Demoscene: Difference between revisions
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{{Demoscene}} |
{{Demoscene}} |
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The '''demoscene''' is an international [[computer art]] [[subculture]] focused on producing '''demos''': self-contained, sometimes extremely small, computer programs that produce [[audiovisual]] presentations. The purpose of a demo is to show off [[computer programming|programming]], visual art, and musical skills. Demos and other demoscene productions (graphics, music, videos, games) are shared at festivals known as [[Demoscene#Parties|demoparties]] |
The '''demoscene''' is an international [[computer art]] [[subculture]] focused on producing '''demos''': self-contained, sometimes extremely small, computer programs that produce [[audiovisual]] presentations. The purpose of a demo is to show off [[computer programming|programming]], visual art, and musical skills. Demos and other demoscene productions (graphics, music, videos, games) are shared, voted on and released online at festivals known as [[Demoscene#Parties|demoparties]]. |
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The scene started with the [[home computer]] revolution of the early 1980s, and the subsequent advent of [[software cracking]].<ref>{{Cite web|title=About the Demoscene|url=http://demoscene-the-art-of-coding.net/the-demoscene/|website=Demoscene - The Art of Coding|language=en-US|access-date=2020-05-22}}</ref> Crackers altered the code of [[computer game]]s to remove copy protection, claiming credit by adding introduction screens of their own ("[[crack intro|cracktros]]"). They soon started competing for the best visual presentation of these additions.<ref name="WiderScreen 2014-04-15">{{cite web|last1=Reunanen|first1=Markku|date=15 April 2014|title=How Those Crackers Became Us Demosceners|url=http://widerscreen.fi/numerot/2014-1-2/crackers-became-us-demosceners/|url-status=live|archive-url=https://web.archive.org/web/20210524005117/http://widerscreen.fi/numerot/2014-1-2/crackers-became-us-demosceners/|archive-date=2021-05-24|access-date=2021-06-04|publisher=WiderScreen}}</ref> Through the making of intros and stand-alone demos, a new community eventually evolved, independent of the gaming<ref name="reunanen2010" />{{rp|29–30}} and [[Warez scene|software sharing]] scenes. |
The scene started with the [[home computer]] revolution of the early 1980s, and the subsequent advent of [[software cracking]].<ref>{{Cite web|title=About the Demoscene|url=http://demoscene-the-art-of-coding.net/the-demoscene/|website=Demoscene - The Art of Coding|language=en-US|access-date=2020-05-22|archive-date=17 May 2020|archive-url=https://web.archive.org/web/20200517230526/http://demoscene-the-art-of-coding.net/the-demoscene/|url-status=live}}</ref> Crackers altered the code of [[computer game]]s to remove copy protection, claiming credit by adding introduction screens of their own ("[[crack intro|cracktros]]"). They soon started competing for the best visual presentation of these additions.<ref name="WiderScreen 2014-04-15">{{cite web|last1=Reunanen|first1=Markku|date=15 April 2014|title=How Those Crackers Became Us Demosceners|url=http://widerscreen.fi/numerot/2014-1-2/crackers-became-us-demosceners/|url-status=live|archive-url=https://web.archive.org/web/20210524005117/http://widerscreen.fi/numerot/2014-1-2/crackers-became-us-demosceners/|archive-date=2021-05-24|access-date=2021-06-04|publisher=WiderScreen}}</ref> Through the making of intros and stand-alone demos, a new community eventually evolved, independent of the gaming<ref name="reunanen2010" />{{rp|29–30}} and [[Warez scene|software sharing]] scenes. |
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Demos are informally classified into several categories, mainly of size-restricted intros. The most typical competition categories for intros are the 64k intro and the 4K intro, where the size of the executable file is restricted to 65536 and 4096 bytes, respectively. In other competitions the choice of platform is restricted; only [[8-bit]] computers like the Atari 800 or Commodore 64, or the 16-bit [[Amiga]] or [[Atari ST]]. Such restrictions provide a challenge for coders, musicians, and graphics artists, to make a device do more than was intended in its original design. |
Demos are informally classified into several categories, mainly of size-restricted intros. The most typical competition categories for intros are the 64k intro and the 4K intro, where the size of the executable file is restricted to 65536 and 4096 bytes, respectively. In other competitions the choice of platform is restricted; only [[8-bit]] computers like the Atari 800 or Commodore 64, or the 16-bit [[Amiga]] or [[Atari ST]]. Such restrictions provide a challenge for coders, musicians, and graphics artists, to make a device do more than was intended in its original design. |
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<!--[[File:Game Music 4.png|thumb|270px|Game Music IV on the [[Commodore 64]] by [[Charles Deenen]] (also known as "The Mercenary Cracker" (TMC)) was perhaps one of the very first demos ever produced. Though TMC dated all his productions to 1991, this demo is known to have been produced in 1985.]]--> |
<!--[[File:Game Music 4.png|thumb|270px|Game Music IV on the [[Commodore 64]] by [[Charles Deenen]] (also known as "The Mercenary Cracker" (TMC)) was perhaps one of the very first demos ever produced. Though TMC dated all his productions to 1991, this demo is known to have been produced in 1985.]]--> |
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[[File:FC-SR-logo.jpg|thumb|[[Second Reality]] is a demo by [[Future Crew]].<ref name="top10hacks">{{cite web |
[[File:FC-SR-logo.jpg|thumb|[[Second Reality]] is a demo by [[Future Crew]].<ref name="top10hacks">{{cite web |
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|url=http://slashdot.org/features/99/12/13/0943241.shtml |
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|title=Slashdot's "Top 10 Hacks of All Time" |
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|access-date=25 December 2010 |
|access-date=25 December 2010 |
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|date=13 December 1999 |
|date=13 December 1999 |
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|publisher=slashdot.org |
|publisher=slashdot.org |
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|quote=Second Reality by Future Crew – Awesome, Mindblowing, Unbelievable, Impossible. Some of the words used to describe what this piece of code from demoscene gods Future Crew did on 1993-era PC hardware. Even by today's standards, what this program can do without relying on any kind of 3D graphics acceleration is impressive. As if the graphics weren't impressive enough, it can even playback in Dolby Surround Sound. |
|quote=Second Reality by Future Crew – Awesome, Mindblowing, Unbelievable, Impossible. Some of the words used to describe what this piece of code from demoscene gods Future Crew did on 1993-era PC hardware. Even by today's standards, what this program can do without relying on any kind of 3D graphics acceleration is impressive. As if the graphics weren't impressive enough, it can even playback in Dolby Surround Sound. |
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|archive-date=2 May 2009 |
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|archive-url=https://web.archive.org/web/20090502124046/http://slashdot.org/features/99/12/13/0943241.shtml |
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|url-status=live |
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}}</ref>]] |
}}</ref>]] |
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The earliest computer programs that have some resemblance to demos and [[demo effect]]s can be found among the so-called [[display hack]]s. Display hacks predate the demoscene by several decades, with the [[First video game|earliest examples]] dating back to the early 1950s.<ref name="display hacks">{{cite web|url=http://www.catb.org/jargon/html/D/display-hack.html|title=display hacks|last1=Raymond|first1=Eric S.|publisher=The Jargon File|access-date=18 March 2018}}</ref> |
