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88888888888888888888888888888888888888888888888888888888 8XX88XX88LL88888888888888DDDD8888EEEEEE88MM888MM88OOOO88 8XX88XX88LL88888888888888DD8DD888EE888888MMM8MMM8OO88OO8 88XXXX888LL88888888888888DD88DD88EEEEE888MMMMMMM8OO88OO8 88XXXX888LL88888888888888DD88DD88EE888888MM8M8MM8OO88OO8 8XX88XX88LL88888888888888DD8DD888EE888888MM888MM8OO88OO8 8XX88XX88LLLLLL8888888888DDDD8888EEEEEE88MM888MM88OOOO88 88888888888888888888888888888888888888888888888888888888 88888888888888888888888888888888888888888888888888888888 8RRRRR888EEEEEE88VV88VV88IIIIII88EEEEEE88WW888WW88SSSS88 8RR88RR88EE888888VV88VV8888II8888EE888888WW888WW8SS88888 8RR88RR88EEEEE888VV88VV8888II8888EEEEE888WW8W8WW88SSSS88 8RRRRR888EE888888VV88VV8888II8888EE888888WWWWWWW88888SS8 8RR8RR888EE8888888VVVV88888II8888EE888888WWW8WWW88888SS8 8RR88RR88EEEEEE8888VV8888IIIIII88EEEEEE88WW888WW88SSSS88 88888888888888888888888888888888888888888888888888888888 Foreword -------- It was the start of November 2000. The whole Atari scene (to be more precise, the whole 16/32 bit Atari scene) was waiting hopefully for a new release from the former UCM team. (I still remember myself running from my house to a neighbour's (a very good friend btw), with a disk at hand to receive Exocet's graphics and Milhouse's music (because I have no Internet connection, no, scratch that, no phone connection at all!) to be included in the intro.) After a week's delay the mircle finally happened. It was called Alive. (I don't want to bore you much more with pompous sentences and long stories, so I'll cut to the cheese right away) I read with interest CiH's article about 8-bit demos and, having downloaded a large quantity of 8-bit stuff the last couple of months, I ran them the first moment I had the chance. I remember having seen "Drunken chessboard" before, and it is indeed excellent, but for the other ones I'll have to say that they aren't the best I've seen on the 8-bit. Which is a bit sad, because I thought Chris would have researched the matter a bit more before writing that article. So I decided to write this article which contains (in my humble opinion) the four best full-disk demos. I must stress out that neither I have a 8-bit Atari any more, nor I have a fast Atari to run Atari800, so the emulator I used was Atari800Win v2.6c (on a PC if you didn't figure it out so far). So, the point is that I have no clue what they will look like on the Atari version of Atari800, and no indication on what speed will they run on. (just find a mate with a pointlessly fast PC, get a copy of Atari800(Win), and run these demos in that machine :) The demos are sorted from #4 down to #1, if you're interested about ratings. -------------------------------------------------------------------------------- "Bitter Reality"by Slight -------------------------------------------------------------------------------- General notes:Runs on a simple 800XL. Press Shift to skip any part (since Space won't work no matter how much you press it :) Loader:A nice "Loading" graph appears on top of the screen, then the title of the screen in a 8x8 font, then some large digits of the sectors remaining. While unpacking is being done, a candle is being shown and its flame is disturbed as if it is left on the open air (quite a nice effect, really). Introduction:A 3D starfiled of about 35 dots is being shown and at the center of the screen a one-line text using a 16x16 font displays the credits and so on. While reading this text (and viewing the demo) that it was written in 1994, which goes to show that serious demo groups existed on this machine some time ago! A nice Pokey music is being played, and I must say that it's pleasing that it's original (as well as all the musics in this demo - to my knowledge at least), because I've seen too many demos featuring ripped music from games (kinda reminds our scene a few years ago, right? :-). Flexible Square:Ah, here we are, the first eye-dropping effect of this demo! What we have here, after a small sample is played(!), is a rhombus being drawn, but its sides are actually splines that move around in 50 fps! And if you thought that was cool, imagine that with a filled rhombus! Yes, I know you must've seen that effect before on the ST (a couple of examples that come to mind are the Vodka demo by Equinox, as well as the Dreamzone demo by Wild Boys), and on 3D, but this is being done in a machine whose processor runs at 1.77 MHz, and NO hardware tricks are involved (because they have no mirroring on the x axis)! And as if that wasn't enough, they included some music bars, as well as some stars fading in and out (but that is acomplished by splitting PMGS - if you know what I mean here, elsewise just forget it!) Greetings Part:A raytraced animation is being shown at the top half of the screen (some balls coming from and going to a Madelbrot set - if you've ever seen "Enigma" by Phenomena on the Amiga, you must know exactly what I mean, prehaps they've ripped that same animation and then converted to XL graphics format). The rest of the screen is being taken over by a largish scroller that after a minute starts bouncing all over the place, but this effect is SO easy to do on the XL's hardware. But as this is just a simple screen for the greetings, it's ok. Sinus Worm:A "Wrigley's Spearmint" grab is displayed on screen, then half of the screen is blanked for some other fx to take place (The graphic then is being scrolled up and down). The other fx are: A bit-bending scroller with mirroring (and that IS a hardware trick :), some worms (!) crawl along the top & bottom of the screen, and again some music bars (btw the music sounds like SID :). Not a bad screen, but nothing special either. Rzog Plazma:Unless I'm missing something here (and I really don't think so), this is a simple plasma screen. Now, if you think that's something fairly easy to do on an ST, you wouldn't believe how easy it is to do in XL! For those who don't know let me just tell you this: Hardware palette splits (just like the Am**a) & per line hardware screen setting (just like...)! But the curves are nice, so it's worth watching it (for a while). Partyland:This demo seems to be quite large, but when it depacks it just shows some music bars on the bottom of the screen with a starfield at the background, some mirroring below, and the main area is taken over by 5 bars that flash according to the music changes. Strange. Could it be an emulation error? (BTW it tried running this demo to every other emulator I got, but they failed even running the demo :) Filet Lazma:Another jaw-dropping screen. It uses the above mentioned filler, but this time it draws some pretty neat sine curves. At first it seems to be a DLI effect, but then the 2 curves change formations, which is quite amazing (up to a point even for ST standards :) Rzog (the programmer of this screen) tells that this routine can fill the entire screen (I think 320x192) under 1 VBL, which is quite amazing! (although I think he's cheating, but that's not the point here) Dragonbobs:Contains a vertical h-disting scroller (which may be done using hardware sprites), some nice raster bars, and the old infinite sprites trick. What more can I say? Farewell:A small screen containing the full credits. -------------------------------------------------------------------------------- "Igor"by Mad Team -------------------------------------------------------------------------------- General notes:Side A needs a 130XE to run, but to be able to access Side B you need a 320XE. Since this is a dentro, I will split the review in 2 parts: Side Aand Side B. Side A: Upon loading, a mouse cursor appears. Then something they call "Atari Workbench" appears (geesh! They love this desktop SO much? Couldn't the include GEM?). The mouse moves by itself (wait, where the f**k are you going? ;-) to D1: and double clicks that icon. A "window" is then displayed with a huge icon, which has the filename IGOR.COM. Then the mouse moves there and "double clicks" it. Then the whole screen is blackened, and a "MadTeam" logo is being shown, interlaced (I found out that turning Atari800 to full speed while in full screen eliminates most of the flickering of the interlace. Of course,if you have a fast machine, the demo flys past you very quickly!), while we wait for the main part to load & depack). Then, a moody bass line is played, and a fire effect is being shown (Graphics 3, mirrored by hardware on the x axis :). In the middle of the screen the group's member list is being displayed using the same interlaced font. The music, being nicely synchronised with the graphics shown, fades out and fades in as a sphere writing "presents" appears, which is then morphed to an "Igor" logo (with a nice Pokey sound effect). After the fade out, there is a sudden (and violent?) outbreak in the music (a techno-like track) and the screen is filled with grey squares at random. Then a manga girl pic is shown (Darn! These manga pics look very nice at every resolution & colour depth!). Then the whole screen is turned grey, which we find out that it's actually a grey polygon, which rotates around the z axis and zooms out at the same time, giving toom to the black background. Then by a sipmple "curtain" effect, the background is turned green, in which the first serious effect is being shown. It's something they call a "Rot