Assembly 2002 64K Combined Intro Winner

I just luuuv what that dude has done! I think he (?) has really pushed the limits there.. I know that some might see the demo as too "candy color", but I like it! ;)
 
worm[MadOnion.com said:
]I just luuuv what that dude has done! I think he (?) has really pushed the limits there.. I know that some might see the demo as too "candy color", but I like it! ;)

worm ,you just got email... ;)

you god damn Worm! :D
you know that you met me but still didn't say anything! If I would knew that you were one of the guys talking with Sampsa Kurri near of the Coolputer stand, you would have found you image here! :) I am guy who keeps his promises and maybe next year I can full fill that promise take a picture of you to here. (as I promised about a year ago.) ;)
 
It was nice, and as a one man hobby technology demo it was very impressive.

But as an art piece, it seemed to be missing something. The pacing / coloring / music was too flat. Each scene was similar to the one before. And there were very few innovative effects. I don't know about you, but I'm tired of watching shiny blobs in caves. I'd say the initial blurry text decrunching scene was the most visually innovative part of the whole intro.
 
fresh said:
Good to see the demo scene is still alive and kickin!

well, all the compos had great quality with just few exceptions.
generally afaik Asm 2002 was many times better than Asm 2001.
 
It did very strange things to my desktop.

All my windows ended up centered between my two monitors. Very strange....very very strange.

I liked the bluring stuff, though.
 
Demo Scene is dead. The proof is in this intro that doesnt give me any emotion at all.
Or maybe it's just me getting older..:)

ciao,
Marco
 
All I can say is fargin 'ell that was pretty awesome.

Now, like I asked before, how the heck do you fit that in 64k? ;)
 
misae said:
Now, like I asked before, how the heck do you fit that in 64k? ;)
Procedural everything (textures, sounds, camera movements, objects and so on...)
In the old amiga days I coded a procedural (tiled) textures generator, a sincos table generator, a 3 DOF raycasted and texturemapped tunnel (each ray traced on a 8x8 grid and then values like texture coordinates were linearly interpolated along the 8x8 tile) in 510 bytes :)
So as u can see one can squeeze a lot of stuff even in very small amount of memory.
That is the reason cause I say this intro doesn't impress me at all.
It has really no design...and no amazing effects.
However I do think is much more difficult to impress someone experienced in the scene in the consumer graphics hardware days.

ciao,
Marco
 
IMHO relied too much on render to texture to create the same blur effect over and over again. Liked the metaballs though...

K~
 
I have disagree here. I think that general quality has come clearly down. There wasn't hardly any innovation at all. The 64 KB intro mentioned above is nice, but I still think that some of the Fraubrauch staff is better.

It's probably just that I have seen so many demos and become old and tired :-? If I may recommend something from the ASM02, the animation competition winner "Project Kerosene" was rather good. Young guy who does everything by himself (expect music) and outruns many of the professional animators.
 
nAo said:
Demo Scene is dead. The proof is in this intro that doesnt give me any emotion at all.
Or maybe it's just me getting older..:)

ciao,
Marco

Yeah, nothing compared to seeing Second Reality for the first time. I watched it every morning before school for about 1 year , hehe.
 
I think maybe the most impressive things with these kind of 64kb demos are the fact that they are fitted into 64kb. I admit that the content of this demo isn't really anything new, but how well it is done with such strict limitations is the most impressive(tm) think.. IMHO!

I miss the old Amiga demos though.. They were so fun. 2 hours of blah blah in the scrollers to read.. ahhhh.. :D Those were the days!
 
Thanks again nAo... without using these techniques the demo would probably weigh in at around 5MB or more I reckon.

I dont know I think this demo was quite a graphical acheivement but in the sense of style it was lacking compared to the farb-rausch demo's.

Inversely the Mov-It demo had too much style over content and got tedious after about 3 minutes...in fact I have never seen the end of that particular demo. Seeing Final Reality for the first time was impressive and I loved the demo in 3DMark 2000 with the old geezer holding a cube in his hand that was reflecting his face.


This demo scene is an excellent way for enthusiasts to get into the industry and therefore I hope it doesnt 'die' or I dont think it is 'dying' at least not in some parts of Europe.

I just think it is interesting that most games are over a gig in size and even when they are using the latest shader effects no games look as impressive as these '64k' demo's - at least not for 'wow' factor.

I can't remember the last game I saw and thought ... 'that is an awesome effect' - actually I do and it was the original Unreal but I think you get my meaning. :) Before that it was probably Tempest 2000 and Alien vs Predator on the Atari Jaguar. Perhaps some of us have become de-sensitized to these sfx.
 
misae said:
..I loved the demo in 3DMark 2000 with the old geezer holding a cube in his hand that was reflecting his face.
Don't want to be bitchy ;) but it's from XL-R8R, not 3DMark2000..
 
misae said:
Hehe.. sorry - at least I got the company right ;)
NP man.. XL-R8R had its moments, though not for long! :rolleyes:

Back to the 64kb subject.. Could someone brief me why games & stuff don't use this tech as we see in the 64kb demos? Is it hard to do, or is it just not worth the effort or? I'm not that into this kind of stuff, so sorry if the question is a bit dumb..
 
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