The earliest computer programs that have some resemblance to demos and [[demo effect]]s can be found among the so-called [[display hack]]s. Display hacks predate the demoscene by several decades, with the [[First video game|earliest examples]] dating back to the early 1950s.<ref name="display hacks">{{cite web|url=http://www.catb.org/jargon/html/D/display-hack.html|title=display hacks|last1=Raymond|first1=Eric S.|publisher=The Jargon File|access-date=18 March 2018|archive-date=8 October 2017|archive-url=https://web.archive.org/web/20171008234959/http://www.catb.org/jargon/html/D/display-hack.html|url-status=live}}</ref> |
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Demos in the demoscene sense began as [[Software cracking|software crackers]]' "signatures", that is, crack screens and [[crack intro]]s attached to software whose [[copy protection]] was removed. The first crack screens appeared on the [[Apple II]] in the early 1980s, and they were often nothing but plain text screens crediting the cracker or their group. Gradually, these static screens evolved into increasingly impressive-looking introductions containing animated effects and music. Eventually, many cracker groups started to release intro-like programs separately, without being attached to unlicensed software.<ref name="demo or die">{{cite magazine|url=https://www.wired.com/1995/07/democoders/|title=Demo or Die!|last1=Green|first1=Dave|date=1 July 1995|magazine=Wired|access-date=18 March 2018}}</ref> These programs were initially known by various names, such as ''letters'' or ''messages'', but they later came to be known as ''demos''.{{Citation needed|date=June 2021}} |
Demos in the demoscene sense began as [[Software cracking|software crackers]]' "signatures", that is, crack screens and [[crack intro]]s attached to software whose [[copy protection]] was removed. The first crack screens appeared on the [[Apple II]] in the early 1980s, and they were often nothing but plain text screens crediting the cracker or their group. Gradually, these static screens evolved into increasingly impressive-looking introductions containing animated effects and music. Eventually, many cracker groups started to release intro-like programs separately, without being attached to unlicensed software.<ref name="demo or die">{{cite magazine|url=https://www.wired.com/1995/07/democoders/|title=Demo or Die!|last1=Green|first1=Dave|date=1 July 1995|magazine=Wired|access-date=18 March 2018|archive-date=19 March 2018|archive-url=https://web.archive.org/web/20180319090042/https://www.wired.com/1995/07/democoders/|url-status=live}}</ref> These programs were initially known by various names, such as ''letters'' or ''messages'', but they later came to be known as ''demos''.{{Citation needed|date=June 2021}} |
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In 1980, [[Atari, Inc.]] began using a looping demo with visual effects and music to show the features of the [[Atari 8-bit |
In 1980, [[Atari, Inc.]] began using a looping demo with visual effects and music to show the features of the [[Atari 8-bit computers|Atari 400/800 computers]] in stores.<ref>{{cite web|title=Atari In-Store Demonstration Program by Atari, 1980|url=https://www.youtube.com/watch?v=Cj5qtlQ74J0| archive-url=https://ghostarchive.org/varchive/youtube/20211118/Cj5qtlQ74J0| archive-date=2021-11-18 | url-status=live|website=YouTube| date=23 April 2017 }}{{cbignore}}</ref> At the 1985 [[Consumer Electronics Show]], Atari showed a demoscene-style demo for its latest 8-bit computers that alternated between a 3D walking robot and a flying spaceship, each with its own music, and animating larger objects than typically seen on those systems; the two sections were separated by the Atari logo.<ref>{{cite web|title=Atari 1985 CES Demo|url=https://www.youtube.com/watch?v=pP4YtHW7Gh0| archive-url=https://ghostarchive.org/varchive/youtube/20211118/pP4YtHW7Gh0| archive-date=2021-11-18 | url-status=live|website=YouTube| date=13 April 2016 }}{{cbignore}}</ref> The program was released to the public. Also in 1985, a large, spinning, checkered ball—casting a translucent shadow—was the signature demo of what the hardware was capable of when Commodore's [[Amiga]] was announced. |
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Simple demo-like music collections were put together on the C64 in 1985 by [[Charles Deenen]], inspired by crack intros, using music taken from games and adding some homemade color graphics.{{citation needed|date=May 2018}} In the following year the movement now known as the demoscene was born. The Dutch groups 1001 Crew and [[The Judges ( |
Simple demo-like music collections were put together on the C64 in 1985 by [[Charles Deenen]], inspired by crack intros, using music taken from games and adding some homemade color graphics.{{citation needed|date=May 2018}} In the following year the movement now known as the demoscene was born. The Dutch groups 1001 Crew and [[The Judges (demogroup)|The Judges]], both Commodore 64-based, are often mentioned{{by whom|date=May 2018}} among the earliest demo groups. While competing with each other in 1986, they both produced pure demos with original graphics and music involving more than just casual work, and used extensive hardware trickery. At the same time demos from others, such as [[Antony Crowther]], had started circulating on [[Compunet]] in the United Kingdom. |
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==Culture== |
==Culture== |
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In the early days, competition came in the form of setting records, like the number of "bobs" ([[blitter object]]s) on the screen per frame, or the number of [[Commodore 64 demos|DYCP]] (Different Y Character Position) scrollers on a C64.{{Citation needed|date=October 2015}} These days, there are organized competitions, or compos, held at [[Demoparty|demoparties]], although there have been some online competitions. It has also been common for [[Disk magazine|diskmags]] to have voting-based charts which provide ranking lists for the best coders, graphicians, musicians, demos and other things. |
In the early days, competition came in the form of setting records, like the number of "bobs" ([[blitter object]]s) on the screen per frame, or the number of [[Commodore 64 demos|DYCP]] (Different Y Character Position) scrollers on a C64.{{Citation needed|date=October 2015}} These days, there are organized competitions, or compos, held at [[Demoparty|demoparties]], although there have been some online competitions. It has also been common for [[Disk magazine|diskmags]] to have voting-based charts which provide ranking lists for the best coders, graphicians, musicians, demos and other things. |
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In 2020, Finland added its demoscene to its national [[UNESCO]] list of [[intangible cultural heritage]].<ref>{{Cite web|url=http://demoscene-the-art-of-coding.net/2020/04/15/breakthrough-finland-accepts-demoscene-on-their-national-list-of-intangible-cultural-heritage-of-humanity/|title=Breakthrough of Digital Culture: Finland accepts the Demoscene on its national UNESCO list of intangible cultural heritage of humanity|date=2020-04-15|website=Demoscene - The Art of Coding|language=en-US|access-date=2020-04-15}}</ref> It is the first digital subculture to be put on an intangible cultural heritage list. |
In 2020, Finland added its demoscene to its national [[UNESCO]] list of [[intangible cultural heritage]].<ref>{{Cite web|url=http://demoscene-the-art-of-coding.net/2020/04/15/breakthrough-finland-accepts-demoscene-on-their-national-list-of-intangible-cultural-heritage-of-humanity/|title=Breakthrough of Digital Culture: Finland accepts the Demoscene on its national UNESCO list of intangible cultural heritage of humanity|date=2020-04-15|website=Demoscene - The Art of Coding|language=en-US|access-date=2020-04-15|archive-date=15 April 2020|archive-url=https://web.archive.org/web/20200415151507/http://demoscene-the-art-of-coding.net/2020/04/15/breakthrough-finland-accepts-demoscene-on-their-national-list-of-intangible-cultural-heritage-of-humanity/|url-status=live}}</ref> It is the first digital subculture to be put on an intangible cultural heritage list. |
