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TimestampSince previousGameHamumu's comment
Finally I got 1:16. I think I comprehend the game... it's similar to Mr. Driller (but backwards mentally and sideways physically). I don't know if it's that exciting to me... I guess it's that it's much more tactical (responding to your immediate circumstances) than strategic (nothing to consider for the long, or even medium, term at all). Combined with the visuals and audio, that makes it a real zone-out game. <br/> <br/>It's really original, really stylish, and I think it will be one of the top 'sticky' games of the compo, that people will replay and try to improve in.
Mr. Splode Awesome game that could easily become a real product, the action to Chocolate Castle's thinking. I wish the rockets didn't live as long as they do. I'm glad I retried a million times until I finally passed the evil 2nd level, because the levels after it really open up the gameplay with their "running from an exploding building" style. The 3rd level was a real experience. <br/> <br/>The play control was excellent too. <br/> <br/>Note to other players: R restarts the level, and you may end up needing it.
THE CAVES OF INSANITY!! Everybody loves a game which involves leaving a trail of gunpowder! Level 3 really stumped me badly, but I finally did it. Then levels 4 and 5, fuggedaboutit! Never in my wildest dreams. I don't think I have the reflexes OR the mental capacity. It was fun just drawing and burning fuses though, I wish I had more easy levels to scribble on. Good original concept and gameplay, if only it weren't crazy hard. An extra Effort point for making the site!
Hero School Very nice! I especially like the Duplicity level - exploiting holes/"features" in the code to make a new type of level (there are levels just like it that people made for Supreme With Cheese). I also especially like excessive profanity, and partial credit for corpses. <br/> <br/>The idea of introducing tools level by level was good, except that the game is WAY easier once you have wire cutters. The levels before that are insane and unfair. <br/> <br/>This is one of those entries where I feel like it meets the theme, but doesn't really go for it. It's not about chain reactions at all, though they do occur. I really prefer to see stuff that just jumps all over the theme. <br/> <br/>Anyway, really fun and funny and excellent use of SFXr (which is making audio ratings tough this time).
Final Release Amazing! Once you get past the technical requirements hurdle (something I was able to do for probably the first LD in history - hooray for my fancy new PC), it's one of the most solid entries I've ever seen. A full-fledged real game, with amazing technology behind it. Usually the tech ones have no gameplay at all. So far, this is my favorite gameplay of the ones I've played. A really interesting puzzle with a lot to it, and cute tennis balls on the cannons. <br/> <br/>It's a shame that very few people will ever get to play it!
The Chain Fight 1.0 This is a very very strange game. I discovered a winning strategy: build nothing but painters, ever. The red guys built the chains for me, and money came in so fast, I could just constantly replenish the few guys I lost to warriors and bombs. I fared much better with that strategy than I did trying to be smart. <br/> <br/>Anyway, I'm not sure what to say on this one, because it's a weird old game. I guess I can't quite figure what the right strategies are, because it is very unique. It's cool that you've got a full AI opponent. Again, due to the weird rules, I just don't know if he's any good at the game or not, but he beat me most of the time, so that's good for him. The fact that your guys just move randomly (I think?) kind of limits the strategy involved, I think. <br/> <br/>What I'm trying to say is that I'm not trying to say anything. Interesting game, but I guess I don't get it. Even though I know exactly what all the rules are and could explain them clearly, I don't know what to do with them. <br/> <br/>Confusedly, <br/>Hamumu <br/> <br/>P.S. Also super cool that you put in a full tutorial, although a lot of times it got really hard to follow, with too many boxes and boxes going away too fast, and boxes that I wasn't sure what in the background they were referring to.
Partycle Popper 1.1 Seemed really pointless at first, until I tried some of the higher ranks of levels. It's a weird game... hard to say really. There's definitely gameplay there, but I'm not entirely sure what it does. Obviously you need to dodge bullets, but there's also the aspect of figuring out what to shoot. Strange... <br/> <br/>It's got good polish, with all the fades and stuff, though I wouldn't have minded an automatic retry instead of constantly going back to the menu and clicking Continue (thanks for actually having a continue, though). I also would've liked a better control scheme, but it probably would be too easy then. Asteroids control isn't really suited to bullet hell dodging!
