@database "EuroScene2.guide" @master EuroScene2.guide @$VER: EuroScene2.guide 1.0 (2.11.95) @author THP @(c) "THP/c!truS'95" @node "Main" "EuroScene 2 - the guide" Welcome to the Amigaguide frontend for EuroScene 2 - a compendium of the year's best Amiga demo releases from the grassroots computer 'scene. Sourced direct from the key Internet sites and direct from the big events, the CD-ROM dedicated to the artform of the future finally makes its return. What is a demo? If you've an AGA machine, try clicking on the AGA-EuroScene2Intro! icon, for an example put together by a couple of the in-house guys. If you're new to demos, intros, diskmags and the like, see what @{"Wired magazine" link "Scene gets Wired" 0} had to say on the subject, and for more specific details of what's good, there's the alt.sys.amiga.demos FAQ in the USEFUL drawer. Good pointers on groups and people to watch out for are the @{"party results" link "Events" 0} from all the big competitions, of course. If you're new, you've probably not got your system ready for dealing with Amiga @{"archives" link "Why use archives?" 0}, so that's the first thing to do. do so now. The bulk of the data on this CD is in a compressed format for mounting on bulletin board systems, so that folks may download it easily and cheaply. Archives are a common part of the Amiga's life, so you may as well learn to use them. If you're interested in trying the ready-to-run productions, you'd be well advised to check out the @{"compatibility section" link "Notes on Compatibility" 0} of this guide. Some releases require @{"extra software libraries" link "The compatibility libraries" 0} to be installed, some require a little setting up, and some just won't work on certain hardware configurations. (There's not much we can do about that) Should you want to check out some of the music and still images available on the CD, you'll need to get a feel for the USEFUL drawer, and in particular, Viewtek for images and Delitracker or Hippoplayer for audio. The USEFUL drawer also covers programming areas for AGA graphics, audio replay and and in-depth Motorola code, the Amiga Demo List, a near-definitive reference for the older releases on EuroScene 1 and earlier, and a few extra tools archived up. For those of us who know what and who to look for, the most important thing is the human-readable index file, CATALOG. Watch for the limitations on PC directory names, though - some authors and groups have been @{"truncated" link "Weird filenames?" 0} for PC compatibility - but this is good news for the sysops, who'll be wanting the plain INDEX flat text list of archives. And finally, the @{"credits" link "Credits" 0} for this disk. @endnode @node "Events" The major demo party releases, as well as the tug-of-war, bodycrash, most zits... ;-> @{" The Party 4 - Winter, Denmark" link "The Party 4 - Winter '94, Denmark" 0} @{" The Gathering '95 - Easter, Norway" link "The Gathering '95 - Easter, Norway" 0} @{" Somewhere In Holland - Summer, erm... Holland ;->" link "Somewhere In Holland - Summer '95, Holland" 0} @{" The Assembly '95 - Summer, Finland" link "The Assembly '95 - Summer, Finland" 0} @{" Remedy - Autumn, Sweden" link "Remedy - Autumn '95, Sweden" 0} @{" Digital's Symposium - October, England" link "Symposium UK - October, England" 0} @endnode @node "Weird filenames?" It's to keep things PC compatible. Okay, okay ;-> Directories: Directory names are limited to 8+3 characters under MS-DOS - some group, artist and musician names had to be changed to keep everything accessible. These changes are linked in below. @{"DEMOGROUP name chops" link "DEMOGROUP choppednames" 0} @{"DISKMAG name chops" link "DISKMAG choppednames" 0} @{"GRAPHICIAN name chops" link "GRAPHICIAN choppednames" 0} @{"MUSICIAN name chops" link "MUSICIAN choppednames" 0} To ease clarity for sensible, ISO level 2 friendly operating systems, all filenames have been left at their full length. MS-DOS compatibility have been cured in the following way: Example problem filename: New Filename Under MS-DOS Meaning 1_BREATHTAKER.LHA 1_BREATH.LHA "Breathtaker archive 1" 2_BREATHTAKER.LHA 2_BREATH.LHA "Breathtaker archive 2 Old filenames Under MS-DOS Meaning BREATHTAKER_1.LHA BREATHTA.LHA "Breathtaker archive 1" BREATHTAKER_2.LHA BREATHTA.LHA "Breathtaker archive 2 You see the problem. Thank you the world's most popular operating system. Short of crunching the filenames, this is the easiest way of making filenames unique over the 8+3 range. Luckily there's only a few directories in which multiple filename rethinks are needed, and in those, all the pairs of files are at the head of the flist if you order alphabetically. @endnode @node "DEMOGROUP choppednames" On the CD Correct accesion accession andrmeda andromeda animatrs animators avntgrde avanta garde banal.prj banal projects batman.grp batman group biosynth.des biosynthetic designs birra.brs birra brothers blackjck blackjack bmbsquad bombsquad bonzai.brs bonzai brothers brdhouse.prj birdhouse projects cdebstrs codebusters chryslis chrysalis cncd_prx cncd & parallax cnfusion confusion csmcprts cosmic pirates ddealers dreamdealers ddreams digital dreams devious.des devious designs dffusion diffusion dlicious delicious domnation domination d_access digital access eknights electronic knights emtdesgn emt design fci flying cows inc focus.des focus design f_prince fresh prince gel.des gel design gigaprod giga productions grooving.brs the grooving brothers gunnarsf gunnarsfarvebio infesttn infestation intracve interactive i_camels independant camels juliet.cse juliet & case ladybird.des ladybird design lkp lizardking's pussy lustrnes lustrones mainzel.prd mainzelmaennchen productions megawtts megawatts melon.dez melon. design necrplis necropolis neoplasa neoplasia nrveaxis nerve axis obsesion obsession oznefree ozone free polka.brs polka brothers prgresve.des progressive design prncipls principles pwerline powerline pygmy.prj pygmy projects ravenatn rave nation rzr_1911 razor 1911 shrimps.des shrimps design smellon.des smellon design spceblls spaceballs suburban.bse suburban base suspect.adr suspect & adrenaline s_brains silicon brains tbl the black lotus tbrthrhd the brotherhood tchnlogy technology t_wanted the wanted virtual.des virtual design v_dreams virtual dreams v_tronik vegatronik waverdrs waveriders wunderbm wunderbaum @endnode @node "DISKMAG choppednames" On the CD Correct abnrmlia abnormalia dnsktopn dansktoppen eurochrt eurochart glblnews globalnews grpevine grapevine senpoint seenpoint thechrts the charts @endnode @node "GRAPHICIAN choppednames" On the CD Correct arctngnt arctangent boogey.man boogeyman brdgeclw bridgeclaw drkemule drakemule dvilstar devilstar d_design d-design mtnltion motion lotion rstnslnd r stensland trebeard treabeard tyshdlmo tyshdomolo vizulize visualise wntrmute wintermute @endnode @node "MUSICIAN choppednames" On the CD Correct alcohole alc'o'hole alienthj alien & thj andy_esc andy / essence aquafrsh aquafresh a_mnster audiomonster beathovn beathoven beehuntr bee hunter bldevacm blade vacum bluadnis blue adonis blueslnc blue silence cartoon.jel cartoon & jelace chorus.sid chorus & sid ctrpoint counterpoint densdsgn dens design devsttor devastator djrberto dj roberto drmfish dreamfish exectinr executioner filipeto filippetto flsbrain fleshbrain gluemstr gluemaster heindsgn hein design hithnsen hithansen hllywood hollywood intrphce interphace jsperkyd jesper kyd kalestrp kallestrup lzrdking lizardking mntronix mantronix moonlght moonlight nghtlght nightlight nghtshde nightshade nurodncr neurodancer papasmrf papa smurf pnochio pinocchio p_motion purple motion rdr_crst radar & contrast reverse.cwz reverse & clawz rhesus.min rhesus minus r_knight romeo knight splif.prd splif prod. spoon.jam jam & spoon stargzer stargazer s_winder sidewinder tip_ffox tip & firefox tip_mtrx tip & mantronix tricktrx tricktrax u_artist unknown artist witchntr witchunter yga_spyt yoga & spyrit zulu.gry zulu & grey @endnode @node "The Party 4 - Winter '94, Denmark" OFFICIAL COMPETITION RESULTS THE PARTY 1994 This is the official and complete (except PC Demo, which Red Scorpion will release) list of results from all the competition at The Party 1994. Multimus & SauberSound Organizers The Party 1994 AMIGA DEMO Rank Points Entry Title Name -------------------------------------------------------------------------- 1 1443 16 Nexus 7 Dr. Jekyll / Andromeda 2 710 22 Psychedelic Skull / Virtual 3 501 17 Motion Bomb 4 236 9 Soulkitchen Silents DK 5 231 8 Whammer Slammer Zalu / Rebels 6 207 15 The Prey Merge / Polka B. 7 193 7 Ninja Melon 8 191 21 Roots Sanity 9 162 2 Beyond The Furure Musashi / Union 10 129 20 Killing Time Oxyron 11 126 12 Zootje Claw / Tragedy 12 125 19 Much Ado About Nothing Confidence / Puplo 13 120 5 In a World of ASCII Impact DK 14 110 18 Syndrome Scope / Balance 15 103 10 Indigo Oxbab / Oxygene 16 100 11 Dove Bartman / Abyss 17 91 3 Olympe Gods 18 80 4 T.S.I.A. Lamon 19 62 14 Alien Dream Passion 20 55 6 Buggy Balls Mentasm 21 42 1 Toothbrush 3 PIB / DRD 22 22 13 Dotsy Codac / Apex C64 DEMO Rank Points Entry Title Name -------------------------------------------------------------------------- 1 734 9 Access Denied Access Denied 2 532 8 Brutal Comeback Light 3 433 4 Courtesy of Sovjet Wrath 4 354 5 Dein Zycrex Antic 5 345 2 The Final Torture Padua 6 317 1 F.A.K.E. T.O.M 7 180 3 No Parts Dinasours 8 131 10 Bla Bla Censor 9 118 6 Party Scroll Trsi 10 78 7 Unnamed Silicon 11 35 11 Dances With Bytes House WILD DEMO Rank Points Entry Title ------------------------------------------------- 1 1144 1 Wild Demo 2 683 4 Twisted 3 480 2 Da'Ride 4 382 7 Maximum Overflow 5 243 14 Realtime Animation Concept 6 197 13 Planetarium 7 155 3 Technical Input 8 83 5 Christmas Leftovers 9 71 12 Thunder 10 61 11 The Big Bug 11 41 6 X-mas Intro 12 27 8 Crazy World 3 13 19 9 Ear of the Ankh 14 12 15 Gettin' tired of... ? 