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: : : Demo review : : Illusion : : by Dune 1993 - 2003 : : They say that there's no bad kind of publicity. They say that any publicity is good publicity. And if you look for a an Atari ST- demo that is the most rumoured, spoken about and hyped demo of the past 10 years, you might as well put this demo on your top-ten list. Those who have wittnessed its original appearance 1994 have been considered blessed, those who were supposed to have it on a disk somewhere soon had to admit that they don't and it looked like this is one demo that might become a legend without ever having been released. Then, all of a sudden, Dune returns to the Atari demo scene and this demo is remembered. Soon, the people of Dune, are asked and nagged about this demo and finally, they started to recycle their work, re-sort their routines, re-read their disks and the almost dead master-project Illusion starts to breathe again. And if you want to see your good old 1040 ST breathe again, too, you better download this dual-disk demo, get some popcorn and get ready for the a trip into another reality ... or so it says. The demo starts with a colourful logo and a rotating Dune-logo besides it while the demo loads the introductory cartoon. This tells the story of an era where dreams end, of a tower where reality turns into an illusion and vice versa and about a man named Joe who is considered a lost man, and who uses his computer to finally flee this reality and enter the world of illusion. The comic-strip is accompanied by small text in yellow boxes telling the story, and several pictures of the comic-strip appear on one screen usually before they all disappear to clear the screen for the next round. Also, the whole comic-strip is accompanied by either a mod or a sample, very classical instrumented, to support the story. The comic ends with a screen saying "Reality is what you see, Illusion is what you live". But the cartoon does not end yet. On the contrary, those who have played Space Fighter by Frontier Software know the movie-sequence that follows pretty well because it's just the same. A space-ship disembarks a huge space-port, travels through space to reach a mystical city on a very green planet. The spaceship and all surrounding space-ships consist of filled-vector 3D, the surrounding graphics are carefully pixelled but are static though. This little film ends as the space ship approaches a large Illusion-logo. The following screen is very real though as you are prompted to insert disk two. While disk 1 is obviously meant to contain the introductory sequences only, disk 2 is containing the demo. Which starts by a freely rotating starfield made of little ball-shaped bobs while the credits are faded line-wise onto the screen and removed again, applying the same effect backwards. Right after the credits, little colourful square pictures zoom in on the dedicated viewer, saying "here", "we" and then "go" - And indeed, watch them go. A large Dune-logo in soft golden shades appears on screen, which soon turns out to be on a large square 3D object, very similar to the screen called Sabatier Mapping in the famous Flip-o-Demo, but on a much larger object. But this golden logo doesn't stay on screen very long, it is replaced by an interlaced logo with smooth shades rather quickly. Not for long, though, as some 3D dots, forming a very original and so far unseen shade, appear on screen, also applying the effect that where many points overlay each other, the dots are brighter than where they do not conjunct. This object made up of dots hovers and moves on screen for a moment, but soon moves off screen to make room for a wireframe cube applying the same overlay effect on the lines and containing some more 3D dots behaving just the same in it. And while this cube is being removed, a little logo appears saying "realtime bezier curve", but this curve is also located in a wireframe-cube and all lines plotted on screen once again feature the effect of additive brightness. Time for another Dune-logo, the makers of this demo thought, and then maybe some more 3D-objects. This time, it's a a cube again, but the lines of this object are drawn a few sprites that seem to consist of 2 bitplanes. Also, the cube contains some more sprites as well. But obviously, the programmers didn't expect too much cheer for this effect, so they made it move off screen and instead, another nice graphic appears with a vertical scroller advertising the group moves on the right side of the graphic. Well, why not have some more dots on screen ? The last ones very obviously very popular, so now, 1200 dots in several bitplanes appear, moving in a pattern which is advertised as "strange sinus pattern". But obviously, not strange enough yet, so here goes something very strange: A realtime dot-fractal, being rotated and zoomed out in realtime on screen, in soft blue colours. And while we're at it, how about some glenz vector ? But this wouldn't really be a Dune-demo if it wasn't presented with a twist, so you get a rubber-glenz vector cube for a change, which is indeed twisting on screen. A little less twisted, but semi-transparent just the same is the large glenz-dodecaeder which is then rotated on screen for a while. Maybe it's time for some balls again. This time we get a some eye-balls, one semi-photo realistic, one carefully sketched, being exchanged more rapid as time goes by ... ... and as the next effect is brought onto screen. This time, it's a rotating spiral in 2 colours, accompanied by a Dune-logo on its side. To prevent the viewers eyes from going all funny, the effect is being replaced by the effect called Dragon Ball, a wobbling ball with little stars mapped on it and a colourful Dragon Ball logo besides it. In a similar environment, another 3D object appears, a gem- stone with many faces in different colours, creating the impression as if it was gourraud-shaded, which it isn't. Again, this effect is not kept on screen for very long. Instead, the viewer is presented a little screen that might be animation as well as realtime of blue plates, displayed as solid vector objects, moving