Ramuh-Shmoo Total abject theme failure. But what an awesome game! Super fun, awesome graphics, story mode, profanity, chomping wires in your teeth (and just chomping your teeth freely whenever you wish!), time attack mode, nice play control, and wiggly wire physics. <br/> <br/>I really want to learn flash.
Rapid Polymerization of Free Radicals I got an error about "side-to-side configuration". Weirdest error description I've ever seen. The EXE was only 20k, so I suspect it wasn't a working copy.
Boomshakalaka Done! Much too hard for me, but I like the concept (seen it in several other entries too!). I think it requires too much precision. So you tweak something by one pixel, then rerun the level and see it's off, and tweak it another. That's pretty tedious. I suppose it would be considered too wussy if it showed lines shooting off of the selected charge. <br/> <br/>But I think it'd be a better game if the rotations were much more limited, like maybe 16 possible facings, or 32 at the outside. The puzzles would obviously need redesigning, but with that setup, you'd only be having trouble figuring out the puzzle, not lining up each shot. And the main thing for me, you'd be able to spot whether a pair of targets could be hit by this same target. A lot of shots in these puzzles didn't look possible to me (like "if I line up on that one, there's no way it could also hit the other one! Oh wait, it does"), so I didn't even consider that for the solution. Adding displayed lines would be one cure, limiting the rotation angles would be another. <br/> <br/>Anyway, it's really hard, but nice looking, and good gameplay.
Ms Green’s lovely day I love this one!! Awesome use of the theme, and really cool style, and really good puzzles to solve. I don't have complaints other than no next-level button (or click on the end-level tally to go to the level select) and bug things. <br/> <br/>Specific problems I noted: Droppers don't drop if triggered by the original laugher, only by other laughers. Jumpers can jump right through the big blocker blocks (but not through other walls, so that seems quite wrong). If you put two guys on top of each other, usually one will fall through the world. <br/> <br/>Awesome entry.
Snowroller Can't run it... get that py2exe up!
Chain Reaction: Detonator, the final? It's a good entry, but just like with Lerc's game, having to try and then redo with 1-pixel changes over and over was really tiresome. In this case it was worse, since the correct solution for some ball puzzles (or the one I found anyway!) involves the balls just BARELY tapping something, so they take about 10 seconds to actually get there before you find out if it works or not. <br/> <br/>But don't let that fool you, it's a really good entry despite the frustration involved.
Mission Accomplished! Or, as Confucius would say, To go beyond is as wrong as to fall short I really liked this at first, but then later on it got SO confusing. The way you can sometimes put cords over a woodpile and sometimes can't, and things like that. It just didn't seem like I could consistently express to the game what I want to do. Kind of like a text adventure - part of the puzzle was figuring out how the game wanted it to be entered! <br/> <br/>What I really would've liked would be freedom to lay pieces down wherever I wanted. I'd always look at the wood in my inventory and say "I want that right there..." but have to wait for my cord to be in place first. Then the ability to pick them back up to fix mistakes would truly improve my life! <br/> <br/>If it weren't for the challenge of telling the game what I want, it'd be a great and original puzzle, that really takes a lot of thought to work out. The combo of fast and slow cords is an interesting touch, and gas clouds that get pulled to the exit is logical in a good way. <br/> <br/>What I can't figure out is why this cave has multicolored walls.
Title Unknown Well, it's super polished and great graphics and sound, but I don't buy it for the theme (or innovation). <br/> <br/>And way hard! There's just so much pressure on as you adjust the mirrors and try avoid feedback and hope you don't run out of energy, it's crazy. It's interesting that you have more angles than the usual mirror game.
M3 – Molesting the Match-3 Market I like the concept, and it actually works quite well as a game - it's a match-3 that's pure strategy. But there's one huge flaw: the matches are found when individual columns hit the bottom, so a lot of big combos fail unfairly. You're "supposed" to let everything drop and then check for matches. Obviously, your game can have its own rules, but you get way better combos (and more intuitive ones, at least to me) if you delay the check. I also don't understand the definition of "chain" as this game defines it. <br/> <br/>A cool game idea would be to take this idea, but give the player total freedom of level layout. So now, it seems trivial. But, you have a Player Satisfaction Meter (with a picture of a drooling idiot), and different things create different kinds of sparkles. So your goal is maximum satisfaction/sales, so you need to set up the level such that it gets, say, a 3 chain, then a star bonus, then a double combo, and so on (players like to see red sparkles followed by blue sparkles... and after you play this game for a few hours, you suddenly realize that it's making YOU the drooling idiot, just at a higher level, since you are trying to match up patterns to make it give YOU good feedback). <br/> <br/>Just an idea! Good entry.