15 2 10 Stepdemo MUSIC Rank Points Entry Title Name -------------------------------------------------------------------------- 1 323 7 Electric Church Hithansen/Rednex 2 297 8 Folx-vagen Dreamer/TRSI 3 264 3 A Kind of Love Zulu&Grey/Rebels 4 260 6 CyberFuck M.C.MP/Remedy 5 238 20 Outer Funk Zouf/Access 6 223 5 Bridge Tricktrax/Tribe 7 189 2 Hans Wurst Drehmt Auf Mr. Looping/Interpool 8 144 9 Illusions Andy/Essence 9 129 16 Nadir FBY/Sotrone 10 123 1 Conspirito Nation/Dragnet 11 94 10 Island of Sadness Klorathy/Freezers 12 88 13 Mental Motion Amadeus/Meka Design 13 88 14 Peace and Chaos Smooth 14 82 22 Mystical Mouse Mystical/Purple 15 82 4 Beyond Cyberspace dada/abnormal 16 75 18 Emphutured C-Quence of Gods 17 72 15 S.O.S. DPL/Platin 18 65 11 Legend Unix/Chryseis 19 56 17 Bouncing The Fox II/Reality 20 36 12 Mayday 2 Mr. Mister & Ravage 21 36 19 Jazzy Byld Releif/TLL 22 19 21 Unbored Fantasies Kallestrup SS&A MULTICHANNEL Rank Points Entry Title Name -------------------------------------------------------------------------- 1 388 15 Reflecter Zodiak/Cascada 2 373 1 BUD Moby and RA/ Nooon 3 265 20 World of dragons LizardKing/Triton 4 232 18 The Banana incident Trap/Bonzai 5 214 17 Starlight Symphony Emax/TRSI 6 191 8 Escape from PORI Purple Motion/Future Crew 7 180 2 Kukby Gandbox/Eden 8 142 7 In the mist Edge/EMF 9 142 3 Xero Gravity DevilLock/TAL 10 120 5 Charella MiG/Weird Magic 11 118 14 The 6th Dimension Jazz/Diffusion 12 116 9 Lenni goes groovy Breeze/Capacala 13 112 19 On the moon Blue Adonis/Traxx 14 100 4 Aldea Azure/Prime 15 99 12 Modern Tune Contagion 16 82 11 Trip to Pluto Cygnes/Fidion 17 57 6 Fantasm Marvel/Future Crew 18 53 10 Grave Disgrace Soundwave/Virtula Visions 19 33 13 Broken Promises Kaiowa/Sorrox 20 30 16 Something DJ Psusic GRAPHICS Rank Points Entry Title Name -------------------------------------------------------------------------- 1 239 9 Helge Schneider Peacky/Masque 2 202 24 AH.Self D. Ra/Sanity 3 187 94 Vampire Mirage/Bonzai 4 161 30 Selfportrait Dize/Silents DK 5 144 5 Digital Modelling Luma/Ps-crew 6 139 75 Daddy Dearest Devilstar/VD-Polka 7 133 1 Fire Emblem Pris/Edge 8 122 3 Divers Dream Merlin/IPS Crew 9 112 57 Fishfood Fiver/Trsi 10 111 54 UnderGrove Zoon/Silicon 11 111 26 Rapid Tyghdomos/Abyss 12 104 6 Jellyfish & Seaweed Electron/Citrone 13 90 14 Attaq Jmj 14 86 55 Nude-girls Facet/Space balls 15 86 2 Dean Louie/Insane 16 81 25 Life ? Flow Inpact 17 76 45 Chaos Warrior ZeeLoyd/Triangle 18 73 19 Shaman Endor Dragnet 19 73 44 Fearless Teevaan/Rebels 20 72 32 Breakfast Reward/Complex 21 72 42 Smokin' Absurd/Stonearts 22 71 4 Tzeeneth Mr. Bean/Dragnet 23 70 59 History Agony/Duplo 24 68 49 Retina Spiral/Oxygene 25 61 29 Silicon Life Motion/Balance 26 59 82 Why? Pixie/Polka 27 57 17 Wo is das schiff? Wintermote/Interactive 28 53 15 Nocopy FaceOfNature Cougar/Sanity 29 52 34 Crowbar Lobo/Scum of the earth 30 48 20 A place to be Prowler/Passion 31 47 96 Fish Joe/S!p 32 46 97 No title Exess/Rebels 33 45 67 You fuck my wife Kyle/Mentasm 34 44 13 Ocean Dreams Kama/X-trade & Wrath 35 44 7 Shortcut to heaven Picasso/Depth 36 43 31 Sandra Unique/Balance 37 41 27 La tete a toko Slaine/Eden 38 40 33 Mr.Hyde Titan 39 35 21 House Of Pain LoveLace/Node'sign 40 35 39 Zailorpower R.W.O./Balance 41 35 10 Generotica Lar/Sqh 42 32 90 Mandroid Mitch/Success 43 31 77 Demoniac Bifrost/Iris 44 30 35 Trouble Dr.zulu/Giga prod. 45 30 8 Divergence Neuron/Glp 46 30 12 Light Wolf/X-trade 47 30 48 Levelling the land Bridgeclaw/Gods 48 30 62 Fuckface Von Broom 49 29 58 Monster Mrk/Squash 50 29 78 Lony Men 2 Aos 51 28 64 Rewarding Destop/cncd 52 27 16 The toad Skutt/Movement 22 53 27 93 Swamp Thing Ricochet/Acme 54 25 47 Heaven & Earth Lbj/X-trade 55 25 66 Justice Marlon 56 25 28 Conners' self portrait Balance 57 23 52 Cammy and Chonli Greg/Arkway 58 23 43 McChicken Nazgul/Sabotage 59 23 91 Fdream Jugi/Complex 60 22 69 9 Tongues And 1 Tear TOB/W+B 61 21 23 Tittie Tante Cyclone/Ind. 62 21 76 Snoop Kwiwa Magic/Mirage 63 19 46 Midsummer Cetury Xtc/sod 64 19 83 Last Hope Lpn/Depth 65 18 11 Onyx-Out of Imagination Onyx/Meka Design 66 18 18 Legomania Tony Wiren 67 18 92 Power Tee Ace/Megabusters 68 18 38 Devil John Painting Deckard/Disaster 69 17 80 Twisted Head Mount/Polka Brothers 70 13 61 Psycho John Tactica/Vanity 71 13 37 Irish Impressions Jcs/Sector 7 72 12 50 PigPic Talon/Subacid 73 11 99 Lucky Hunter Contrast/Hypnosis 74 11 41 Octo-domination Tukan/Parallax 75 11 22 Temptation Ninja/Dual Crew Shining 76 11 79 Human race Steffen Skov/Humanoid 77 10 95 Bubble Dreams Marvel/Fc 78 10 85 Jojo Zac/Spasm 79 10 84 Blackbox on ice Gandalf/Fear 80 9 81 Slaine Sigh/Legend 81 9 68 Zieuh Biro/Dnt 82 9 51 Busi n' fly Replay/Mentasm 83 9 73 Island of terror Geist/Ngc 84 7 74 Vision Malefique Floppy 85 6 60 Read dreams Black Droid/Wd 86 6 56 Deen.aua.swe Deen/Aurora 87 5 98 Party animal Dice/Amber 88 5 53 Bondage cream Codac/Apex 89 5 40 SoccerTime Xanth/Darkness 90 2 63 The Bitch Grandma' 91 2 65 Nexus Enzo/Mentazm 92 1 36 Lizard DJ Stohe/Turtle Manix 93 1 89 Freedom Alchemist/prime 94 0 70 No title Noogman/Complex 95 0 87 Squindcans Martin Linde 96 0 72 Avoid.nocopy Drakemule/Exceed 97 0 71 Lipstick.Nocopy Motion Lotion/Exceed 98 0 86 Canyon Q/Tnt 99 0 88 no title Earthquaker/Cosmic style AMIGA INTRO Rank Points Entry Title Name -------------------------------------------------------------------------- 1 563 8 4k0 Crash/Polka Brothers 2 535 24 McIntro Fresh Prince 3 301 4 Nitte! Passion 4 298 17 Doodle-Doo Devilstar-VD 5 270 14 The Killing Of An Egg Slim/Slim Prod. 6 215 21 Hollywood Mood TPDL 7 186 18 Peverly Hills Dalmak/Stellar 8 169 7 Unsatisfied Monty/US 9 160 1 Pyrox Dice B./Bizarre arts 10 144 3 Anni Mator Marvin/Dragnet 11 130 19 A500 Homage Crazy Crack/Complex 12 99 10 At the Party Origo/C-Lous 13 93 22 Blur Bigmana/Focus Des. 14 86 2 Craptors Crap Per Bloksg†rd/Craptors 15 76 5 Time Warp Endor Dragnet 16 71 16 Falu II beta Razor 1911 17 66 23 "s" Skarla 18 43 6 Wat een gore kop Quartex 19 38 9 40K Partyintro Facet's Pussy 20 38 20 I shot Kurt Cobain Colorbird/Razor 21 35 13 "P" Seahawk/Fake 22 34 12 Laufertro Codac/Apex 23 27 15 Firstro Ray/TMY 24 27 11 Salvation Mind Firelite/Moment 22 25 20 25 Spni-001 Shayera/Spoon PC INTRO Rank Points Entry Title Name -------------------------------------------------------------------------- 1 1355 4 Cyboman 2 Complex 2 331 9 Peripheral Vision xTOTO / Valhalla 3 307 2 Finkel Rubber / Jamm 4 179 1 Abraham Project Plant 5 150 7 The Rising Blank 6 150 3 Dragon Primarch / Core Image 7 97 12 Vomit Toz / Cryonics 8 70 8 Soap Windy City / Proxima 9 68 10 Revenge Realtime 10 68 5 Live Alfred / S2 11 46 6 Grey Ervin / Abaddon 12 45 11 Zetor Dr. DJ Of Destruction / H 13 22 13 Shadow Surprise! 14 20 14 Anorexia Brainsaw / Hazard 15 7 15 i Helga / Information PC FAST INTRO Rank Points Entry Title Name -------------------------------------------------------------------------- 1 305 3 Weener P-Nut/Darkzone 2 278 1 Banana Split Hitech 3 236 2 Darkzone Rune 4 171 4 Fast Intro PalUdo's Brozers 5 18 5 Fast Intro Turtle Lotion/Dritt! Prod AMIGA FAST INTRO Rank Points Entry Title Name -------------------------------------------------------------------------- 1 494 1 ’rtesuppe Subsonic/Disaster 2 207 2 Fast intro Claw/Tradegy MOST UGLY FREAK Rank Points Entry Title ------------------------------------------------- 1 256 1 Wizard 2 169 2 Lord Cyrix 3 155 3 Syntax MOST BEAUTIFUL COMPUTER Rank Points Entry Name ------------------------------------------------- 1 271 1 Twin / Digital 2 225 2 Duffe / Sardonyx 3 143 3 AEG / Smash Designs 4 88 4 Cruel / Inzone 5 54 5 Fresh p / Nature 6 39 6 Minera COCA COLA Rank Points Name ------------------------------------------------- 1 47 seconds Pinochio DISKOS Rank Points Name ------------------------------------------------- 1 Hall length Benson 1 Hall length Sneaker 1 Hall length Mem'o Ree SOCCER Rank Points Entry Name ------------------------------------------------- 1 8:2 Henrik TUG-OF-WAR Rank Points Entry Name ------------------------------------------------- 1 IRIS @endnode @node "The Gathering '95 - Easter, Norway" Results