-The player wakes up during a storm, tries to leave for some reason, gets washed away,<br />
goes to Heaven, falls through a cloud and wakes up (realising it was all a dream).<br />
That's the whole story, summed up in barely less space than the author gave it.<br />
<br />
Sound - 11/30<br />
-There's some thunder sounds and a barely noticeable tune. Unfortunately, that's all.<br />
<br />
Overall: 116/400<br />
-Luckily for you, you won't get last, but it won't be on your own merits.<br />
<br />
-----------------------------------------------<br />
<br />
[99544] "a Winter '08 DoZ game" (Old-Sckool) =WATER=<br />
<br />
Theme - 15/100<br />
-MZX current!<br />
<br />
Gameplay - 19/90<br />
-Misleading passage! Broken shooting gallery! Final...thing! Broken RPG engine!<br />
<br />
Graphics - 4/70<br />
-Nope, none to speak of. Even the RPG test only had things like "hit" done.<br />
<br />
Technique - 8/60<br />
-The RPG engine was broken, and the actual game is a mess even by 1995 standards.<br />
<br />
Story - 2/50<br />
-The story is that Old-Sckool couldn't finish his DoZ. A throwaway attempt at one is<br />
done in the beginning, but it amounts to nothing.<br />
<br />
Sound - 3/30<br />
-None.<br />
<br />
Overall: 51/400<br />
-Whoops. Better luck next time. Your output had been consistently solid before now.<br />
<br />
-----------------------------------------------<br />
<br />
-------Final Rankings-------<br />
<br />
#1: Xin (313/400)<br />
#2: Murder at MegaZeux Manor (304/400)<br />
#3: Whirlwind (300/400)<br />
#4: Murder on the Yellow Express (278/400)<br />
#5: Ghost Busted (254/400)<br />
#6: Drippy and the Evaporated Sea (236/400)<br />
#7: Superb Benthic Zone Adventure (197/400)<br />
#8: Slaughter Down Under (184/400)<br />
#9: The Curious Case of Ash McArthur (161/400)<br />
#A: P E E * E (133/400)<br />
#B: Marooned (121/400)<br />
#C: The Disappointingly Brief Adventures of Aquaria (118/400)<br />
#D: Deluge (116/400)<br />
#E: a Winter '08 DoZ Game (51/400)<br />
#F: Archer Gregory Is Thirsty (40/400)<br />
<br />
Can we stop with the dramedy now? We've all learned our lessons about choosing judges,<br />
and what Insidious did was worth trying once. Outside of that mess, though, this DoZ was<br />
a bizarre success, considering Insidious had to be poked and prodded and shoved and<br />
bounced to even give it any attention (and this is outside of the whole DMZX's host<br />
banning him situation). Good work, people.<br />
<br />
~Terryn</pre><br />
<br />
[[Category:Winter 2008 Dualstream Day of Zeux Judging Sheets]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux_Judging_Sheets:Seventh_Shade&diff=6633Winter 2008 Dualstream Day of Zeux Judging Sheets:Seventh Shade2009-01-22T23:28:15Z<p>Terryn: New page: <pre> Winter 2008 DsDoZ scores by Seventh Shade 36953: Superb Benthic Zone Adventures, by Elevator Dentist Squad Winter 2008 DsDoZ and General: Water The Trouble with Isopods... Theme: 6...</p>
<hr />
<div><pre> Winter 2008 DsDoZ scores by Seventh Shade<br />
<br />
36953: Superb Benthic Zone Adventures, by Elevator Dentist Squad<br />
Winter 2008 DsDoZ and General: Water<br />
The Trouble with Isopods...<br />
<br />
Theme: 65/100<br />
<br />
Adequate usage of the theme. The whole game is set underwater, the music and feel are<br />
all very aquatic. Divers, isopods, deadly urchin, submarines. It's all there even if<br />
nothing was used in unique or inspired way.<br />
<br />
Gameplay: 50/90<br />
<br />
The ideas have potential but the execution is a bit off. For starters, all the levels in<br />
the game seem a little boring. The first level takes way too long to finish, requiring<br />
you to catch too many of those damn chips. The second level would be okay if your diver<br />
was easier to control. And finally, the last level (the submarine one) combines both of<br />
the flaws of the first two. It's too long and the mouse controls were not a good idea<br />
with a level that crowded. And it doesn't even warn you that you're about to switch to<br />
the mouse!<br />
<br />
Graphics: 50/70<br />
<br />
The graphics were actually pretty good, especially in the isopod level. It's very <br />
colorful with nice sprites. The diver level could use some more decoration. It looks<br />
too empty as is. The submarine level is a little too jam packed with things and it's a<br />
little hard to tell at first what's in the main layer and what won't kill you.<br />
<br />
Technique: 40/60<br />
<br />
Slightly glitchy. You can't die at all in the first level, the diver doesn't always get<br />
hurt by the urchins. The submarine level seems to work without a hitch but, again, the<br />
controls were a bad choice. None of the problems are game breaking, though.<br />
<br />
Story: 15/50<br />
<br />
Feed the isopod! Catch it! Get it to the Sub! Maneuver your way out! That's it! The<br />
story is minimal, to say the least. It's more coherent than some of the other entries<br />
and it works fine for the setting.<br />
<br />
Sound: 25/30<br />
<br />
All the music choices fit and sounded nice. The sound effects were also fine. There's<br />
nothing spectacular here but nothing to complain about either.<br />
<br />
Total: 245/400<br />
<br />
I was hoping for some oceanic games when I suggested this theme. This game is a decent<br />
collection of minigames that fits the that to a T. Unfortunately, the game gets bogged<br />
down by a few bad design choices.<br />
<br />
-<br />
<br />
39191: Aquarium, by Allium Cepa<br />
Winter 2008 DsDoZ and Water<br />
Pretty. Pretty unfinished.<br />
<br />
Theme: 10/100<br />
<br />
Well, you're character's a water nymph and you collect water so this game makes a nod<br />
toward the theme. Still, there's just not enough here to really have a game, much less a<br />
game that fits the theme well.<br />
<br />
Gameplay: 5/90<br />
<br />
You can jump and collect water drops. That's the extent of the gameplay. You can't even<br />
die by falling off the edge of the screen. This game is just completely unfinished.<br />
<br />
Graphics: 60/70<br />
<br />
Very pretty. The sprites are great, especially the animations. The water drops that<br />
fall from your character were a nice touch. The terrain and backgrounds are very well<br />
made and definitely enhance the mood. Everything suggests that there could have been an<br />
excellent game here.<br />
<br />
Technique: 30/60<br />
<br />
The robotic is average. It wastes robots to do the water drops when it could have used<br />
sprites or overlay. Most of the effort went toward the animations. There was really<br />
nothing else. Lastly, why do so many people forget to link the starting board properly?<br />
<br />
Story: 0/50<br />
<br />
There is no story! Well, you're a water nymph and you jump around gothic manors at<br />
night, collect water, and wonder what to do with the rest of your life. How many<br />
different ways can I say unfinished?<br />
<br />
Sound: 10/30<br />
<br />
One measly sound effect. It's a good one, I guess, but not enough to save this score.<br />
There is no music all. I'll be charitable and go with the idea that no sound is better<br />
than bad sound.<br />
<br />
Total: 115/400<br />
<br />
An empty box covered with bright wrapping paper.<br />
<br />
-<br />
<br />
45595: Murder on the Yellow Express, by A Wild Bidoof has appeared!<br />
Winter 2008 DsDoZ and Murder Mystery<br />
Ace Furface and the Tedious Mystery<br />
<br />
Theme: 10/20<br />
<br />
A murder has happened while the main character was on vacation. He takes it upon himself<br />
to solve the case. A basic usage of theme. There was nothing clever or unexpected, just<br />
a typical whodunit. <br />
<br />
Gameplay: 65/120<br />
<br />
This one is a short, slightly laborious point and click adventure. The puzzles were<br />
funny but slightly illogical and uninteresting. The pixel perfect engine and the mouse<br />
controls could have been good if it wasn't so easy to get hung up on terrain and your<br />
character didn't walk so grandma-on-the-highway slow. The inventory engine is perfect<br />
for this type of game.<br />
<br />
There's one major problem though. When I say tedious, I mean TEDIOUS. Get the camera.<br />
Now get the murder weapon. Whoops, better find something to pick the murder weapon up<br />
with. Now get something to hold the gun with! Quickly now! Don't shuffle around like a<br />
slug on morphine!<br />
<br />
Graphics: 85/90<br />
<br />
The graphics are extremely pretty and easily the best thing about this game. Large, well<br />
drawn sprites, good color choice, nice title screen. Some parts of the train are a<br />
little sparse but it's nothing major. One minor quibble: Who cooks soup on the floor?<br />
<br />
Technique: 80/80<br />
<br />
Extra fancy as usual. The pixel perfect graphics, the mouse engine, and the inventory<br />
all seem to work perfectly or near perfectly. I didn't notice any glitches and the<br />
robotic is fairly high end.<br />
<br />
Story: 25/50<br />
<br />
The story is too minimal and poorly finished. Why did the fox lady murder the musician?<br />
How did your dubious clues aid in the investigation? The only thing going for it is a<br />
touch of humor here and there. Without that, all you'd have are loose ends.<br />
<br />
Sound: 30/40<br />
<br />
The music is good and fits the theme decently enough. The soundtrack is a little too<br />
upbeat for a murder investigation but it's the only thing that could go with the<br />
graphics. It could have used more than two sound effects though. Maybe something for<br />
using the camera or a sound effect for the actual murder.<br />
<br />
Total: 295/400<br />
<br />
An extremely pretty and not completely boring adventure that's too slow for it's own<br />
good. It's too bad more effort didn't go toward the plot or the puzzles.<br />
<br />
-<br />
<br />
46132: Murder Megazeux Manor, by the Suicideskeeters (guest appearance by CJA)<br />
Winter 2008 DsDoZ and Murder Mystery<br />
Helloooooo, Judges!<br />
<br />
Theme: 15/20<br />
<br />
It uses the theme in a way that screams #pooproad. There's no mystery to solve. Instead<br />
your intrepid and dashing heroes (<ScottVyper> LOL) are trying to FIND a mystery to<br />
solve.<br />
<br />
Gameplay: 85/120<br />
<br />
There are three main types of gameplay: tecki's action boards, his puzzle boards, and<br />
vyper's investigations. The action boards use built-ins but use them well. It's like<br />
caverns with a sense of humor. Unfortunately, push block puzzles. Aggravating, flimsian<br />
push block puzzles designed to test your patience. The investigation boards basically<br />
have no real gameplay (just a few simple puzzles). The game is fun but not amazing.<br />
<br />
Graphics: 55/90<br />
<br />
The graphics in the cutscenes are acceptable and the game uses some good splash screens<br />
between levels. The actual levels fall into the category of Neo-Classical Post-Forester,<br />
meaning minimalist and just slightly better than Caverns. It's all just okay.<br />
<br />
Technique: 55/80<br />
<br />
It's hard to completely screw up something as simple as pushblocks and built-in enemies.<br />
I only saw one minor glitch where, occasionally, bears would block transporters and<br />
prevent you from using them. What little robotic there was pretty basic.<br />
<br />
Story: 45/50<br />
<br />
Funny and certainly entertaining. BUT I MIGHT BE BIASED. It works for what it is. The<br />
dialog is witty and exageratedly true to character. My only complaint is that I don't<br />
draw, poorly or otherwise, and that isn't my philosophy!<br />
<br />
Sound: 35/40<br />
<br />
The music fits the feel of the game perfectly and the sounds work as well (sort of remade<br />
classic megazeux sounds). You have the expected snappy, upbeat chiptunes combined with a<br />
handful of really old songs from well known games. It all combines to make a great<br />
soundtrack.<br />
<br />
Total: 290/400<br />
<br />
YEAH, OKAY, YOU HAVE OUR ATTENTION. The real mystery is whether or not CJA can<br />
contribute to a game that doesn't have any cameos in it at all. Anyway, it's a typical<br />
but fun little action adventure game. <br />
<br />
-<br />
<br />
45595: Xin, by Team Bro Fist <br />
Winter 2008 DsDoZ and Murder Mystery<br />
Now that's an overdone intro!<br />
<br />
Theme: 10/20<br />
<br />
Your are an apprentice monk framed for murdering your master. After being kicked out of<br />
the monastery you decide to seek out the real murderer. As with most of the murder<br />
mystery games it uses the theme in the least imaginative way possible. Granted, the<br />
theme doesn't allow too much leighway but something different would have been nice.<br />
There's a murder and you have to figure out who framed you for it.<br />
<br />
Gameplay: 100/120<br />
<br />
The main part of the show is the card-based rpg battle system. It's impressive and<br />
requires a little strategy but I wish there had been a visual reference as to which<br />
elements worked against which. The creators of the game knew this system was the main<br />
draw as nearly every NPC in the game tries to kill you at some point. The battles could<br />
stand to move a little faster. Other than fighting, all you do is talk to people to<br />
gather clues.<br />
<br />
Graphics: 80/90<br />
<br />
Excellent scenery, great sprites, and good animations give this game better visuals than<br />
most of the other entries. The transition to battles is flashy enough and the<br />
presentation of the card system was also extremely well done.<br />
<br />
Technique: 65/80<br />
<br />
If it wasn't for one glaring glitch the programming would be perfect. The cards in<br />
battle sometimes don't display properly or at all and, even worse, this can lead to you<br />
having a full hand of blanks with nothing you can play. Wervyn fixed this but not in<br />
time for it to count. Too bad.<br />
<br />
Story: 45/50<br />
<br />
Well written and more than passable for a DoZ. The dialog matches the setting and feel<br />
of the game. It even has multiple endings depending on what clues you've gathered. This<br />
is the best serious story in the DoZ.<br />
<br />
Sound: 35/40<br />
<br />
The soundtrack fits as perfectly as you could hope for. The battle themes are what you<br />
usually find in console rpg's, which isn't a bad thing. The sound effects are good<br />
enough. Overall a good job.<br />
<br />
Total: 335/400<br />
<br />
Make a remake or sequel to this game, please. The battle system could be amazing with<br />
little more extrapolation and I even liked the setting.<br />
<br />
-<br />
<br />
52608: Drippy and the Evaporated Sea, by unknown<br />
Winter 2008 DsDoZ and Water<br />
Old School Megazeux gameplay, now with more annoying collectibles!<br />
<br />
Theme: 40/100<br />
<br />
The watery world of the main character has been dehydrated and it's up to you, the<br />
descendant of the previous hero, to bring the water back and put a stop to the evil<br />
responsible. Basically, it's every old rpg plot ever. It's not a terrible usage of the<br />
theme, just really trite.<br />
<br />
Gameplay: 40/90<br />
<br />
Yet another old-fashioned overhead action game. The levels in this one are too big, too<br />
bland, and poorly designed. The enemies are ultra-basic and too easy to dispatch. The<br />
best strategy for killing most bosses is stand in one spot and shoot in it's general<br />
direction until it dies.<br />
<br />
My main complaint is against what other people will probably praise: the collectibles. I<br />
can't stand widget hunts unless it unlocks something worth all the extra time and effort.<br />
It's only saving grace is that it's a pretty long game for a DoZ.<br />
<br />
Graphics: 20/70<br />
<br />
Generally, it isn't a great looking game. What you have are overly large boards, a lot<br />
of empty space, little decoration, and crude character graphics. The color choices<br />
either clash a little or are just dull. The scenery is done in all blocks. Put in more<br />
effort next time.<br />
<br />
Technique: 35/60<br />
<br />
I'd put this at mid-beginner. There don't seem to be any real glitches to speak of but<br />
all the programming is simple and hard to mess up. I'd like it if the enemies had more<br />
variety and the bosses did something other than built in attacks. <br />
<br />
Story: 20/50<br />
<br />
The story isn't very good at all. It's been done way too many times and in much better<br />
ways. None of the NPC's have anything funny or interesting to say and it makes no real<br />
effort to explain anything past "the bad guys hate you, did evil things, now go stop<br />
them." It really needs something to spice it up.<br />
<br />
Sound: 25/30<br />
<br />
As far as sound goes, the game holds up well. The music doesn't offend and it fits the<br />
action well. A few songs got on my nerves after repeated listenings. The sounds effects<br />
are average. Just the basics. It wouldn't hurt to have a sound for when you get hurt,<br />
though.<br />
<br />
Total: 180/400<br />
<br />
It's like Mario 64 (or one it's knock-offs) only in megazeux and with none of the energy<br />
or creativity that made collecting hordes of hard to find objects bearable. I do like<br />
how long it is and I could see this being remade into a great megazeux game with effort.<br />
<br />
-<br />
<br />
53283: The Curious Case of Ash McArthur, by Rokkaku Law Enforcement Division<br />
Winter 2008 DsDoZ and Murder Mystery<br />
Don't worry. I've studied... the afterlife!<br />
<br />
Theme: 15/20<br />
<br />
The main character's been murdered. He then manages to come back as a ghost in order to<br />
discover the killer. This is mildly better than merely investigating the murder of<br />
someone else.<br />
<br />
Gameplay: 30/120<br />
<br />
There's only two boards and one of them seems slightly empty. If that wasn't bad enough<br />
you're basically forced into picking the right answer because the game tells you when<br />
you've picked the wrong person. Boring.<br />
<br />
Graphics: 20/90<br />
<br />
This game is in desperate need for more color than a few small splashes of red. Maybe<br />
the black and white surroundings are supposed to convey the fact that your dead but it<br />
looks like laziness too me. The actual graphics are your average single character tiles. <br />
<br />
Technique: 25/80<br />
<br />
The screen fades in and out too slow and it needs a way to speed up the text. It lets<br />