Shrapnel I blasted you on theme... I do see the chain reaction, but it's very rare and not really a meaningful part of the game (except that ONE moment where a bunch of guys come in tight formation). That could've been fixed entirely via level design, and it would've been really cool if this was a shooter where you could do awesomely by building up really good chain reactions. Ooh, then it could even score you based on the # of shots you fire, so the ultimate completion for each level is only firing like 10 shots at very specific strategic points. Maybe a combo multiplier that resets each time you shoot, so if you kill 100 guys with one bullet, you get a massive score. <br/> <br/>Ah, but anyway, back to discussing your actual entry. It plays very nicely and the music is really good. If it wasn't unbelievably short, it'd be something I'd play a bunch just for fun!
Updated version of my game Got the working version! But not entirely working. The keys wouldn't work really often, like I'd head down with space held, and then hit up to go back up and I'd just stop dead. Had to let go of all keys to get it going. This made it virtually impossible to play, and most of the boxes got away. But I got some of them! <br/> <br/>I like the simple concept. I wanted the bombs to move forward more slowly, so I could accumulate a lot more of them. It always felt like I could only pop one small area of them instead of flooding the screen and blasting it all at once. I also wish they had a bigger blast radius, because it didn't feel right that my pile of bombs somehow managed to miss one of a set of 3 boxes. <br/> <br/>I like the scrolly level intros, although I was so busy trying to get bombs out for the boxes, I couldn't really read them. <br/> <br/>I like how it works conceptually... it's like being the Demoman in Team Fortress, except that lets you hide behind a wall and hit the button when you think it's the right time. <br/> <br/>Aha, I figured out the key problem: if you push up while you still have down held (or same for left and right), you just stop. Even once you let go of the other direction, you don't move in the direction you still have held.
Didn’t finish, got pretty far though… Holy crap... I think one of the bullet hell design rules is that you have to make there be somewhere on the screen where there aren't bullets at some point in time. Papper gave a very appropriate award. <br/> <br/>I appreciate "Mans:". I wish the chain reaction element was stronger (and didn't come back and shoot me in the face so much) and more apparent, but it's definitely there. I really expected a flood of shooters kind of like this, but so far I've only seen a couple. <br/> <br/>The control really needs to be tighter (mainly just slower) to make dodging more possible. On these kinds of shooters, usually your ship moves really slowly, so you can precisely place yourself between bullets. Of course, they also give you a really small hitbox, which is another lifesaver. I was flinging my big self everywhere here, and boom. Brutal. <br/> <br/>Lastly: whoa, I can't believe even the 'helpful' chain reaction shrapnel can kill me. Guess I'll never know what weapon comes after 3 powerups! But hey, I finally finished the game (with 1 Mans left)! Hooray for me!
Boostcraft I really liked this game except the minor detail that it wasn't fun. It was like a really good idea (and pure chain reaction!), but the shots moved so slowly that you can't plan at ALL. It felt like 99.5% luck (the 0.5% skill was aiming your initial shot to actually hit something, and picking a good one to click on). If the shots moved about 5x faster, then you could strategize like 'when this hits the triangle, its shots will go off in these directions, so that will do this'. You probably couldn't do it two levels deep, but you could at least make your first shot decent. Faster shots would also make the really dull waits at the end of levels go away, when you're sitting around until everything has left the screen. <br/> <br/>You could even add in 'hold the mouse button down to slow time' (after you have clicked), so the shots move fast, but you can watch it in slow motion to plan for next time. <br/> <br/>Very nice polish all around, with a really good level editor and great style. Although the first time I ran it, the screen came up in hideous orangey-pink colors, then was normal during play. It wasn't until I played and exited back to the menu that I realized the menu wasn't supposed to be hideous. Don't know what caused that! <br/> <br/>There's a similarity to Peggle in this game, if you think about it. Though you might not want to.