Cross" which is a 3D object consisting of 2 crosses, which rotate around all axes with motion blur! (Don't forget: on a 1.77Mhz machine :-). Then we have a "Blur cube", using the same effect on 2 squares at the same formation as the crosses, using the same effect on a brown background. After that an interlaced rendered picture appears, which is a sphere on a fractal floor (Wow! Don't all these rendered pics look the same? :). This gives way to a dot tunnel consisting of quite a number of dots (although I didn't like it aesthetically). Using the same curtain effect as before, the background is truned black, and a guy resembling Keith from the Prodigy in the "Firestarter" video is bring shown (at a later point,you'll find out it probably isn't him).Next effect:A fractal-like background is displayed, a naked woman comes out of the left border and stays there (which is done using hardware sprites, as the graphic mode that they're using doesn't allow more colours), and finally a 3D "asterisk" comes out of the right border, spinning around all axes with blur motion. Then, with the help of some hardware scrolling, we are presented with another volcano-like background (interlaced), and a 3D pyramid object is being drawn with alpha blending & blur motion (boy, I never thought I would see these effects on a simple Atari 8-bit! ). Afterwards, we are presented with "A new Atari graphics format", which is called "RIP" (don't ask me, I'm just writing down this stuff ;-), and a smaple picture is being shown to display the capabilities of this format (interlaced, as always). Then we have the last effect ("Thank God!" some might say :) for this side ("Aaaargh!" the same people would add ;-), which is bump mapping with a very large "spotlight". The music then "loses" its BPM and the effect fades out, to give space to the prompt for..... Side B:After a spot of loading, the screen turns blue using a pleasing horizontal wave effect. Then we are presented with a quite fast zoom rotator (with a couple of members' photos as graphics). Then some stretch is added to this effect with yet another Mad Team member. Then we are presented with a "Jet" rotator, which looks like (no, is) texture mapped polygons at a pretty amazing speed. Then the zoom rotator is being shown with some "proper" graphics (a drawn 3d cube which spins around the z axis :). Another photo of "Keith" is being shown (Down right I saw a logo writing "Rocky". Perhaps it's him?). Then a tunnel effect appears slowly running at an accepatable speed (full screen), which gives gradually way to another "Igor" logo, to be covered with another tunnel effect, but the textures (which are, needless to say, the group's photos :) are twisted around. The previous logo is shown again, and then the same tunnel effect with (at last!) some proper graphics! Then, yadayadayada, logo, yadayadayada, the tunnel with proper graphics twisted. (I know, it's a nice routine which runs at a very fast speed, but it's getting boring for you to read ;). Then... change in palette (brown-yellow)... tunnel... proper graphics (oh, what fun are we having :). Then the whole screen is turned white, which is broken like glass, and the pieces disappear into nothingness, to give way to our old pal "Keith" again (and by the looks of him, he has gained a couple of pounds ;-). Thecredits are then shown and the music stops very synchronously (and pleasing). Some noise is being shown over the text (which is, of course, hardware sprites). The end. -------------------------------------------------------------------------------- "Asskicker" by Shadows -------------------------------------------------------------------------------- General notes:The main menu & outro run on a simple 800XL, but the main demo needs a 130XE (and you are missing a whole lotta stuff if you don't have one - or can't emulate one :) Also note that the main menu is joystick contolled only (as far as I know). The main part:An "Asskicker" logo shows up (which has a shoe print at the background - is it Timberland? :) very briefly, and then it's ass kicking time! Starting with a zoom rotator. On the left border 3 stripes (green, white, red) appear (the polish flag?) while the effect is being shown. It seems to be a bit faster than the Mad Team effort. Then comes some zoom-rotate-stretch, like the Igor demo's (again running faster than Igor). After this effect the whole screen turns white and a thunder sound effect is being played (ahhh, I remember the days when I had a 800XL! FOR I=255 TO 0 STEP -1: SOUND 0,I,6,8: NEXT I :))) and from that point onward we gather that the demo is music synchronised. After the sound effect we are being introduced to "Mr. Gouraudni" (as