you clear the text with space in the intro but not in the actual game. Everything feels<br />
pretty crude. I didn't see any glitches.<br />
<br />
Story: 10/50<br />
<br />
There isn't very much story and it isn't very exciting. The execution is particularly<br />
bad. The dialog sucks. "Gasp... no!"<br />
<br />
Sound: 15/40<br />
<br />
There seems to be a pattern forming here. This game also only has two songs and two<br />
sound effects. The music is just okay. The bleep noise is that one from the Final<br />
Fantasy games you hear in just about every poorly made game.<br />
<br />
Total: 115/400<br />
<br />
This game bored me so bad that I had trouble reviewing it.<br />
<br />
-<br />
<br />
66418: P.E.E.(E.), by BNL DoZ Team #002<br />
Winter 2008 DsDoZ and Water<br />
Jiggles<br />
<br />
Theme: 10/100<br />
<br />
This game does not really use theme at all. The main villain is wet. There's uh...<br />
water in the scenery, too! The use is nearly bad enough for disqualification but since<br />
you begged I'll spare you.<br />
<br />
Gameplay: 20/90<br />
<br />
The first part of the gameplay sux. Left up up down down you miserable bastard! The<br />
puzzle is annoying. Why only one try? The boss fight also sucks. Samara teleports!<br />
Shoots! Rinse! Repeat!<br />
<br />
Graphics: 25/70<br />
<br />
This has ugly graphics but it's not as bad as Ash McArthur. It's colorful enough but<br />
there are only crappy smileys and a few characters for appliances. There's no real<br />
animation to speak of.<br />
<br />
Technique: 30/60<br />
<br />
Just a bit above ZZT level. The puzzle was decently programmed for what it was. There<br />
are no glitches.<br />
<br />
Story: 10/50<br />
<br />
The story is random crap. This game is a chinese manual parody. It seems asiekierka was<br />
trying to make a semi-serious game. It's sad that this is what he came up with. Nothing<br />
makes any sense.<br />
<br />
Sound: 15/30<br />
<br />
Most of the music was taken from Wall-E. I don't like the title music that plays after<br />
the Barnaby intro. The rest of the songs are fairly good chiptunes. This is the only<br />
part of the game I didn't hate.<br />
<br />
Total: 110/400<br />
<br />
Last words<br />
<br />
-<br />
<br />
68488: Whirlwind, by Team Breaking Wheel<br />
Winter 2008 DsDoZ and Murder Mystery?<br />
In a real arcade game you could insert quarters for more lives.<br />
<br />
Theme: 6/20<br />
<br />
Barely, and I mean BARELY, uses it. There's a murder but no mystery. It might be worth<br />
a disqualification but I'll let it slide because I liked the game.<br />
<br />
Gameplay: 114/120<br />
<br />
It's a fun, hard run-and-gun game. It has good weapon variety even if none of the<br />
weapons are amazing. The bombs, however, are nearly useless because you have to hit the<br />
Del key to use them and all the rest of the controls are on the other side of the<br />
keyboard. Multiple pathways to choose from are always nice. I like challenging action<br />
games but that last boss might be too much of a good thing.<br />
<br />
Graphics: 70/90<br />
<br />
The spritework is pretty good although the enemies and player could use a little more<br />
detail. The backgrounds are as plain as they come. I like the death animations when you<br />
kill something. Skulls and ribcages flying everywhere.<br />
<br />
Technique: 70/80<br />
<br />
Good. Everything seems to work without a hitch. I would have liked a shotgun with real<br />
spread though. Also, it could use variable difficulty for people who aren't as skilled<br />
as some of us.<br />
<br />
Story: 10/50<br />
<br />
The story is near non-existent. You have a little arcade style story that pops in when<br />
you wait at the title. It's short, extremely vague, and perfectly fine for this type of<br />
game.<br />
<br />
Sound: 20/40<br />
<br />
Sound's okay. Most of the guns sound appropriate but the ion gun could use more punch.<br />
Some of the music is fine, some of it is reused from Maxim's earlier games, but I<br />
personally don't think it matches the action as good as it could.<br />
<br />
Total: 290/400<br />
<br />
Whirlwind is more of the same from Maxim. He's definitely figured his niche out. It's<br />
pretty fun and one of the better games this DoZ.<br />
<br />
-<br />
<br />
73310: Archer Gremory is Thirsty, by a huge jerk<br />
Winter 2008 DsDoZ and Water<br />
Kuddy sux.<br />
<br />
Theme: 1/100<br />
<br />
so i saw this spider crawling across my desk the other day, it was pretty big, i would<br />
say it was about three inches, and i really hate spiders, so i tried to whack it with a<br />
magazine, but there were no magazines around, so i had to go downstairs to get one, but<br />
when i made it back up to my room the spider was gone, which really pissed me off because<br />
that has a tendency to happen, and five minutes later it was directly above me on the<br />
ceiling, and i noticed it grew to twice its size and could no longer be whacked, so i got<br />
even more pissed off and decided to throw my garbage can at it, but that wasn't very<br />
smart because all that did was knock it off the ceiling onto the floor and now there was<br />
trash everywhere and my parents would probably get pretty pissed when they saw this and i<br />
would be in trouble, so i decided to call our nearest pest control agency, but much to my<br />
dismay THEY WERE CLOSED ON ACCOUNT OF ALL THE SNOW THAT HAD BEEN FALLING OH NO, and i got<br />
very pissed at this, so i decided to journey around destroying all the snow in new<br />
jersey, and it was going pretty well at first, but then the sun came out the next day and<br />
melted all the snow before i could get to it, and i was angry because i had spent all<br />
this money on rock salt for nothing, so i decided to go back home, but oh dear god NO,<br />
THE SPIDER HAD GROWN LARGER THAN OUR HOUSE AND WAS EATING IT, so i quickly ran and called<br />
the police and our nearest news team, which eventually led to the military being summoned<br />
to dispose of the spider, but their weapons didn't phaze it, and i got pretty pissed and<br />
remembered that i had a shotgun under my coat, so i climbed the roof, pulled the shotgun<br />
out, and blasted the spider in its eyes blinding it, which made it fall off the roof and<br />
die soon after, and afterwards i was rewarded for dealing with this major threat to<br />
society which could have destroyed the entire country had i not stopped it, but i didn't<br />
get any money, and i got really pissed off because of that, but then suddenly THE SPIDER<br />
CAME BACK AS AN UNDEAD LIFE FORM OH NO, and i got even more pissed off because i thought<br />
for sure i had finished it, so i pulled a grenade launcher out of nowhere and shot<br />
grenades in its mouth until it exploded in a huge puddle of blood, which pissed me and<br />
everyone else off because we just took showers, and so i was arrested and sentenced to a<br />
year in prison for my disruptive behavior, but bars can't hold me, and i'll come back to<br />
the community one day, i promise you. <br />
<br />
Gameplay: 1/90<br />
<br />
Gentlemen ... I have an interesting observation about our friendly neighborhood Mr. Apol.<br />
<br />
Does anyone recall the bygone years? Several years or so ago, Apollyon's typing and<br />
lingual styles were like this.<br />
<br />
At a certain point (prior to that example, actually) Apollyon got really drunk and posted<br />
to DMZX, becoming part of a elite fraternity of Zeuxers to do so. Kinda like sailors who<br />
cross the meridian at the equator or the arctic/antarctic circles.<br />
<br />
Since that EVENT back in 2004, Apollyon's typing and lingual styles slowly changed until<br />
most of his posts since, oh, 2006ish looked like this.<br />
<br />
My hypothesis: The combination of a man's butt in Apol's face, and the large amount of<br />
booze slammed down that night, has gradually locked him into a permanent drunken typing<br />
stupor!<br />
<br />
Or maybe he loads up on schnapps each time he goes to check DMZX. <br />
<br />
Graphics: 2/70<br />
<br />
*drink* *spit* good<br />
*drink* *spit* good<br />
*drink* *spit* bugz<br />
*drink* *spit* good<br />
*drink* *spit* hammock<br />
*drink* *spit* ronald reagan<br />
*drink* *spit* good<br />
<br />
Technique: 1/60<br />
<br />
yeah, i mean seriously: did anyone at all find this thread legitimately funny?<br />
i'm not even going to try the game. i've got better things to do. <br />
<br />
Story: 1/50<br />
<br />
here, let me help you:<br />
<br />
it would have been funnier if you had at least made some attempt at spelling correctly,<br />
but with small things misspelled. you're overdoing it (trying too hard). misspelling<br />
every single word just makes it look like you're yelling "look at me look at me i'm<br />
funny" and it's horribly depressing and desperate. you're supposed to be emulating<br />
someone who can't spell, not someone so mentally handicapped that they would sooner<br />
urinate on the keyboard than to type out anything.<br />
<br />
Sound: 4/30<br />
<br />
better yet:<br />
get funnier or fuck off. <br />
<br />
Total: 10/400<br />
<br />
it doesn't help that some of you artless toads seem to be encouraging him. and you<br />
wonder why digitalmzx is a wasteland. <br />
<br />
*DING!* quittin' time <br />
<br />
-<br />
<br />
74465: Ghost Busted, by Jump Back, Kiss Myself<br />
Winter 2008 DsDoZ and Murder Mystery<br />
Ever played Haunting, starring Polterguy?<br />
<br />
Theme: 18/20<br />
<br />
After being murdered by a coworker, you decide to put off heaven in order to make sure<br />
your killer gets put in jail. In order to do this, you must first highlight evidence<br />
with ectoplasmic vomit and then attempt to scare him into confessing. It's a fun spin on<br />
the same theme as The Curious Case of Ash McArthur. Almost like a much better version of<br />
that game, in fact.<br />
<br />
Gameplay: 67/120<br />
<br />
To make sure your nefarious co-worker gets his just desserts you have to first make sure<br />
the incompetent police find the evidence. In this section, you tag items with barf<br />
before the time runs out in order to make sure the cops notice them. It's extremely easy<br />
if you pay attention to the object descriptions. Afterwards, you have to scare the<br />
murderer into confessing to his crimes. This is a little less obvious but can be solved<br />
by messing with everything in the room multiple times until the solution becomes clear.<br />
Neither scenario is executed as cleverly as I would have liked. It's not bad, though.<br />
<br />
Graphics: 60/90<br />
<br />
The graphics are okay. I thought the trail effect on the ghost was a nice little<br />
addition and all the sprites looked right. Some of them were a little hard to see<br />
because of color choice but that was probably intentional. I don't like the way the<br />
murderer's office looks, particularly the colors. The main character's house looks fine,<br />
if a little colorless.<br />
<br />
Technique: 50/80<br />
<br />
I saw no conspicuous errors or glitches but nothing all that impressive either. Some<br />
parts of it fairly primitive as well. Nary a text engine in sight. Just regular old *<br />
commands. There needs to be a way to speed up the text. Another slight problem is that<br />
you don't even have to beat the first level to get the best ending.<br />
<br />
Story: 35/50<br />
<br />
The introduction to the story feels a little rushed. I did like the dialog, especially<br />
between the cops. I also like the hick version St. Peter was. Overall, it was<br />
entertaining if not hilarious.<br />
<br />
Sound: 20/40<br />
<br />
I hope you like wacky barf sounds. None of the other sounds are quite that annoying,<br />
luckily. All of the music is slow, inoffensive, easy going, and forgettable. I can't<br />
think of better way to put it, really.<br />
<br />
Total: 250/400<br />
<br />
This was a very average game all around. It didn't impress me much but it wasn't totally<br />
boring or broken either. <br />
<br />
-<br />
<br />
75242: Slaughter Down Under, by Team Potential Teamwork Failure<br />
Winter 2008 DsDoZ and Water<br />
Mermaid Murder (if you know what I'm referencing kill yourself)<br />
<br />
Theme: 35/100<br />
<br />
The oceans are turning into lava! Fortunately, you have a sword and just happen to know<br />
what's causing this catastrophe and how to get to it. This game doesn't really use the<br />
theme all that well. The setting is underwater and your character is a mermaid.<br />
<br />
Gameplay: 40/90<br />
<br />
The game is only two short boards long and neither board puts up a substantial challenge.<br />
It features another momentum based movement system that makes it harder to control your<br />
character without making the game more fun in any way. You can't move through fish and<br />
many of the passages. This often forces you to wait until the offending creatures move<br />
out of the way before you can pass.<br />
<br />
Graphics: 50/70<br />
<br />
The sprite work is better than average. The mermaid looks iffy but all the enemies look<br />
like what they're supposed to be. However, the scenery is ugly thanks to a lack of<br />
effort and bad color choice. Those are some lifeless reefs and sea caves. Also, the<br />
background in the second board looks like it would boil you alive.<br />
<br />
Technique: 30/60<br />
<br />
There's one other thing that bothers me besides the previously mentioned controls. They<br />
made the sword "bounce" off terrain it comes in contact with. This means, despite<br />
appearances, if terrain comes between your sword swing and an enemy the enemy doesn't get<br />
hit. This only makes the blocked passage problem worse. There are no glitches, just bad<br />
ideas.<br />
<br />
Story: 10/50<br />
<br />
The only story is the brief intro and outro, both which are badly written. It's obvious<br />
that the creators didn't even try. I guess this kind of game doesn't need a huge<br />
complicated story but still.<br />
<br />
Sound: 20/30<br />
<br />
The music is a mixed bag. The title screen music is a little hard-core for a mermaid<br />
game (even if the mermaid has a sword) but I definitely like the Ecco the Dolphin vibe to<br />
the second song. The lava area song would be awesome for any other game... or this game<br />
if it had a bad ass end boss. The sound effects are nothing special.<br />
<br />
Total: 185/400<br />
<br />
I really want a good Ecco the Dolphin type megazeux game. This aint it. It's not the<br />
worst DoZ game this season but I can't recommend it. This could have been much more fun<br />
if the effort had been put into it.<br />
<br />
-<br />
<br />
79853: Marooned, by I Can't Believe It's Not Working!<br />
Winter 2008 DsDoZ and Water<br />
I could go for a zzt.<br />
<br />
Theme: 20/100<br />
<br />
It has the bare minimum needed to fit the theme. It's set on an island chain and 3 of<br />
the 4 levels involve water. Other than that, nothing. If you pick the general theme you<br />
should try to use it better than this.<br />
<br />
Gameplay: 25/90<br />
<br />
It's not terrible but it's not very good either. The puzzle on level 1 is slightly<br />
illogical even though the solution is obvious. Fusing crates to water? The overlay<br />
blood obscures action in level 2. Where's the key? Level 3 basically filler. Jump jump<br />
boring. Level 4 needs instructions. It's too easy to die before you even start.<br />
<br />
Graphics: 15/70<br />
<br />
Now that's an ugly title screen. The rest of the graphics are VERY zzt. Random filled<br />
gradient terrain isn't a good idea. Neither is lava based water or having half of the<br />
levels with no background graphics. Also, reading the clues around the boards is very<br />
annoying. <br />
<br />
Technique: 15/60<br />
<br />
Amateur. You should have used the stuff on the unused board because it would have likely<br />
been a million times better than zzt gameplay with nothing to spice it up. But, hey,<br />
everything works the way it should I guess.<br />
<br />
Story: 5/50<br />
<br />
You find yourself on a series of deserted islands. Your aim is to escape safely. There<br />
is a helipad at the last island which you will need to get to, so you can escape.<br />
<br />
Sound: 15/30<br />
<br />
There a decent variety of chiptunes and island themes songs. Most of the chiptunes have<br />
been overused at this point (chiptune.zip). There are no sound effects at all.<br />
<br />
Total: 95/400<br />
<br />
It's a bad zzt game with nothing going for it. Dumb puzzles, crappy action, poor<br />
graphics, and no plot.<br />
<br />
-<br />
<br />
99096: Deluge, by Random Team with no creative name<br />
Winter 2008 DsDoZ and Water<br />
I don't think it's a Smart idea to wander around during a nasty storm.<br />
<br />
Theme: 10/100<br />
<br />
Well, there's a supernaturally huge flood and it's heading right for your house. Time to<br />
go outside and stand in the rain. The theme is water and the creator, being a Smart<br />
fellow, put in lots of it. Well. Done.<br />
<br />
Gameplay: 0/90<br />
<br />
Where's the gameplay? Man, you don't do anything in this game! You walk around and then<br />
jump a little, I guess. Maybe I'm not Smart enough to figure out what else you're<br />
supposed to do.<br />
<br />
Graphics: 5/70<br />
<br />
Fugly graphics. No floors in the overhead sections, no background in the sideview part.<br />
Also suffers from big empty room syndrome. Even people like asiekierka are Smart enough<br />
to avoid that. Hasn't this guy ever played ZZT syndromes?<br />
<br />
Technique: 10/60<br />
<br />
Fancy rain effect! Amazing! :( That Smart little flood effect is also pretty lamely<br />
done.<br />
<br />
Story: 5/50<br />
<br />
Twist ending! It was all a cheap deux ex machina! You can relax, safe in the knowledge<br />
that you, being Smart, will never play this game again.<br />
<br />
Sound: 10/30<br />
<br />
One okay song and one lousy song. The thunder sound is too crunchy. Needs more Boom =D.<br />
Joke about being Smart.<br />
<br />
Total: 40/400<br />
<br />
It looks like the creator got bored within the first hour. Maybe put some effort in next<br />
time, champ. That would be the Smart thing to do.<br />
<br />
-<br />
<br />
99544: Untitled, by Q Labs<br />
Winter 2008 DsDoZ and Water<br />
A BKZX game... with all that entails.<br />
<br />
Theme: 5/100<br />
<br />
It has water. Water and spikes >:(<br />
<br />
Gameplay: 0/90<br />