sg’s entry I am suspicious that you stole your idea (which you then made about stealing ideas) from my journal! You combined two of mine and you are a THIEF!!! I quote: <br/>"a guy with a chain who smashes enemies, sending them flying into other enemies for a chain-based chain reaction (but chain physics scares me). Another is something along the lines of pool, shoot out a ball that hits enemies, and they go flying and hit other enemies." <br/> <br/>THIEF*! So anyway, awesome music. Gameplay's pretty much trivial if you just stand on the disk and hold the button down. If you limited it to 1 kick per second (maybe 1/2 second...) or something, it'd be really tricky, and you'd have to do a lot of moving around. Or for that matter, if the disk couldn't be sat on - then it would always be on one side of you or another, so you'd need to move around it. <br/> <br/>It's fun, though, even if it's super easy. That may just be the music and sound, but it sure seems fun. Even Final Fantasy victory music. Nice. <br/> <br/>Thief. <br/> <br/>*I am kidding!
Zanmato I agree with others... looks like it could've been pretty cool (but nobody who interprets this theme as a physical chain to which guys react is going to get much Theme score from me! Except Chain Pain). I like the style and the mouse control.
Title Unknown There's an issue here where it completely freezes up visually when you set off a chain that has more than 5 or 6 bombs in it. If you wait out the explosion noises, it eventually shows you the results (usually just the next level, or that level restarted - was very tricky to solve the first megabomb level, since I had to guess what was killing me!). <br/> <br/>The mechanism for triggering bombs is weird. I got it after a while, and I understand why it's needed... but it's weird! <br/> <br/>I really think the music was illegal (nothing wrong with using public domain songs - but perform them yourself within the deadline! It's not like it's hard to copy down Jingle Bells from a million online sources), but I rated audio for the sound effects instead, ignoring the music. <br/> <br/>Doesn't feel like a very original game, but it's a well-done implementation of one. I was most impressed with the design done on the final level! I had no idea that would happen.
GlobCombat: Final Entry (incomplete) Documentation has helped... some. I think this would actually be really tricky to play even if finished, because you'd have to memorize the interactions between elements, and it's really complex, not just a circular ring of 4. <br/> <br/>Aside from figuring that out, it's a nifty chain reaction idea. I probably would've been figuring out the interactions if I had been trying to work through levels. If it were going to be puzzle-style, where you have a fixed set of runes and fixed enemies for each, retrying until you get it, that would be pretty fun and figurable. I just hope there'd be a chart onscreen to check the reactions!
Title Unknown The keyboard controls drive me nuts, but I don't know how they could've been good. Mouse is nice, though. <br/> <br/>Not good use of theme, but good work on the entry. I like the subtle touch that it actually zooms out and tilts as needed to capture everything, and that you have ad billboards, and that, for no reason, the goals are springy.
Space Chaos This felt really sluggish to me, but I don't know if it was running slow... it's just a slow-paced game. Or maybe it was running slow, and I'm wrong! It was REALLY annoying that the shots explode each other. I'm all for chain reactions, but you can't hold down fire (unless you fly backwards as everybody keeps enjoying), since that creates a stream of explosions coming back to you. Planting mines was more fun, but not particularly useful (and that definitely DID bog the game down after a couple dozen mines). Those badguys are just tough, they take a lot of beating, which kills the fun. If I could blast them away in a single shot that chains to kill some others, that would be awesome. Because otherwise, it feels good - flies smoothly and collides nicely (although the 'solidity' of the explosions was really weird). <br/> <br/>Graphics are good - I think I heard on IRC that the asteroid was a rock from your yard, and I can tell. It looks really nice!
Moonbase I really liked the way the critters moved, and how their bodies exploded. It's really dumb that you can only shoot sideways, though I can see it's obviously for art reasons (forget the art, just let the bullets go in 8 directions anyway!). All the art is really cool, actually. <br/> <br/>Definitely a totally pointless game. I played it right after wicked's game and it's the exact same experience (but bonus to you for having bombs to liven it up a bit) - just run in a circle with fire held down. This could become a good game, definitely, but there's really no reason to play it right now.
Space Reactions Okay, I really don't get this game... is it possible to lose at all? Well, I mean assuming you have control of your limbs. As long as you successfully hit the big planets with your rockets (which is hard not to do, thanks to gravity), the pieces will ALWAYS eventually hit the other planets. Hmm, I think I'll run it again to fail on purpose and see what that does! ...Wow, it took me 3 passed levels before I succeeded at failing (and I only failed that one by rapid firing as many missiles as possible - I barely avoided winning at the end!). But I got another cool guitar ditty for my troubles! <br/> <br/>Great music and graphics, but I have to knock the fun rating. Maybe you should've made the game be to lose the levels, then it would be pretty hard. Seriously!