from the Gathering 95 competitions: ---------------- Amiga Demo ---------------- 1. Parallax+CNCD 11 136 2. Avalon 2 133 3. The Black Lotus 10 110 4. VIP/Equinox 3 94 5. X 1 70 6. Gifair 7 54 7. EMX/TCM 4 45 8. Gods 9 34 9. RATS 5 30 10. Vodka/Saturne 6 25 Drifters 12 25 12. Dangerous Darky 8 21 --------------- Amiga 64kb ----------------- 1. Jobbo/Spaceballs 2 179 2. Major Asshole/Spaceballs 4 160 3. Complex 1 133 4. Joika of Birra Bros 3 73 5. Darkman/Triumph 7 63 6. Skjeggspir/Contras 8 38 7. Lizardking's Puzzy 5 35 8. Progressive Design 6 31 --------------- Amiga 4kb ------------------ 1. Lone Starr/Spaceballs 8 156 2. Skurk/Hoaxers 3 119 3. Zelow+Brekke/Contras 4 93 Alta/Dangerous Darky 7 93 5. Rats 2 87 6. Progressive D. 1 80 7. Ulven/Maak 5 50 8. Neurotic/Cyberstate 6 32 ---------------- PC DEMO ------------------- 1. Jmagic/Complex 4 299 2. Adept/Scoop 9 169 3. Sorrox/Steff 2 159 4. Twaddler/Proxima 1 107 5. Nod/Lovedoorfoxor8 7 98 6. Jaws/Yeti 3 63 7. Bit Killers 8 42 8. Tic/Maxwel 5 26 9. Gigazone 6 21 10. Morbid CRU 10 3 ---------------- PC 64kb ------------------- 1. Sandman/Valhalla 1 269 2. XToto/Valhalla 4 158 3. Darkzone 9 129 4. Uzul/Scoop 3 128 5. Zmart/Xenogenesis 5 101 6. Burger/Tango Sisters 2 92 7. Morten+Nils/Scoop 6 74 8. Dr.Unknown/Mercurite 7 39 9. Phaser 8 17 ----------------- PC 4kb ------------------- 1. The Plastic Priest/Scoop 4 219 2. Calvin/Proxima 2 155 3. Majakovskij/XNG 8 143 4. Neon/Proxima 3 124 5. Uzul/Scoop 1 82 6. Cassiopeoa/Sect 5 59 7. Christ/KVS 7 58 8. Ivar Mestad 6 43 ----------------- Graphic ------------------ 1. Bridge Claws/Gods 28 164 2. Nirvana/Cadaver 23 121 3. Decker/Andromeda 25 99 4. Biarco/Gollum 5 92 5. Electrolux/Darkzone 14 90 6. Cobra/Gollum 15 68 7. Rainbow Painter/Scoop 24 61 Dechard/Disaster 7 61 9. Daniel 34 53 10. Hole/Grotesticle 26 45 11. Shadowfox 33 39 12. Sideshow/Lisence 6 34 13. TMK/Inf. 36 29 14. Magz/Grotesticle+Parasite 9 26 15. Snuffy/Scoopex 2 23 ------------- Music : 4 Channel ------------ 1. Syntex/Stone Arts 7 119 Superted/Grotesticle 10 119 3. Typhoon/Avalon 9 109 4. Tecon/Surprise Prod. 2 104 5. Zany/Iris 4 97 6. BC 1 96 7. Chris Mæland+tim/Spb 14 89 8. Interphace/Andromeda 6 85 9. Jogeir Liljedahl/VD+Scoop 11 79 10. Shorty+Tim/Spaceballs 8 71 11. Pinocchio/Damage Inc. 3 66 12. Fuzz/Trsi 12 65 13. Vegard/Scoopex 5 39 14. Lizardking/Razor 1911 15 32 15. Vinnie/Spaceballs 13 23 ----------- Music : Multi/MIDI ------------- 1. Jogeir Liljedahl/VD+Scoop 1 135 2. Domini/Twilight Zone 17 82 3. Geir Tjelta/Scoop 18 75 4. Big Jim/Valhalla 3 69 5. $volkraq/Gollum 6 64 6. Paradigma/Sublevel 3 2 62 7. Bart/Sorrox 8 58 8. Darkzone 7 54 9. Hawk/Future Tech 14 42 10. Kaiowa/Sorrox 16 41 Byte Prisoner/Scoop 11 41 Found/Orchie 4 41 13. Wam/Scoop 5 39 14. King Pleasure 15 28 15. Sticky/Proxima 10 25 ----------------------------------------------------------- Animation+Wild Demostration: ---------------------------- The prize will be summed and shared between all partisipants! @endnode @node "The Assembly '95 - Summer, Finland" ASSEMBLY '95 RESULTS _________________________________________________________________ The results of Assembly '95, held 10-13 August 1995 in Finland. * Amiga Demo * Amiga Intro * PC-Demo * PC 64Kb Intro * PC 4Kb Intro * Graphics * Raytrace * Animation * 4 Channel Music * 32 Channel Music * C64 Demo * C64 Music * C64 Graphics _________________________________________________________________ AMIGA DEMO 1 11 (2917 points) Parallax "ZIF" 2 9 (1950 points) Pygmy Projects "Logic" 3 12 (1366 points) Stellar "Miracles" 4 10 (1224 points) Silents "Fruit Kitchen" 5 2 (980 points) Juliet and Case "C42" 6 7 (902 points) Complex "Dive" 7 8 (457 points) Fanatic "Hate 2" 8 6 (356 points) Balance "Embryo" 9 4 (317 points) Zymosis "Wc goes to wc" 10 3 (281 points) Embassy "Thrilled" 11 1 (235 points) Abyss "High Anxiety" 12 13 (217 points) Black Lotus " " 13 5 (115 points) Domination "Domination's Dentro" 14 15 (27 points) "" 15 14 (26 points) "" _________________________________________________________________ AMIGA INTRO 1 2 (2312 points) Sonik "FAD" 2 3 (1933 points) Hirmu "Hauki" 3 5 (1354 points) Sonik "Blur" 4 1 (869 points) Banal Projects "Seasick" 5 4 (772 points) C-Lous "Assembly 95 40k Intro" 6 11 (714 points) Extend "Sections" 7 9 (648 points) Yodel "Oberon" 8 10 (427 points) RRR "Cinderhatch" 9 13 (340 points) Bomb Squad "Ultimate Stress" 10 6 (311 points) Heretic "Delirium" 11 8 (272 points) Royal "Sauna!" 12 15 (209 points) Cirion "Hope" 13 14 (206 points) Kinky "Sumu" 14 7 (188 points) Amacon "Mission Impossible"15 12 (108 points) Diffusion "Kintro" _________________________________________________________________ PC DEMO 1 10 (3646 points) Noon "Stars : Wonders of the world" 2 7 (1482 points) Juice "Psychic link" 3 12 (1204 points) RealTech "DX Project" 4 1 (1039 points) Capacala "Zweilight Zone" 5 2 (916 points) Epical "Rebel Mind" 6 3 (896 points) Miracle "Higher Desire" 7 15 (799 points) Orange "Television" 8 5 (587 points) Dubius "Optimal Torque" 9 8 (541 points) Kosmic "Little Green Men" 10 13 (372 points) Japotek "Figthing for something" 11 4 (224 points) Masque "Mystery" 12 6 (175 points) tArzAn tuotanto "Syllabization" 13 11 (153 points) Black Rain "Overflow" 14 9 (143 points) Deus ex Machina "Fever" 15 14 (33 points) Simplicity "Elegant" _________________________________________________________________ PC 64K INTRO 1 4 (2750 points) Wild Light "Drift" 2 10 (1899 points) Coma "Stickman's World" 3 15 (1364 points) Complex "Bill G Force" 4 14 (1219 points) Jamm "Nation Zero" 5 2 (1112 points) Halcyon "Detour" 6 13 (1041 points) Valhalla "Believe" 7 1 (527 points) Mist "Alchymid" 8 6 (506 points) Halo "Reality Impact" 9 3 (471 points) Symptom "Camera" 10 11 (364 points) Abaddon "Pied" 11 9 (358 points) Epsilon "Dream" 12 7 (271 points) Hazard "Cocaholic" 13 12 (225 points) Anarchy "Tam" 14 8 (194 points) Woodpeckers from Mars "No Class" 15 5 (185 points) @ "Byte me" _________________________________________________________________ PC 4K INTRO 1 8 (2100 points) Animate 2 9 (1729 points) Heaven 3 2 (1008 points) Crashtest 4 13 (948 points) Chrome 5 12 (836 points) Havoc 6 5 (801 points) Speed 7 10 (696 points) Compexity 8 15 (608 points) Dragon 9 4 (559 points) Bit 10 11 (430 points) Loop01 11 14 (366 points) Ahrum 12 3 (340 points) Only for few bytes 13 1 (337 points) Redrum 14 6 (326 points) Strictly 4kb 15 7 (324 points) Shine _________________________________________________________________ GRAPHICS 1 13 (1769 points) Visualize/Jamm "Fiction" 2 6 (1457 points) Artifec/Complex "Mystery" 3 7 (1285 points) Jogi/Mellow Chips "Agony" 4 1 (1177 points) Visigoth/Pure Resistance "Valkyria" 5 5 (948 points) Kube/CNCD "Mustafa" 6 2 (880 points) Kal/Astroidea "Morphosis" 7 12 (802 points) Yoga/United Artists "An axe" 8 11 (702 points) IronMan "Phobic" 9 4 (664 points) Mazor/Paragon "Pain 2" 10 8 (639 points) Facet&Super Nao/Lemon. "Baby" 11 10 (616 points) Wolf/X-Trade "NO" 12 15 (428 points) Tyshdomolo/Abyss "Grandma" 13 3 (372 points) Zeb/Orange "Nut Fish" 14 14 (254 points) Neutesten/Zirkonium "Blend" 15 9 (201 points) Destop/CNCD "Wicked" _________________________________________________________________ RAYTRACE 1 14 (2375 points) Diffusion "The Desktop" 2 11 (1487 points) Andy "Church Windows" 3 2 (1039 points) Tapsah/Absolute Xtacy "Flower" 4 15 (981 points) Dark Juha/Hirmu "Da End" 5 13 (976 points) Toalnkor/Realtech "Sunset in Vectorcity" 6 10 (866 points) Fish/Damane "Candle" 7 5 (737 points) Marek Gibney "Jesu" 8 1 (466 points) Spiff/Obsession Development "On" 9 4 (396 points) Daemon/Dawn "Interface" 10 3 (392 points) Minx/Fascination "Planscape" 11 6 (313 points) Willysoft "Room of runes" 12 12 (263 points) Serge "The Twilights" 13 7 (214 points) - "World" 14 8 (191 points) Havenlock/DKS "Grimreaper" 15 9 (147 points) Turo/Fascination "Kielo" _________________________________________________________________ ANIMATION 1 5 (2247 points) Flow by Jaco 2 8 (2247 points) Pulp by RRRR & Bang 3 11 (2156 points) Space 01 by Cubic Team 4 10 (1346 points) Chestmaster 2001 by Slimy Devil 5 2 (604 points) Fastline in vector city by Toalnkor 6 6 (603 points) Space Mountain by Execom 7 4 (384 points) Dawn by Artifex 8 3 (307 points) Bomb Ride by Vertex Twister 9 9 (175 points) Insel by Marek Gibner 10 1 (147 points) Cityscape by Zinx 11 13 (134 points) The Choice by Jan-Erik Tervo 12 7 (118 points) AAA-Animation by Shaq 13 12 (93 points) NIH by Frank 14 14 (11 points) Atlantis by Price and Tennessee 15 15 (6 points) _________________________________________________________________ 4 CHANNEL 1 11 (1420 points) Theseus/Anathema "Funkyeeh" 2 9 (1280 points) Cube/Dee "Illumination" 3 2 (1193 points) Lizardking/Razor 1911 "Crayfish Party" 4 7 (1080 points) Breeze/Capacala "Aroma of northwest" 5 8 (1056 points) Oxide/Sonik "Topless" 6 15 (921 points) Ukulele/Banal Projects "Jormuan Lava" 7 6 (824 points) Radix/Limited Edition "Rymdfunk" 8 12 (797 points) Dizzy/CNCD "Suuntaviivat" 9 1 (742 points) Brem/Bomb Squad "Get it" 10 4 (707 points) Groo/CNCD "Pop Huora" 11 3 (579 points) Andy/Banal Projects "Balthazar" 12 13 (462 points) Boheme/Bomb Squad "The Robot Kingdom" 13 10 (458 points) Sphinx/Fanatic "Holocaust" 14 5 (369 points) Yoga/United Artists "Chuynia" 15 14 (330 points) Dj. Roberto "Blowing House" _________________________________________________________________ 32 CHANNEL 1 7 (2999 points) Skaven "Catch that Goblin" 2 5 (1017 points) Rage "Guild of sounds" 3 11 (988 points) Lizardking "World of unicorns" 4 2 (968 points) Stargazer "Garage" 5 8 (886 points) Prism "Can you feel it" 6 6 (811 points) Beathawk "Breaking the sky" 7 4 (724 points) Yolk "Temple of sun" 8 10 (699 points) Purple Motion "Astraying Voyages" 9 9 (648 points) Zake "Kaapu-Pete Matkustaa" 10 3 (528 points) Pauli R„m” "Music for the forest" 11 1 (504 points) Yzi "Spinning" 12 13 (380 points) Turtle "Power Boogie" 13 12 (228 points) RSE "So.if.fix.x." 14 14 (201 points) Pete "Sy-Stems" 15 15 (200 points) Edge "Farewell to Lyrics" _________________________________________________________________ C64 DEMO 1 5 (3874 points) Byterapers Inc. "Extremes" 2 4 (2227 points) Panic "Break Through II" 3 6 (2212 points) Beyond Force "7 Years" 4 3 (1132 points) Crest "It's comming" 5 2 (1012 points) Symptom C64 Section "Bizarre" 6 1 (647 points) Chaos C64 Division "Tribute to Albert Hofmann" 7 7 (107 points) - 8 8 (25 points) - 9 12 (23 points) - 10 14 (18 points) - 11 9 (14 points) - 12 11 (6 points) - 13 15 (5 points) - 14 13 (3 points) - 15 10 (2 points) - _________________________________________________________________ C64 MUSIC 1 1 (2224 points) Zardax/Origo Dreamline "Martinism" 2 3 (2016 points) Thor/Extend "Kirta" 3 2 (1983 points) Dr.Voice/Panic "Compomusic" 4 6 (1479 points) AMJ/Side B "Sys 4096" 5 5 (996 points) Warlock/Panic "Compotune" 6 4 (790 points) Barracuda/Extend "Brainscanaloop" 7 7 (40 points) - 8 12 (15 points) - 9 8 (12 points) - 10 9 (11 points) - 11 10 (11 points) - 12 15 (10 points) - 13 11 (9 points) - 14 13 (9 points) - 15 14 (2 points) - _________________________________________________________________ C64 GFX 1 3 (2631 points) Dr. Dick /Byterapers inc. "Dragon" 2 1 (2628 points) Debris/Panic/Extacy "Compopicture" 3 2 (1636 points) Votka/Pullo "Animaali" 4 6 (491 points) 5 4 (335 points) 6 5 (260 points) 7 7 (37 points) 8 10 (26 points) 9 8 (24 points) 10 12 (9 points) 11 11 (5 points) 12 9 (4 points) 13 13 (3 points) @endnode @node "Remedy - Autumn '95, Sweden" Remedy Results The results of Remedy, held Sweden. Date and exact place eluded me :D. AMIGA DEMO: 1. 268 Falukorv Razor 1911 2. 198 Que TBL 3. 99 ISO Scoopex AMIGA INTRO: 1. 137 Frenzy Insane 2. 127 Mind The Riot TBL 3. 112 King Kong Experience Gigatron PC DEMO: 1. 150 Dogson Elektroflux 2. 135 Drool & Corrosion Catch Willy PC INTRO: 1. 126 Polly Candela 2. 82 Odin Proxima 3. 66 Sonic Rigor Mortis C64 DEMO: 1. 243 (???) 2. 210 (???) 3. 148 (???) GRAPHICS: 1. 81 (???) Louie / Insane 2. 72 (???) D-Design / Razor 1911 3. 60 (???) Eracore / Rebels 4 CHANNEL MUSIC: 1. 74 Tilbury Fair Radix / Limited Edition 2. 51 Truancy Parch / Limited Edition 3. 40 Underworld Dreams Lizardking / Razor 1911 MULTICHANNEL: 1. 39 (???) Balrog / Omen 2. 36 (???) Tito / Candela 3. 32 (???) Radix / Limited Edition WILD COMPO: 1. 174 Lizardking, Orgasmatron and ??? 2. 105 (???) 3. 63 (???) @endnode @node "Somewhere In Holland - Summer '95, Holland" SOMEWHERE IN HOLLAND '95 RESULTS _________________________________________________________________ The results of SIH '95, held somewhere in July in Roosendaal/Holland. * Amiga Demo * Amiga Intro * Graphics * 4-Channel Module * PC-Demo * PC Intro * Multi-channel Module _________________________________________________________________ AMIGA DEMO COMPETITION RESULTS Place | Name of the demo | Name of the group ------+--------------------------------+---------------------------- 01 | Planet M. | Melon Design 02 | Baygon | Melon Design (2 disks) 03 | Picture Book | Axis (4 disks) 04 | [DEMONAME UNKNOWN] | Biosynthetic Design 05 | [DEMONAME UNKNOWN] | Effect 06 | Abstract | Interactive (2 disks) _________________________________________________________________ AMIGA INTRO COMPETITION RESULTS Place | Name of the intro | Name of the group ------+--------------------------------+---------------------------- 01 | Rose | Chryseis 02 | Siesta | Stellios & Hollywood 03 | Malta Intro | Essence 04 | Excess | Riot 05 | Models Inc. | Mirage 06 | Shitwave | ?????? 07 | Tranquilizer | Smellow Design 08 | ??????? | Mirage 09 | pfffffff | Mellow 10 | ??????? | Cocaine _________________________________________________________________ GRAPHICS COMPETITION RESULTS Place | Name of the graphic | Name of the artist ------+--------------------------------+------------------------------- 01 | [GRAPHIC NAME UNKNOWN] | JCS 02 | Keukenstoel | Facet 03 | [GRAPHIC NAME UNKNOWN] | Lazur & Dreamer 04 | That's me | Mirage 05 | Bunch of Keys | LowLife 06 | Sackpain | Contrast 07 | Slash | T0F 08 | [GRAPHIC NAME UNKNOWN] | PL 09 | [GRAPHIC NAME UNKNOWN] | Zani Bird 10 | [GRAPHIC NAME UNKNOWN] | Mr. M 11 | [GRAPHIC NAME UNKNOWN] | Seyda 12 | [GRAPHIC NAME UNKNOWN] | Wave 13 | [GRAPHIC NAME UNKNOWN] | Herr Cichlid 14 | [GRAPHIC NAME UNKNOWN] | Conik 15 | [GRAPHIC NAME UNKNOWN] | Geeko 16 | [GRAPHIC NAME UNKNOWN] | One 17 | Quetzalcoatl | Braindead 18 | [GRAPHIC NAME UNKNOWN] | MSW 19 | Stone Bith | Mitch 20 | [GRAPHIC NAME UNKNOWN] | Spiff 21 | [GRAPHIC NAME UNKNOWN] | Tetsuo 22 | [GRAPHIC NAME UNKNOWN] | Gigi 23 | [GRAPHIC NAME UNKNOWN] | Arctangent & Jam 24 | [GRAPHIC NAME UNKNOWN] | Pozor 25 | [GRAPHIC NAME UNKNOWN] | Bug 26 | [GRAPHIC NAME UNKNOWN] | Vabl 27 | [GRAPHIC NAME UNKNOWN] | Vuique 28 | [GRAPHIC NAME UNKNOWN] | Warlord 29 | [GRAPHIC NAME UNKNOWN] | Mutz 30 | [GRAPHIC NAME UNKNOWN] | Seven Eleven _________________________________________________________________ 4-CHANNEL MODULE COMPETITION RESULTS Place | Name of the module | Name of the artist ------+--------------------------------+------------------------------- 01 | DziaDowa Piesn | Dreamer 02 | LondonCairoFuji | Hollywood 03 | Climax | Jam & Spoon 04 | Seduction | Prodigy 05 | Pure Funky Madness | Aquafresh 06 | J'ai Pollette D'arnu | The Rew 07 | Snake | Unix 08 | The Great Cornholio | Thorne 09 | When Dreams become Reality | Herectic 10 | Natural Spirit | Marc 11 | Rush | Lone 12 | Lazy in Holland | Axiom 13 | Sockdologer by | Cygnes 14 | Cybherlove | S.Q.D. 15 | Groovy Alien Acid | Mayhemic Huib 16 | Munky | Iso 17 | New Found Sensation | Sonic 18 | Swing the Mood | Ferdinand 19 | Deep Down | I-GO 20 | Somewhere Out | Dr.Cubase 21 | Transmatic | KTN 22 | Thunderdon 95 | Otis 23 | Space War | CDK 24 | Source-of-Life | BigDaddy 25 | Shematid | Jake 26 | Songs of Earth | Photon 27 | You're SO fine (not) | Bier 28 | Dutch Treat | Pyxis 29 | Yeah!! | Lord Semtex 30 | Lawny Burps Surounda | Lawnmower Man 31 | 2 Modules | Wacko D. and an0 32 | One | MSW 33 | B&B's Outer Limits | Jaw 34 | Acid-Trip | Orlingo 35 | N1L-001 | Jaques Kieft 36 | SchlumpfSong | Skylord & NoName 37 | Ql's Madness | Juke 38 | Midi-Medley v3.02 | Pozor 39 | Koot & Bie MegaMix | LaserDance 40 | Sanne | Acid Brain _________________________________________________________________ PC DEMO COMPETITION RESULTS Place | Name of the demo | Name of the group ------+--------------------------------+---------------------------- 01 | Goldorak | Realtime 02 | Model-0 | Analogue 03 | The Easy Way Out | The KIP Brigade 04 | Black | Isch Crew 05 | Wij Poepen maar wat raak | Majestic & Genuine 06 | Fastro | Majestic 07 | PreempTV | Surrelex 08 | Spoon | Image! 