<br />
Oh good! The real path looks fatal! These mirrors do not work as advertised! Making a<br />
BKZX game is as easy as taking candy from a baby. GAME OVER PUNK<br />
<br />
Graphics: 5/70<br />
<br />
Crude, nasty, slapdash. It's about what you would expect from a BKZX by someone who<br />
isn't trying. Yellow borders :/<br />
<br />
Technique: 0/60<br />
<br />
The technique is BKZX. Do I really have to write a paragraph about it? What else can I<br />
say about it? Here's an extra sentence for you.<br />
<br />
Story: 0/50<br />
<br />
This is the story of a BKZX. It's short, ugly, and poorly made. It has no friends.<br />
None of the other DoZ games ever invite it to parties or anything! Later, it dies alone.<br />
<br />
Sound: 0/30<br />
<br />
No sound is better than... it seriously could have used some music and something besides<br />
the default megazeux sounds. No pity for you.<br />
<br />
Total: 10/400<br />
<br />
Not even good for a BKZX. However, it did inspire me to find an awesome ASCII art<br />
version of the scream<br />
(http://www.edvard-munch.com/Paintings/other_artists/scream_ascii_3.htm) so I may someday<br />
forgive you.</pre><br />
<br />
[Category:Winter 2008 Dualstream Day of Zeux Judging Sheets]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux_Judging_Sheets:ShloobeR&diff=6632Winter 2008 Dualstream Day of Zeux Judging Sheets:ShloobeR2009-01-22T21:14:56Z<p>Terryn: </p>
<hr />
<div><pre> -----------------------------------------------------------------------------------------------------------------------------<br />
--= Game 36953 - SUPERB BENTHIC ZONE ADVENTURE - Elevator Dentist Squad (Captain Failmore, Christian, Nedemai, Rowan (Alternate) ) --=<br />
-----------------------------------------------------------------------------------------------------------------------------<br />
<br />
There comes a time in everyone's life when they must sit through something so repetitive,<br />
that they lose the will to go on, for MZXers, this time is as soon as they play this<br />
game, the moment I saw the makeshift 'loading' screen I instantly did not like this game,<br />
from that point in it did not really get any better, admittedly this game has some good<br />
points, but overall? no... no thank you!<br />
<br />
Theme : 60 / 100<br />
<br />
Okay Yes, there is a lot of water HOORAY, the theme is water right? there are watery<br />
themed objects and... HEY you are something that is related to water too!, the sheer<br />
quantities of water abound, water is plentiful here. Then why does it only get 60? Well<br />
that's because I choose it to be 60 the use of the theme was boring.<br />
<br />
Gameplay : 29 / 90<br />
<br />
Some people believe mindless repetition is a good subtitute for gameplay, I am not one of<br />
those people, the game consists of 3 'parts':<br />
<br />
In the first, you play the role of some sort of shrimp thing, collecting 'chips' while<br />
avoiding the shrimp's natural enemy: anything that is not a chip. Meanwhile, there is a<br />
man in a boat laughing at you, oh and also you have to collect an unspecified number of<br />
chips (45), great fun<br />
The second mode has you using the worst control system ever to navigate one of the most<br />
annoying mazes ever, (but it is certainly treacherous), it is boring and boring.<br />
The third mode has you flying throuhg some sort of coral reef with flying rocks and god<br />
knows what else in a submarine which can move at the speed of light, seemingly FOREVER,<br />
there is a counter at the bottom but it is little consolation compared to the endless<br />
onslaught of static deep sea nightmares, why dont you just slow down? why would you risk<br />
going at that speed through this minefield of natural disasters just waiting to happen<br />
death is inevitable, victory is undesirable, boredom is everywhere<br />
<br />
Graphics : 41 / 70<br />
<br />
Pretty much the only good thing to come out of this game was the use of SMZX, while there<br />
have definitely been much better implementations, the first area was pretty nice to look<br />
at, it was clear and the colours were good, the second area sort of... disappoints... a<br />
lot... the third area is ... okay I Suppose, I can appreciate the effort put into the<br />
graphics but it didnt pay off except for the first part. the colour scheme was okay,<br />
mediocre.<br />
<br />
Technique : 21 / 60<br />
<br />
Started out decent enough, got much worse as time went by, none of the engines were<br />
broken, which was good, but there were a lot of annoying problems, mainly, you couldn't<br />
lose in the first area, the controls were awful in the second area, and the third area<br />
was just boring and bad. All the areas tried to implement a sort of non-standard gameplay<br />
type though, which earns the game some points.<br />
<br />
Story : 20 / 50<br />
<br />
Three minigames, attached to each other, doesnt neccessarily NEED a story to work, and<br />
this is fortunate for the game. Look it's an Isopod!<br />
<br />
Sound : 18 / 30<br />
<br />
The first area was actually quite soothing, the SFX contrasted with the music a little<br />
too much to pull it off though, the second area had nothing to speak off, the third area<br />
had... interesting choices, an annoying echoey thud and some silly chippish music. The<br />
music in the first area wins quite a few of the points here<br />
<br />
<br />
Total 189 / 400<br />
<br />
An average score for an average game, had it's redeeming points but failed to deliver any<br />
kind of meaningful gameplay, story or enjoyment, some effort put into the aesthetics<br />
though, which wins some points.<br />
<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 36953 - The disappointingly brief adventures of Aquaria - Allium cepa (Malwyn) --=<br />
----------------------------------------------------------------------------------<br />
<br />
Every DoZ has one of these games, the game that really looks like it could have gone<br />
somewhere but the author obviously just didn't have any time or couldnt be bothered to<br />
finish it. Containing only concept boards, you need to edit this file to look at what was<br />
going on, and so obviously it isn't going to win... but... what can you do.<br />
<br />
Theme : 40 / 100<br />
<br />
I can guess where this was going but it's not enough (obviously), had it been finished,<br />
im sure the theme score would have been 66+<br />
<br />
Gameplay : 15 / 90<br />
<br />
A smooth handling sidescroller, with a decent SS engine, but that's all there was to it<br />
at the moment.<br />
<br />
Graphics : 30 / 70<br />
<br />
The average score only reflects the quantity of graphics that were there, a decent sized<br />
game with this graphical style, I would score in the low 60s it is a pretty beautiful<br />
style and looks really nice, nothing special but just very nice to look at.<br />
<br />
Technique : 20 / 60<br />
<br />
Same as above, not enough here to merit a high score, but what was there was good<br />
<br />
Story : 5 / 50<br />
<br />
Looks like a game that would have some story as a backbone to it's gameplay, it has none,<br />
nor does it have any gameplay to back it up<br />
<br />
Sound : 5 / 30<br />
<br />
None<br />
<br />
<br />
Total 115 / 400<br />
<br />
Shame, I was very excited when I edited into the first board, but it didnt last long<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 45595 - Murder on the Yellow Express (Logicow, Madbrain, windbladeicepuppy) --=<br />
----------------------------------------------------------------------------------<br />
<br />
The Logicow Family team did not veer away from the normal course of amazing<br />
Graphics/engines coupled with subpar gameplay! Turning away from the standard pixel<br />
perfect sidescroller, they decided this time to go onto a pixel perfect point-and-click<br />
adventure, with mixed results.<br />
<br />
<br />
Theme : 11 / 20<br />
<br />
If only it was more of a mystery, it would get a perfect 20, I knew it was that damned<br />
contessa all along!<br />
<br />
Gameplay : 44 / 120<br />
<br />
Fun... for a while, but when the magic of the graphics and engine wears off you realise<br />
this is actually... not a very exciting game... and has no replay value to speak of. But<br />
it's complete! (Sort of) And bugless (Sort of)<br />
<br />
Graphics : 80 / 90<br />
<br />
It's hard to deny that these are some pretty graphics, and consistent! The character<br />
designs are good, and overall it was just a very shiny and good looking game! The colours<br />
are bright and not really... fit for a murder mystery game, but that's not the feel they<br />
were aiming for anyway, so I guess I can't complain.<br />
<br />
Technique : 72 / 80<br />
<br />
It's an almost flawless engine! I was very happy when I realised how clean it was! I<br />
wonder whether this engine can be further developed with exciting new features! The<br />
engine itself was very good, I would have liked to see it use a few more features, but<br />
nothing is perfect.<br />
<br />
Story : 18 / 50<br />
<br />
Who Killed the singer! do seemingly random tasks and suddenly discover who it was<br />
somehow! It doesn't make a whole lot of sense but there you go!<br />
<br />
Sound : 34 / 40<br />
<br />
Needed a few more good sounding SFX, the music was fantastic for the game and fit very<br />
well, what few SFX there were... weren't so great, but not BAD the music was truely<br />
excellent for the game/theme though.<br />
<br />
<br />
Total 260 / 400<br />
<br />
Excellent graphics, excellent music, excellent programming... all let down by the fact<br />
that it's not very enjoyable, as a game this is just repetitive and boring at times... it<br />
doesn't even have a real ending... If there was only more to do, this game could easily<br />
hit 350/400<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 46132 - Murder at Megazeux Manor (CJA AND THE HOT SPRINGS (I think)) --=<br />
----------------------------------------------------------------------------------<br />
<br />
The JUDGES star in this game, as one of the JUDGES, you must discover who is killing<br />
someone I think... only the JUDGES can do this. I am a judge yes me. I am in this game, I<br />
am dashing... this is personally one of my favourite games of the doz though.<br />
<br />
Theme : 14 / 20<br />
<br />
Like all the games on this topic, there has been a murder, who did it... uh... find<br />
out... I guess (it was me lol)<br />
<br />
Gameplay : 94 / 120<br />
<br />
Although its really... simple... and not THAT entertaining, there's actually quite a lot<br />
here, the game is split into 4 sections, the first is a simple top down shooter parodying<br />
Caverns, starring the handsome yours truly. It is somewhat uninspiring but also not<br />
boring.<br />
The second mode is a load of slider puzzles, I will admit that I hate slider puzzles... I<br />
am very bad at them, but they seemed well made and they are of course one of the main<br />
pillars of mzx puzzle play.<br />
The third is... uh... Well I'm not afraid to admit that I did actually LOL at this the<br />
first time, (and then again the 3rd time actually), as far as gameplay this doesnt really<br />
contribute... I guess?<br />
The fourth mode is an inventory system that combines mindless keypressing and lack of<br />
inventory flawlessly, but AGAIN, it was somehow... entertaining?<br />
My point is, at the end of this game I know I hardly DID anything, but I felt... very<br />
satisfied : O, and I could probably play it again and enjoy it again.<br />
<br />
Graphics : 54 / 90<br />
<br />
Aha, uhrm... it's probably not SUPPOSED to be good looking, but that's not excuse for it<br />
not being good looking, it fits the style of the game but not of the theme, the colours<br />
are good, but not great, the char edits are minimal, the graphics are not what makes this<br />
game though.<br />
<br />
Technique : 55 / 80<br />
<br />
Bugless, it's nice to see a complete entry which lasts longer then a minute, it feels<br />
complete and polish... but like polishing a tin of polish somethings cannot really be<br />
more polished, or polish :-) using my own pictures was a nice surprise, my picture of<br />
tecki had a sombrero, and i was like 'WHOA WHERE DID THEY GET THAT AWESOME PICTURE'<br />
<br />
Story : 34 / 50<br />
<br />
Okay I'm not going to pretend I understood a single that was going on, but it seemed to<br />
have a story, and it seemed to progress, and it had a twist! also it was about murders so<br />
I guess that was good<br />
<br />
Sound : 34 / 40<br />
<br />
Chip music, old faithful, when nothing else works, use chip music! Even if it's the most<br />
inappropriate theme! What was there was good and... fit though. the remix of cv_boss and<br />
it's offtune glory made me wince, but the other songs were generally good! I especially<br />
liked the cameo of 12war!.<br />
<br />
Total 285 / 400<br />
<br />
A complete game, and very satisfying... if this were solely about games, this game<br />
probably would have won, but unfortunately it seems like nowadays graphics and technique<br />
have a bigger say in the end result. (I would make gameplay /150-200!) It made me chuckle<br />
at times, it made me cry at others.<br />
<br />
<br />
---------------------------------<br />
--= Game 49305 - XIN (Team BRO FIST) =--<br />
---------------------------------<br />
<br />
<br />
The Quasar/Lancer/Wervyn entry for this doz (I need a witty name for this team but I cant<br />
think of one), the usual fare, creative battle engines to support a... actually wait...<br />
normally their stories are better then this... Let's find out!<br />
<br />
<br />
Theme : 12 / 20<br />
<br />
Yes yes yes there was a murder who did it omg<br />
<br />
Gameplay : 65 / 120<br />
<br />
Mixed feelings, they put all their eggs in one basket, and admittedly it is a very pretty<br />
basket, with a lot of shiny lights and the latest in high tech gadgetry, but in the end,<br />
it's just the one basket.<br />
Gameplay generally consists of two modes, 'Battle mode' and 'Soon to be in Battle mode',<br />
in the former, you basically choose a bunch of cards from your deck to fight an RPG-ish<br />
style battle, it is definitely INNOVATIVE and for the first two fights I thought it was<br />
wonderful, the next couple of fights I thought it was entertaining, then it became<br />
somewhat boring, then annoying. The elemental chain of command is not explained well<br />
enough (water is consumed by the wood, wood grows over the earth... wood seems pretty<br />
badass), and some sort of way to remind yourself of this nonsensical elemental chain<br />
would be appreciated (I had to use MSpaint and my diagram made no sense according to the<br />
instructions) I hope I'm missing something!<br />
The battle system is fun, at first, like I said. but it quickly becomes tedious and<br />
repetitive. I can appreciate the creators were trying to do something innovative but<br />
honestly I was not fond... that being said, I will balance out my personal dislike of the<br />
system with the fact that I recognise original gameplay mechanics for MZX when I see<br />
them, so the score is still pretty high.<br />
'Soon to be in battle mode' sucks, everyone wants to kill you basically.<br />
<br />
Graphics : 77 / 90<br />
<br />
Ok this is probably the strong point of the game, it looks VERY pretty, the graphics are<br />
exceptionally consistent and always looks nice, the palette choices are good and the<br />
battles sequences are very clear.<br />
<br />
Technique : 53 / 80<br />
<br />
A game crippling bug really hurts this score, if that bug were removed this would<br />
probably be in the mid 70s, basically the game 'ghosts' your cards after a certain amount<br />
of gameplay, making them unusable, a bugfix was provided, but too late, a little more<br />
polishing would have really helped! the game engine itself seemed pretty solid but...<br />
still... it really wasn't as revolutionary as it first appears.<br />
<br />
Story : 43 / 50<br />
<br />
At first the story seems so cliche and uninspired... it does pick up fortunately, and the<br />
game actually becomes quite involving, but it doesnt quite matchup to some of the better<br />
ones out there in Megazeux land, for this doz though, easily the best. The multiple<br />
'paths' definitely works in it's favour, but a lot of the game just involves random<br />
people duelling you for little to no reason.<br />
<br />
Sound : 38 / 40<br />
<br />
Fantastic, I'm not sure if it's original (I imagine it is), but it is very impressive<br />
nonetheless, the music really lends a good feeling to this game and helps tremendously,<br />
I feel the SFX, while good, just aren't good ENOUGH to merit a 40/40 (but 38 is<br />
ridiculously good by my standards)<br />
<br />
Total 288 / 400<br />
<br />
I will come out straight away and say that I don't think this game was fun, I am very<br />
averse to games which try to replace good gameplay with endless repetition... but it's<br />
aesthetics are just fantastic, and the story is well written.<br />
The gameplay... honestly... did not impress me though. Game crippling bug keeps it below<br />
300. regardless of all this though, it is a worthy 1st place candidate.<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 52608 - Drippy and the evaporated Sea - (...?) --=<br />
----------------------------------------------------------------------------------<br />
<br />
This game sort of DRILLS the theme INTO your HEAD, OVER and OVER and OVER again... but it<br />
is in fact effective, the games clearly uses water for everything<br />
<br />
Theme : 65 / 100<br />
<br />
This game sort of DRILLS the theme INTO your HEAD, OVER and OVER and OVER again... but it<br />
is in fact effective, the games clearly uses water for everything, and it's just a step<br />
short of annoying... in a doz where the theme scores are generally quite low, this game<br />
delivers, I won't pretend that this game uses the theme in any sort of clever or elegant<br />
way, but it lives and brethest water... if that makes any sense.<br />
<br />
Gameplay : 46 / 90<br />
<br />
The best part about this game is that it is long and consistent... the bad part is that<br />
it's not as fun as I hope it would be... eventually the top down shooter style this game<br />
uses just gets boring... the collectibles are there to try to spice the game up but they<br />
