Computer Demos - The Story So
Far by Petri Kuittinen
Left: Interference pictures from a PC
demo, Right: Scroller by TCB
in "Union"-megademo (ST)
Computer demos should not be confused with
the demo versions of commercial programs. They are "demos"
too, but the word "demo" in this text means a program whose
purpose is to present the technical and artistic skills of its
makers and produce audiovisual pleasure to the viewer. A
computer demo usually includes various kind of real-time
produced computer graphics effects which have little relation
to each other accompanied by music. In a way a demo could be
described as a sort of music video or a short computer
animation film without a plot or message other than just "hey,
I can do this" and "greetings to my friends". Of course there
is exception to every rule and some demos have a plot and
message. An important distinction between demos and movies or
videos is that the visual effects seen in demos are real-time
calculated, instead of rendered in beforehand like
conventional computer animations (where often hours of
computer time are spent to calculate just one frame).
Most computer demos are freeware, in other
words they can be freely copied, but the original author
retains copyright to the product. The authors computer demos
don't usually release the source code and thus the demo
programmers must figure out by themselves how to produce a
certain demo effect, leading to many similar looking demos ("I
can also do it!"). People who have never seen computer demos
or who don't understand the creation process behind demos,
often find computer demos quite boring. Computer demos are
made for other other people interested in demos, to win fame
and glory among other demo freaks. Nowadays the motivation to
make demos is often a price to win at demo competitions.
Demos are usually a group effort. The most
important member of a demo group is usually the coder
(programmer). Demos are conventionally programmed in assembler, but nowadays C and C++ are also popular, and only the most
time-critical parts of the demos are programmed in
hand-optimized assembler. The original ideology of the demo
programmers is to build everything from scratch (instead of
using existing programming libraries) and push the hardware to
its limits and beyond it. E.g. many C64 and Atari ST exploit
bugs in hardware which allow some interesting effects e.g. to
draw graphics on screen borders (overscan / full screen). The
sound of chips of C64 (SID) or Atari ST (YM2149) are not designed to play samples,
but still demo coders have managed to do this. Demo effects
are usually non-interactive, which allows demo coders to
hand-tune routines to do exactly-what-is shown and not worry
about anything else. Whereas game programmers must use more
general purpose routines and include interaction. Demo coders
often use clever tricks and actual cheating to make things
look better than they really are. In addition to the coder,
there is usually a musician and a graphician (graphics artist)
and contact personnel (swappers, SysOp). One person can of
course takes care of several of these duties and there can be
several programmers, musicians etc. Typically a demo group has
2-15 members, but there are several lone wolves in the demo
scene.
[ Top ]
People who are interested in demos are called
the demo scene. Organized demo scene began to form on the
mid-1980's. During those early days the most popular demo
machines were Commodore Amiga, Commodore 64 (C64) and Atari ST. Apple Macintosh was never a popular demo
platform. The first PCs usually had poor graphics and sound
capabilities. Since emergence of VGA graphics and Adlib/SoundBlaster sound cards allowed a
good demos to made on PCs, but it took many years for PC scene
to learn to program these well. The ST scene began to diminish
after the first years of 1990's and the PC demo scene began to
rise. Nowadays the PC is the most popular demo machine. C64
and Amiga demo scene are still existing. Yes, some people
still make demos for C64, but nowadays it is more of nostalgic
curiosity.
The demo hobby is centered in Europe, there
are little demos makers in other continents Majority of
leading demo groups come from Northern Europe. Finland could
perhaps be titled as the leading demo country, because Finns
have gathered more winning positions on major demos parties
than any other country. The Scandinavian countries have more
demo freaks per capita than other countries.
It is difficult to estimate the actual size
of demo scene, but there are at least several thousand people
in Finland who are interested in demos.

Overview from Assembly'95 (Helsinki ice
hall)
Demo scene members organize big meetings,
called demo parties. They usually last few days and contain so
much different kind of events that the attenders rarely get a
good night's sleep. People go to demo parties to meet other
demo scene members, swap software, play multi-player network
games and watch and attend to various kinds of competitions. The best competition entries
are usually rewarded with prices: money and computer products
from sponsors.
On big demo parties the number of entries for
a competition can be very large. A small jury consisting of
scene members first reviews the entries and a limited amount
(e.g. 10-15) entries are shown to the big audience. Often
entries get disqualified because they have broken some
competition rule or they contain material which offended the
organizers or they don't work in the organizers'
computers.
The biggest demo parties are:
They gather several thousand visitors, but
there a lots of smaller demo parties which gather only few
hundred visitors. The average age of people who attend demo
parties is getting younger and younger each year, now it is
about 15-16 years, but the average age of those people who win
competitions is usually slightly above 20. The youngest demo
scene members are about 10 years of age and oldest ones are
around 30 years of age. The demo hobby is even more
male-oriented than other computer use. Almost all demo scene
members are men. There has been some female musicians and
graphicians, but I have never heard of a female demo coder.
Major demo parties have few percent of female visitors, but
most these women are girlfriends of male demo scene members or
local girls who just wandered there, because of free entrance.
Women often get free entrance, where as boys have to pay
100-250 FIM ($15-$40) to enter a demo party.