09 | KIP | Crapware 10 | Cornetto | Cornetto Productions 11 | No Demo | Sinex Illusion 12 | One Week | Lame Coders 13 | Xorcist | Army Boots _________________________________________________________________ PC INTRO COMPETITION RESULTS Place | Name of the intro | Name of the group ------+--------------------------------+---------------------------- 01 | Smoke Yellow Weed | Acme 02 | Little Slimy Dildo | Pure 03 | Nameless | Laserdance 04 | Morbid | Bunghole Productions 05 | Jewelry | Massive 06 | Blow Your Nose | Acme 07 | Kaboom | Sentinel 08 | Crush | Dash Productions _________________________________________________________________ MULTI-CHANNEL MODULE COMPETITION RESULTS Place | Name of the module | Name of the artist ------+--------------------------------+------------------------------- 01 | Rivendell | The Rew 02 | Love is Fading away | Paranoid Man 03 | Inferno | Lizardking 04 | Prophecies of the Dragon | Jenkins 05 | Another Partytime | Thunderbass 06 | Century Travel | Blue Adonis 07 | Simon's Thing | Supernao 08 | M-Gwise Progression | M-G 09 | Phoenix (in vinegar) | Anarky 10 | Dance 2 da House | RedCap 11 | Hawaii | Vic 12 | Stellar | Sqd 13 | Hidden Reality | Wonderboy 14 | Hyperlogix | Lard 15 | Lost in Cyberia | Mad Max 16 | Hate! | Harlequin 17 | Along the Way | Michiel van den Bos 18 | Love Machine | Blaze Runner 19 | Bizarre | MSW 20 | Nothing Seems Real | Diablo 21 | The Rain of Tears | Calimero 22 | United | Splinter 23 | Mind - Body - Soul | DynaMike 24 | Mellowwhoei | The Wicked Jungler 25 | Don't B Mellow | Bier 26 | Brilliance | The Peric 27 | In Your Brown Eyes | Pozor 28 | Neptunes Revenge | Feroc 29 | Falling Feather | Shark 30 | World of Wizards | Argonex 31 | Roberto | Remco Varkevisser 32 | The End | Otis 33 | Paradize | Hydran 34 | A New Beginning | Mhoram 35 | Critical Point | Access 36 | Western Grill | Magic Fred & Type One 37 | The Mission | Contagion 38 | Dance Overdose | Axelel 39 | Raising Gabbah | Da Raiser _________________________________________________________________ @endnode @node "Symposium UK - October, England" Digital Symposium '95 Results Amiga Demo Competition ====================== Ha ha ha PC Demo Competition =================== 1) Relapse - Valhalla 2) Respect - Aurora Amiga Intro Competition ======================= 1) Mind The Co-Op - TBL/Axis 2) Raggi - Eltech 3) Smellon Design 4) Grasshopper Design 5) Free Spirit - Maniacs PC Intro Compoetition ===================== NO ENTRIES Graphics Competition ==================== 1) Fish/LSD 2) Wade/Eltech 3) Babbage/Nerve Axis 4) Dark/DCS 5) Cyanide/Maniacs 6) Maffia/Nerve Axis 7) Bliss/Nerve Axis Music Competition ================= 1) Big Jim/Valhalla - Autumn Dreams 2) Babbage/Nerve Axis - Pugwash 3) Hollywood/Axis - DJango Baby/Mad Elks - Guittar Time 4) Screech/Eltech - Suburbia Elfman/ETC - Remembrance Dreamfish - Harmonic Disorder 5) Aquafresh - Rusty Junk Box 6) Paul Galbraith - Take What You Want Style/Anathema - Funky Trousers Dooba - Kick Back Witchunter/Debris - Speed-Up 7) Inferon/Eltech - Recollapse Stuart Collier - Data City Reflex/GHD - Grasshoppers are green The rest recieved no votes.... ------------------------- silk@dcs.warwick.ac.uk | Silk / Independant esuiz@warwick.ac.uk | Homepage: HTTP://www.csv.warwick.ac.uk/~esuiz/index.html @endnode @node "Scene gets Wired" Wired magazine? Y'kidding, right? Nope. Some time in February this year ('95), we had a call to the office that a couple of guys from Wired UK wanted to come in and talk about the demo scene with a couple of us, as they'd heard that we'd done a couple of CD-ROMs featuring demos, and we knew the area. My boss Jolyon and myself sat in a room for a few hours and kicked back with Dave Green , his companion and a dictaphone, resulting in a tape of barely repeatable conversation. Jolyon used to be in the Scene until around 1990-ish, and I started following it around '92, so there was an old-school vs new-school contrast to the words. I'd also managed to fly over to The Party 4 with A12k on back, so I'd at least experienced some of the atmosphere. Wired seemed to be happy with what we'd said, and were planning to run an article around the time of the @{" Gathering '95 " link "The Gathering '95 - Easter, Norway" 0}. I didn't think much more of this, apart from fielding a few questions from Dave over e-mail. What really snowballed it into the 5-page spread in WiredUK 1.03 was a phone call from their graphics department, as they needed some stills. Their girl in the art'n'crayons department had grasped at my quote of "the Scene is the rock 'n roll of computers" and seemed to think that sceners went about looking like U2. Okay, Moby could probably front a grunge/guitar band fairly well, and Supernao's got the spliff situation covered, but you wouldn't see your typical d00d in a MTV vid. I mean, go figure. And did I know where in London they hung out, so they could get a photo-shoot of sceners in rock gear? Tsk. Severe danger of Wired making asses of themselves in front of the demo-scene in an article with media-bytes from me in it, I thought. Dave had also mailed a preview of the article - 11k or so. Over a couple of late-night keyboard sessions, I threw together another 13k of text covering the demo-scene, some of the links between the demo-scene and the crack-scene, and hung out on IRC's #amigascne bouncing the text off Stelios, Reward, Dweezil and others. It was around this time that the Saturne party got pulled. Reaction was WOW!, and Wired US ended up running the article as well. More phonecall-fielding, this time from one of their US editors, who needed some strong convincing that the demo-scene did NOT kick off on the Apple II and had NO following on the Mac. Well, apart from derisive laughter from us Amiga users, perhaps ;-> Dave Green was still after some stillshots of sceners. The Gathering was the next big event, so I threw him the invite-text and he got a cameraman over to Norway. JMagic/Complex assisted with the exclusive Cyboman 2 stillshots, which was a great help when our VLab card refused to work unless you constantly jumped up and down next to my A3000. Anyway, enough words. Here it is, anyway. Comments welcome at the usual email address - hopefully it's a fair reflection of the Scene today - if not, I screwed it up big-time in public again ;-> Reproduced here with the permission of Wired Magazine, all rights reserved. Not for distribution off of this CD-ROM, so nyahh. ---[ wired uk 1.03 : june'95 : d i g i t a l g r a f f i t i ] Jonny looks around, confused, his train of thought disrupted. He collects himself, and stares at the teacher with a steady eye. "I want to code demos," he says, his words becoming stronger and more confident as he speaks. "I want to write something that will change peoples' perception of reality. I want them to walk away from the computer dazed, unsure of their footing and eyesight. I want to write something that will reach out of the screen and grab them, making heartbeats and breathing slow to almost a halt. I want to write something that, when it is finished, they are reluctant to leave, knowing that nothing they experience that day will be quite as real, as insightful, as good. I want to write demos." Silence. The class and the teacher stare at Jonny, stunned. It is the teacher's turn to be confused. Jonny blushes, feeling that something more is required. "Either that or I want to be a fireman." - Grant Smith, PC Demos Explained (http://www.mcs.net/ ~trixter/html/demos.html) If you're young, like computers, and have plenty of free time, there are three main ways that you can impress your peers. You can hack into other people's systems, you can crack the copy protection on games software, or you can code demos. Ten years ago, young people used the term "demo" as shorthand for a political march or rally. Now, to thousands of computer-obsessed kids across the world, it's more likely to mean a short, self-contained graphics-and-sound demonstration program. But these aren't demonstrations of games or business applications. They haven't been commissioned for any commercial purpose. The only thing a "demo" demonstrates is the skill of its programmer - or, more often, the skills of a group of coders, graphic artists and musicians. Demos are written for just one reason: to show off. Demos are the last bastion of the world of passionate, crazed, enthusiast-only programming. Crafted purely for the hell of it by teenage enthusiasts working entirely in their spare time, they create jaw-dropping audiovisual effects beyond the dreams of most professional multimedia designers. Constantly striving to better their rivals, devotees of the "demo scene" cram spectacular three or four-minute presentations onto a single 800K floppy disc, shoehorning the code into tiny amounts of memory. freely spread by disk-swapping, bulletin boards and the Internet, then replayed on home computers across the planet, each demo becomes a piece of digital graffiti, proclaiming the superiority of the gang that created it. Like indie music, pop videos and computer games, demos are usually created by groups. Demos are the rock-and-roll of code. The demo scene is driven by competition, visible at its most extreme in huge five-day "demo parties" held during the school holidays in mainland Europe. Thousands of young coders attend these events, proudly toting their latest work. Most stick to the traditional demo structure - vivid animations, spinning polygons and assorted video effects, all pulsing in time to a techno, rock or jazz soundtrack. (A second, quieter sequence usually follows, scrolling the credits, boasts, and greetings to other coders - often in charmingly bad English.) But the discussions and voting that decide the best of the show are always heated and controversial, because what drives every demo coder is the overwhelming desire to create something new, something spectacular, and something cool. Despite occasional coverage in the specialist press, demos have remained part of the faceless, virtually anonymous computer underground. They first appeared in Northern Europe in the early '80s as add-on introductions to illegally "cracked" computer games. Terrified of playground piracy, software companies experimented with ways of making their games copy-proof. For hard-bitten hackers looking for fresh