only make the goals seem more superficial... I'm no longer trying to save the world I<br />
need to collect these damn items! But when all is said and done, the game is at least<br />
entertaining and I did enjoy it<br />
<br />
Graphics : 22 / 70<br />
<br />
Eek, the problem here is that you chose a game style that uses large amount of board<br />
space but your graphical talent (or maybe the time you had) was not enough to keep it all<br />
looking good... the oldschool style actually doesn't really look too good here, the town<br />
was probably the best part, and that's not a great thing.<br />
<br />
Technique : 24 / 60<br />
<br />
No bugs, but not very exciting, the enemies become very boring after you kill them a few<br />
times, the bosses were generally easy to beat<br />
<br />
Story : 24 / 50<br />
<br />
Very average, very simple... nothing new or exciting here but it does enough for you to<br />
understand what you're doing, why... and against who.<br />
<br />
Sound : 20 / 30<br />
<br />
Standard MZX fare, catchy songs which get annoying when you have to listen to them for a<br />
long time, you always end up humming one or two after you finish the game. sound effects<br />
are basic at best<br />
<br />
<br />
Total 199 / 400<br />
<br />
I had higher hopes for this game, but ultimately it just couldn't keep me interested<br />
<br />
<br />
<br />
------------------------------------------------------------------------------------------------<br />
--= Game 53283 - The curious case of Ash McArthur (Aka: the uncurious [is that a word] case of Ash McArthur) (Hayashi) --=<br />
-----------------------------------------------------------------------------------------------<br />
<br />
Pick up clues! And then... uh....<br />
Bullets! I reckon those are somewhat related to this incident >:( ... hm.... but even<br />
though I have all the clues I'm just going to guess who killed me since it's impossible<br />
for me to get it wrong. IT WAS YOU.<br />
<br />
Theme : 18 / 20<br />
<br />
Murder... you're dead?... who did it? I don't know... let's take a wild guess.<br />
<br />
Gameplay : 29 / 120<br />
<br />
There is honestly nothing to do here, my favourite part of the game was walking outside<br />
the house boundary for whatever reason. You find some clues and then realise the game is<br />
broken and you have to edit it to resolve the game, oh well... doesn't matter, the part<br />
where you decide the murder is basically 'down -> space -> repeat' <br />
<br />
Graphics : 29 / 90<br />
<br />
Stylistic, but not really in a good way :-(, the two (three) colour scheme just made it<br />
look boring, and the characters were kind of silly looking and there wasn't really enough<br />
to make it look good anyway, which is a shame because I liked the title screen and though<br />
this game was going places<br />
<br />
Technique : 18 / 80<br />
<br />
Short buggy broken, and uninventive, this game just.... wasn't very good, I hope for your<br />
sake you just didnt have enough time to complete it.<br />
<br />
Story : 25 / 50<br />
<br />
I've seen worse, who killed me? I'm a ghost! Luckily for me I have just 'researched the<br />
afterlife' (what the hell?) so now I can become a ghost who cant touch anything (unless<br />
it's an important clue), and can also turn the world red and transform people into small<br />
hats, but whatever you know... just research.<br />
<br />
Sound : 20 / 40<br />
<br />
Not annoying, I guess, pretty standard fare.<br />
<br />
Total 139 / 400<br />
<br />
Just never finished, just never finish it<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 66418 - Pee-e (asie) --=<br />
----------------------------------------------------------------------------------<br />
<br />
sigh :-(<br />
<br />
<br />
Theme : 25 / 100<br />
<br />
There's some water.... I guess... I don't even know<br />
<br />
Gameplay : 33 / 90<br />
<br />
first you have to copy what the guy says (which is boring) then you do a puzzle (which is<br />
too short) and then you fight a boss (which is retarded)<br />
<br />
Graphics : 35 / 70<br />
<br />
Ok not terrible, there was some effort...? maybe?!? I think you tried but I cant be<br />
certain. things kind of look like what they're meant to<br />
<br />
Technique : 25 / 60<br />
<br />
Bugless! And the puzzle seemed to work rather well.... I suppose!<br />
<br />
Story : 10 / 50<br />
<br />
You're just lucky I dont give you negative points here, oh I could...<br />
<br />
Sound : 12 / 30<br />
<br />
Oh right Wall-e... Pee-e.... hur hur I get it!<br />
<br />
<br />
Total 140/ 400<br />
<br />
It's not even that it's BAD, some of it was actually somewhat enjoyable it's just that I<br />
usually like to feel like there's a reason for doing something or going somewhere. Here<br />
it just seems like.... WHO IS SAMARA... WHY ARE YOU ... WHY IS THERE A LADDER GOING DOWN<br />
TO YOUR HOUSE<br />
<br />
<br />
------------------------------<br />
--= Game 68488 - Whirlwind (Maxim) --=<br />
------------------------------<br />
<br />
A game that not only kills you, but stamps on your lifeless body and takes your wallet,<br />
then cuts your body up into small pieces and throws them into a river, those pieces are<br />
then eaten by mutant sharks who, by digesting the pieces, actually become more powerful<br />
then the world, this game is those sharks.<br />
<br />
Theme : 5 / 20<br />
<br />
Nope, sorry : (. As much as I like this game, it is probably going to fail the theme<br />
test, you cannot just use one of the words and assume that you will get a theme score.<br />
There IS plenty of murder, but it's not much of a mystery.<br />
<br />
Gameplay : 91 / 120<br />
<br />
Ok, now while I really enjoy playing this game, it does have a few problems... let me<br />
outline the bad things before I move onto the good...<br />
First of all, this game is nail bitingly hard until you realise that the wave ends as<br />
soon as you reach the end of the board, then it's ridiculously easy. Secondly, it's<br />
pretty hard to see enemy bullets compared to yours, while that may be a design of the<br />
gameplay, I honestly had no idea I was being hurt some of the time, a more vivid sound<br />
effect for you are shot (instead of some low rumble explosion thing) would be useful...<br />
Thirdly, it is a little too repetitive for my tastes.<br />
With that out of the way, let me just say that this game is a great blast to play... for<br />
a little while! It has that kind of 'kill everything' feel to it that makes arcade games<br />
so appealing, and for a mindless distraction of a few minutes that is excellent, after a<br />
while though, holding down space and moving to the right (sometimes up and down to) can<br />
get a little grinding, that is not to say this game is boring, because it's not, but only<br />
that it does little to keep itself fresh as the game goes on.<br />
The difficulty is hard but there are some very fun weapons you can use... I especially<br />
enjoyed the Hiram gun, I was very happy to see that this game had enough difference<br />
between the weapons to make it worthwhile to find your favourite one, this game is<br />
basically what zombeez wanted to be. Would be the best game of the doz if there was just<br />
a little more to it.<br />
<br />
Graphics : 68 / 90<br />
<br />
Ohhh, this was very nice... crisp and clear, the powerups, while very small, were<br />
actually good because things were clear, in many games like this the powerups all look<br />
the same so it was nice to see what I was getting, the whole game is done in an arcadey<br />
style which is pulled off to some sucess. the player/enemy sprites look very nice, the<br />
backgrounds are (I assume) intentionally minimalistic, which in fact, doesn't work as<br />
well as I think you hoped it would.<br />
I really liked the colour scheme, not sure about the flashy bullets, but it's not a bad<br />
thing.<br />
<br />
Technique : 65 / 80<br />
<br />
Nothing groundbreaking but a very solid use of sprites, the game is bugless from what I<br />
saw and runs very smoothly.<br />
<br />
Story : 12 / 50<br />
<br />
A makeshift plot used to loosely attach the story to the theme, this has backfired<br />
somewhat.<br />
<br />
Sound : 31 / 40<br />
<br />
Good sounding arcade music, but nothing that really stands out, the SFX are good, but<br />
nothing... special... very average.<br />
<br />
Total 272 / 400<br />
<br />
The lack of theme/story prevents this game from hitting 300, yes it's an arcade name so<br />
it doesn't need a story... but this is how it will roll.<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 73310 - Archery Gregory is thirsy (Kurushimi) --=<br />
----------------------------------------------------------------------------------<br />
<br />
sigh :-(<br />
<br />
<br />
Theme : 15 / 100<br />
<br />
There's some water.... I guess... I don't even know<br />
<br />
Gameplay : 15 / 90<br />
<br />
The sword thing is actually pretty satisfying (coupled with the sound effect)<br />
<br />
Graphics : 5 / 70<br />
<br />
The sword thing is actually pretty satisfying<br />
<br />
Technique : 15 / 60<br />
<br />
The sword thing is actually pretty satisfying<br />
<br />
Story : 5 / 50<br />
<br />
There's some water.... I guess... I don't even know. Do not underestimate JUST how<br />
thirsty archer Gregory can get.<br />
<br />
Sound : 5 / 30<br />
<br />
The sounds are ... uh<br />
<br />
<br />
Total 60/ 400<br />
<br />
The sword thing is actually pretty satisfying<br />
<br />
<br />
--------------------------------------------------------<br />
--= Game 74465 - Ghost Busted (Team Jump Back, Kiss myself) --=<br />
--------------------------------------------------------<br />
<br />
A game that could have been a lot more, but ended up being slightly less. <br />
<br />
<br />
Theme : 16 / 20<br />
<br />
This is MAYBE the most interesting use of the theme... you know the killer... the mystery<br />
is for the police to discover, and you must help them a more original usage of the theme<br />
but still not... that original<br />
<br />
Gameplay : 44 / 120<br />
<br />
The first stage has you click on objects which are ridiculously obvious, the second stage<br />
has you click on everything... many times.<br />
<br />
I dunno, it just didn't feel very fun to me, the biggest letdown of the game<br />
unfortunately.<br />
<br />
Graphics : 62 / 90<br />
<br />
Very nice, solid graphics. Everything looked like it was meant to, the title screen was<br />
pleasing, and the blur effect made me smile. The use of colour was also very good. The<br />
only problem is that the game consisted of only one or two boards... meaning that what<br />
was there was good, but there wasn't enough of it.<br />
<br />
Technique : 55 / 80<br />
<br />
It's a complete game, albeit quite boring, there are no bugs to be seen... but nothing<br />
jumps out at you and screams 'LOOK AT ME. LOOK AT ME'<br />
<br />
Story : 32 / 50<br />
<br />
In the words of my learned friend Mr.Shade 'It was entertaining if not hilarious'. I<br />
think this sums it up quite well, the story develops up to a certain point and then...<br />
that's it, nothing really happens, you have a goal and you must accomplish it.<br />
<br />
Sound : 25 / 40<br />
<br />
The music fits, for sure, it was quite easy listening and I generally enjoyed it... the<br />
SFX were not AS easy listening.<br />
<br />
Total 234 / 400<br />
<br />
I play every game at least twice... on the first try I was really really impressed with<br />
this one, but then on the second try I realised that as a game it actually doesn't cut<br />
it... it has a very nice style but is let down by it being 'short and sweet'<br />
<br />
<br />
<br />
---------------------------------------------<br />
--= Game 75242 - Slaughter down under (Them lads) --=<br />
---------------------------------------------<br />
<br />
navigate through your house and then kill everything in the ocean gl<br />
<br />
<br />
Theme : 53 / 100<br />
<br />
You are a mermaid, there is water, you fight watery creatures... this is about the extent<br />
of the theme... there is not much to say here.<br />
<br />
Gameplay : 33 / 90<br />
<br />
More frustrating then fun, the controls are a little unresponsive, and the sword engine<br />
just decides not to work sometimes, the majority of the game is spent navigating some<br />
boring underwater maze (why do you live in such a retarded house). the end boss is a<br />
piece of piss, and the whole game seems very unrewarding.<br />
... HOWEVER... for all it's flaws, I played it through to the end without cursing under<br />
my breath, so there was definitely something done right... but when I look at it again, I<br />
can't quite put my finger on it<br />
<br />
Graphics : 45 / 70<br />
<br />
Nice to look at, nothing special, the characters were clear but not amazing... this is<br />
pretty much the definition of 'mediocre' here. Middle of the range<br />
<br />
Average<br />
<br />
Technique : 34 / 60<br />
<br />
Some effort was put in to make the engines enjoyable, but unfortunately a weird sword bug<br />
(so sometimes it just wouldnt affect anything), and the slight unresponsiveness of the<br />
controls make this game a little annoying, it plays from start to end though.<br />
<br />
Story : 16 / 50<br />
<br />
There's an 'evil undersea organism' (yes that is actually what it's called, I bet you<br />
feel really immersed in this game') and it's heating up the ocean? ok, go kill everything<br />
ELSE in the ocean (to prevent them from dieing of heat obviously) and then kill this<br />
thing, basically kill everything that exists.<br />
<br />
When the story comes up on a '[' dialogue and is that short you know you are in for a<br />
rough ride.<br />
<br />
Sound : 16 / 30<br />
<br />
The music is... uhrm... fitting... for a 'slaughter' topic. It doesn't work quite as well<br />
here, I liked the music for the first level... the metal pieces were... technically good<br />
but just didn't really make me want to keep playing (that's a little harsh, they aren't<br />
bad songs but that's how I feel)<br />
<br />
The sounds were boring, sparse and occassionally annoying<br />
<br />
<br />
Total 197/ 400<br />
<br />
A fitting score... middle of the range<br />
<br />
<br />
--------------------------------<br />
--= Game 75242 - Marooned (Greasemonkey, Paul) --=<br />
--------------------------------<br />
<br />
A delightful foray into badly planned doz games<br />
<br />
<br />
Theme : 21 / 100<br />
<br />
Nope, don't buy it. You mention water a lot, and I can SEE that there is some water (or<br />
at least... blue lava)... but I refuse to believe that this game really uses the theme.<br />
<br />
Gameplay : 26 / 90<br />
<br />
This game is split into four irelands with one minigame each... each more depressing then<br />
the last<br />
Game 1 : Move the boxes into a row and then click a button (for some reason?... I don't<br />
really understand this)<br />
Game 2 : Shoot some smileys, find a key which has almost certainly been obscured by an<br />
annoying overlay blood effect<br />
Game 3 : Jump and move around a bit<br />
Game 4 : Die a couple of times before you realise how this stamina engine works and then<br />
wonder why that red thing is doing that.<br />
<br />
Graphics : 18 / 70<br />
<br />
You know, I'm actually a fan of the retro style of MZX graphics, I like the combination<br />
of chip music and the old style look to create something low-budget but high on fun...<br />
but this game just looked bad... and it's probably all because of the lava-water. the<br />
colours are horribly annoying too.<br />
<br />
Technique : 20 / 60<br />
<br />
The game works from start to end (it would have been almost comical if it didn't), but<br />
that's because there was no real coding that could have actually gone wrong... come on...<br />
it's a nice idea but you need to think of some less annoying engines/ideas<br />
<br />
Story : 8 / 50<br />
<br />
You find yourself marooned on a series of desert islands (one of these desert islands<br />
having a helicopter pad lulzlo), these islands range to anything from sea level to 50<br />
feet or so above, they are also luckily connected by bridges, some of these desert<br />
islands have high power laser guns and bases with boats, this begs the question, why not<br />
just sail away with the boat? I suppose in retrospect a helicopter is both more secure<br />
and perhaps faster...<br />
<br />
oh and all the islands catch fire for some reason.<br />
<br />
Sound : 13 / 30<br />
<br />
Well I did enjoy the music at least... : )<br />
<br />
<br />
Total 106/ 400<br />
<br />
A fitting score... Low (I think this game might deserve a little more but... I can't<br />
think why)<br />
<br />
<br />
---------------------------------<br />
--= Game 99096 - Deluge (Smartrutter) --=<br />
---------------------------------<br />
<br />
An instructional video on how to deal with a flood warning<br />
<br />
<br />
Theme : 28 / 100<br />
<br />
You have a truely unique idea of how flash floods occur.<br />
<br />
Ok so... let's go through the checklist... Title connected to water, the word 'water'<br />
highlighted, water in many places... Goshdarn it... I'm so impressed with your dedicate<br />
to the theme I'm just gonna stick an 8 and a 2 right there next to the score!<br />
<br />
Gameplay : 7 / 90<br />
<br />
I really wish... I could give negative scores<br />
<br />
Graphics : 14 / 70<br />
<br />
Ok, so... it's a very... minimalistic style... that's for sure<br />
<br />
Technique : 15 / 60<br />
<br />
N/A<br />
<br />
Story : 13 / 50<br />
<br />
I'm sure it's been said but this game just defies all reason and logic... why would you<br />
DO that.<br />
<br />
Sound : 9 / 30<br />
<br />
Largely dependant on whether or not you like thunder sounds...<br />
<br />
Total 86/ 400<br />
<br />
LETS PLAY IT AGAIN oh wait no actually lets delete it forever<br />
<br />
<br />
---------------------------------<br />
--= Game 99544 - a game (Old Sckool) --=<br />
---------------------------------<br />
<br />
I generally look forward to playing Oldsckool's entry in the dozes... not so this time.<br />
<br />
Theme : 3 / 100<br />
<br />
It was probably water... I'll go with water... either way this is a DQ<br />
<br />
Gameplay : 7 / 90<br />
<br />
Your engine under construction looked... not amazing to be honest... you seem to have<br />
strayed from your roots of simplistic engrossing games : (<br />
<br />
Graphics : 3 / 70<br />