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In 2021, Germany and Poland also added its demoscene to its national UNESCO list of intangible cultural heritage |
In 2021, Germany and Poland also added its demoscene to its national UNESCO list of intangible cultural heritage,<ref>{{cite web|url=http://demoscene-the-art-of-coding.net/2021/03/20/demoscene-accepted-as-unesco-cultural-heritage-in-germany/|title=Demoscene accepted as UNESCO cultural heritage in Germany|date=20 March 2021|access-date=20 March 2021|archive-date=7 June 2023|archive-url=https://web.archive.org/web/20230607081746/http://demoscene-the-art-of-coding.net/2021/03/20/demoscene-accepted-as-unesco-cultural-heritage-in-germany/|url-status=live}}</ref><ref>{{cite web|url=http://demoscene-the-art-of-coding.net/2021/12/17/demoscene-in-poland-gets-accepted-as-national-immaterial-cultural-heritage/|title=Demoscene in Poland gets accepted as national immaterial cultural heritage|date=17 December 2021|access-date=1 January 2022|archive-date=1 January 2022|archive-url=https://web.archive.org/web/20220101125027/http://demoscene-the-art-of-coding.net/2021/12/17/demoscene-in-poland-gets-accepted-as-national-immaterial-cultural-heritage/|url-status=live}}</ref> followed by Netherlands in 2023.<ref>{{Cite web |title=215th addition to Inventory of Intangible Heritage Netherlands |url=http://www.immaterieelerfgoed.nl/en/215e-bijschrijving-in-inventaris |access-date=2023-07-17 |website=Immaterieel Erfgoed |language=en |archive-date=17 July 2023 |archive-url=https://web.archive.org/web/20230717213017/https://www.immaterieelerfgoed.nl/en/215e-bijschrijving-in-inventaris |url-status=live }}</ref> |
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===Groups=== |
===Groups=== |
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[[File:Demo PC BlackMaiden Interceptor.jpg|thumb|Interceptor by Black Maiden |
[[File:Demo PC BlackMaiden Interceptor.jpg|thumb|Interceptor by Black Maiden]] |
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{{Main|Demogroup}} |
{{Main|Demogroup}} |
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Demosceners typically organize in small groups, centered around a coder ([[computer programmer|programmer]]), a musician, a graphician (graphics designer) and a swapper (who |
Demosceners typically organize in small groups, centered around a coder ([[computer programmer|programmer]]), a musician, a graphician (graphics designer) and a swapper (who spreads their own and others' creations by mail). |
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Groups always have names, and similarly the individual members pick a handle by which they will be addressed in the large community. While the practice of using handles rather than real names is a borrowing from the cracker/warez culture, where it serves to hide the identity of the cracker from law enforcement, in the demoscene (oriented toward legal activities) it mostly serves as a manner of self-expression. Group members tend to self-identify with the group, often extending their handle with their group's name, following the patterns "''Handle'' of ''Group''" or "''Handle''/''Group''".<ref name="reunanen2010" />{{rp|31–32}} |
Groups always have names, and similarly the individual members pick a handle by which they will be addressed in the large community. While the practice of using handles rather than real names is a borrowing from the cracker/warez culture, where it serves to hide the identity of the cracker from law enforcement, in the demoscene (oriented toward legal activities) it mostly serves as a manner of self-expression. Group members tend to self-identify with the group, often extending their handle with their group's name, following the patterns "''Handle'' of ''Group''" or "''Handle''/''Group''".<ref name="reunanen2010" />{{rp|31–32}} |
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|publisher=[[Curtin University]] |
|publisher=[[Curtin University]] |
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|year=1997 |
|year=1997 |
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|access-date=11 November 2017 |
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⚫ | }}</ref> and other computer enthusiasts gather to take part in competitions, nicknamed ''compos'',<ref>{{cite web|url=http://catb.org/jargon/html/D/demoparty.html|title=Demoparty|publisher=catb.org}}</ref> where they present demos (short [[audio-visual]] presentations of [[computer art]]) and other works such as digital art and music. A typical demoparty is a non-stop event spanning a weekend, providing the visitors a lot of time to socialize. The competing works, at least those in the most important competitions, are usually shown at night, using a [[video projector]] and [[loudspeaker]]s.<ref name="demographics">{{cite web |url=https://archive.org/details/Demographics_BehindtheScene |first=Jeremy|last=Williams |year=2002|title=Demographics: Behind the Scene|access-date=17 February 2011}}</ref> |
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|archive-date=19 January 2017 |
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|archive-url=https://web.archive.org/web/20170119012229/http://www.scheib.net/play/demos/what/borzyskowski/index.html |
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|url-status=live |
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⚫ | }}</ref> and other computer enthusiasts gather to take part in competitions, nicknamed ''compos'',<ref>{{cite web|url=http://catb.org/jargon/html/D/demoparty.html|title=Demoparty|publisher=catb.org|access-date=11 November 2017|archive-date=11 November 2007|archive-url=https://web.archive.org/web/20071111131017/http://catb.org/jargon/html/D/demoparty.html|url-status=live}}</ref> where they present demos (short [[audio-visual]] presentations of [[computer art]]) and other works such as digital art and music. A typical demoparty is a non-stop event spanning a weekend, providing the visitors a lot of time to socialize. The competing works, at least those in the most important competitions, are usually shown at night, using a [[video projector]] and [[loudspeaker]]s.<ref name="demographics">{{cite web |url=https://archive.org/details/Demographics_BehindtheScene |first=Jeremy|last=Williams |year=2002|title=Demographics: Behind the Scene|access-date=17 February 2011}}</ref> |
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The most important competition is usually the ''demo compo''.<ref>{{cite web|url=http://www.scheib.net/play/demos/what/index.html|title=Demos Explained; What are Demos? What is a Demo? - Vince Scheib|first=Vince|last=Scheib|publisher=scheib.net|access-date=11 November 2017|archive-date=27 September 2017|archive-url=https://web.archive.org/web/20170927133854/http://www.scheib.net/play/demos/what/index.html|url-status=live}}</ref> The [[Assembly (demoparty)|Assembly]] is the biggest demoscene party.<ref>{{cite web |title=Demoscene Assembly 2019 |url=https://www.geeks3d.com/20190805/demoscene-assembly-2019/ |website=Geeks3D.com|date=5 August 2019 }}</ref> [[The Gathering (LAN party)|The Gathering]] became more of a players' party, the worlds largest computerparty.<ref>{{cite web |title=The Gathering 2006 |url=https://www.demoparty.net/the-gathering/the-gathering-2006 |website=Demoparty.net |language=en}}</ref> |
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===Concept=== |
===Concept=== |
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The visitors of a demoparty often bring their own computers to compete and show their works. To this end, most parties provide a large hall with tables, electricity and usually a [[local area network]] connected to the Internet. In this respect, many demoparties resemble [[LAN party|LAN parties]], and many of the largest events also gather gamers and other computer enthusiasts in addition to demosceners. A major difference between a real demoparty and a LAN party is that demosceners typically spend more time socializing (often outside the actual party hall) than in front of their computers.<ref>{{cite web|url=http://breakpoint.untergrund.net/newvisitors.php|title=Breakpoint 2010 - Like There's No Tomorrow // Bingen am Rhein, Germany, Easter Weekend 2010}}</ref> |