they say in a logo that changes positioning at random), which I think you might know him! A 3D Gouraud shaded cube appears spinning around all 3 axes (anybody remembers the loader of "Interphase"? ;) Then the Gouraud shade changes to 3D texture mapping with a very very nice plasma texture (and with a very nice green palette). Another thunder sfx and some manic sirens and a graphic saying "Milicja" (sorry, I don't know a single word of Polish! Might that mean "Warning" or something like that?), and then another writing (in English this time) "Textures". The music now changes to a very rapid techno-like something and another 3D texture mapped cube appears, but with 3 different textures being used. After a while the textures start zooming in and out to add to the cool effect (for a 8 bit machine). Another explosion sfx, and now a "Doom" logo (that PC game by Id that made a LOT of people dump their existing machines for a PC :( ) appears (and I believe that the music changes to the music of Doom?). Then we are presented to exactly that: A dungeon a-la-Doom (which is not 3D texture mapping, just in one axis). The field of view is quite long (but this is due to the fact stated in the previous sentence) and it is quite amazing to look at, but this screen is displayed for about 2 min, and it gets a bit boring after a while (So you'd better push the "full speed" button if you can! Another reason for me to push the "full speed" button is because the music really pisses me off! Sorry guys :). Another explosion and we are transfered into the next effect: Motion blur. To be more precise, some (real time?) morphing with motion blur. Astonishing! (the only problem, in my humble opinion, is that again we have a digitised face instead of a graphic). After that's over with, we are bring informed that the demo finally made a decision that it has displayed enough effects without loading anything, so it's high time it did! Once the depacking is done, we are presented with a 3D torus eviromentally mapped with a backdrop. If you've seen DHS's UCM #20 intro you'll certainly know what I'm writing about. This is a bit slow, I'm a bit suspicious about this effect, because it's the only effect being shown before the credits. Could it be that it is a pre-rendered animation that is being depacked in real-time or is it really a real-time effect? (Mabye Grey, being an ex-Shadows member, could enlighten us on the subject? Or Konop, the coder of this demo? Becuase I'm not going to start digging into 6502 code after about 10 years without having a real XL!) In any case it's a pretty nice effect, precalculated or not, and that's that. The outro (which is only selected from the main menu):A vertical scroller with credits & thanks. There is also a hidden part to be found which is programmed by Bewesoft (which is -was?- quite a force in the decade that passed for the XL). Unfortunately I can't help you finding it, because I've only seen it once in a hacked version of this demo which loaded the hidden demo from its own menu. What I remember though is some one-colour effects, such as some circles, 3D-line objects, stars, which were displayed one at the time and then all together, which made the poor CPU choke a bit. -------------------------------------------------------------------------------- "Overmind"by Slight -------------------------------------------------------------------------------- General notes:Needs a 800XL at least to work. The intro: The screen fades into black, and after some loading some text with intelaced palette appears ("A Year has passed"). Then a largish one-colour "Slight" logo dances around the screen, then some more text ("has created") and then a "Overmind" logo appears and a thunder is being shown with a thunder sample played (5-6 times). Then after quite some loading we proceed to: The first part:Some text appears saying that we would be presented with a realtime calculated Sierpinski triangle in one VBL! (Hey! My kind of people ; -))))). It is actually a Sierpinski triangle which is rotated around all 3 axes, but only about 256 points of it are being shown (selected at random each frame). Afterwards, a "SLT" logo appears (with the aid of some hardware scrolling). Then the top of the screen is occupied by a flexiscroller, which claims an amazing 1792 individual points scroller! In one VBL! Then a couple more wayforms appear, and then before it starts being boring, we are presented with another effect, which is a vertical scroller disting and stretching per line (which might be a hardware sprites trick by the looks of it - 4x8 font? Suspicious!). The last effect for this part is a plasma screen (which is actually pretty large, although