<br />
If Deluge was minimalistic then this is... a new word<br />
<br />
Technique : 3 / 60<br />
<br />
N/A<br />
<br />
Story : 1 / 50<br />
<br />
You failed to steal from baby bear<br />
<br />
Sound : 3 / 30<br />
<br />
None...<br />
<br />
Total 20/ 400<br />
<br />
Congratulations you have recieved my lowest ever score for a doz game<br />
<br />
<br />
<br />
1st : 49305 - XIN - 288 Points (Best overrall effort)<br />
2nd : 46132 - Murder at Megazeux Manor - 285 points (Best game) <br />
3rd : 68488 - Whirlwind - 272 points (Best DQ'd game) <br />
4th : 45595 - Murder on the Yellow Express - 260 points (Best Logifamily game) </pre><br />
<br />
[[Category:Winter 2008 Dualstream Day of Zeux Judging Sheets]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux_Judging_Sheets:ShloobeR&diff=6631Winter 2008 Dualstream Day of Zeux Judging Sheets:ShloobeR2009-01-22T21:14:29Z<p>Terryn: </p>
<hr />
<div> -----------------------------------------------------------------------------------------------------------------------------<br />
--= Game 36953 - SUPERB BENTHIC ZONE ADVENTURE - Elevator Dentist Squad (Captain Failmore, Christian, Nedemai, Rowan (Alternate) ) --=<br />
-----------------------------------------------------------------------------------------------------------------------------<br />
<br />
There comes a time in everyone's life when they must sit through something so repetitive,<br />
that they lose the will to go on, for MZXers, this time is as soon as they play this<br />
game, the moment I saw the makeshift 'loading' screen I instantly did not like this game,<br />
from that point in it did not really get any better, admittedly this game has some good<br />
points, but overall? no... no thank you!<br />
<br />
Theme : 60 / 100<br />
<br />
Okay Yes, there is a lot of water HOORAY, the theme is water right? there are watery<br />
themed objects and... HEY you are something that is related to water too!, the sheer<br />
quantities of water abound, water is plentiful here. Then why does it only get 60? Well<br />
that's because I choose it to be 60 the use of the theme was boring.<br />
<br />
Gameplay : 29 / 90<br />
<br />
Some people believe mindless repetition is a good subtitute for gameplay, I am not one of<br />
those people, the game consists of 3 'parts':<br />
<br />
In the first, you play the role of some sort of shrimp thing, collecting 'chips' while<br />
avoiding the shrimp's natural enemy: anything that is not a chip. Meanwhile, there is a<br />
man in a boat laughing at you, oh and also you have to collect an unspecified number of<br />
chips (45), great fun<br />
The second mode has you using the worst control system ever to navigate one of the most<br />
annoying mazes ever, (but it is certainly treacherous), it is boring and boring.<br />
The third mode has you flying throuhg some sort of coral reef with flying rocks and god<br />
knows what else in a submarine which can move at the speed of light, seemingly FOREVER,<br />
there is a counter at the bottom but it is little consolation compared to the endless<br />
onslaught of static deep sea nightmares, why dont you just slow down? why would you risk<br />
going at that speed through this minefield of natural disasters just waiting to happen<br />
death is inevitable, victory is undesirable, boredom is everywhere<br />
<br />
Graphics : 41 / 70<br />
<br />
Pretty much the only good thing to come out of this game was the use of SMZX, while there<br />
have definitely been much better implementations, the first area was pretty nice to look<br />
at, it was clear and the colours were good, the second area sort of... disappoints... a<br />
lot... the third area is ... okay I Suppose, I can appreciate the effort put into the<br />
graphics but it didnt pay off except for the first part. the colour scheme was okay,<br />
mediocre.<br />
<br />
Technique : 21 / 60<br />
<br />
Started out decent enough, got much worse as time went by, none of the engines were<br />
broken, which was good, but there were a lot of annoying problems, mainly, you couldn't<br />
lose in the first area, the controls were awful in the second area, and the third area<br />
was just boring and bad. All the areas tried to implement a sort of non-standard gameplay<br />
type though, which earns the game some points.<br />
<br />
Story : 20 / 50<br />
<br />
Three minigames, attached to each other, doesnt neccessarily NEED a story to work, and<br />
this is fortunate for the game. Look it's an Isopod!<br />
<br />
Sound : 18 / 30<br />
<br />
The first area was actually quite soothing, the SFX contrasted with the music a little<br />
too much to pull it off though, the second area had nothing to speak off, the third area<br />
had... interesting choices, an annoying echoey thud and some silly chippish music. The<br />
music in the first area wins quite a few of the points here<br />
<br />
<br />
Total 189 / 400<br />
<br />
An average score for an average game, had it's redeeming points but failed to deliver any<br />
kind of meaningful gameplay, story or enjoyment, some effort put into the aesthetics<br />
though, which wins some points.<br />
<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 36953 - The disappointingly brief adventures of Aquaria - Allium cepa (Malwyn) --=<br />
----------------------------------------------------------------------------------<br />
<br />
Every DoZ has one of these games, the game that really looks like it could have gone<br />
somewhere but the author obviously just didn't have any time or couldnt be bothered to<br />
finish it. Containing only concept boards, you need to edit this file to look at what was<br />
going on, and so obviously it isn't going to win... but... what can you do.<br />
<br />
Theme : 40 / 100<br />
<br />
I can guess where this was going but it's not enough (obviously), had it been finished,<br />
im sure the theme score would have been 66+<br />
<br />
Gameplay : 15 / 90<br />
<br />
A smooth handling sidescroller, with a decent SS engine, but that's all there was to it<br />
at the moment.<br />
<br />
Graphics : 30 / 70<br />
<br />
The average score only reflects the quantity of graphics that were there, a decent sized<br />
game with this graphical style, I would score in the low 60s it is a pretty beautiful<br />
style and looks really nice, nothing special but just very nice to look at.<br />
<br />
Technique : 20 / 60<br />
<br />
Same as above, not enough here to merit a high score, but what was there was good<br />
<br />
Story : 5 / 50<br />
<br />
Looks like a game that would have some story as a backbone to it's gameplay, it has none,<br />
nor does it have any gameplay to back it up<br />
<br />
Sound : 5 / 30<br />
<br />
None<br />
<br />
<br />
Total 115 / 400<br />
<br />
Shame, I was very excited when I edited into the first board, but it didnt last long<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 45595 - Murder on the Yellow Express (Logicow, Madbrain, windbladeicepuppy) --=<br />
----------------------------------------------------------------------------------<br />
<br />
The Logicow Family team did not veer away from the normal course of amazing<br />
Graphics/engines coupled with subpar gameplay! Turning away from the standard pixel<br />
perfect sidescroller, they decided this time to go onto a pixel perfect point-and-click<br />
adventure, with mixed results.<br />
<br />
<br />
Theme : 11 / 20<br />
<br />
If only it was more of a mystery, it would get a perfect 20, I knew it was that damned<br />
contessa all along!<br />
<br />
Gameplay : 44 / 120<br />
<br />
Fun... for a while, but when the magic of the graphics and engine wears off you realise<br />
this is actually... not a very exciting game... and has no replay value to speak of. But<br />
it's complete! (Sort of) And bugless (Sort of)<br />
<br />
Graphics : 80 / 90<br />
<br />
It's hard to deny that these are some pretty graphics, and consistent! The character<br />
designs are good, and overall it was just a very shiny and good looking game! The colours<br />
are bright and not really... fit for a murder mystery game, but that's not the feel they<br />
were aiming for anyway, so I guess I can't complain.<br />
<br />
Technique : 72 / 80<br />
<br />
It's an almost flawless engine! I was very happy when I realised how clean it was! I<br />
wonder whether this engine can be further developed with exciting new features! The<br />
engine itself was very good, I would have liked to see it use a few more features, but<br />
nothing is perfect.<br />
<br />
Story : 18 / 50<br />
<br />
Who Killed the singer! do seemingly random tasks and suddenly discover who it was<br />
somehow! It doesn't make a whole lot of sense but there you go!<br />
<br />
Sound : 34 / 40<br />
<br />
Needed a few more good sounding SFX, the music was fantastic for the game and fit very<br />
well, what few SFX there were... weren't so great, but not BAD the music was truely<br />
excellent for the game/theme though.<br />
<br />
<br />
Total 260 / 400<br />
<br />
Excellent graphics, excellent music, excellent programming... all let down by the fact<br />
that it's not very enjoyable, as a game this is just repetitive and boring at times... it<br />
doesn't even have a real ending... If there was only more to do, this game could easily<br />
hit 350/400<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 46132 - Murder at Megazeux Manor (CJA AND THE HOT SPRINGS (I think)) --=<br />
----------------------------------------------------------------------------------<br />
<br />
The JUDGES star in this game, as one of the JUDGES, you must discover who is killing<br />
someone I think... only the JUDGES can do this. I am a judge yes me. I am in this game, I<br />
am dashing... this is personally one of my favourite games of the doz though.<br />
<br />
Theme : 14 / 20<br />
<br />
Like all the games on this topic, there has been a murder, who did it... uh... find<br />
out... I guess (it was me lol)<br />
<br />
Gameplay : 94 / 120<br />
<br />
Although its really... simple... and not THAT entertaining, there's actually quite a lot<br />
here, the game is split into 4 sections, the first is a simple top down shooter parodying<br />
Caverns, starring the handsome yours truly. It is somewhat uninspiring but also not<br />
boring.<br />
The second mode is a load of slider puzzles, I will admit that I hate slider puzzles... I<br />
am very bad at them, but they seemed well made and they are of course one of the main<br />
pillars of mzx puzzle play.<br />
The third is... uh... Well I'm not afraid to admit that I did actually LOL at this the<br />
first time, (and then again the 3rd time actually), as far as gameplay this doesnt really<br />
contribute... I guess?<br />
The fourth mode is an inventory system that combines mindless keypressing and lack of<br />
inventory flawlessly, but AGAIN, it was somehow... entertaining?<br />
My point is, at the end of this game I know I hardly DID anything, but I felt... very<br />
satisfied : O, and I could probably play it again and enjoy it again.<br />
<br />
Graphics : 54 / 90<br />
<br />
Aha, uhrm... it's probably not SUPPOSED to be good looking, but that's not excuse for it<br />
not being good looking, it fits the style of the game but not of the theme, the colours<br />
are good, but not great, the char edits are minimal, the graphics are not what makes this<br />
game though.<br />
<br />
Technique : 55 / 80<br />
<br />
Bugless, it's nice to see a complete entry which lasts longer then a minute, it feels<br />
complete and polish... but like polishing a tin of polish somethings cannot really be<br />
more polished, or polish :-) using my own pictures was a nice surprise, my picture of<br />
tecki had a sombrero, and i was like 'WHOA WHERE DID THEY GET THAT AWESOME PICTURE'<br />
<br />
Story : 34 / 50<br />
<br />
Okay I'm not going to pretend I understood a single that was going on, but it seemed to<br />
have a story, and it seemed to progress, and it had a twist! also it was about murders so<br />
I guess that was good<br />
<br />
Sound : 34 / 40<br />
<br />
Chip music, old faithful, when nothing else works, use chip music! Even if it's the most<br />
inappropriate theme! What was there was good and... fit though. the remix of cv_boss and<br />
it's offtune glory made me wince, but the other songs were generally good! I especially<br />
liked the cameo of 12war!.<br />
<br />
Total 285 / 400<br />
<br />
A complete game, and very satisfying... if this were solely about games, this game<br />
probably would have won, but unfortunately it seems like nowadays graphics and technique<br />
have a bigger say in the end result. (I would make gameplay /150-200!) It made me chuckle<br />
at times, it made me cry at others.<br />
<br />
<br />
---------------------------------<br />
--= Game 49305 - XIN (Team BRO FIST) =--<br />
---------------------------------<br />
<br />
<br />
The Quasar/Lancer/Wervyn entry for this doz (I need a witty name for this team but I cant<br />
think of one), the usual fare, creative battle engines to support a... actually wait...<br />
normally their stories are better then this... Let's find out!<br />
<br />
<br />
Theme : 12 / 20<br />
<br />
Yes yes yes there was a murder who did it omg<br />
<br />
Gameplay : 65 / 120<br />
<br />
Mixed feelings, they put all their eggs in one basket, and admittedly it is a very pretty<br />
basket, with a lot of shiny lights and the latest in high tech gadgetry, but in the end,<br />
it's just the one basket.<br />
Gameplay generally consists of two modes, 'Battle mode' and 'Soon to be in Battle mode',<br />
in the former, you basically choose a bunch of cards from your deck to fight an RPG-ish<br />
style battle, it is definitely INNOVATIVE and for the first two fights I thought it was<br />
wonderful, the next couple of fights I thought it was entertaining, then it became<br />
somewhat boring, then annoying. The elemental chain of command is not explained well<br />
enough (water is consumed by the wood, wood grows over the earth... wood seems pretty<br />
badass), and some sort of way to remind yourself of this nonsensical elemental chain<br />
would be appreciated (I had to use MSpaint and my diagram made no sense according to the<br />
instructions) I hope I'm missing something!<br />
The battle system is fun, at first, like I said. but it quickly becomes tedious and<br />
repetitive. I can appreciate the creators were trying to do something innovative but<br />
honestly I was not fond... that being said, I will balance out my personal dislike of the<br />
system with the fact that I recognise original gameplay mechanics for MZX when I see<br />
them, so the score is still pretty high.<br />
'Soon to be in battle mode' sucks, everyone wants to kill you basically.<br />
<br />
Graphics : 77 / 90<br />
<br />
Ok this is probably the strong point of the game, it looks VERY pretty, the graphics are<br />
exceptionally consistent and always looks nice, the palette choices are good and the<br />
battles sequences are very clear.<br />
<br />
Technique : 53 / 80<br />
<br />
A game crippling bug really hurts this score, if that bug were removed this would<br />
probably be in the mid 70s, basically the game 'ghosts' your cards after a certain amount<br />
of gameplay, making them unusable, a bugfix was provided, but too late, a little more<br />
polishing would have really helped! the game engine itself seemed pretty solid but...<br />
still... it really wasn't as revolutionary as it first appears.<br />
<br />
Story : 43 / 50<br />
<br />
At first the story seems so cliche and uninspired... it does pick up fortunately, and the<br />
game actually becomes quite involving, but it doesnt quite matchup to some of the better<br />
ones out there in Megazeux land, for this doz though, easily the best. The multiple<br />
'paths' definitely works in it's favour, but a lot of the game just involves random<br />
people duelling you for little to no reason.<br />
<br />
Sound : 38 / 40<br />
<br />
Fantastic, I'm not sure if it's original (I imagine it is), but it is very impressive<br />
nonetheless, the music really lends a good feeling to this game and helps tremendously,<br />
I feel the SFX, while good, just aren't good ENOUGH to merit a 40/40 (but 38 is<br />
ridiculously good by my standards)<br />
<br />
Total 288 / 400<br />
<br />
I will come out straight away and say that I don't think this game was fun, I am very<br />
averse to games which try to replace good gameplay with endless repetition... but it's<br />
aesthetics are just fantastic, and the story is well written.<br />
The gameplay... honestly... did not impress me though. Game crippling bug keeps it below<br />
300. regardless of all this though, it is a worthy 1st place candidate.<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 52608 - Drippy and the evaporated Sea - (...?) --=<br />
----------------------------------------------------------------------------------<br />
<br />
This game sort of DRILLS the theme INTO your HEAD, OVER and OVER and OVER again... but it<br />
is in fact effective, the games clearly uses water for everything<br />
<br />
Theme : 65 / 100<br />
<br />
This game sort of DRILLS the theme INTO your HEAD, OVER and OVER and OVER again... but it<br />
is in fact effective, the games clearly uses water for everything, and it's just a step<br />
short of annoying... in a doz where the theme scores are generally quite low, this game<br />
delivers, I won't pretend that this game uses the theme in any sort of clever or elegant<br />
way, but it lives and brethest water... if that makes any sense.<br />
<br />
Gameplay : 46 / 90<br />
<br />
The best part about this game is that it is long and consistent... the bad part is that<br />
it's not as fun as I hope it would be... eventually the top down shooter style this game<br />
uses just gets boring... the collectibles are there to try to spice the game up but they<br />
only make the goals seem more superficial... I'm no longer trying to save the world I<br />
need to collect these damn items! But when all is said and done, the game is at least<br />
entertaining and I did enjoy it<br />
<br />
Graphics : 22 / 70<br />
<br />
Eek, the problem here is that you chose a game style that uses large amount of board<br />
space but your graphical talent (or maybe the time you had) was not enough to keep it all<br />
looking good... the oldschool style actually doesn't really look too good here, the town<br />