The visitors of a demoparty often bring their own computers to compete and show their works. To this end, most parties provide a large hall with tables, electricity and usually a [[local area network]] connected to the Internet. In this respect, many demoparties resemble [[LAN party|LAN parties]], and many of the largest events also gather gamers and other computer enthusiasts in addition to demosceners. A major difference between a real demoparty and a LAN party is that demosceners typically spend more time socializing (often outside the actual party hall) than in front of their computers.<ref>{{cite web|url=http://breakpoint.untergrund.net/newvisitors.php|title=Breakpoint 2010 - Like There's No Tomorrow // Bingen am Rhein, Germany, Easter Weekend 2010|access-date=11 November 2017|archive-date=10 November 2007|archive-url=https://web.archive.org/web/20071110200904/http://breakpoint.untergrund.net/newvisitors.php|url-status=live}}</ref> |
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===List of demoparties=== |
===List of demoparties=== |
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|Formerly the world's largest "scene-only" demoparty, successor of the Mekka & Symposium party series. Followed by [[Revision (demoparty)|Revision]]. |
|Formerly the world's largest "scene-only" demoparty, successor of the Mekka & Symposium party series. Followed by [[Revision (demoparty)|Revision]]. |
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|- |
|- |
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|''' |
|'''CAFePARTY''' |
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|[[Kazan]], [[Russia]] |
|[[Kazan]], [[Russia]] |
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|1999– |
|1999– |
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|[[Saint Petersburg]], [[Russia]] |
|[[Saint Petersburg]], [[Russia]] |
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|1999– |
|1999– |
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|The largest demoparty in ex-Soviet countries, successor of the |
|The largest demoparty in ex-Soviet countries, successor of the Enlight parties. |
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|- |
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|'''Cookie''' |
|'''Cookie''' |
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|The demoparty in Paris succeeding to DemoJS, but leaving out the focus on web technologies. |
|The demoparty in Paris succeeding to DemoJS, but leaving out the focus on web technologies. |
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|- |
|- |
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|''' |
|'''Coven''' |
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|[[Adelaide, South Australia|Adelaide]], [[Australia]] |
|[[Adelaide, South Australia|Adelaide]], [[Australia]] |
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|1995–2001 |
|1995–2001 |
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|'''Datastorm''' |
|'''Datastorm''' |
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|[[Gothenburg]], [[Sweden]] |
|[[Gothenburg]], [[Sweden]] |
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|2010–2019 |
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|2010– |
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|[[Amiga]]/[[Commodore 64|C64]] copy party. |
|[[Amiga]]/[[Commodore 64|C64]] copy party. |
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|- |
|- |
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|World's largest [[LAN]]-party, which later became more of Gaming party / E-Sports event. |
|World's largest [[LAN]]-party, which later became more of Gaming party / E-Sports event. |
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|- |
|- |
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|'''Equinox'''<ref>{{cite book | url=https://books.google.com/books?id=fc0vEAAAQBAJ&dq=Equinox+demoscene&pg=PA251 | title=Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming | page=251 | edition=2nd | editor=Mark J. P. Wolf | year=2021 | isbn=978-1440870200}}</ref> |
|'''Equinox'''<ref>{{cite book | url=https://books.google.com/books?id=fc0vEAAAQBAJ&dq=Equinox+demoscene&pg=PA251 | title=Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming | page=251 | edition=2nd | editor=Mark J. P. Wolf | year=2021 | publisher=Abc-Clio | isbn=978-1440870200 | access-date=19 March 2023 | archive-date=25 April 2023 | archive-url=https://web.archive.org/web/20230425211323/https://books.google.com/books?id=fc0vEAAAQBAJ&dq=Equinox+demoscene&pg=PA251 | url-status=live }}</ref> |
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|France |
|France |
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|1988–2007 |
|1988–2007 |
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|Atari ST and PC |
|Atari ST and PC |
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⚫ | |||
|'''Euskal Encounter''' |
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|[[Basque_Country_(greater_region)|Basque Country]], Spain |
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|1994– |
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|Originated as a pure Amiga Demo Party, now is a Lan and Demo Party |
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|- |
|- |
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|'''Evoke''' |
|'''Evoke''' |
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|1992– |
|1992– |
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|Norway's largest demoparty, which later became more of a [[LAN]]/game-party. |
|Norway's largest demoparty, which later became more of a [[LAN]]/game-party. |
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⚫ | |||
|'''Gubbdata''' |
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⚫ | |||
|2012–2022 |
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|[[Amiga]]/[[Commodore 64|C64]] demo party. Organized by Genesis Project. |
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|- |
|- |
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|'''Hackerence''' |
|'''Hackerence''' |
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| |
| |
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|- |
|- |
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|''' |
|'''Nullarbor''' |
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|[[Perth, Western Australia|Perth]], Australia |
|[[Perth, Western Australia|Perth]], Australia |
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|2006–2008 |
|2006–2008 |
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|<ref>{{cite web |title=nullarbor |url=https://www.pouet.net/party.php?which=1212&when=2006 |website=pouët.net |access-date=18 June 2024}}</ref><ref>{{cite web|url=http://ecumediaqa.ids.ecu.edu.au/popups/mrPopup.asp?mrID=748|title=Electronic art on show at ECU|date=1 February 2006|author=Edith Cowan University Corporate Communications|accessdate=10 January 2007|archive-url=https://web.archive.org/web/20060820153734/http://ecumediaqa.ids.ecu.edu.au/popups/mrPopup.asp?mrID=748|archive-date=20 August 2006|url-status=dead}}</ref><ref>{{cite web |title=Official website |url=http://notrees.org/ |website=notrees.org |access-date=18 June 2024 |archive-url=https://web.archive.org/web/20080614085145/http://notrees.org/ |archive-date=14 June 2008 |url-status=dead}}</ref> |
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⚫ | |||
|- |
|- |
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|'''[[Nvision|NVScene]]''' |
|'''[[Nvision|NVScene]]''' |
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|The primary SA demo party. |
|The primary SA demo party. |
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|- |
|- |
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|'''Outline''' |
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|'''[[Pilgrimage (demo party)|Pilgrimage]]''' |
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|[[Ommen]], Netherlands |
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|2004– |
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|Atari and all other platforms. |
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⚫ | |||
|'''The Party''' |
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|[[Aars]], [[Denmark]] |
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⚫ | |||