programming challenges, this was a red rag to a bull. They would spend hours - sometimes days - cracking the copy protection and then, flushed with their achievement, write a brief audiovisual intro sequence claiming personal credit for it. They would then redistribute the pirated "warez" to their contacts and friends. As the abilities of home computers (and their programmers) grew, the intros to cracked games became more and more impressive, and they began to get distributed in their own right. Thus the demo scene was born. European Communities Today's demo scene is packed with works of astonishing sophistication. Human Target from French coding group Melon Dezign was one of the first to synchronise all the graphics to the music. The ground-breaking Jesus on Es by LSD combines a rave soundtrack with flickering counter-culture imagery. Switchback by Rebels takes you on a rendered high-speed roller-coaster ride. Nine Fingers by Spaceballs replays digitised video sequences as collections of animated polygons. Groups average about two or three of these big releases a year, each representing countless teen-hours of programming, artwork and design. Until recently, demos like these had been exclusively a European phenomenon, running on the Euro-coders' favourite home computer, the Commodore Amiga. Historically, their origins can be traced back to the early 8-bit home micros, like the Commodore 64 and Apple 2, but the scene really took off when Commodore's 16-bit Amiga arrived in 1985, with its hi-res graphics, 4,000-colour palette, powerful video handling and four-channel sound. "Suddenly," as one coder puts it, "we could start experimenting with stuff that made non-computer people turn their heads." Like games before them, demos swiftly evolved to the point where they were too complex and time-consuming for individuals to write alone. So, inevitably, coding groups appeared, featuring separate programmers, graphics designers, musicians and, in some parts of Europe, English translators. Sometimes these would just be groups of schoolfriends with a common interest in computers, although larger groups then began to form and work across national boundaries via bulletin boards, e-mail and the Internet. This enabled them to exchange music, pictures, code and home-made development tools, with little need for the whole team to meet in person. To start with, coding groups retained close links with the illegal pirate software scene that spawned them. Traders would exchange demos for cracked games if they didn't have any warez of their own. "They were a currency at one point," explains ex-coder Jolyon Ralph, who is now Technical Director of Croydon-based Almathera Systems and the publisher of several demo compilations. "A currency to buy pirate games." This is still reflected in the scene's unique terminology. Group members employ nicknames, so that the news sheets found on the scene's numerous bulletin boards and disk magazines read like tabloid updates on soap opera characters. The latest on one European group, NFA, reveals that: "CPPD got a 'visit' but was not busted. Deck the Ripper got busted on 3rd March. DF0 (graphic artist) joined. Hexlax (swapper and modem trader) joined from Trauma. Chaos got kicked out for selling warez and porn to lamers through the NFA PO Box. He was receiving money and disks, but not returning either of them to the lamers." Groups form swiftly, recruiting members from other teams, so if your skills are in demand, you expect to move around. For instance, disk magazine editor "Oedipus" is currently with UK group LSD, but when pressed about his CV can give a breathless account of joining Trance UK in April 1992, being instantly poached by rivals Nerve Axis (NVX), almost signing for Destiny,. Then, when NVX split up "for little apparent reason" (and Destiny linked up with the famed Swedish group Talent), he formed a new group, Nebula, which he headed for a year until arguments with co-manager "Antichrist" prompted him to take up an invitation from "Pazza" of LSD. Incidentally, he's 16. Much of the demo scene's initial impetus came from the intense rivalry between owners of the two popular 16-bit home computers of the time, the Commodore Amiga and the Atari ST. (Remember, this is pre-1990, well before PC dominance of the home market.) In the early days, commercial software support was both thin on the ground and technically disappointing, so users wrote their own routines to demonstrate their chosen machine's superiority. "I've got an Amiga and my friend's got an ST," mimics Jolyon Ralph. "How do I prove that my Amiga's better?" This competition also helped advance the demo coder's art - Jolyon fondly recalls "The Bob Wars" - an ongoing contest to animate the greatest number of "Bobs" (Blitter OBjects - the technical term for independently moving graphics) on an Amiga screen at one time. "Somebody released a demo saying, look at this, we can get 64 Bobs running around on screen," he remembers. "So of course then somebody said 64? I can get 68. 68? I can get 80. 80? And so on... Eventually it got to around 200. One of our guys was a particular fan of the Bob War and was determined to win it. Eventually it got won by someone who did infinite Bobs. That was a big cheat. But they were all cheats, so it didn't really matter." Trained by cracking the protection on games disks, demo coders show little respect for the work of other programmers. Armed with memory-scanning routines called "rippers" they can page through the data of someone else's demo, extracting the graphics or sound as required. "The music is fair game," chuckles Jolyon Ralph, evincing the rigorous logic of hackers everywhere. "If it hasn't been protected, that means the musician is happy for you to take it out. If the music has been protected, then it's obviously supposed to be a challenge, so again you're allowed to get at it." "There's no mercy," agrees Almathera's CD cutter and self-confessed demo groupie, Steve - who has two scene aliases ("Steev" and "THP") but refuses to use his surname. "When State Of The Art [the predecessor to Spaceballs' Nine Fingers] first came out, it didn't run on every version of the Amiga operating system, so Skid Row [a group that specialises in cracking] took it, disassembled it, fixed the bugs, then re-released it with a sarcastic message at the end." Coders are also not restrained by what is widely thought to be feasible. "There's been a lot of attempts to do 3-dimensional Doom-style graphics on the Amiga," Steev smiles, "simply because it's difficult to do, due to the way the display hardware is set up. Which means everyone has to prove that it can be done." As a result, 3D environments are a common feature in current demos, and coder Gengis (ex of French group Complex, now in a smaller group, Bomb) is putting the final touches to Fears, a commercial Doom-style engine for the Amiga, based mainly on routines from his own award-winning demo Motion. Listening to demo fans tell these and other tales, it's hard not to think of the coders as a modern-day equivalent of the 1970s MIT computing pioneers documented in Steven Levy's Hackers. But, instead of the rarefied atmosphere of timeshare mainframes in academic institutions, now they're out there in the real world of pirate bulletin boards, and rather than how many useful commands you can add to the standard Unix kernel, the challenge is now how many assembler commands you can execute during a single video frame (and that's only about 1/50th of a second). But the real Holy Grail is still the ultimate hack, the piece of code that makes other programmers stop and ask themselves, "How do they do that?" @{" Party Atmsphere " link "Events" 0} Nowhere is this more apparent than at demo parties, the huge European scene conventions hosted by coding groups and organised entirely by amateurs. Funded by ticket sales, the largest include The Gathering (held in Norway at Easter), and The Party (held in Denmark every New Year) and resemble nothing so much as a cross between a computer show and a science fiction convention. These events take place in conference halls with thousands of square metres of floor space, accommodating as many as 2,500 people, their computers, desks and tables, and alternative sources of entertainment like video cinemas and laser tag games - in the unlikely event that the appeal of checking out hundreds of demo routines wears thin. (There are also cafeterias, showers and sleeping areas. Most owners prefer to sleep with their computers, for security - and, one imagines, some small measure of reassurance.) These are the trade shows - and the craft fairs - of the computer underground. "It's not often you can hook up with all the guys you've been talking to over BBSs, mail and the Net," notes Steev. If they're not actually working on producing a demo at a party, many coders spend their time socialising or indulging in the various group activities - networked Doom, in-jokes, gobbling pizza. "It's an