Congrats to #5 and #9, who are clearly the people's favorites!
I think when I made my vote I had a very definite, though not quite articulated, view of what a "good pitch" means, but the more I think about it the less certain I am. You could certainly make the case that the only thing that matters is grabbing your attention so you're interested in hearing more. In that case, giving any sort of idea of how the game will actually play may not actually matter at all. Saying too much may even be a mistake.
I guess what I'm saying is that there's a difference between e.g. pitching a game concept internally at a game studio (for something like DoubleFine's Amnesia Fortnight) or to potential collaborators, or pitching a game-in-development to potential investors, and pitching a completed game to potential players. Your audience, as well as what kind of credibility you bring to the table, makes a difference.