|One of the oldest and largest parties.<ref>{{cite web |title=The Party |url=https://www.theparty.dk/ |website=theparty.dk |access-date=5 June 2024 |archive-url=https://web.archive.org/web/20030206095642/https://www.theparty.dk/ |archive-date=6 February 2003 |url-status=live}}</ref><ref>{{cite web |title=The Party |url=https://www.pouet.net/party.php?which=45 |website=pouët.net |access-date=5 June 2024}}</ref><ref>{{cite web |title=The Party 2002 |url=https://demozoo.org/parties/1026/ |website=Demozoo |access-date=5 June 2024}}</ref><ref>{{cite web |title=History - Year: 1992 |url=http://www.jesperkyd.com/about/history_92.html |website=[[Jesper Kyd]] |access-date=5 June 2024 |archive-url=https://web.archive.org/web/20080224075733/http://www.jesperkyd.com/about/history_92.html |archive-date=24 February 2008 |url-status=dead}}</ref> |
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⚫ | |||
|'''Pilgrimage''' |
|||
|[[Salt Lake City]], [[Utah]], USA |
|[[Salt Lake City]], [[Utah]], USA |
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|2003–2005 |
|2003–2005 |
||
|<ref>{{cite web |title=Pilgrimage |url=http://pilgrimage.scene.org/ |website=pilgrimage.scene.org |access-date=26 June 2024 |archive-url=https://web.archive.org/web/20050320085351/http://pilgrimage.scene.org/ |archive-date=20 March 2005 |url-status=dead}}</ref><ref>{{cite news|url=http://www.acid.org/images/pilgrimage04/interview/interview-pilgrimage-2004-3dluvr-ccrat.html |title=Pilgrimage Inc Interview - Pilgrimage Demo Party 2004 |publisher=3DLUVR.com |date=August 29, 2004 |last1=Caballo |first1=Enrique |url-status=dead |archive-url=https://web.archive.org/web/20110927061745/http://www.acid.org/images/pilgrimage04/interview/interview-pilgrimage-2004-3dluvr-ccrat.html |archive-date=September 27, 2011 }}</ref> |
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⚫ | |||
|- |
|- |
||
|'''QBParty''' |
|'''QBParty''' |
||
Line 325: | Line 354: | ||
|The world's largest "scene-only" demoparty, successor of the [[Breakpoint (demo party)|Breakpoint]] party series. |
|The world's largest "scene-only" demoparty, successor of the [[Breakpoint (demo party)|Breakpoint]] party series. |
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|- |
|- |
||
|''' |
|'''Rewired''' |
||
|[[Hasselt]], Belgium |
|[[Maaseik]], Belgium<br>[[Hasselt]], Belgium |
||
|2008–2014 |
|2008–2014 |
||
|<ref name="rewired">{{cite web |title=Rewired |url=http://www.rewired.be/ |website=rewired.be |access-date=4 June 2024 |archive-url=https://web.archive.org/web/20120305190107/http://www.rewired.be/ |archive-date=5 March 2012 |url-status=live}}</ref><ref>{{cite web |title=Rewired |url=https://demozoo.org/parties/series/231/ |website=Demozoo |access-date=4 June 2024}}</ref><ref>{{cite web |title=ReWired |url=https://www.pouet.net/party.php?which=1439 |website=pouët.net |access-date=4 June 2024}}</ref> |
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|The only annual demoparty in Belgium. |
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|- |
|- |
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|'''Riverwash''' |
|'''Riverwash''' |
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Line 335: | Line 364: | ||
| |
| |
||
|- |
|- |
||
|''' |
|'''Saturne Party''' |
||
|Paris, France |
|Paris, France |
||
|1993–1997 |
|1993–1997 |
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Line 369: | Line 398: | ||
|1997–2001 |
|1997–2001 |
||
|The first instalment was named X'97 Takeover, as it was held together with the [[X (demo party)|X]] party. |
|The first instalment was named X'97 Takeover, as it was held together with the [[X (demo party)|X]] party. |
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⚫ | |||
|'''[[The Party (demo party)|The Party]]''' |
|||
⚫ | |||
⚫ | |||
|One of the oldest and largest parties; abandoned by the demoscene in its final years due to lack of support. |
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|- |
|- |
||
|'''The Ultimate Meeting''' |
|'''The Ultimate Meeting''' |
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Line 380: | Line 404: | ||
|One of the biggest German demoparties, initially thought as a warm-up meeting for [[The Party (demo party)|The Party]]. It finally moved to the same date as The Party when it was clear that The Party became obsolete. |
|One of the biggest German demoparties, initially thought as a warm-up meeting for [[The Party (demo party)|The Party]]. It finally moved to the same date as The Party when it was clear that The Party became obsolete. |
||
|- |
|- |
||
|''' |
|'''VIP''' |
||
|[[Lyon]], France |
|[[Lyon]], France |
||
|1999–2002, 2008– |
|||
|1999– |
|||
|Organized by PoPsY TeAm, this is the oldest pure demoscene party still ongoing in France. |
|Organized by PoPsY TeAm, this is the oldest pure demoscene party still ongoing in France. |
||
|- |
|- |
||
|''' |
|'''Wired''' |
||
|[[Mons]], Belgium |
|[[Mons, Belgium|Mons]], Belgium |
||
|1994–1998 |
|1994–1998 |
||
|<ref>{{cite web |url=https://www.demoparty.net/wired |title=Wired |website=demoparty.net |access-date=2021-05-08}}</ref><ref>{{cite web |url=https://demozoo.org/parties/531/ |title=Wired 1998 |website=demozoo.org |access-date=2021-05-08}}</ref><ref>{{cite web |url=https://www.mediamolecule.com/blog/article/paper_alexs_64k_demo_from_1996 |title=Paper: Alex's 64k demo from 1996 |publisher=Media Molecule |access-date=2021-05-08}}</ref> |
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⚫ | |||
|- |
|- |
||
|''' |
|'''X''' |
||
|[[Someren]], Netherlands |
|[[Someren]], Netherlands |
||
|1995– |
|1995– |
||
|[[Commodore 64]] party, currently held every second year. Last one was on |
|[[Commodore 64]] party, currently held about every second year. Last one was on June 2–4, 2023. In 1995 and 1996 also a PC demo party, in 1997 combined with Takeover.<ref>{{cite web |title=The X Party |url=https://xparty.net/ |website=xparty.net |access-date=26 June 2024}}</ref> |
||
|- |
|- |
||
|'''Xenium''' |
|'''Xenium''' |
||
|[[Katowice]], Poland |
|[[Katowice]], Poland |
||
|2019– |
|1999, 2019– |
||
|Successor of Riverwash event. |
|Successor of Riverwash event. |
||
|} |
|} |
||
==64K intro== |
==64K intro== |
||
A '''64K intro''' is a [[Demo (computer programming)|demo]] with an executable file size limit of 64 [[kibibyte]]s, or 65,536 [[byte]]s. This is a traditional limit inherited from the maximum size of a [[COM file]]. |
A '''64K intro''' is a [[Demo (computer programming)|demo]] with an executable file size limit of 64 [[kibibyte]]s, or 65,536 [[byte]]s. This is a traditional limit inherited from the maximum size of a [[COM file]]. Demos traditionally were limited by RAM size, or later by storage size. By the early 1990s, demo sizes grew, so categories were created for limited sizes that forced developers to not simply stream data from storage. |
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To reduce the file size, 64K intros often use [[executable compression]] and [[procedural generation]], such as [[sound synthesis]], [[mesh generation]], [[procedural textures]], and [[procedural animation]].<ref>{{Cite news|url=https://gizmodo.com/this-incredible-animation-was-made-by-code-that-could-f-1565294456|title=This Incredible Animation Was Made By Code That Could Fit on a Floppy|last=Campbell-Dollaghan|first=Kelsey|work=Gizmodo|access-date=2018-03-16|language=en-US|archive-date=10 December 2022|archive-url=https://web.archive.org/web/20221210205426/https://gizmodo.com/this-incredible-animation-was-made-by-code-that-could-f-1565294456|url-status=live}}</ref> |
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<ref>{{cite web|url=https://64k-scene.github.io/resources.html|website=64K Scene|title=Resources|access-date=10 April 2024|archive-date=10 April 2024|archive-url=https://web.archive.org/web/20240410004412/https://64k-scene.github.io/resources.html|url-status=live}}</ref> |