electric atmosphere - you should see the web of power cables," he jokes. Meeting these coders, designers and artists for the first time is a curious experience. If you're expecting wild-eyed cyberpunks on the cutting edge of industrial fashion, what's most surprising is how ordinary they seem. Sensible haircuts sit next to heavy-metal T-shirts, and grunge is as popular a look as sports casual. It just seems to be a cross- section of European teenagers who happen to like computers - the most surprising observation is how young they are (many under 16, few over 20). Oh, and they're all, almost without exception, male - for whatever reason, the other 50 per cent of European youth still resist the temptation of the ticket-price publicity which proclaims "Girls - free!" Because of the age range, demo parties usually place a blanket ban on alcohol, drugs, and to cover themselves, organisers put out a disclaimer regarding software piracy. "Besides, a typical party is a stamina and endurance test to match anything that The Krypton Factor could devise," Steev reports, "- external stimulants are the last thing you need if you're trying to keep your mind on your latest demo release. You're exhausted, you're running low on sleep, high on adrenalin and you're starting to smell bad. But the competitive nature prevails." Due to the sheer size of the events, the contests are divided into categories - best overall demo, best music, best "intro" under 40 Kbytes - with separate classes for different machines. Across the board, the cash prizes can total more than US$10,000. "It's a hell of an incentive to write something that's really respectable," Steev observes. Comparisons with large-scale commercial computer graphics fairs are obvious. "That's what they are," he agrees. "They're the poor man's SigGraph." Although broadly despised by the Amiga community, the PC has helped revitalise the demo industry - especially now that the old enemy, the Atari ST, has disappeared from the scene. (A disappearance hastened, if you believe the coders, by the sheer superiority of Amiga demos.) Even PC coders - like Trixter of US group Chromatiks - admit that Amiga releases have more style and better presentation, despite the IBM's horsepower. "3D Gouraud-shaded light-sourced, texture-mapped polygons will tax the average Amiga, while a 486-66 can do them quite nicely," Trixter quips. "But Amiga coders are European, and about 40 per cent are from Finland - there's just something about those wacky Finns that keeps on churning out stuff with style." Norwegians Would Everyone on the scene has their own theory as to why Europe - and Scandinavia in particular - has become the heart of the demo coding world. Some cite the long, cold evenings, easy overland access from one country to another, or the lack of decent commercial software. This also suggests where demo coding innovation will come from in the future: Eastern Europe. "Hungary, Slovenia, Russia - they've all got good demo scenes," Jolyon Ralph explains, "because they're all in exactly the same situation we were in here during the late 1980s - brilliant computers, but no proper programs for them." The skills learned from coding demos can transfer to more commercial applications - typically, writing games. The best-known products of grown-up demo coders are the much-acclaimed Pinball Dreams/Fantasies/ Illusions series published by 21st Century and written by Swedish coding group The Silents, and the graphically astonishing Asteroids clone, Stardust, from Finland-based Bloodhouse. But many companies are still reluctant to take on demo programmers, because of the links between the demo scene and the pirates. And, besides, as the games magazines never tire of pointing out, there's more to gameplay than good graphics and sound. That said, Jolyon Ralph still believes that "the big two killers for demo groups are people going off into the games industry, and conscription into the army." This is particularly true in the Scandinavian countries, where 18 and 19-year-olds are required to do a year of national service. Jolyon and Steev have seen several groups appear from nowhere and produce several startling releases, only to fall apart just as quickly when their key members go off to spend twelve months in the armed forces. All the same, Jolyon suspects this "may be why the Scandinavian countries have such a good demo scene - because they have to get it done quickly!" Despite (or because of) these real-world intrusions, a glance at the disk magazines and demo newsgroups (alt.sys.amiga.demos, for instance) shows that the scene culture is still going strong. It's a unique mix, consisting in part of standard fan quibbles over the merits of particular coders and their demos: "First of all, Dweezil's intro from Ass93 is not called 'Bananamen' but 'Tequila'. The intro by Shining was running about 125 per cent slower than the one in Tequila: Dweezil did a great job of optimising the method! But, it was Tizzy who used the method first." "Lame" and "Cool" are the two big ethics, forever being debated in the demo forums - "lame" in this case being scanned or copied graphics, sound samples, pre-calculated graphics effects and uploading old software to BBSs. "Cool" is equated with winning competitions, coding difficult routines and making them look easy, obtaining, cracking and spreading pre-release versions of commercial software, and having a life outside the digital underground. Other hot topics include "Are Mail-Swappers Needed In a Demo Team?", "Who Is a Lamer?", "Is Piracy Really Killing the Machines?", "Hardcore Techno vs Heavy Metal" and the old chestnut "Do We Need More Charts? Are They All Faked Anyway? Discuss." Nowhere else in global teen culture will you find this reckless adolescent enthusiasm combined with detailed mathematical theorems, excerpts from professional computer graphics textbooks, and all-out hard-core technical advice on coaxing the most from your machine, like this tip on saving microseconds when coding for the Amiga 4000: "At the extreme, an '040 will have to dump out 4k of copyback, and will have to read in the 4k of cache, which is (4096+4096)/4=3D2048 memory accesses, which will take a minimum of 2096*40ns ('040 clock cycle), or 80ms to get back to how it was before the flush." As long as there are home computers, and as long as there are scores to be settled, kids will continue to write demos. Although the prospect of large cash prizes and programming careers are powerful incentives, the months of sheer effort required to create a demo transforms each one into a labour of love. In a world where programs are a plaything, and where the clicking of an empty Amiga disk drive is as challenging as the ball-bearing rattle of a spray can, it's simply about proving who's the best. "It's a completely underground thing that's completely harmless," enthuses Jolyon Ralph. "No-one gets hurt. Apart from Atari ST owners, of course." - Reproduced with kind permission of Wired UK. © 1995 Wired UK. All rights reserved. @endnode @node "Why use archives?" Fairly simple, this: The demo-scene is heavily reliant on bulletin boards (and now the Internet) for distribution of releases. Time is money, and for the CD to be of maximum use to the 'scene, all releases (apart from some special ready-to-run stuff) are archived in @{"standard formats" link "A word on archiving formats, for the unaware" 0}. Another reason against having everything ready-to-run is the amount of time invlved in getting everything working direct off CD. It's bad enough wrestling with 20 or so productions across 3 or 4 machines, but when you've got several thousand items or data to deal with, it's impossible in the time available unless you clone yourself several times over. Most good software tools can deal with archived data transparently, for example the DeliTracker2 audio player. It also means we can get more on a disk - better value. @endnode @node "The compatibility libraries" A few of the demos, and some of the media tools like DeliTracker, make use of external library code for extended features - usually dealing with compressed files. The most common system is the XPK library system, which uses a 'master' library to select which decompression or compression routine should be used, and which slave library to use to do it. It's a popular system, so it's worth having installed. Find an install utility for XPK in the USEFUL/libs drawer. CrunchMania is a popular system with demo-coders, and 'CrM.library' should be put on your system as well - it's in USEFUL/libs/Misc-libraries. Library files should live in the 'libs' drawer of your boot partition, be it floppy disk or hard drive. It's assigned as 'LIBS:" by the system on bootup. @endnode @node "The custom archive tools" There's a utility which is specifically designed for use with unpacking and testing all the archives on the EuroScene, and it's called 'thing, ish' . The main reason for this to exist is the fact that most other fast interfaces for the standard archive tools had options you didn't need most of the time, and none worked under KickStart 1.3 properly. 