was probably the best part, and that's not a great thing.<br />
<br />
Technique : 24 / 60<br />
<br />
No bugs, but not very exciting, the enemies become very boring after you kill them a few<br />
times, the bosses were generally easy to beat<br />
<br />
Story : 24 / 50<br />
<br />
Very average, very simple... nothing new or exciting here but it does enough for you to<br />
understand what you're doing, why... and against who.<br />
<br />
Sound : 20 / 30<br />
<br />
Standard MZX fare, catchy songs which get annoying when you have to listen to them for a<br />
long time, you always end up humming one or two after you finish the game. sound effects<br />
are basic at best<br />
<br />
<br />
Total 199 / 400<br />
<br />
I had higher hopes for this game, but ultimately it just couldn't keep me interested<br />
<br />
<br />
<br />
------------------------------------------------------------------------------------------------<br />
--= Game 53283 - The curious case of Ash McArthur (Aka: the uncurious [is that a word] case of Ash McArthur) (Hayashi) --=<br />
-----------------------------------------------------------------------------------------------<br />
<br />
Pick up clues! And then... uh....<br />
Bullets! I reckon those are somewhat related to this incident >:( ... hm.... but even<br />
though I have all the clues I'm just going to guess who killed me since it's impossible<br />
for me to get it wrong. IT WAS YOU.<br />
<br />
Theme : 18 / 20<br />
<br />
Murder... you're dead?... who did it? I don't know... let's take a wild guess.<br />
<br />
Gameplay : 29 / 120<br />
<br />
There is honestly nothing to do here, my favourite part of the game was walking outside<br />
the house boundary for whatever reason. You find some clues and then realise the game is<br />
broken and you have to edit it to resolve the game, oh well... doesn't matter, the part<br />
where you decide the murder is basically 'down -> space -> repeat' <br />
<br />
Graphics : 29 / 90<br />
<br />
Stylistic, but not really in a good way :-(, the two (three) colour scheme just made it<br />
look boring, and the characters were kind of silly looking and there wasn't really enough<br />
to make it look good anyway, which is a shame because I liked the title screen and though<br />
this game was going places<br />
<br />
Technique : 18 / 80<br />
<br />
Short buggy broken, and uninventive, this game just.... wasn't very good, I hope for your<br />
sake you just didnt have enough time to complete it.<br />
<br />
Story : 25 / 50<br />
<br />
I've seen worse, who killed me? I'm a ghost! Luckily for me I have just 'researched the<br />
afterlife' (what the hell?) so now I can become a ghost who cant touch anything (unless<br />
it's an important clue), and can also turn the world red and transform people into small<br />
hats, but whatever you know... just research.<br />
<br />
Sound : 20 / 40<br />
<br />
Not annoying, I guess, pretty standard fare.<br />
<br />
Total 139 / 400<br />
<br />
Just never finished, just never finish it<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 66418 - Pee-e (asie) --=<br />
----------------------------------------------------------------------------------<br />
<br />
sigh :-(<br />
<br />
<br />
Theme : 25 / 100<br />
<br />
There's some water.... I guess... I don't even know<br />
<br />
Gameplay : 33 / 90<br />
<br />
first you have to copy what the guy says (which is boring) then you do a puzzle (which is<br />
too short) and then you fight a boss (which is retarded)<br />
<br />
Graphics : 35 / 70<br />
<br />
Ok not terrible, there was some effort...? maybe?!? I think you tried but I cant be<br />
certain. things kind of look like what they're meant to<br />
<br />
Technique : 25 / 60<br />
<br />
Bugless! And the puzzle seemed to work rather well.... I suppose!<br />
<br />
Story : 10 / 50<br />
<br />
You're just lucky I dont give you negative points here, oh I could...<br />
<br />
Sound : 12 / 30<br />
<br />
Oh right Wall-e... Pee-e.... hur hur I get it!<br />
<br />
<br />
Total 140/ 400<br />
<br />
It's not even that it's BAD, some of it was actually somewhat enjoyable it's just that I<br />
usually like to feel like there's a reason for doing something or going somewhere. Here<br />
it just seems like.... WHO IS SAMARA... WHY ARE YOU ... WHY IS THERE A LADDER GOING DOWN<br />
TO YOUR HOUSE<br />
<br />
<br />
------------------------------<br />
--= Game 68488 - Whirlwind (Maxim) --=<br />
------------------------------<br />
<br />
A game that not only kills you, but stamps on your lifeless body and takes your wallet,<br />
then cuts your body up into small pieces and throws them into a river, those pieces are<br />
then eaten by mutant sharks who, by digesting the pieces, actually become more powerful<br />
then the world, this game is those sharks.<br />
<br />
Theme : 5 / 20<br />
<br />
Nope, sorry : (. As much as I like this game, it is probably going to fail the theme<br />
test, you cannot just use one of the words and assume that you will get a theme score.<br />
There IS plenty of murder, but it's not much of a mystery.<br />
<br />
Gameplay : 91 / 120<br />
<br />
Ok, now while I really enjoy playing this game, it does have a few problems... let me<br />
outline the bad things before I move onto the good...<br />
First of all, this game is nail bitingly hard until you realise that the wave ends as<br />
soon as you reach the end of the board, then it's ridiculously easy. Secondly, it's<br />
pretty hard to see enemy bullets compared to yours, while that may be a design of the<br />
gameplay, I honestly had no idea I was being hurt some of the time, a more vivid sound<br />
effect for you are shot (instead of some low rumble explosion thing) would be useful...<br />
Thirdly, it is a little too repetitive for my tastes.<br />
With that out of the way, let me just say that this game is a great blast to play... for<br />
a little while! It has that kind of 'kill everything' feel to it that makes arcade games<br />
so appealing, and for a mindless distraction of a few minutes that is excellent, after a<br />
while though, holding down space and moving to the right (sometimes up and down to) can<br />
get a little grinding, that is not to say this game is boring, because it's not, but only<br />
that it does little to keep itself fresh as the game goes on.<br />
The difficulty is hard but there are some very fun weapons you can use... I especially<br />
enjoyed the Hiram gun, I was very happy to see that this game had enough difference<br />
between the weapons to make it worthwhile to find your favourite one, this game is<br />
basically what zombeez wanted to be. Would be the best game of the doz if there was just<br />
a little more to it.<br />
<br />
Graphics : 68 / 90<br />
<br />
Ohhh, this was very nice... crisp and clear, the powerups, while very small, were<br />
actually good because things were clear, in many games like this the powerups all look<br />
the same so it was nice to see what I was getting, the whole game is done in an arcadey<br />
style which is pulled off to some sucess. the player/enemy sprites look very nice, the<br />
backgrounds are (I assume) intentionally minimalistic, which in fact, doesn't work as<br />
well as I think you hoped it would.<br />
I really liked the colour scheme, not sure about the flashy bullets, but it's not a bad<br />
thing.<br />
<br />
Technique : 65 / 80<br />
<br />
Nothing groundbreaking but a very solid use of sprites, the game is bugless from what I<br />
saw and runs very smoothly.<br />
<br />
Story : 12 / 50<br />
<br />
A makeshift plot used to loosely attach the story to the theme, this has backfired<br />
somewhat.<br />
<br />
Sound : 31 / 40<br />
<br />
Good sounding arcade music, but nothing that really stands out, the SFX are good, but<br />
nothing... special... very average.<br />
<br />
Total 272 / 400<br />
<br />
The lack of theme/story prevents this game from hitting 300, yes it's an arcade name so<br />
it doesn't need a story... but this is how it will roll.<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 73310 - Archery Gregory is thirsy (Kurushimi) --=<br />
----------------------------------------------------------------------------------<br />
<br />
sigh :-(<br />
<br />
<br />
Theme : 15 / 100<br />
<br />
There's some water.... I guess... I don't even know<br />
<br />
Gameplay : 15 / 90<br />
<br />
The sword thing is actually pretty satisfying (coupled with the sound effect)<br />
<br />
Graphics : 5 / 70<br />
<br />
The sword thing is actually pretty satisfying<br />
<br />
Technique : 15 / 60<br />
<br />
The sword thing is actually pretty satisfying<br />
<br />
Story : 5 / 50<br />
<br />
There's some water.... I guess... I don't even know. Do not underestimate JUST how<br />
thirsty archer Gregory can get.<br />
<br />
Sound : 5 / 30<br />
<br />
The sounds are ... uh<br />
<br />
<br />
Total 60/ 400<br />
<br />
The sword thing is actually pretty satisfying<br />
<br />
<br />
--------------------------------------------------------<br />
--= Game 74465 - Ghost Busted (Team Jump Back, Kiss myself) --=<br />
--------------------------------------------------------<br />
<br />
A game that could have been a lot more, but ended up being slightly less. <br />
<br />
<br />
Theme : 16 / 20<br />
<br />
This is MAYBE the most interesting use of the theme... you know the killer... the mystery<br />
is for the police to discover, and you must help them a more original usage of the theme<br />
but still not... that original<br />
<br />
Gameplay : 44 / 120<br />
<br />
The first stage has you click on objects which are ridiculously obvious, the second stage<br />
has you click on everything... many times.<br />
<br />
I dunno, it just didn't feel very fun to me, the biggest letdown of the game<br />
unfortunately.<br />
<br />
Graphics : 62 / 90<br />
<br />
Very nice, solid graphics. Everything looked like it was meant to, the title screen was<br />
pleasing, and the blur effect made me smile. The use of colour was also very good. The<br />
only problem is that the game consisted of only one or two boards... meaning that what<br />
was there was good, but there wasn't enough of it.<br />
<br />
Technique : 55 / 80<br />
<br />
It's a complete game, albeit quite boring, there are no bugs to be seen... but nothing<br />
jumps out at you and screams 'LOOK AT ME. LOOK AT ME'<br />
<br />
Story : 32 / 50<br />
<br />
In the words of my learned friend Mr.Shade 'It was entertaining if not hilarious'. I<br />
think this sums it up quite well, the story develops up to a certain point and then...<br />
that's it, nothing really happens, you have a goal and you must accomplish it.<br />
<br />
Sound : 25 / 40<br />
<br />
The music fits, for sure, it was quite easy listening and I generally enjoyed it... the<br />
SFX were not AS easy listening.<br />
<br />
Total 234 / 400<br />
<br />
I play every game at least twice... on the first try I was really really impressed with<br />
this one, but then on the second try I realised that as a game it actually doesn't cut<br />
it... it has a very nice style but is let down by it being 'short and sweet'<br />
<br />
<br />
<br />
---------------------------------------------<br />
--= Game 75242 - Slaughter down under (Them lads) --=<br />
---------------------------------------------<br />
<br />
navigate through your house and then kill everything in the ocean gl<br />
<br />
<br />
Theme : 53 / 100<br />
<br />
You are a mermaid, there is water, you fight watery creatures... this is about the extent<br />
of the theme... there is not much to say here.<br />
<br />
Gameplay : 33 / 90<br />
<br />
More frustrating then fun, the controls are a little unresponsive, and the sword engine<br />
just decides not to work sometimes, the majority of the game is spent navigating some<br />
boring underwater maze (why do you live in such a retarded house). the end boss is a<br />
piece of piss, and the whole game seems very unrewarding.<br />
... HOWEVER... for all it's flaws, I played it through to the end without cursing under<br />
my breath, so there was definitely something done right... but when I look at it again, I<br />
can't quite put my finger on it<br />
<br />
Graphics : 45 / 70<br />
<br />
Nice to look at, nothing special, the characters were clear but not amazing... this is<br />
pretty much the definition of 'mediocre' here. Middle of the range<br />
<br />
Average<br />
<br />
Technique : 34 / 60<br />
<br />
Some effort was put in to make the engines enjoyable, but unfortunately a weird sword bug<br />
(so sometimes it just wouldnt affect anything), and the slight unresponsiveness of the<br />
controls make this game a little annoying, it plays from start to end though.<br />
<br />
Story : 16 / 50<br />
<br />
There's an 'evil undersea organism' (yes that is actually what it's called, I bet you<br />
feel really immersed in this game') and it's heating up the ocean? ok, go kill everything<br />
ELSE in the ocean (to prevent them from dieing of heat obviously) and then kill this<br />
thing, basically kill everything that exists.<br />
<br />
When the story comes up on a '[' dialogue and is that short you know you are in for a<br />
rough ride.<br />
<br />
Sound : 16 / 30<br />
<br />
The music is... uhrm... fitting... for a 'slaughter' topic. It doesn't work quite as well<br />
here, I liked the music for the first level... the metal pieces were... technically good<br />
but just didn't really make me want to keep playing (that's a little harsh, they aren't<br />
bad songs but that's how I feel)<br />
<br />
The sounds were boring, sparse and occassionally annoying<br />
<br />
<br />
Total 197/ 400<br />
<br />
A fitting score... middle of the range<br />
<br />
<br />
--------------------------------<br />
--= Game 75242 - Marooned (Greasemonkey, Paul) --=<br />
--------------------------------<br />
<br />
A delightful foray into badly planned doz games<br />
<br />
<br />
Theme : 21 / 100<br />
<br />
Nope, don't buy it. You mention water a lot, and I can SEE that there is some water (or<br />
at least... blue lava)... but I refuse to believe that this game really uses the theme.<br />
<br />
Gameplay : 26 / 90<br />
<br />
This game is split into four irelands with one minigame each... each more depressing then<br />
the last<br />
Game 1 : Move the boxes into a row and then click a button (for some reason?... I don't<br />
really understand this)<br />
Game 2 : Shoot some smileys, find a key which has almost certainly been obscured by an<br />
annoying overlay blood effect<br />
Game 3 : Jump and move around a bit<br />
Game 4 : Die a couple of times before you realise how this stamina engine works and then<br />
wonder why that red thing is doing that.<br />
<br />
Graphics : 18 / 70<br />
<br />
You know, I'm actually a fan of the retro style of MZX graphics, I like the combination<br />
of chip music and the old style look to create something low-budget but high on fun...<br />
but this game just looked bad... and it's probably all because of the lava-water. the<br />
colours are horribly annoying too.<br />
<br />
Technique : 20 / 60<br />
<br />
The game works from start to end (it would have been almost comical if it didn't), but<br />
that's because there was no real coding that could have actually gone wrong... come on...<br />
it's a nice idea but you need to think of some less annoying engines/ideas<br />
<br />
Story : 8 / 50<br />
<br />
You find yourself marooned on a series of desert islands (one of these desert islands<br />
having a helicopter pad lulzlo), these islands range to anything from sea level to 50<br />
feet or so above, they are also luckily connected by bridges, some of these desert<br />
islands have high power laser guns and bases with boats, this begs the question, why not<br />
just sail away with the boat? I suppose in retrospect a helicopter is both more secure<br />
and perhaps faster...<br />
<br />
oh and all the islands catch fire for some reason.<br />
<br />
Sound : 13 / 30<br />
<br />
Well I did enjoy the music at least... : )<br />
<br />
<br />
Total 106/ 400<br />
<br />
A fitting score... Low (I think this game might deserve a little more but... I can't<br />
think why)<br />
<br />
<br />
---------------------------------<br />
--= Game 99096 - Deluge (Smartrutter) --=<br />
---------------------------------<br />
<br />
An instructional video on how to deal with a flood warning<br />
<br />
<br />
Theme : 28 / 100<br />
<br />
You have a truely unique idea of how flash floods occur.<br />
<br />
Ok so... let's go through the checklist... Title connected to water, the word 'water'<br />
highlighted, water in many places... Goshdarn it... I'm so impressed with your dedicate<br />
to the theme I'm just gonna stick an 8 and a 2 right there next to the score!<br />
<br />
Gameplay : 7 / 90<br />
<br />
I really wish... I could give negative scores<br />
<br />
Graphics : 14 / 70<br />
<br />
Ok, so... it's a very... minimalistic style... that's for sure<br />
<br />
Technique : 15 / 60<br />
<br />
N/A<br />
<br />
Story : 13 / 50<br />
<br />
I'm sure it's been said but this game just defies all reason and logic... why would you<br />
DO that.<br />
<br />
Sound : 9 / 30<br />
<br />
Largely dependant on whether or not you like thunder sounds...<br />
<br />
Total 86/ 400<br />
<br />
LETS PLAY IT AGAIN oh wait no actually lets delete it forever<br />
<br />
<br />
---------------------------------<br />
--= Game 99544 - a game (Old Sckool) --=<br />
---------------------------------<br />
<br />
I generally look forward to playing Oldsckool's entry in the dozes... not so this time.<br />
<br />
Theme : 3 / 100<br />
<br />
It was probably water... I'll go with water... either way this is a DQ<br />
<br />
Gameplay : 7 / 90<br />
<br />
Your engine under construction looked... not amazing to be honest... you seem to have<br />
strayed from your roots of simplistic engrossing games : (<br />
<br />
Graphics : 3 / 70<br />
<br />
If Deluge was minimalistic then this is... a new word<br />
<br />
Technique : 3 / 60<br />
<br />
N/A<br />
<br />
Story : 1 / 50<br />
<br />
You failed to steal from baby bear<br />
<br />
Sound : 3 / 30<br />
<br />
None...<br />
<br />
Total 20/ 400<br />
<br />
Congratulations you have recieved my lowest ever score for a doz game<br />
<br />
<br />
<br />
1st : 49305 - XIN - 288 Points (Best overrall effort)<br />
<br />
2nd : 46132 - Murder at Megazeux Manor - 285 points (Best game) <br />