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⚫ | fr-08, a 64k PC demo by [[Farbrausch]] released at [[The Party (demoparty)|The Party]] 2000 in [[Aars]] has since been claimed<ref>{{Cite web |url=http://www.bitfellas.org/page.php?170 |title=BitJam Episode #39 interview with Boyc that sums up how 64k's changed around 2000, because of fr-08. Features music from 64k intros. |access-date=10 December 2022 |archive-date=10 December 2022 |archive-url=https://web.archive.org/web/20221210205437/http://www.bitfellas.org/page.php?170 |url-status=live }}</ref> to mark a [[wikt:watershed moment|watershed moment]] in the popularity of the category. Others include [[Chaos Theory (demo)|Chaos Theory]] by [[Conspiracy (demogroup)|Conspiracy]] (2006), Gaia Machina by Approximate (2012),<ref>{{Cite web|url=https://demozoo.org/productions/31427/|title=Gaia Machina by Approximate|access-date=2018-07-28|date=2012-04-08|archive-date=10 December 2022|archive-url=https://web.archive.org/web/20221210205428/https://demozoo.org/productions/31427/|url-status=live}}</ref> F — Felix's Workshop by Ctrl-Alt-Test (2012)<ref>{{Cite web|url=http://s2013.siggraph.org/attendees/daytime-selects-demoscene.html|title=Daytime Selects - Demoscene {{!}} SIGGRAPH 2013|last=|first=|date=2017-03-27|website=|archive-url=https://web.archive.org/web/20170327165532/http://s2013.siggraph.org/attendees/daytime-selects-demoscene.html|archive-date=2017-03-27|access-date=2018-03-19}}</ref> Fermi paradox by Mercury (2016),<ref>{{cite web |url=https://www.theverge.com/circuitbreaker/2016/5/11/11656690/fermi-paradox-demoscene-explore-space-64k |title=To explore space all you need is 64K |first=Paul |last=Miller |date=11 May 2016 |via=The Verge |access-date=10 November 2021 |archive-date=16 September 2021 |archive-url=https://web.archive.org/web/20210916173418/https://www.theverge.com/circuitbreaker/2016/5/11/11656690/fermi-paradox-demoscene-explore-space-64k |url-status=live }}</ref><ref name="siggraph">{{cite web |title=Siggraph 2016 Advance Program |url=http://s2016.siggraph.org/sites/default/files/S16_AP_070616.pdf |page=16 |date=2016-07-06 |access-date=10 December 2022 |archive-date=19 March 2023 |archive-url=https://web.archive.org/web/20230319115256/http://s2016.siggraph.org/sites/default/files/S16_AP_070616.pdf |url-status=live }}</ref> and Darkness Lay Your Eyes Upon Me by Conspiracy (2016).<ref name="siggraph"/> |
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==Awards== |
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Every year, awards in the demoscene celebrate the creativity, technical prowess, and artistic vision of demoscene groups and individuals: |
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* The [[Scene.org Awards]] were an annual award presented by Scene.org from 2003 to 2012. |
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⚫ | fr-08, a 64k PC demo by [[Farbrausch]] released at [[The Party (demoparty)|The Party]] 2000 in [[Aars]] has since been claimed<ref> |
||
* The Meteoriks are an annual award that happens every year since 2014. The award ceremony is held at [[Revision_(demoparty)|Revision]]. |
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==Influence== |
==Influence== |
||
<!-- Deleted image removed: [[File:Mobile demo anal party iv.jpg|thumb|270px|A demo running on a [[TI-86]] calculator]] --> |
<!-- Deleted image removed: [[File:Mobile demo anal party iv.jpg|thumb|270px|A demo running on a [[TI-86]] calculator]] --> |
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Although demos are |
Although demos are a rather obscure form of art, even in traditionally active demoscene countries, the scene has influenced areas such as [[Video game|computer games industry]] and [[new media art]].<ref>{{cite web|url=http://www.gamespy.com/articles/595/595975p1.html|publisher=GameSpy|title=Will Wright Presents Spore... and a New Way to Think About Games|date=14 March 2005|author=David 'Fargo' Kosak|access-date=1 February 2019|archive-date=11 February 2019|archive-url=https://web.archive.org/web/20190211170629/http://www.gamespy.com/articles/595/595975p1.html|url-status=live}}</ref><ref>{{cite magazine|url=http://www.spiegel.de/netzwelt/web/demoscene-bit-zauberer-lassen-computer-malen-a-442536-2.html|magazine=Der Spiegel|title=Warum Informatiker Demo-Codern mit offenem Mund zuhören - und was Will "Sims" Wright der Demoscene schuldet|date=15 October 2006|author=Moses Grohé|access-date=1 February 2019|archive-date=2 September 2019|archive-url=https://web.archive.org/web/20190902084111/https://www.spiegel.de/netzwelt/web/demoscene-bit-zauberer-lassen-computer-malen-a-442536-2.html|url-status=live}}</ref><ref>{{cite web|url=http://zine.bitfellas.org/article.php?zine=14&id=18|publisher=Bitfellas|title=Demo Effects in Games|date=1 August 2010|author=Bobic and Axel|access-date=1 February 2019|archive-date=23 September 2019|archive-url=https://web.archive.org/web/20190923030429/http://zine.bitfellas.org/article.php?zine=14&id=18|url-status=live}}</ref> |
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Many European game programmers, artists, and musicians have come from the demoscene, often cultivating the learned techniques, practices and philosophies in their work. For example, the Finnish company [[Remedy Entertainment]], known for the [[Max Payne]] series of games, was founded by the PC group [[Future Crew]], and most of its employees are former or active Finnish demosceners.<ref>{{cite web |
Many European game programmers, artists, and musicians have come from the demoscene, often cultivating the learned techniques, practices and philosophies in their work. For example, the Finnish company [[Remedy Entertainment]], known for the [[Max Payne]] series of games, was founded by the PC group [[Future Crew]], and most of its employees are former or active Finnish demosceners.<ref>{{cite web|url=http://www.4players.de/4sceners.php?LAYOUT=dispbericht&world=4sceners&BERICHTID=5157&autorid=260|publisher=4players.de|title=Sceners in the Games Industry|date=18 January 2007|author=Bobic|access-date=17 February 2011|archive-date=14 March 2012|archive-url=https://web.archive.org/web/20120314141954/http://www.4players.de/4sceners.php?LAYOUT=dispbericht&world=4sceners&BERICHTID=5157&autorid=260|url-status=live}}</ref><ref>{{cite web |url=http://sci.aalto.fi/en/current/news/view/2012-09-28/ |title=Jaakko Lehtinen appointed as a Professor in the School of Science |date=2012-09-28 |quote=The so-called demoscene has laid a foundation for the active and internationally astonishingly successful Finnish games industry. |access-date=2 October 2012 |archive-date=4 October 2012 |archive-url=https://web.archive.org/web/20121004005912/http://sci.aalto.fi/en/current/news/view/2012-09-28/ |url-status=live }}</ref> |
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Sometimes demos even provide direct influence even to game developers that have no demoscene affiliation: for instance, [[Will Wright (game designer)|Will Wright]] names demoscene as a major influence on the [[Maxis]] game [[Spore (computer game)|Spore]], which is largely based on [[Procedural generation|procedural content generation]].<ref>{{cite web |url=http://www.gamespy.com/articles/595/595975p1.html |title=Will Wright Presents Spore... and a New Way to Think About Games |work=[[GameSpy]] |author=Dave 'Fargo' Kosak |date=2005-03-14}}</ref> Similarly, at [[QuakeCon]] in 2011, [[John Carmack]] noted that he "thinks highly" of people who do 64k intros, as an example of artificial limitations encouraging creative programming.<ref>{{cite web |url=https://www.youtube.com/watch?v=4zgYG-_ha28#t=4827s | archive-url=https://ghostarchive.org/varchive/youtube/20211118/4zgYG-_ha28| archive-date=2021-11-18 | url-status=live|title=QuakeCon 2011 – John Carmack Keynote |work=[[YouTube]] |date=2011-08-05}}{{cbignore}}</ref> [[Jerry Holkins]] from [[Penny Arcade]] claimed to have an "abiding love" for the demoscene, and noted that it is "stuff worth knowing".<ref>{{cite web |url=http://penny-arcade.com/2012/04/13/lickr |date=2012-04-13 |title=Lickr}}</ref> |