and rotating diagonally over the screen. But not even this transition is applied very long. Now, Dune presents an effect they themselves call Psycho-Plasma which seems to consist of overlaid 1 bitplane plasma effects, resulting in very original plasma-patterns. And because bitplane effects are always good for a funky transitions, the viewer now is being shown 4 transparent discs, just to overlay them in the end and displaying a very nice picture of a tree in the resulting disc. Another effect that has been reused every so often follows now, the multiple screen rotating cube which is being displayed in 3 rows, 5 times per row, with different colours per row and a background pattern, but this time, the cube moves out of it just to explode in the middle of the screen. Back to some other odd stuff: The 1-frame filled tunnel. In contrast to the "new-school" tunnels, this one consist of filled 1 bitplane vector patterns that actually form the texture of the tunnel. Quite detailed for this technique and moving very fluently. And while speaking of vectors, why not have some more space- ships like in the intro ? Here comes the spaceship from one of the famous E.K.O. Falcon demos, moving and rotating over the screen. However, this 3D object is not half as flexible as the cube, which re-appears on screen as a rubber vector cube, moving and bending quite quickly on screen. To spice things up a little, the cube also appears mirrored on a moving and rotating plane afterwards, and even accompanied by filled circles, and to top everything so far, the circles even get a solo and appear without the cube. Time for an interlude with one of Mic's famous pictures and time to rest a little before the final part of the demo. We had various specimen of spaceships, but here comes a textured spaceship. The 3D object is a bit simpler, similar to the spaceships using in Elite, but fully textured. But as well all learned through this demo that Dune likes cubes a lot, the spaceship is soon to be replaced by a textured cube in high resolution, meaning in a physical screen resolution of 320 x 200 instead of the now so usual 160 x 100. The cube itself does not fill the screen fully though. The cube as 3D object appears again as plasma-cube, represented by a rotating cube with a plasma-effect in it, but the plasma is not projected on the faces of the cube, it's more a re-use of the psycho- plasma from before, just this time the bitplanes do not overlay permanently but only where the shape of the cube allows. Finally, before the curtain falls, we get to see a lens-effect on a hires picture. A rather simple vertical end scroller ends this demo. Well, as you can guess from the length of this review, the demo features quite a lot of effects. The whole demo is accompanied by various chip soundtracks by various musicians, but most of these musics seem to have been composed before everybody used the SSD in perfection. The average standard of graphics is very high due to the excellent graphicians in Dune. Typical for Dune are also their wide variety of transitions, which range from simple fading over scrolling, bouncing and flashing up to their typical moving, zooming and rotating rectangle. However, it is very hard to describe the average style of this demo because it's so hard to grip. The introductory comic with its gloomy style and dark colours contradicts a little to the overall style of the demo, which is rather colour- and cheerful. This way or other, this demo is a bit hard to judge anyway. It might have been a fantastic success at a party on the big screen, it also might have been a smash entry of Dune, it does feature some excellent effects and graphics, but it should also be noted that it hardly bears any effects unseen when it was presented and also that the effects shown are, despite the length of this demo, a bit limited: An awful lot of basic 3D effects, mainly cubes, some bitplane effects, a few dots and sprite-effects, but the demo is definetly dominated by the cube. Next to that, despite the fancy transitions and excellent in-between graphics, the sequence of effects does obviously follow no rule and no story-board. This does not really harm the demo as it is, but a demo that begins with such an extraordinary introductory comic-strip would have done well with an equally well chosen sequence of effects, which it doesn't feature though. Then again, time hasn't stood still before the first presentage of this demo and its release, and story-boards of demos is probably rather new- than old-school. Also, the demo should still be considered as a "roughly overworked party-release" because, like the end-scroller says, the demo has never been really completed and definetly hasn't been compiled anew as all effects were finished. So, to sum it all up, the demo has been vanished for far too long - it had basically no chance of earning the same respect now that it did when it was first shown. Now that it has grown a legend in the past 10 years, people's expectations have rather increased than decreased and Illusion has very little chance to match these high expectations. But seeing Illusion as a demo from 1993, seeing it as a demo and not as a legend, seeing it as what the makers have wanted it to be, not what the hype has made out of it, it is a good demo and definetly worth a look. I, personally, am also slightly disappointed. While i simple love the first part of the introductory comic, already the second part, the story with the space-ship, disappoints me slightly as it doesn't really match the excellent beginning. The demo itself features far too many cubes for my personal taste, spoiling the more original effects featured in this demo to a measurable extent. I don't really wonder why this demo was never released in time because there has still been an awful lot of work to do to make this demo a really excellent one. Nevertheless, Illusion is really not a bad demo. It is a good demo, and i am happy that it has been released in the end, but there are too many "flaws" in this demo to call it outstanding. Sorry about that, Dune ... The Paranoid/Paradox |
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