THE RESULTS
Ranking
Team Name
Raw Time
Call Penalty
Pass Penalty
Total Elapsed Time
1
Shagadelic
26:40:00
14.82
N/A
34:04:31
2
Team Advil
26:18:00
20.35
N/A
36:28:29
3
Power and Glory
31:55:00
9.53
N/A
36:40:48
4
WIDOW
26:10:00
19.37
2.17
36:56:07
5
Men in Slacks
26:45:00
20.55
N/A
37:01:21
6
Les Espions
28:05:00
22.13
N/A
39:08:54
7
Know Nothings
30:02:00
19.26
N/A
39:39:50
8
Red 5
30:45:00
18.37
N/A
39:56:08
9
Sub-Atomic Jive
31:47:00
20:72
N/A
42:08:44
10
Simple Minds
33:20:00
18:45
N/A
42:33:24
11
The Gentlemen Spies
32:40:00
20:87
N/A
43:05:59
12
Team of Pain
30:35:00
25:20
N/A
43:11:04
13
Fish in the Percolator
33:20:00
18.76
2.28
43:51:10
14
RadiKS
37:59:00
8.40
4.08
44:13:25
15
Sharks with Laser Beams
31:19:00
25.90
4.08
44:15:56
16
MI7
35:15:00
17.25
2.44
45:05:33
17
Jumanji
32:00:00
29.68
N/A
46:50:18
18
Oddjobs
31:51:00
28.60
2.57
47:26:13
The method: Each team's raw total of calls for a particular clue was
divided by the standard deviation of all the calls for that clue to produce an
adjusted call penalty number. Summed across all clues, this number was then multiplied by a
constant time factor to produce the call penalty in minutes In the
case that a team was passed through a clue they were given a pass penalty
somewhere close to one standard deviation behind the middle of the pack.
These two penalties (call penalty and pass penalty) are then added to the raw time
agents spent in the field to reach the total elapsed time. The ranking reflects
total elapsed time.
The rationale: If a clue has "found its level", and most teams called
the same amount, then a team that calls much fewer than the average has truly
accomplished something. Just as a team that calls much more has truly screwed
up more than everybody else. However, when the standard deviation is high,
there were probably many factors contributing to problems with the clue, and
there seemed to be no constant experience for teams with that clue. In the
latter situation a call is worth less of a penalty than the former.
Disclaimer: GCON was as accurate and as fair as possible but does realize and
acknowledge the possible effects of human errors, biases, prejudices, preconceptions, and
general bad juju on these rankings. Do take them with a grain of salt and we do realize that there
are a myriad of factors which these rankings do not take into account. They only have as much
meaning as you put into them. You all did well and shit damn! at least y'all got to play!
OF NOTE:
- Congratulations to Shagadelic who were consistent, professional, and in the end shagged everyone.
- Team RadiKS spent a long time out there, but had the lowest call penalty and loved every minute of it.
Hardcore. Hardcore. Hardcore.
- Team Power and Glory lived up to their name and threw down despite being a completely rookie team. Also made an excellent log of their experience.
- At one point, Men in Slacks, Team Advil, Shagadelic, and Les Espions were ahead
of GCON. Thank god for the stupid gene and the downward slope of circadian rhythm or y'all would've been home in time to see the sun rise.
- Kudos to the many of you who jumped out and intimately explored the Bay Bridge Toll Plaza.
- A tip of the hat, to those who went to the End-Up unnecessarily and partied with an army of gay men in white shirts.
- For providing excellent French champagne to the top teams and wearing black all day and all night, Les Espions wins the unofficial best team style award.
- If you rooted around in a cow trough, and you KNOW who you are, we appreciate it.
- Lake Herman is a clean lake. Really.
- Team Advil, under the same management, but with a completely rookie crew, is another very explosive and professional team to watch.
- If you didn't get enough of an adrenaline high while climbing out to the middle of the trestle, go back and
hang out until a train goes by.
- Fish in the Percolator. Only team to solve the pre-clue unassisted. Then......
but we do like the way you play.
- MI7 listened to the CDs a few too many times, but we loved the spirit.
- Team of Pain paid in gold bullion (the value of which has consequently dropped to an all-time low...ahem).
- Sharks with Fricking Laser Beams had a good time and so did Sub-Atomic Jive.
- The Know Nothings are dirty birds--dirty birds who like to give out candy and salami.
- Just like the movie, Jumanji started out painfully slow, but picked up nicely towards the end.
- WIDOW, in an amazing second half comeback, came in the door first after escaping involvement in a felony arrest. Cut your hair ya hippie!
- The Shagadelic vs. WIDOW experiment proved little we didn't know due to those meddling kids. Scooby-dooby doo!
- A deep bow to members of Red 5 who moved up their theses defenses to save the world. Here's hoping they did so successfully the second time around
- Oddjobs gets frequent flyer miles a'plenty for flying in just about everyone.
- The Gentleman Spies brought a ringer--an ex-FBI agent. Neat.
- Lastly, despite the best efforts of our medical team, the entire GAT II team perished in the field.
Cause of death: a massive hemmorhage of willpower at around 3:30 am. By all accounts, they took extensive damage from "musical trinary," and expired soon after. A moment of silence.
On behalf of all those who were GCON and CI3, congratulations on making Espionage a
success. Except for the ill-fated GATII, none of you gave up or even once asked
to quit. You were a great bunch of teams to run, and it couldn't have happened without you.
We will remember it as our best game to date, and we hope you will to.
Our general philosphy was:
To create as much pre-Game hype as possible (e.g. the trailer, a stringent application process, WWW presence.)
To bring the highest style and production values possible (e.g. the trailer, Tonga Room, the large maps, audio CDs, as few paper envelopes and ziplock bags as possible)
To anchor The Game route solidly back to the beautiful Bay Area (e.g. Pier 7 start, Ferry ride, cross seven bridges)
To create a detailed viable story with plot twists and to the greatest extent possible a suspension of reality (e.g. WWW backstory, large map and names, CDs, route 'split')
To strive to make clues that required more than one step and were workable by as many team members as possible
To encourage teams not to call in and to attempt a ranking system that rewarded this
To make a game we all wanted to play
Lastly, to raise the standard for Games to come
A Snitch Dogg Production. All rights reserved--1999.