Vector Chain Attack One major flaw here - it actually seems to get easier as the snakes get longer! Much easier to hit their tails, then. The thing that killed me was just the fact that they appear in random places without regard to where you are. I walked right into one as it appeared! <br/> <br/>Just too simple to really be much fun... basically fly in circles shooting inward forever. I'm not sure what more you could do with it, but it definitely needs a whole lot of something.
Skalle: Galectric Hey, it's the same game Lerc made! And a lot like Rale too. I've only played a few entries... I wonder how many more are going to be this one too? I like the loose/fat cartoon style, although the 3D space station(?) doesn't match! It looks good, though. <br/> <br/>The provided levels are awfully simple, and the random mode is... very bad. I guess it's just totally random, throwing items all over? But it is definitely cool that it's included, polish+ for that, even if random mode's not all that playable. I would've liked this more if it included levels with some challenge to them, or just more levels all around, but it's a good entry!
Catalyst I had some HUGE problems with the controls. Lots of times when it would stop responding to clicks, or I was in a mode I couldn't quite cancel without frantic random clicking all over the place, or countries I couldn't seem to select until I clicked in the exact right place (or maybe I was just in one of those broken modes). <br/> <br/>In your journal you say "the animation gets a little jerky when there's a lot happening", which makes me wonder if it's just running badly for some reason on my PC. Because the explosions on mine were maybe at 2fps max. It took a very very long time for missiles to fly to their destination. I thought that was really annoying realism, but maybe it was just a technical problem! <br/> <br/>So anyway, as for the game, that was a clever usage of the theme, and a really interesting set of rules. I like how it works, but I wish you had much better information display. Besides the fact that it was so hard to click on countries, it was a pain to have to do so to keep track of the relationships. Similarly, the control scheme could be improved a lot. It was really clunky and a lot of clicks involved per turn. <br/> <br/>So I like the game, and I'd be really intrigued with how it would work out in practice, but I wasn't too pleased with the implementation (possibly heavily influenced by how my computer handled it, for whatever reason).
Working Title: Ruckus The artwork thing was cool, but you're definitely right that you should have done a white background with black art, to look like pencil sketches. <br/> <br/>Not really a game, but I can see where it was going and it was a good idea. I wish it had worked right (but UDLR for the facing choices really sucked, WASD or something would've been far better). <br/> <br/>A note to other people who play this: CTRL-D is how you exit the lisp interpreter.
Paramecium I read the explanations and IRC discussions, so I had an idea of what was happening... but that still didn't leave me any particular control over the outcome. Not very fun as a result. It controlled nicely, though. <br/> <br/>As a a side note, you seem to have resurrected the Anti-Text theme from LD8.5! If only this had taken place on the moon.
Next Well... interesting idea, but it makes for a lame game. I didn't know what on earth was happening at first, but when I read the readme, the beams bouncing off of you until they matched you was clever. I like that idea, and if the combo scoring was in so you'd get credit for bouncing a laser before using it, that could be really cool (with huge bonuses for bouncing lasers of 2 different colors at once... I suppose 3 is impossible barring exceptional luck/timing). <br/>Some explosion graphics would've made a big difference in understanding the distinction between dying and finishing a level, among other things. <br/> <br/>Wacky idea, and good job reaching playability in 4 hours.
Final entry! I’m late! Crashed on startup first try, but the second try worked, so I went with it. <br/> <br/>First of all, secret trick: If you pound ground next to the water, so it's at water level, you can then floodfill that ground to erase all the water! This lets you go see the magical edge of the world, where stuff doesn't get erased. <br/> <br/>This entry was WAY more fun than at least half of the actual game entries. Really good play control, and I'm glad you got the display worked out, it looks very solid. I don't know why you can floodfill (I guess that's the closest thing you have to a chain reaction...), but it's pretty fun to do. I also enjoyed raising land. I wish I could choose up/down, I got tired of running over somewhere to pound down in order to continue building my mountain. <br/> <br/>The head is creepy.