Sometimes demos even provide direct influence even to game developers that have no demoscene affiliation: for instance, [[Will Wright (game designer)|Will Wright]] names demoscene as a major influence on the [[Maxis]] game [[Spore (computer game)|Spore]], which is largely based on [[Procedural generation|procedural content generation]].<ref>{{cite web |url=http://www.gamespy.com/articles/595/595975p1.html |title=Will Wright Presents Spore... and a New Way to Think About Games |work=[[GameSpy]] |author=Dave 'Fargo' Kosak |date=2005-03-14 |access-date=16 October 2007 |archive-date=15 October 2007 |archive-url=https://web.archive.org/web/20071015140656/http://www.gamespy.com/articles/595/595975p1.html |url-status=live }}</ref> Similarly, at [[QuakeCon]] in 2011, [[John Carmack]] noted that he "thinks highly" of people who do 64k intros, as an example of artificial limitations encouraging creative programming.<ref>{{cite web |url=https://www.youtube.com/watch?v=4zgYG-_ha28#t=4827s | archive-url=https://ghostarchive.org/varchive/youtube/20211118/4zgYG-_ha28| archive-date=2021-11-18 | url-status=live|title=QuakeCon 2011 – John Carmack Keynote |work=[[YouTube]] |date=2011-08-05}}{{cbignore}}</ref> [[Jerry Holkins]] from [[Penny Arcade]] claimed to have an "abiding love" for the demoscene, and noted that it is "stuff worth knowing".<ref>{{cite web |url=http://penny-arcade.com/2012/04/13/lickr |date=2012-04-13 |title=Lickr |access-date=21 April 2012 |archive-date=15 April 2012 |archive-url=https://web.archive.org/web/20120415190609/http://penny-arcade.com/2012/04/13/lickr |url-status=dead }}</ref> |
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Certain forms of computer art have a strong affiliation with the demoscene. [[Tracker (music software)|Tracker music]], for example, originated in the Amiga game industry but was soon heavily dominated by demoscene musicians; producer [[Adam Fielding]]<ref>{{YouTube|sUbMjES6Xj0|Artist Feature: Adam Fielding}}</ref> claims to have tracker/demoscene roots. Currently, there is a major tracking scene separate from the actual demoscene. A form of static computer graphics where demosceners have traditionally excelled is [[pixel art]]; see ''[[artscene]]'' for more information on the related subculture.{{Citation needed|date=September 2014}} Origins of [[creative coding]] tools like [[Shadertoy]] and [[Three.js]] can be directly traced back to the scene.<ref>{{cite web|url=https://www.youtube.com/watch?v=LXWYOF4VibE| archive-url=https://ghostarchive.org/varchive/youtube/20211118/LXWYOF4VibE| archive-date=2021-11-18 | url-status=live|author=NVScene|publisher=YouTube|title=NVScene 2015 Session: Reinventing The Wheel - One Last Time (Ricardo Cabello)}}{{cbignore}}</ref> |
Certain forms of computer art have a strong affiliation with the demoscene. [[Tracker (music software)|Tracker music]], for example, originated in the Amiga game industry but was soon heavily dominated by demoscene musicians; producer [[Adam Fielding]]<ref>{{YouTube|sUbMjES6Xj0|Artist Feature: Adam Fielding}}</ref> claims to have tracker/demoscene roots. Currently, there is a major tracking scene separate from the actual demoscene. A form of static computer graphics where demosceners have traditionally excelled is [[pixel art]]; see ''[[artscene]]'' for more information on the related subculture.{{Citation needed|date=September 2014}} Origins of [[creative coding]] tools like [[Shadertoy]] and [[Three.js]] can be directly traced back to the scene.<ref>{{cite web|url=https://www.youtube.com/watch?v=LXWYOF4VibE| archive-url=https://ghostarchive.org/varchive/youtube/20211118/LXWYOF4VibE| archive-date=2021-11-18 | url-status=live|author=NVScene|publisher=YouTube|title=NVScene 2015 Session: Reinventing The Wheel - One Last Time (Ricardo Cabello)| date=24 March 2015}}{{cbignore}}</ref> |
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Over the years, desktop computer hardware capabilities have improved by orders of magnitude, and so for most programmers, tight hardware restrictions are no longer a common issue. Nevertheless, demosceners continue to study and experiment with creating impressive effects on limited hardware. Since [[handheld console]]s and cellular phones have comparable processing power or capabilities to the desktop platforms of old (such as low resolution screens which require pixel art, or very limited storage and memory for music replay), many demosceners have been able to apply their niche skills to develop games for these platforms, and earn a living doing so.{{Citation needed|date=September 2014}} One particular example is ''[[Angry Birds]]'', whose lead designer Jaakko Iisalo was an active and well-known demoscener in the 1990s.<ref>{{cite web|url=http://www.edge-online.com/features/meet-man-behind-angry-birds/|title=Edge Magazine – GamesRadar+|website=edge-online.com}}</ref> [[Unity Technologies]] is another notable example; its technical leads on iPhone, Android and Nintendo Switch platforms Renaldas Zioma and Erik Hemming<ref>{{Cite web|last=Nutt|first=Christian|date=2012-02-29|title=Unity's Future In High-Definition|url=https://www.gamasutra.com/view/feature/163215/unitys_future_in_highdefinition.php|access-date=2021-01-03|website=www.gamasutra.com|language=en}}</ref><ref>{{Cite web|last=Nutt|first=Christian|date=2012-01-05|title=How Unity tackles Android support, straight from its lead developer|url=https://www.gamasutra.com/view/news/128962/How_Unity_tackles_Android_support_straight_from_its_lead_developer.php|access-date=2021-01-04|website=www.gamasutra.com|language=en}}</ref> are authors of ''Suicide Barbie''<ref>{{Citation|title=GitHub repository for Suicide Barbie a Playstation Portable demo|date=2021-01-03|url=https://github.com/theblacklotus/suicide-barbie|publisher=The Black Lotus|access-date=2021-01-03}}</ref> demo for the Playstation Portable console, which was released in 2007. |
Over the years, desktop computer hardware capabilities have improved by orders of magnitude, and so for most programmers, tight hardware restrictions are no longer a common issue. Nevertheless, demosceners continue to study and experiment with creating impressive effects on limited hardware. Since [[handheld console]]s and cellular phones have comparable processing power or capabilities to the desktop platforms of old (such as low resolution screens which require pixel art, or very limited storage and memory for music replay), many demosceners have been able to apply their niche skills to develop games for these platforms, and earn a living doing so.{{Citation needed|date=September 2014}} One particular example is ''[[Angry Birds]]'', whose lead designer Jaakko Iisalo was an active and well-known demoscener in the 1990s.<ref>{{cite web|url=http://www.edge-online.com/features/meet-man-behind-angry-birds/|title=Edge Magazine – GamesRadar+|website=edge-online.com|date=7 August 2023|access-date=16 December 2012|archive-date=21 December 2012|archive-url=https://web.archive.org/web/20121221234442/http://www.edge-online.com/features/meet-man-behind-angry-birds/|url-status=live}}</ref> [[Unity Technologies]] is another notable example; its technical leads on iPhone, Android and Nintendo Switch platforms Renaldas Zioma and Erik Hemming<ref>{{Cite web|last=Nutt|first=Christian|date=2012-02-29|title=Unity's Future In High-Definition|url=https://www.gamasutra.com/view/feature/163215/unitys_future_in_highdefinition.php|access-date=2021-01-03|website=www.gamasutra.com|language=en|archive-date=1 December 2020|archive-url=https://web.archive.org/web/20201201094158/https://www.gamasutra.com/view/feature/163215/unitys_future_in_highdefinition.php|url-status=live}}</ref><ref>{{Cite web|last=Nutt|first=Christian|date=2012-01-05|title=How Unity tackles Android support, straight from its lead developer|url=https://www.gamasutra.com/view/news/128962/How_Unity_tackles_Android_support_straight_from_its_lead_developer.php|access-date=2021-01-04|website=www.gamasutra.com|language=en|archive-date=6 August 2021|archive-url=https://web.archive.org/web/20210806042738/https://www.gamasutra.com/view/news/128962/How_Unity_tackles_Android_support_straight_from_its_lead_developer.php|url-status=live}}</ref> are authors of ''Suicide Barbie''<ref>{{Citation|title=GitHub repository for Suicide Barbie a Playstation Portable demo|date=2021-01-03|url=https://github.com/theblacklotus/suicide-barbie|publisher=The Black Lotus|access-date=2021-01-03|archive-date=2 January 2021|archive-url=https://web.archive.org/web/20210102092400/https://github.com/theblacklotus/suicide-barbie|url-status=live}}</ref> demo for the Playstation Portable console, which was released in 2007. |
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Some attempts have been made to increase the familiarity of demos as an art form. For example, there have been demo shows, demo galleries and demoscene-related books, sometimes even TV programs introducing the subculture and its works.<ref>{{cite web|url=http://scene.org/dir.php?dir=/resources/media/|title=scene.org file archive :: browsing /resources/media/|website=scene.org}}</ref>{{Original research inline|date=September 2014}} |