'thing, ish' is small, fast and works on all Amigas due to making extensive of ReqTools.library requesters. Naturally, is supports the 3 main archive types as used by the EuroScene CDs. The system plus its documentation can be found in the drawer USEFUL/ish, and has its own install utility. Once yu've got Amigaguide and ish installed, you're ready to roll. @endnode @node "A word on archiving formats, for the unaware" The EuroScene CDs use 3 types of archive system - LhA, DMS and Zoom. The special archive tool @{"'thing, ish'" link "The custom archive tools" 0} can automatically deal with all 3 formats. LhA is the most common archive, and takes a file, or groups of files, and packs them into one compressed lump for easy transmission. This type of archive must be uncompressed back onto prepared media, like onto a formatted floppy disk or into a hard drive directory. From there, the files are accessible in the usual way. DMS and Zoom are for compressing entire floppy disks, mainly when a non-standard disk format is used. These archives can ONLY be decompressed to a device driver that supports trackdisk.device calls - df0:, df1:, rad: or ff0: for example. LhA archives can be identified by the suffix .LHA on the filename, DMS by .DMS and Zoom archives by .ZOM For full documentation on all the archivers, check out the 'useful/Archivers' drawer on this CD. @endnode @node "Why EuroScene 2?" The same reason as EuroScene 1, basically. Apart from the CD-ROMs released at Assembly, and for the first time at The Party 4 last year, it's always been virtually impossible to get a *dedicated* CD for the demo-scene releases of the year. EuroScene 1 was the ground-breaker and the first attempt at giving individual groups the recognition they deserved, as well as collecting releases from the major events in separate directory areas, and offering an 'artist portfolio' section for musicians and graphicians. And the diskmags, of course, to give an idea of the mindset behind the demo-scene. For the average Scener, it frees up a LOT of floppy disk and HD space for a LOT of people on the 'scene. And gets you those releases you'd heard about down the grapevine, be they obscure, old or simply impratical to distribute by 2400 baud modem ;-> EuroScene 1 took the best of the classics, and the cream of the current, and took us up to The Gathering '94. EuroScene 2 follows directly on from there, with releases up to the time of Digital's @{"UK Symposium" link "Symposium UK - October, England" 0} in Coventry. There's a few excursions into the back catalogues of groups, however the guts of the material is all this year's. Apart from a few modules that have at last been reunited with their correct authors, there should be zero repetition from Scene 1 to Scene 2. @endnode @node "Notes on Compatibility" Technical diagnostics enclosed. The demo-scene has harnessed the power of the AGA machines in its thirst for CPU power and graphic excellence. However, because of several vairations in expanded AGA machines, this can lead to compatibility problems, and it's all to do with the startup code. (1) Bad allocation of memory. This especially affects multiload demos, where the filesystem (for example a PCMCIA CD-ROM drive) gets overwritten by the code, then when the program tries to access the device for the next read, it's not there. Mainly on A1200s with using non-autonconfig devices on the PCMCIA, which winds up slap bang halfway down the memory map. (2) Bad CPU detect and screen handling. Usually on big-box A4000s which are running the problematic 040 processor and SetPatch, or retargetable graphics systems like Cybergraphics. Module replay routines can run too fast, the screens don't always open, and more. It's usually safe to assume that the only demos that will work properly on an A4000 are ones where the competition machine has been an A4000, such as at Assembly. The trick is to have a special cut-down startup-sequence for running system-intensive demos optionally available when the system boots. The easiest way to do this is to detect a mouse button on booting. Here's something I call '10am-startup' , which sits at the start of the startup-sequence: RightGuard if WARN assign env: ram: assign t: ram: Path >NIL: RAM: C: SYS:Utilities SYS:System S: SYS:Tools LoadWB endcli endif My program RightGuard is in the useful/libs drawer on this CD - it simply watches for the right mousebutton or joypadbutton being held down and returns a DOS code of 5 if that state is found. Copy it into c: and add the above lines to your startup-sequence. This will give you a 'fairly-early-startup' state which is enough to get Workbench up, mount drives and run scripts without taking too much memory overhead. If you don't hold RMB or RJB, the system boots as normal, of course. Note that your WBStartup drawer will still be examined when LoadWB is run - if you get serious about running big producions, it's a good idea to not have a WBStartup drawer, and instead run your programs from s:user-startup. Note that I'm not running SetPatch in that chunk of DOS script. SetPatch enables the AGA screenmodes for system-friendly programs. Depending on their startup code, some demos require you to run SetPatch before starting them up. Most demos don't need it and don't like it, so don't bother putting it in ;-> It's generally not advisable to run SetPatch on A4000s before starting a demo, as the 68040 caches and copyback are engaged when SetPatch is run. And the difference between an 020 and an 040 can make or break a demo. Most demo-coders have 020 or fast 030 based machines, and the 040 isn't easy to program well. When using graphics-intensive code in a system-friendly way, the 040 setpatch cripples performance. A good example is our EuroScene2Intro! - try running it on an 040 machine without running SetPatch first, and then *with*. Virtually all of the larger demos presented in the Specials drawer, with the exception of the diskmag RAW, require FAST RAM. The systems they were tested on are as follows: System A: A1200, GVP SCSI+4M FAST RAM board, double-speed SCSI CD-ROM drive on GVP port, autoconfig'ing device address space. System B: A1200, GVP SCSI+4M FAST RAM board, PCMCIA CD-ROM drive , non-autonconfig address space. System C: A4000/040, A4091 SCSI card, double-speed SCSI CD-ROM, 16M FAST RAM, AGA flickerfixer, Cybergraphics, I'll only list demo/system combinations which are problematic. You may of course get better results on certain PCMCIA devices and machine combinations - of course, if demos still refuse to run from PCMCIA, just copy the entire drawer to your hard disk and run it from there instead. All the demos included have run from System A/B on HD, no problem. Where a '.library' file is required, information can be found in the @{"extra bits of OS" link "The compatibility libraries" 0} section. BREATHTAKER: Corrupts on system B. C42: Unreliable performance on system C. Strange, given the competition machine was a warped A4k, meaning C should be more stable. Suspect our machine here, to be honest. DALAHORSE: Requires CrM.library in libs: Dead on system B. DOVE: Screen refuses to open up on system C, fine on other machines. DROOL THIS: Turn off the 040 caches at early-startup for system C compatibilily. EMBRYO: Doesn't like system C. FRUITKITCHEN: System A only. No Descent engine on system B, nothing at all on C. GENERATION-X: No endpart on system B , overclocks on system C. GREENDAY: Falls over on system B. ILYAD: CIA clash with PCMCIA use on system B. WORLD OF ASCII: Audio glitches on system C. MINDFLOW: Nose/Stellar is about the only person in the Scene with a Warp, so run SetPatch and it's fine on system C. MIRACLES: Same as above. SetPatch for system C. PREY: Braindead Allocs on system B. Guru. SWITCHBACK: No endpart on system B THRILLED: No screen display o system C. WHAMMERSLAMMER: No multiload on system B Of course, different cards, different amounts of RAM, different devices. Your mileage may vary. @endnode @node "Credits" THP: Disk compilation, Amigaguides, lack of sleep, all night Netsurfing and optical tests. Mark: Disk artwork, and things. Jase: Code, and toast. With thanks to: Everybody on IRC's #amigascne who helped with contributions, feedback and flames, including: I-GO , astr0, H0llywood, Nik, dESTOP, Lizard!SPB, Milano and his FTP site, Jugi, Reward, Stelios, Nemesis1, Supernao, Del, Facet, Dweezil, RubberDuck, Sumaleth, Baby, Silk, K-P, Guru, Yolk, Daeron, KUBE, r0dney, and everyone else who I've forgotten due to lack of sleep... Everyone on the TP94 organisation team who helped out with travel and alcohol ;-> Abs @ Monochrome, for putting up with my erratic use of drivespace. Dave Green at Wired. Jean-guy Speton for the Amiga Demo list. Dr. Avalance / Bonzai Brothers for disks in the post. And, of course, Sledge/Zenith for getting me into it in the first place, @endnode