Fairy’s Light Very weird and hard to understand. Technical problems: ESC locking the game up with no way to exit, and a crash on the 2nd level. I have no idea what some of those crystals ever did... one made noise, I guess. <br/> <br/>It would've been very nice if the cursor was mouse controlled, but I guess that wasn't in the cards. I think you maybe got too ambitious - should've stuck with the core concept, like maybe left click=jump, right click=toggle laser blob. Then only have bricks, unbreakable bricks, and laser blobs. A lot of solid gameplay could've been derived just from that, and you would've had more time to polish it off.
Reflex Battle, in I can see what you were shooting for. It's a good idea, and a good use of Chain Reaction. Reminds me of Dynasty Warriors Tactics (not that I've ever played it... I just got excited from reading the reviews!). It would've been really interesting to see in action.
Marble Bomb I may be the winner of the "able to run this entry" contest! Worked fine, nothing even to install. I think that's because I installed stuff to run another XNA entry first. I don't think you knew what the theme was, though... it was completely absent here! <br/> <br/>Also, as other people mentioned, the controls were HORRIFIC. I've played a bunch of these marble rolling games, and I've never seen one with a control scheme like this. It was absolute murder. Nice music and visuals, though.
ly windows version get?
Basecamp Chain Reaction v1 Pretty unplayable... I managed to deliver one package on my second try before ending up face down on the planet. Same thing third try. I don't even really understand what the physics is that's pulling me around so much. Seems like when I am not holding a crate, I should have pretty good control of my facing! <br/> <br/>Anyway, I didn't have fun because of that, and I can't really tell about the purported supply chain reactions, since I can't get more than one supply to the base. Gotta work on those controls!
Chain Pain: Final Submission Very funny take on the theme. Mostly I don't like when people jerk the theme around, but that's pretty good. I'm rather concerned of what *specifically* my "two manlinesses" are, but I am so manly that losing them was effectively impossible. I let go of the keys around the 2 minute mark just so I could move on with my life. <br/> <br/>So way too easy, and rather bad as a game (if I want to be doing that, I'll play Tony Hawk so I get to do flip tricks in between balancing sessions!), but a really funny entry.
TheCrawlyCrab There's something totally broken in the controls here... I don't know if it's just on my computer, but the controls just don't respond 2/3 of the time, it's all clunky and broken. It's very weird. On top of that, the killer cone doesn't really seem able to hit guys. It's on me, and I can't overlap the crabs, so I somehow killed one with it, but then followed another around constantly attacking to no effect. <br/> <br/>So I guess what I'm saying is the gameplay doesn't work at all (I also think the crabs are slow moving and hard to herd, but I'm not sure because I just couldn't move myself enough to really see). Too bad because it sounds good, and everything looks good.
Title Unknown Yeah, what Fydo said.
Cascade What on earth is with the scores? I played for as long as I could bear it (that is the game over condition, right? Or is it when you run out of matches? Does that happen?) and only had 300 points. I can't imagine how long 17k took! <br/> <br/>The lack of a highlight for the first thing you click on is seriously bad, as is the long delay before reac... oh WAIT. This is because I'm on satellite! AHA! Ignore my freakout about the scoring, because on my connection, it takes about 3 seconds for it to respond, so it's a very slow game for me. Okay, well the lack of a highlight for your first click is bad. And I still don't know how you lose. <br/> <br/>It is a cool use of web tech, but it's not a good game. Bejeweled is a fairly bad game, and this is Bejeweled without most of the niceties. I would like to see this used for something interesting like a multiplayer board game or something.
Final entry, un Coulda been a contender... but as is, not so much. <br/> <br/>I will disagree with Nyan and say that the duck does not go quack. I hope the first level isn't completable, because if it is, I'm very dumb.
Title Unknown I truly don't have any idea what happens in this game, and the readme doesn't explain it. WHY do the pops happen the way they do? One time I tried clicking a single blue one and cleared half the board. It just makes no sense to me. Maybe it's a puzzle, and the goal is to figure out what the rules are...
HeliChain I had XNA stuff installed from the other entries, and I got them to work, but this one is a crash on start. Sorry! Down with XNA!
Towers of Skye “tech demo” py2exe that sucka! Can't test it.
4 hours more… I am assuming it's cool/non-harmful to do this, but I am giving all n/a's and posting to let you know I can't run it - hook us up with a py2exe!