<br />
3rd : 68488 - Whirlwind - 272 points (Best DQ'd game) <br />
<br />
4th : 45595 - Murder on the Yellow Express - 260 points (Best Logifamily game) <br />
<br />
[[Category:Winter 2008 Dualstream Day of Zeux Judging Sheets]]</div>Terrynhttps://www.digitalmzx.com/wiki/index.php?title=Winter_2008_Dualstream_Day_of_Zeux_Judging_Sheets:ShloobeR&diff=6630Winter 2008 Dualstream Day of Zeux Judging Sheets:ShloobeR2009-01-22T21:14:00Z<p>Terryn: New page: ----------------------------------------------------------------------------------------------------------------------------- --= Game 36953 - SUPERB BENTHIC ZONE ADVENTURE - ...</p>
<hr />
<div> -----------------------------------------------------------------------------------------------------------------------------<br />
--= Game 36953 - SUPERB BENTHIC ZONE ADVENTURE - Elevator Dentist Squad (Captain Failmore, Christian, Nedemai, Rowan (Alternate) ) --=<br />
-----------------------------------------------------------------------------------------------------------------------------<br />
<br />
There comes a time in everyone's life when they must sit through something so repetitive,<br />
that they lose the will to go on, for MZXers, this time is as soon as they play this<br />
game, the moment I saw the makeshift 'loading' screen I instantly did not like this game,<br />
from that point in it did not really get any better, admittedly this game has some good<br />
points, but overall? no... no thank you!<br />
<br />
Theme : 60 / 100<br />
<br />
Okay Yes, there is a lot of water HOORAY, the theme is water right? there are watery<br />
themed objects and... HEY you are something that is related to water too!, the sheer<br />
quantities of water abound, water is plentiful here. Then why does it only get 60? Well<br />
that's because I choose it to be 60 the use of the theme was boring.<br />
<br />
Gameplay : 29 / 90<br />
<br />
Some people believe mindless repetition is a good subtitute for gameplay, I am not one of<br />
those people, the game consists of 3 'parts':<br />
<br />
In the first, you play the role of some sort of shrimp thing, collecting 'chips' while<br />
avoiding the shrimp's natural enemy: anything that is not a chip. Meanwhile, there is a<br />
man in a boat laughing at you, oh and also you have to collect an unspecified number of<br />
chips (45), great fun<br />
The second mode has you using the worst control system ever to navigate one of the most<br />
annoying mazes ever, (but it is certainly treacherous), it is boring and boring.<br />
The third mode has you flying throuhg some sort of coral reef with flying rocks and god<br />
knows what else in a submarine which can move at the speed of light, seemingly FOREVER,<br />
there is a counter at the bottom but it is little consolation compared to the endless<br />
onslaught of static deep sea nightmares, why dont you just slow down? why would you risk<br />
going at that speed through this minefield of natural disasters just waiting to happen<br />
death is inevitable, victory is undesirable, boredom is everywhere<br />
<br />
Graphics : 41 / 70<br />
<br />
Pretty much the only good thing to come out of this game was the use of SMZX, while there<br />
have definitely been much better implementations, the first area was pretty nice to look<br />
at, it was clear and the colours were good, the second area sort of... disappoints... a<br />
lot... the third area is ... okay I Suppose, I can appreciate the effort put into the<br />
graphics but it didnt pay off except for the first part. the colour scheme was okay,<br />
mediocre.<br />
<br />
Technique : 21 / 60<br />
<br />
Started out decent enough, got much worse as time went by, none of the engines were<br />
broken, which was good, but there were a lot of annoying problems, mainly, you couldn't<br />
lose in the first area, the controls were awful in the second area, and the third area<br />
was just boring and bad. All the areas tried to implement a sort of non-standard gameplay<br />
type though, which earns the game some points.<br />
<br />
Story : 20 / 50<br />
<br />
Three minigames, attached to each other, doesnt neccessarily NEED a story to work, and<br />
this is fortunate for the game. Look it's an Isopod!<br />
<br />
Sound : 18 / 30<br />
<br />
The first area was actually quite soothing, the SFX contrasted with the music a little<br />
too much to pull it off though, the second area had nothing to speak off, the third area<br />
had... interesting choices, an annoying echoey thud and some silly chippish music. The<br />
music in the first area wins quite a few of the points here<br />
<br />
<br />
Total 189 / 400<br />
<br />
An average score for an average game, had it's redeeming points but failed to deliver any<br />
kind of meaningful gameplay, story or enjoyment, some effort put into the aesthetics<br />
though, which wins some points.<br />
<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 36953 - The disappointingly brief adventures of Aquaria - Allium cepa (Malwyn) --=<br />
----------------------------------------------------------------------------------<br />
<br />
Every DoZ has one of these games, the game that really looks like it could have gone<br />
somewhere but the author obviously just didn't have any time or couldnt be bothered to<br />
finish it. Containing only concept boards, you need to edit this file to look at what was<br />
going on, and so obviously it isn't going to win... but... what can you do.<br />
<br />
Theme : 40 / 100<br />
<br />
I can guess where this was going but it's not enough (obviously), had it been finished,<br />
im sure the theme score would have been 66+<br />
<br />
Gameplay : 15 / 90<br />
<br />
A smooth handling sidescroller, with a decent SS engine, but that's all there was to it<br />
at the moment.<br />
<br />
Graphics : 30 / 70<br />
<br />
The average score only reflects the quantity of graphics that were there, a decent sized<br />
game with this graphical style, I would score in the low 60s it is a pretty beautiful<br />
style and looks really nice, nothing special but just very nice to look at.<br />
<br />
Technique : 20 / 60<br />
<br />
Same as above, not enough here to merit a high score, but what was there was good<br />
<br />
Story : 5 / 50<br />
<br />
Looks like a game that would have some story as a backbone to it's gameplay, it has none,<br />
nor does it have any gameplay to back it up<br />
<br />
Sound : 5 / 30<br />
<br />
None<br />
<br />
<br />
Total 115 / 400<br />
<br />
Shame, I was very excited when I edited into the first board, but it didnt last long<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 45595 - Murder on the Yellow Express (Logicow, Madbrain, windbladeicepuppy) --=<br />
----------------------------------------------------------------------------------<br />
<br />
The Logicow Family team did not veer away from the normal course of amazing<br />
Graphics/engines coupled with subpar gameplay! Turning away from the standard pixel<br />
perfect sidescroller, they decided this time to go onto a pixel perfect point-and-click<br />
adventure, with mixed results.<br />
<br />
<br />
Theme : 11 / 20<br />
<br />
If only it was more of a mystery, it would get a perfect 20, I knew it was that damned<br />
contessa all along!<br />
<br />
Gameplay : 44 / 120<br />
<br />
Fun... for a while, but when the magic of the graphics and engine wears off you realise<br />
this is actually... not a very exciting game... and has no replay value to speak of. But<br />
it's complete! (Sort of) And bugless (Sort of)<br />
<br />
Graphics : 80 / 90<br />
<br />
It's hard to deny that these are some pretty graphics, and consistent! The character<br />
designs are good, and overall it was just a very shiny and good looking game! The colours<br />
are bright and not really... fit for a murder mystery game, but that's not the feel they<br />
were aiming for anyway, so I guess I can't complain.<br />
<br />
Technique : 72 / 80<br />
<br />
It's an almost flawless engine! I was very happy when I realised how clean it was! I<br />
wonder whether this engine can be further developed with exciting new features! The<br />
engine itself was very good, I would have liked to see it use a few more features, but<br />
nothing is perfect.<br />
<br />
Story : 18 / 50<br />
<br />
Who Killed the singer! do seemingly random tasks and suddenly discover who it was<br />
somehow! It doesn't make a whole lot of sense but there you go!<br />
<br />
Sound : 34 / 40<br />
<br />
Needed a few more good sounding SFX, the music was fantastic for the game and fit very<br />
well, what few SFX there were... weren't so great, but not BAD the music was truely<br />
excellent for the game/theme though.<br />
<br />
<br />
Total 260 / 400<br />
<br />
Excellent graphics, excellent music, excellent programming... all let down by the fact<br />
that it's not very enjoyable, as a game this is just repetitive and boring at times... it<br />
doesn't even have a real ending... If there was only more to do, this game could easily<br />
hit 350/400<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 46132 - Murder at Megazeux Manor (CJA AND THE HOT SPRINGS (I think)) --=<br />
----------------------------------------------------------------------------------<br />
<br />
The JUDGES star in this game, as one of the JUDGES, you must discover who is killing<br />
someone I think... only the JUDGES can do this. I am a judge yes me. I am in this game, I<br />
am dashing... this is personally one of my favourite games of the doz though.<br />
<br />
Theme : 14 / 20<br />
<br />
Like all the games on this topic, there has been a murder, who did it... uh... find<br />
out... I guess (it was me lol)<br />
<br />
Gameplay : 94 / 120<br />
<br />
Although its really... simple... and not THAT entertaining, there's actually quite a lot<br />
here, the game is split into 4 sections, the first is a simple top down shooter parodying<br />
Caverns, starring the handsome yours truly. It is somewhat uninspiring but also not<br />
boring.<br />
The second mode is a load of slider puzzles, I will admit that I hate slider puzzles... I<br />
am very bad at them, but they seemed well made and they are of course one of the main<br />
pillars of mzx puzzle play.<br />
The third is... uh... Well I'm not afraid to admit that I did actually LOL at this the<br />
first time, (and then again the 3rd time actually), as far as gameplay this doesnt really<br />
contribute... I guess?<br />
The fourth mode is an inventory system that combines mindless keypressing and lack of<br />
inventory flawlessly, but AGAIN, it was somehow... entertaining?<br />
My point is, at the end of this game I know I hardly DID anything, but I felt... very<br />
satisfied : O, and I could probably play it again and enjoy it again.<br />
<br />
Graphics : 54 / 90<br />
<br />
Aha, uhrm... it's probably not SUPPOSED to be good looking, but that's not excuse for it<br />
not being good looking, it fits the style of the game but not of the theme, the colours<br />
are good, but not great, the char edits are minimal, the graphics are not what makes this<br />
game though.<br />
<br />
Technique : 55 / 80<br />
<br />
Bugless, it's nice to see a complete entry which lasts longer then a minute, it feels<br />
complete and polish... but like polishing a tin of polish somethings cannot really be<br />
more polished, or polish :-) using my own pictures was a nice surprise, my picture of<br />
tecki had a sombrero, and i was like 'WHOA WHERE DID THEY GET THAT AWESOME PICTURE'<br />
<br />
Story : 34 / 50<br />
<br />
Okay I'm not going to pretend I understood a single that was going on, but it seemed to<br />
have a story, and it seemed to progress, and it had a twist! also it was about murders so<br />
I guess that was good<br />
<br />
Sound : 34 / 40<br />
<br />
Chip music, old faithful, when nothing else works, use chip music! Even if it's the most<br />
inappropriate theme! What was there was good and... fit though. the remix of cv_boss and<br />
it's offtune glory made me wince, but the other songs were generally good! I especially<br />
liked the cameo of 12war!.<br />
<br />
Total 285 / 400<br />
<br />
A complete game, and very satisfying... if this were solely about games, this game<br />
probably would have won, but unfortunately it seems like nowadays graphics and technique<br />
have a bigger say in the end result. (I would make gameplay /150-200!) It made me chuckle<br />
at times, it made me cry at others.<br />
<br />
<br />
---------------------------------<br />
--= Game 49305 - XIN (Team BRO FIST) =--<br />
---------------------------------<br />
<br />
<br />
The Quasar/Lancer/Wervyn entry for this doz (I need a witty name for this team but I cant<br />
think of one), the usual fare, creative battle engines to support a... actually wait...<br />
normally their stories are better then this... Let's find out!<br />
<br />
<br />
Theme : 12 / 20<br />
<br />
Yes yes yes there was a murder who did it omg<br />
<br />
Gameplay : 65 / 120<br />
<br />
Mixed feelings, they put all their eggs in one basket, and admittedly it is a very pretty<br />
basket, with a lot of shiny lights and the latest in high tech gadgetry, but in the end,<br />
it's just the one basket.<br />
Gameplay generally consists of two modes, 'Battle mode' and 'Soon to be in Battle mode',<br />
in the former, you basically choose a bunch of cards from your deck to fight an RPG-ish<br />
style battle, it is definitely INNOVATIVE and for the first two fights I thought it was<br />
wonderful, the next couple of fights I thought it was entertaining, then it became<br />
somewhat boring, then annoying. The elemental chain of command is not explained well<br />
enough (water is consumed by the wood, wood grows over the earth... wood seems pretty<br />
badass), and some sort of way to remind yourself of this nonsensical elemental chain<br />
would be appreciated (I had to use MSpaint and my diagram made no sense according to the<br />
instructions) I hope I'm missing something!<br />
The battle system is fun, at first, like I said. but it quickly becomes tedious and<br />
repetitive. I can appreciate the creators were trying to do something innovative but<br />
honestly I was not fond... that being said, I will balance out my personal dislike of the<br />
system with the fact that I recognise original gameplay mechanics for MZX when I see<br />
them, so the score is still pretty high.<br />
'Soon to be in battle mode' sucks, everyone wants to kill you basically.<br />
<br />
Graphics : 77 / 90<br />
<br />
Ok this is probably the strong point of the game, it looks VERY pretty, the graphics are<br />
exceptionally consistent and always looks nice, the palette choices are good and the<br />
battles sequences are very clear.<br />
<br />
Technique : 53 / 80<br />
<br />
A game crippling bug really hurts this score, if that bug were removed this would<br />
probably be in the mid 70s, basically the game 'ghosts' your cards after a certain amount<br />
of gameplay, making them unusable, a bugfix was provided, but too late, a little more<br />
polishing would have really helped! the game engine itself seemed pretty solid but...<br />
still... it really wasn't as revolutionary as it first appears.<br />
<br />
Story : 43 / 50<br />
<br />
At first the story seems so cliche and uninspired... it does pick up fortunately, and the<br />
game actually becomes quite involving, but it doesnt quite matchup to some of the better<br />
ones out there in Megazeux land, for this doz though, easily the best. The multiple<br />
'paths' definitely works in it's favour, but a lot of the game just involves random<br />
people duelling you for little to no reason.<br />
<br />
Sound : 38 / 40<br />
<br />
Fantastic, I'm not sure if it's original (I imagine it is), but it is very impressive<br />
nonetheless, the music really lends a good feeling to this game and helps tremendously,<br />
I feel the SFX, while good, just aren't good ENOUGH to merit a 40/40 (but 38 is<br />
ridiculously good by my standards)<br />
<br />
Total 288 / 400<br />
<br />
I will come out straight away and say that I don't think this game was fun, I am very<br />
averse to games which try to replace good gameplay with endless repetition... but it's<br />
aesthetics are just fantastic, and the story is well written.<br />
The gameplay... honestly... did not impress me though. Game crippling bug keeps it below<br />
300. regardless of all this though, it is a worthy 1st place candidate.<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 52608 - Drippy and the evaporated Sea - (...?) --=<br />
----------------------------------------------------------------------------------<br />
<br />
This game sort of DRILLS the theme INTO your HEAD, OVER and OVER and OVER again... but it<br />
is in fact effective, the games clearly uses water for everything<br />
<br />
Theme : 65 / 100<br />
<br />
This game sort of DRILLS the theme INTO your HEAD, OVER and OVER and OVER again... but it<br />
is in fact effective, the games clearly uses water for everything, and it's just a step<br />
short of annoying... in a doz where the theme scores are generally quite low, this game<br />
delivers, I won't pretend that this game uses the theme in any sort of clever or elegant<br />
way, but it lives and brethest water... if that makes any sense.<br />
<br />
Gameplay : 46 / 90<br />
<br />
The best part about this game is that it is long and consistent... the bad part is that<br />
it's not as fun as I hope it would be... eventually the top down shooter style this game<br />
uses just gets boring... the collectibles are there to try to spice the game up but they<br />
only make the goals seem more superficial... I'm no longer trying to save the world I<br />
need to collect these damn items! But when all is said and done, the game is at least<br />
entertaining and I did enjoy it<br />
<br />
Graphics : 22 / 70<br />
<br />
Eek, the problem here is that you chose a game style that uses large amount of board<br />
space but your graphical talent (or maybe the time you had) was not enough to keep it all<br />
looking good... the oldschool style actually doesn't really look too good here, the town<br />
was probably the best part, and that's not a great thing.<br />
<br />
Technique : 24 / 60<br />
<br />
No bugs, but not very exciting, the enemies become very boring after you kill them a few<br />
times, the bosses were generally easy to beat<br />
<br />
Story : 24 / 50<br />