Picture from Assembly'96 (Helsinki Fair
Center)
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Demo Competition
The winners of this competition usually get
the best prices (compared to other competitions), so in a way
this is the "king of competitions". There are different
categories for different kind of home computers, e.g. separate
Amiga and PC demo competitions.

Left: Environment mapped metal ball from
"Solstice"-demo by Valhalla (Winner of
Wired'95 PC demo compo), Right: Colorful "plasma" 3D cube from
"Second Reality" by Future
Crew (Winner of Assembly'93 PC demo competition)
Intro Competition
The difference between a demo and an intro is
the size of the programs. The maximum allowed hard disk space
for demos is usually 4 megabytes, but for intros to limit is
usually only 64 kilobytes (40 kilobytes for Amiga intros).
Assembly'94 was the first big demo party have a 4 kilobyte
intro competition. Nowadays there are even more extreme intro
competitions e.g. 256 byte intro competition. The smallest
intros are always coded in assembler. It is more difficult to
get lots of high quality graphics and music and different kind
of effects to small size. The smallest of intros (<= 4
kilobytes) usually don't have any kind of music, because the
(stupid) competition rules have disallowed them.

Left: Inside of a gourad-shaded torus from
"Cyboman 2"-intro by Complex (Winner of The Party'94 PC intro
competition), Right: A vector world from "Airframe"-intro by
Prime (Winner of Assembly'94 PC intro competition)
Graphics Competition
This is the competition for still images,
usually limited to some size (e.g. 640x480 pixels) and amount
of colors (e.g. 256). The subject of picture is free, but the
most popular ones are fantasy, science fiction, horror and
semi-nude or nude women. Rules allow only self-drawn images to
enter the competition, but still often the majority of the
winning pictures have cleverly borrowed elements from
photographs and existing fantasy paintings.
There is often a different category for
computer generated 3D graphics, often called the ray tracing
compo.

"Space Tits" by Danny (Winner of Party'95
graphics competition). The woman on the left is copied from a
photo of Cindy Crawford.
- http://kameli.yok.utu.fi/nocopy/index.htm
- The No-Copy?-Page - an excellent graphics compo picture
gallery featuring pictures which are copies of existing ones
(the site is down)
Animation Competition
Animations are different from demos, because
they are rendered in advance, where as most of the visuals in
demos are calculated in real-time. Animations are usually made
using some commercial 3D animation package, but some people
use normal video or hand-drawn animations. The most popular
subjects are "rides" (flights in space, chases etc.), various
fights and humor.
Music Competition
Music competition is often divided into
different categories e.g. 4-channel MOD-formats (Protracker), multichannel (max.
32-channels) and C64 music competitions. The number of
channels tells how many instrument sounds can be used
simultaneously. There length of music file is often limited to
about one megabyte and only maximum of 3-4 minutes of the song
are played (but the song can be longer).
The choice for music style is free, but
majority of songs are similar to techno, euro dance or funk.
Music competition usually gathers more entries than any other
competition. In big demo parties this can mean 200-300
entries. Some demo musician are now making music for
commercial games or producing commercial dance music.
Music video-alike demos by Spaceballs
(Amiga): "9 Fingers" (left) and "State of the Art" (right)
Wild Competition
(Almost) anything is accepted in wild
competitions, it just has to be "cool". The entries are
usually supplied on a video tape.
Fast Competition
A competition with a strict time limit is
called a fast competition. E.g. 24-hour coding competition or
30-minute graphics competition. The actual creation process
usually happens on the location.
[ Top ]
The first Amiga, Atari ST and C64 demos were
short intros (introductions) made by cracker groups (people who removed the copy
protection) which were presented before the game started. The
word "intro" has nowadays a different meaning. The
early demos and intros usually featured some picture, music
and a scrolling text. The scrolling text usually contained
information about the makers of intro and greetings to their
friends and people who they respect.

Left: A cracking intro by Fairlight
(C64), Right: Delusion / Sonic-PC (PC)
The intros grew larger and developed more
fancier scrolling texts: waving, distorting, rotating and/or
scaling scrolling texts, many scrolling texts, huge scrolling
texts, parallax scrolling texts and various kinds of other
effects such as: 3D graphics (from simple wire frame 3D to
filled 3D) bouncing balls ("bob" or "sprites") plasma
(shifting display of colors) fractals (especially Mandelbrot and Julia) etc.