a bit blocky), which also serves as a loading screen for the next part! The second part:A "Slight" logo bounces and finally settles in the bottom of the screen, while in the rest of the screen we see some real-time line tweens (consisting of about 32 lines!). Then a wave zooms in, and just when you think you're about to see some more line tweens, you're shocked by some spline tweens!Although all tweens are being generated jsut by one spline, it's nevertheless very effective ones and quite pretty (just like the line tweens). A huge Pacman sprite then comes and eats up the "Slight" logo! The part is over, and the next loading screen appears: Some shade dots. The third part:Aha, time for some 16-bit effects! Beginning with some vertical raster bars (which btw are SO easy to code on this machine - as well as the STE :))). After that some greetings arrive with a quite large font, scolling rapidly. Then we have a 3D cube (consisting of lines), with a trail fading out, which is after a while morphing into all the usual geometrical shapes. End of part, and this time the loader is a fire effect (graphics 3 :) The fourth part:Hmmm..... pecalculations time! The standard Mandelbrot set is being "zoomed" in front of your eyes, but with a small twist! 5 overlapped "windows"of that animation are being displayed (of different sizes too!). This time the loader is... (shock, horror!) just a blank screen which after depacking, asks you politely to insert side B (while playing a sample). Another balnk screen for a loader (in the credits, we find out that it was coded by all Slight members ;-) we are transfered to... The fifth part:A small loader appears out of nowhere! This time it's a very simple zoomer lens. Now, a tunnel of depth-cued squares appears. Then the squares go haywire and decide to start rotating and changing their centres. After that some lisajou patterns appear, which are clearly mirrored in the x axis. What would you expect after that? Some more dots? (I did!) Nope, they decided to show us a roto-stretch-zoomer (small size, but running at 50 fps). The next effect are some shadebobs, which, as always, are boring as Hell. 7 zooming circles appear next (always at 50 fps!) dancing around the screen. Then another very pleasing DLI effect appears: 12 circles zooming in and out, which then start to distort horizontally! After the trickery, some real hard code appears: A 3D sphere consisting of quite some depth-cued dots. This one doesn't quite reach the 50 fps mark, but it's quite fast. End of part, and another plasma loader appears. The sixth part:The announcement says we're going to witness a voxel landscape, and it then proceeds showing it to us! Now, I've never been quite a fan of voxels (I find them a bit blocky in most cases), but they're not bad here (and also, stunningly fast). Another spinning line cube appears next, which turns into hidden-line shortly after. Some shapes after, we're taken to a disting scrollertelling us that this demo won the demo compo in Orneta '95, which is, suprisignly enough, the loader screen for the next part. The seventh part:The first effect is basically a 3D texture mapped polygon, which, they claim, is the first one coded on a 8-bit. Then we have a 3D dice made out of small ball sprites, and then a zoomer which is a bit slow, but the graphic being zoomed is quite large, so we'll forgive them :). Time for the next part, with a loader that just flashes the text "Stickman's world", which is what the next part's all about. The eighth part:It kicks off with an effect seen before in this demo: Realtime circles whizzing about the screen. And now for "Stickman's world": It's a line animation featuring a guy who turns on the radio, dances some nice tunes (what is it with The Prodigy anyway?) and then gets a drink from the fridge. It's a nice tween. Note that I think that it is a direct conversion from a PC 4ktro whose name I don't remember. After this, it's the final loading screen: a fountain which springs dots all over the place. The outtro:Just a vertical scroller which gives the complete credits. Note that there is a 3rd side of this demo featuring even more effects, but I haven't been able to locate it so far. Closing note ------------ Yes, I know that you might have some arguments about my list because "Overmind" doesn't contain many "new school" effects (God, I hate this categorisation), but the quantity and quality of the effects in "Overmind", as well as the speed they run at (mostly 50fps, which is my passion - if you've watched my stuff so far you'll understand ;-) push it in the top of my list GGN/KÜA, Jan 2001 (painted with theAKT) |
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