<br />
Very average, very simple... nothing new or exciting here but it does enough for you to<br />
understand what you're doing, why... and against who.<br />
<br />
Sound : 20 / 30<br />
<br />
Standard MZX fare, catchy songs which get annoying when you have to listen to them for a<br />
long time, you always end up humming one or two after you finish the game. sound effects<br />
are basic at best<br />
<br />
<br />
Total 199 / 400<br />
<br />
I had higher hopes for this game, but ultimately it just couldn't keep me interested<br />
<br />
<br />
<br />
------------------------------------------------------------------------------------------------<br />
--= Game 53283 - The curious case of Ash McArthur (Aka: the uncurious [is that a word] case of Ash McArthur) (Hayashi) --=<br />
-----------------------------------------------------------------------------------------------<br />
<br />
Pick up clues! And then... uh....<br />
Bullets! I reckon those are somewhat related to this incident >:( ... hm.... but even<br />
though I have all the clues I'm just going to guess who killed me since it's impossible<br />
for me to get it wrong. IT WAS YOU.<br />
<br />
Theme : 18 / 20<br />
<br />
Murder... you're dead?... who did it? I don't know... let's take a wild guess.<br />
<br />
Gameplay : 29 / 120<br />
<br />
There is honestly nothing to do here, my favourite part of the game was walking outside<br />
the house boundary for whatever reason. You find some clues and then realise the game is<br />
broken and you have to edit it to resolve the game, oh well... doesn't matter, the part<br />
where you decide the murder is basically 'down -> space -> repeat' <br />
<br />
Graphics : 29 / 90<br />
<br />
Stylistic, but not really in a good way :-(, the two (three) colour scheme just made it<br />
look boring, and the characters were kind of silly looking and there wasn't really enough<br />
to make it look good anyway, which is a shame because I liked the title screen and though<br />
this game was going places<br />
<br />
Technique : 18 / 80<br />
<br />
Short buggy broken, and uninventive, this game just.... wasn't very good, I hope for your<br />
sake you just didnt have enough time to complete it.<br />
<br />
Story : 25 / 50<br />
<br />
I've seen worse, who killed me? I'm a ghost! Luckily for me I have just 'researched the<br />
afterlife' (what the hell?) so now I can become a ghost who cant touch anything (unless<br />
it's an important clue), and can also turn the world red and transform people into small<br />
hats, but whatever you know... just research.<br />
<br />
Sound : 20 / 40<br />
<br />
Not annoying, I guess, pretty standard fare.<br />
<br />
Total 139 / 400<br />
<br />
Just never finished, just never finish it<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 66418 - Pee-e (asie) --=<br />
----------------------------------------------------------------------------------<br />
<br />
sigh :-(<br />
<br />
<br />
Theme : 25 / 100<br />
<br />
There's some water.... I guess... I don't even know<br />
<br />
Gameplay : 33 / 90<br />
<br />
first you have to copy what the guy says (which is boring) then you do a puzzle (which is<br />
too short) and then you fight a boss (which is retarded)<br />
<br />
Graphics : 35 / 70<br />
<br />
Ok not terrible, there was some effort...? maybe?!? I think you tried but I cant be<br />
certain. things kind of look like what they're meant to<br />
<br />
Technique : 25 / 60<br />
<br />
Bugless! And the puzzle seemed to work rather well.... I suppose!<br />
<br />
Story : 10 / 50<br />
<br />
You're just lucky I dont give you negative points here, oh I could...<br />
<br />
Sound : 12 / 30<br />
<br />
Oh right Wall-e... Pee-e.... hur hur I get it!<br />
<br />
<br />
Total 140/ 400<br />
<br />
It's not even that it's BAD, some of it was actually somewhat enjoyable it's just that I<br />
usually like to feel like there's a reason for doing something or going somewhere. Here<br />
it just seems like.... WHO IS SAMARA... WHY ARE YOU ... WHY IS THERE A LADDER GOING DOWN<br />
TO YOUR HOUSE<br />
<br />
<br />
------------------------------<br />
--= Game 68488 - Whirlwind (Maxim) --=<br />
------------------------------<br />
<br />
A game that not only kills you, but stamps on your lifeless body and takes your wallet,<br />
then cuts your body up into small pieces and throws them into a river, those pieces are<br />
then eaten by mutant sharks who, by digesting the pieces, actually become more powerful<br />
then the world, this game is those sharks.<br />
<br />
Theme : 5 / 20<br />
<br />
Nope, sorry : (. As much as I like this game, it is probably going to fail the theme<br />
test, you cannot just use one of the words and assume that you will get a theme score.<br />
There IS plenty of murder, but it's not much of a mystery.<br />
<br />
Gameplay : 91 / 120<br />
<br />
Ok, now while I really enjoy playing this game, it does have a few problems... let me<br />
outline the bad things before I move onto the good...<br />
First of all, this game is nail bitingly hard until you realise that the wave ends as<br />
soon as you reach the end of the board, then it's ridiculously easy. Secondly, it's<br />
pretty hard to see enemy bullets compared to yours, while that may be a design of the<br />
gameplay, I honestly had no idea I was being hurt some of the time, a more vivid sound<br />
effect for you are shot (instead of some low rumble explosion thing) would be useful...<br />
Thirdly, it is a little too repetitive for my tastes.<br />
With that out of the way, let me just say that this game is a great blast to play... for<br />
a little while! It has that kind of 'kill everything' feel to it that makes arcade games<br />
so appealing, and for a mindless distraction of a few minutes that is excellent, after a<br />
while though, holding down space and moving to the right (sometimes up and down to) can<br />
get a little grinding, that is not to say this game is boring, because it's not, but only<br />
that it does little to keep itself fresh as the game goes on.<br />
The difficulty is hard but there are some very fun weapons you can use... I especially<br />
enjoyed the Hiram gun, I was very happy to see that this game had enough difference<br />
between the weapons to make it worthwhile to find your favourite one, this game is<br />
basically what zombeez wanted to be. Would be the best game of the doz if there was just<br />
a little more to it.<br />
<br />
Graphics : 68 / 90<br />
<br />
Ohhh, this was very nice... crisp and clear, the powerups, while very small, were<br />
actually good because things were clear, in many games like this the powerups all look<br />
the same so it was nice to see what I was getting, the whole game is done in an arcadey<br />
style which is pulled off to some sucess. the player/enemy sprites look very nice, the<br />
backgrounds are (I assume) intentionally minimalistic, which in fact, doesn't work as<br />
well as I think you hoped it would.<br />
I really liked the colour scheme, not sure about the flashy bullets, but it's not a bad<br />
thing.<br />
<br />
Technique : 65 / 80<br />
<br />
Nothing groundbreaking but a very solid use of sprites, the game is bugless from what I<br />
saw and runs very smoothly.<br />
<br />
Story : 12 / 50<br />
<br />
A makeshift plot used to loosely attach the story to the theme, this has backfired<br />
somewhat.<br />
<br />
Sound : 31 / 40<br />
<br />
Good sounding arcade music, but nothing that really stands out, the SFX are good, but<br />
nothing... special... very average.<br />
<br />
Total 272 / 400<br />
<br />
The lack of theme/story prevents this game from hitting 300, yes it's an arcade name so<br />
it doesn't need a story... but this is how it will roll.<br />
<br />
<br />
----------------------------------------------------------------------------------<br />
--= Game 73310 - Archery Gregory is thirsy (Kurushimi) --=<br />
----------------------------------------------------------------------------------<br />
<br />
sigh :-(<br />
<br />
<br />
Theme : 15 / 100<br />
<br />
There's some water.... I guess... I don't even know<br />
<br />
Gameplay : 15 / 90<br />
<br />
The sword thing is actually pretty satisfying (coupled with the sound effect)<br />
<br />
Graphics : 5 / 70<br />
<br />
The sword thing is actually pretty satisfying<br />
<br />
Technique : 15 / 60<br />
<br />
The sword thing is actually pretty satisfying<br />
<br />
Story : 5 / 50<br />
<br />
There's some water.... I guess... I don't even know. Do not underestimate JUST how<br />
thirsty archer Gregory can get.<br />
<br />
Sound : 5 / 30<br />
<br />
The sounds are ... uh<br />
<br />
<br />
Total 60/ 400<br />
<br />
The sword thing is actually pretty satisfying<br />
<br />
<br />
--------------------------------------------------------<br />
--= Game 74465 - Ghost Busted (Team Jump Back, Kiss myself) --=<br />
--------------------------------------------------------<br />
<br />
A game that could have been a lot more, but ended up being slightly less. <br />
<br />
<br />
Theme : 16 / 20<br />
<br />
This is MAYBE the most interesting use of the theme... you know the killer... the mystery<br />
is for the police to discover, and you must help them a more original usage of the theme<br />
but still not... that original<br />
<br />
Gameplay : 44 / 120<br />
<br />
The first stage has you click on objects which are ridiculously obvious, the second stage<br />
has you click on everything... many times.<br />
<br />
I dunno, it just didn't feel very fun to me, the biggest letdown of the game<br />
unfortunately.<br />
<br />
Graphics : 62 / 90<br />
<br />
Very nice, solid graphics. Everything looked like it was meant to, the title screen was<br />
pleasing, and the blur effect made me smile. The use of colour was also very good. The<br />
only problem is that the game consisted of only one or two boards... meaning that what<br />
was there was good, but there wasn't enough of it.<br />
<br />
Technique : 55 / 80<br />
<br />
It's a complete game, albeit quite boring, there are no bugs to be seen... but nothing<br />
jumps out at you and screams 'LOOK AT ME. LOOK AT ME'<br />
<br />
Story : 32 / 50<br />
<br />
In the words of my learned friend Mr.Shade 'It was entertaining if not hilarious'. I<br />
think this sums it up quite well, the story develops up to a certain point and then...<br />
that's it, nothing really happens, you have a goal and you must accomplish it.<br />
<br />
Sound : 25 / 40<br />
<br />
The music fits, for sure, it was quite easy listening and I generally enjoyed it... the<br />
SFX were not AS easy listening.<br />
<br />
Total 234 / 400<br />
<br />
I play every game at least twice... on the first try I was really really impressed with<br />
this one, but then on the second try I realised that as a game it actually doesn't cut<br />
it... it has a very nice style but is let down by it being 'short and sweet'<br />
<br />
<br />
<br />
---------------------------------------------<br />
--= Game 75242 - Slaughter down under (Them lads) --=<br />
---------------------------------------------<br />
<br />
navigate through your house and then kill everything in the ocean gl<br />
<br />
<br />
Theme : 53 / 100<br />
<br />
You are a mermaid, there is water, you fight watery creatures... this is about the extent<br />
of the theme... there is not much to say here.<br />
<br />
Gameplay : 33 / 90<br />
<br />
More frustrating then fun, the controls are a little unresponsive, and the sword engine<br />
just decides not to work sometimes, the majority of the game is spent navigating some<br />
boring underwater maze (why do you live in such a retarded house). the end boss is a<br />
piece of piss, and the whole game seems very unrewarding.<br />
... HOWEVER... for all it's flaws, I played it through to the end without cursing under<br />
my breath, so there was definitely something done right... but when I look at it again, I<br />
can't quite put my finger on it<br />
<br />
Graphics : 45 / 70<br />
<br />
Nice to look at, nothing special, the characters were clear but not amazing... this is<br />
pretty much the definition of 'mediocre' here. Middle of the range<br />
<br />
Average<br />
<br />
Technique : 34 / 60<br />
<br />
Some effort was put in to make the engines enjoyable, but unfortunately a weird sword bug<br />
(so sometimes it just wouldnt affect anything), and the slight unresponsiveness of the<br />
controls make this game a little annoying, it plays from start to end though.<br />
<br />
Story : 16 / 50<br />
<br />
There's an 'evil undersea organism' (yes that is actually what it's called, I bet you<br />
feel really immersed in this game') and it's heating up the ocean? ok, go kill everything<br />
ELSE in the ocean (to prevent them from dieing of heat obviously) and then kill this<br />
thing, basically kill everything that exists.<br />
<br />
When the story comes up on a '[' dialogue and is that short you know you are in for a<br />
rough ride.<br />
<br />
Sound : 16 / 30<br />
<br />
The music is... uhrm... fitting... for a 'slaughter' topic. It doesn't work quite as well<br />
here, I liked the music for the first level... the metal pieces were... technically good<br />
but just didn't really make me want to keep playing (that's a little harsh, they aren't<br />
bad songs but that's how I feel)<br />
<br />
The sounds were boring, sparse and occassionally annoying<br />
<br />
<br />
Total 197/ 400<br />
<br />
A fitting score... middle of the range<br />
<br />
<br />
--------------------------------<br />
--= Game 75242 - Marooned (Greasemonkey, Paul) --=<br />
--------------------------------<br />
<br />
A delightful foray into badly planned doz games<br />
<br />
<br />
Theme : 21 / 100<br />
<br />
Nope, don't buy it. You mention water a lot, and I can SEE that there is some water (or<br />
at least... blue lava)... but I refuse to believe that this game really uses the theme.<br />
<br />
Gameplay : 26 / 90<br />
<br />
This game is split into four irelands with one minigame each... each more depressing then<br />
the last<br />
Game 1 : Move the boxes into a row and then click a button (for some reason?... I don't<br />
really understand this)<br />
Game 2 : Shoot some smileys, find a key which has almost certainly been obscured by an<br />
annoying overlay blood effect<br />
Game 3 : Jump and move around a bit<br />
Game 4 : Die a couple of times before you realise how this stamina engine works and then<br />
wonder why that red thing is doing that.<br />
<br />
Graphics : 18 / 70<br />
<br />
You know, I'm actually a fan of the retro style of MZX graphics, I like the combination<br />
of chip music and the old style look to create something low-budget but high on fun...<br />
but this game just looked bad... and it's probably all because of the lava-water. the<br />
colours are horribly annoying too.<br />
<br />
Technique : 20 / 60<br />
<br />
The game works from start to end (it would have been almost comical if it didn't), but<br />
that's because there was no real coding that could have actually gone wrong... come on...<br />
it's a nice idea but you need to think of some less annoying engines/ideas<br />
<br />
Story : 8 / 50<br />
<br />
You find yourself marooned on a series of desert islands (one of these desert islands<br />
having a helicopter pad lulzlo), these islands range to anything from sea level to 50<br />
feet or so above, they are also luckily connected by bridges, some of these desert<br />
islands have high power laser guns and bases with boats, this begs the question, why not<br />
just sail away with the boat? I suppose in retrospect a helicopter is both more secure<br />
and perhaps faster...<br />
<br />
oh and all the islands catch fire for some reason.<br />
<br />
Sound : 13 / 30<br />
<br />
Well I did enjoy the music at least... : )<br />
<br />
<br />
Total 106/ 400<br />
<br />
A fitting score... Low (I think this game might deserve a little more but... I can't<br />
think why)<br />
<br />
<br />
---------------------------------<br />
--= Game 99096 - Deluge (Smartrutter) --=<br />
---------------------------------<br />
<br />
An instructional video on how to deal with a flood warning<br />
<br />
<br />
Theme : 28 / 100<br />
<br />
You have a truely unique idea of how flash floods occur.<br />
<br />
Ok so... let's go through the checklist... Title connected to water, the word 'water'<br />
highlighted, water in many places... Goshdarn it... I'm so impressed with your dedicate<br />
to the theme I'm just gonna stick an 8 and a 2 right there next to the score!<br />
<br />
Gameplay : 7 / 90<br />
<br />
I really wish... I could give negative scores<br />
<br />
Graphics : 14 / 70<br />
<br />
Ok, so... it's a very... minimalistic style... that's for sure<br />
<br />
Technique : 15 / 60<br />
<br />
N/A<br />
<br />
Story : 13 / 50<br />
<br />
I'm sure it's been said but this game just defies all reason and logic... why would you<br />
DO that.<br />
<br />
Sound : 9 / 30<br />
<br />
Largely dependant on whether or not you like thunder sounds...<br />
<br />
Total 86/ 400<br />
<br />
LETS PLAY IT AGAIN oh wait no actually lets delete it forever<br />
<br />
<br />
---------------------------------<br />
--= Game 99544 - a game (Old Sckool) --=<br />
---------------------------------<br />
<br />
I generally look forward to playing Oldsckool's entry in the dozes... not so this time.<br />
<br />
Theme : 3 / 100<br />
<br />
It was probably water... I'll go with water... either way this is a DQ<br />
<br />
Gameplay : 7 / 90<br />
<br />
Your engine under construction looked... not amazing to be honest... you seem to have<br />
strayed from your roots of simplistic engrossing games : (<br />
<br />
Graphics : 3 / 70<br />
<br />
If Deluge was minimalistic then this is... a new word<br />
<br />
Technique : 3 / 60<br />
<br />
N/A<br />
<br />
Story : 1 / 50<br />
<br />
You failed to steal from baby bear<br />
<br />
Sound : 3 / 30<br />
<br />
None...<br />
<br />
Total 20/ 400<br />
<br />
Congratulations you have recieved my lowest ever score for a doz game<br />
<br />
<br />
<br />
1st : 49305 - XIN - 288 Points (Best overrall effort)<br />
2nd : 46132 - Murder at Megazeux Manor - 285 points (Best game) <br />
3rd : 68488 - Whirlwind - 272 points (Best DQ'd game) <br />
4th : 45595 - Murder on the Yellow Express - 260 points (Best Logifamily game) <br />
<br />
[[Category:Winter 2008 Dualstream Day of Zeux Judging Sheets]]</div>Terryn