Left: GigaTex screen from "Life's A Bitch"-megademo (ST), Right: Lots
of scrollers by TCB in "Cuddly"-megademo (ST)
Soon the demos were so large that they
contained many "screen" with different kind of effects and
music. People often called them megademos. The word "megademo"
indicates that the size of demo is about megabyte, but soon it
started to mean a any multi-part demo.
On Amiga megademos were usually sequential -
one screen/effect follows another. The user could sometimes
skip a part by pressing the left mouse button. The rigid
non-interactive design allowed the demo makers to synchronise
music with the screen effects. The best examples of this are
the Amiga demos by Spaceballs, "State of the Art" and "9
Fingers" which featured motion-captured video sequences
combined with various graphical effects.
On Atari ST the megademo screens were often
made by different demo groups and thus having no resemblance
between each other. ST megademos usually had a main menu
screen, where you could select which part of the demo you
wanted to watch. The main menu was often designed like a
computer game e.g. in the Union, Mindbomb and Decade megademo the user controlled a
character with joystick and selected different demo screens by
manovering the character over a door. In 1991 megademo "Ooh
Crikey Wot a Scorcher", the user was controlling a space
craft, which was flying over a 3D landscape. Many of the ST
demos featured hidden screens and reset screen (screen
started when you pressed the reset button on the machine).

Left: Main menu from "Ooh Crikey Wot a Scorcher" by TLB (ST),
Right: 3D balls by TLB from "Mindbomb"-megademo (ST), originally the same
3D object was done by RSI on Amiga
PC and C64 demos accepted the Amiga-like
sequential style of demos with little or no interaction. In
mid-1990's most Amiga and PC demos were full of 3D effects.
First there was wireframe 3D, then filled 3D, then flat-shaded
3D, then gourad-shaded 3D, texture mapped 3D, bump-mapped 3D,
environmental-mapped 3D etc. The 3D objects were usually quite
simple: a rotating cube, torus, space ship and duck are one of
the most popular ones. The 3D world of demos is usually
static/lifeless as opposed to 3D game worlds, which are full
of action. Many people soon started to consider these "pure"
3D demos boring and new kind of demo designs emerged: moving
lights and white noise was added to screen. The screen was
flooded with text messages, but instead of early demos, which
had long scrolling texts, these were short messages. More and
more effects were combined together.

Left: A rollercoaster ride from "Toasted"-demo by CTS (PC),
Right: "Inside" by CNCD (PC)
So far the demo scene hasn't evolved from
concentrating on technical excellence instead of content and
maybe this is one of reasons why the demo is slowly dying
away. Most PC demos are still made for DOS and because of this
they don't take fully advantage of today's hardware (e.g. 3D
accelerators), instead they still rely on old VGA or SVGA
standards via VESA 2.0. If the main point of watching demos
was to see something "cool" which wasn't possible to do in
games, the point is now gone, because state-of-the-art games
for Windows using cheap 3D accelerator cards blow current
demos away.
Many old demo scene are nowadays involved in
making computer or video games (including the author of
this document). The production of computer games involves many
similar skills which are needed to make good demos.
The "golden years" of demo scene (1987-1996)
are gone, but I am sure we will still see some interesting
designs from demo scene.
[ Top ]
General
- http://www.scene.org/
- Scene.org is a site dedicated to demoscene - lots of new
stuff
- http://ojuice.planet-d.net/search/
- Orange Juice - The demoscene information center's search
engine
Atari ST
- http://www.informatik.tu-muenchen.de/~brandtf/ataridemos.html
- Atari ST demo history with pictures by Offbeat
- http://www.dhs.nu/
- Dead Hackers Society - The best information resource for
Atari ST demo scene
- http://lgd.fatal-design.com/
- The Little Green Desktop - a huge Atari ST-site with
tons of software
- http://www.pacifist.fatal-design.com/
- PaCifiST home page - an Atari ST emulator for PC, lots
of good links too
Commodore 64
- http://www.hut.fi/Misc/cbm/
- Commodore 8-bit Server by Marko Mäkelä
Commodore Amiga
- alt.amiga.demos
- Usenet news group for Amiga demos.
- http://www.ozemail.com.au/~cyberwlf/ASADFaq.html
- An FAQ for the above news group.
- alt.sys.amiga.demos
- Another Usenet news group for Amiga demos.
- http://www.cucug.org/amiscene.html
- The Amiga Demo Scene (great link collection)
- http://www.amigascne.org/
- AMiGASCNE WORLDWiDE
- http://www.amiga.org/
- Amiga Information
- http://www.back2roots.org/
- Back to The Roots - Amiga Culture Directory Project
- http://sunsite.auc.dk/demo.guide/index.html
- The Demo.Guide - reviews of Amiga demos
- http://www.talula.freeserve.co.uk/
- Rock Lobster - Amiga Emulation site with demos to
download
PC
- comp.sys.ibm.pc.demos
- Usenet news group for PC demos.
- http://www.hornet.org/
- Hornet Demo Archived is closed now, but you can still
download stuff from there
- http://www.oldskool.org/demos/explained/
- PC Demos Explained by Trixter - Lots of examples and
demos to download (out-of-date)
- http://www.jerware.org/fanclub/
- PC Demo Fan Club by Jer
Linux/UNIX
- http://linuxscn.planet-d.net/
- #Linuxscn Web site
- http://www.hytti.uku.fi/~vheikkil/ocsa/unixdemos.html
- Viznut's list of UNIX demos
Making Demos / Demo Programming
- http://www.demogl.com/
- DemoGL - OpenGL based demo system
- http://www.chesworth.com/pv/
- Dr. Dobbs's Programmers Vault
- http://www.neutralzone.org/home/faqsys/
- Faqsys - demo and game related programming information
- http://www.flipcode.com/
- flipCode - Game Development News & Resources
- http://cfxweb.planet-d.net/
- GFXweb - Demo and Game Development
- http://www.geocities.com/SiliconValley/2151/pcgpe.html
- The PC Game Programmer's Encyclopedia
- http://www.geocities.com/SiliconValley/Park/9784/tut.html
- STEEL's Programming Resources
Graphics
- http://gfxzone.planet-d.net/frames.html
- GFXZONE - the ultimate demo scene graphics site
- http://www.geocities.com/SoHo/Gallery/4219/main.html
- Heister's Digital Art - resource on the underground
digital art (ANSI, ASCII graphics etc.)
- http://www.multimania.com/abrobecker/ST-Art.html
- ST-Art
Music
- http://www.niksula.cs.hut.fi/~tive/
- Amegas - Good collection of Classic Amiga MODs
- http://www.brainbug.ch/stsound/
- Atari ST Music Pleasuredome
- http://www.harmonycentral.com/
- A great Internet resource for Musicians
- http://home.freeuk.net/wazzaw/HVSC/
- The High Voltage SID Collection (great computer music
and links to further information)
- http://www.dmrmag.com/obarski/
- The Karsten Obarski Tribute Project - About the History
of Soundtracker, featuring classic MODs
- http://www.castlex.com/modfaq/
- The MOD FAQ - Making MOD music
- http://www.united-trackers.org/
- United Trackers - Information Center for
scene/MOD/tracker music
- http://www.modarchive.com/
- MOD Archive - A huge collection of MOD music
[ Top ]
- assembler
- symbolic machine language
- BBS
- Bulletin Board System (a system where several modem
users can connect to, exchange information and software
- C
- a high-level programming language with features from
low level languages, suited especially well for system level
programming
- C++
- an extended version of C programming language. C++ is an
object-oriented programming language
- coder
- programmer
- compo
- competition
- crack
- a program or game whose copyright protection is removed
(= "cracked")
- cracker
- a person who removes copyright protection or breaks into
systems
- demo
- a program whose purpose to is to present the technical
talents of its makers and provide audiovisual pleasure to
the observer
- demo group / demo team
- group of a people who make demos together
- demo party
- an event to where lots of demo scene members gather
- demo scene
- all the people interested in demos
- dentro
- An intro whose purpose is to preview a demo
- gfx
- graphics
- graphician
- graphics artist
- GUS
- Gravis Ultrasound-sound card
- hacker
- a person who really enjoys to create something new with
computers, a computer freak. In media hacker is often
mistaken with cracker
- intro
- demo whose size is limited to e.g. 64 kilobytes; an
introduction to some other program (e.g. crack intro to
cracked game); introduction of some event or person
- lamer
- a person, who doesn't have the talent or irritates other
- a loser
- megademo
- a large demo with many parts
- MOD
- a computer music format (or actually number of similar
music formats), which was originally developed for Commodore
Amiga. Majority of computer demo music is in MOD
format.
- rip
- to steal from others, e.g. rip music or graphics from
other programs
- ripper
- program designed for ripping
- spreader
- same as swapper (newer term)
- swap
- exchange programs, music or other data
- swapper
- a person specialized in swapping, often involving illegal software
piracy
- SysOp
- System operator of the BBS
- tracker
- A program used to make MOD music e.g. SoundTracker Protracker, ScreamTracker or FastTracker
- trackmo
- a demo that concurrently loads new code, graphics and/or
music from a floppy disk, while showing the demo
- trade
- same as swap
- trader
- same as swapper (newer term)
- warez
- illegally copied software
Petri
Kuittinen <eye@iki.fi>Last
modified: Tue Aug 8 21:57:14 EEST 2000
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