Some attempts have been made to increase the familiarity of demos as an art form. For example, there have been demo shows, demo galleries and demoscene-related books, sometimes even TV programs introducing the subculture and its works.<ref>{{cite web|url=http://scene.org/dir.php?dir=/resources/media/|title=scene.org file archive :: browsing /resources/media/|website=scene.org|access-date=26 June 2017|archive-date=17 May 2013|archive-url=https://web.archive.org/web/20130517080113/http://scene.org/dir.php?dir=%2Fresources%2Fmedia/|url-status=live}}</ref>{{Original research inline|date=September 2014}} |
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The museum IT-ceum in Linköping, Sweden, has an exhibition about the demoscene.<ref>{{cite web |url=http://www.arrivalguides.com/en/Travelguides/Europe/Sweden/LINKOPING/doandsee |title=Linköping – Do & See – Datamuseet It-ceum |quote=and visitors can also learn more about today’s demo scene}}</ref> |
The museum IT-ceum in Linköping, Sweden, has an exhibition about the demoscene.<ref>{{cite web |url=http://www.arrivalguides.com/en/Travelguides/Europe/Sweden/LINKOPING/doandsee |title=Linköping – Do & See – Datamuseet It-ceum |quote=and visitors can also learn more about today’s demo scene |access-date=9 September 2011 |archive-date=1 April 2012 |archive-url=https://web.archive.org/web/20120401094908/http://www.arrivalguides.com/en/Travelguides/Europe/Sweden/LINKOPING/doandsee |url-status=dead }}</ref> |
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===Video game industry=== |
===Video game industry=== |
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4players.de reported that "numerous" demo and intro programmers, artists, and musicians were employed in the games industry by 2007. Video game companies with demoscene members on staff included [[Digital Illusions]], [[Starbreeze]], [[Ascaron]],<ref name="4sceners 2007 p1" /> 49Games, [[Remedy Entertainment|Remedy]], [[Techland]], [[Lionhead Studios]],<ref name="4sceners 2007 p2" /> [[Bugbear Entertainment|Bugbear]], [[Digital Reality]], [[Guerrilla Games]], and [[Akella]].<ref name="4sceners 2007 p3" /> |
4players.de reported that "numerous" demo and intro programmers, artists, and musicians were employed in the games industry by 2007. Video game companies with demoscene members on staff included [[Digital Illusions]], [[Starbreeze]], [[Ascaron]],<ref name="4sceners 2007 p1" /> 49Games, [[Remedy Entertainment|Remedy]], [[Techland]], [[Lionhead Studios]],<ref name="4sceners 2007 p2" /> [[Bugbear Entertainment|Bugbear]], [[Digital Reality]], [[Guerrilla Games]], and [[Akella]].<ref name="4sceners 2007 p3" /> |
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The [[Music tracker| |
The [[Music tracker|tracker music]] which is part of demoscene culture could be found in many video games of the late 1980s to early 2000s, such as ''[[Lemmings]]'', ''[[Jazz Jackrabbit]]'', ''[[One Must Fall: 2097]]'', ''[[Crusader: No Remorse]]'', the [[Unreal (video game series)|''Unreal'' series]], ''[[Deus Ex (video game)|Deus Ex]]'', ''[[Bejeweled (video game)|Bejeweled]]'', and ''[[Uplink (video game)|Uplink]]''.<ref>[https://books.google.com/books?id=m5exIODbtqkC&dq=%22epic+games%22+tracker+music+mod+unreal&pg=PA341 Game Development and Production] {{Webarchive|url=https://web.archive.org/web/20230425205941/https://books.google.com/books?id=m5exIODbtqkC&dq=%22epic+games%22+tracker+music+mod+unreal&pg=PA341 |date=25 April 2023 }} by Erik Bethke, page 341</ref> |
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==See also== |
==See also== |
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==Further reading== |
==Further reading== |
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*{{cite magazine |url=https://www.wired.com/wired/archive/3.07/democoders.html|title=Demo or Die!|access-date=31 December 2007|last=Green|first=Dave|date=July 1995|magazine=Wired |volume=3 |number=7}} |
*{{cite magazine |url=https://www.wired.com/wired/archive/3.07/democoders.html|title=Demo or Die!|access-date=31 December 2007|last=Green|first=Dave|date=July 1995|magazine=Wired |volume=3 |number=7}} |
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*{{cite web |
*{{cite web|url=http://www.mustekala.info/node/35590|title=Introduction to the Demoscene|last=Pirtola|first=Pilvari|year=2008|website=Mustekala|access-date=20 May 2018|archive-date=21 May 2018|archive-url=https://web.archive.org/web/20180521021523/http://www.mustekala.info/node/35590|url-status=dead}} |
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*{{cite book |title=FREAX: Volume 1|last=Polgár|first=Tamás "Tomcat"|year=2005|publisher=CSW-Verlag|isbn=3-9810494-0-3}} |
*{{cite book |title=FREAX: Volume 1|last=Polgár|first=Tamás "Tomcat"|year=2005|publisher=CSW-Verlag|isbn=3-9810494-0-3}} |
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*{{cite thesis |type=Licentiate |title=Computer Demos – What Makes Them Tick?|last=Reunanen|first=Markku|year=2010|publisher=Aalto University School of Science and Technology|url=http://www.kameli.net/demoresearch2/reunanen-licthesis.pdf}} |
*{{cite thesis |type=Licentiate |title=Computer Demos – What Makes Them Tick?|last=Reunanen|first=Markku|year=2010|publisher=Aalto University School of Science and Technology|url=http://www.kameli.net/demoresearch2/reunanen-licthesis.pdf}} |
Revision as of 13:53, 17 August 2024
Demoscene |
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Concepts |
Alternative demo platforms |
Current parties |
Websites |
Magazines |
Software |
The demoscene is an international computer art subculture focused on producing demos: self-contained, sometimes extremely small, computer programs that produce audiovisual presentations. The purpose of a demo is to show off programming, visual art, and musical skills. Demos and other demoscene productions (graphics, music, videos, games) are shared, voted on and released online at festivals known as demoparties.
The scene started with the home computer revolution of the early 1980s, and the subsequent advent of software cracking.[1] Crackers altered the code of computer games to remove copy protection, claiming credit by adding introduction screens of their own ("cracktros"). They soon started competing for the best visual presentation of these additions.[2] Through the making of intros and stand-alone demos, a new community eventually evolved, independent of the gaming[3]: 29–30 and software sharing scenes.
Demos are informally classified into several categories, mainly of size-restricted intros. The most typical competition categories for intros are the 64k intro and the 4K intro, where the size of the executable file is restricted to 65536 and 4096 bytes, respectively. In other competitions the choice of platform is restricted; only 8-bit computers like the Atari 800 or Commodore 64, or the 16-bit Amiga or Atari ST. Such restrictions provide a challenge for coders, musicians, and graphics artists, to make a device do more than was intended in its original design.
History
The earliest computer programs that have some resemblance to demos and demo effects can be found among the so-called display hacks. Display hacks predate the demoscene by several decades, with the earliest examples dating back to the early 1950s.[5]
Demos in the demoscene sense began as software crackers' "signatures", that is, crack screens and crack intros attached to software whose copy protection was removed. The first crack screens appeared on the Apple II in the early 1980s, and they were often nothing but plain text screens crediting the cracker or their group. Gradually, these static screens evolved into increasingly impressive-looking introductions containing animated effects and music. Eventually, many cracker groups started to release intro-like programs separately, without being attached to unlicensed software.[6] These programs were initially known by various names, such as letters or messages, but they later came to be known as demos.[citation needed]
In 1980, Atari, Inc. began using a looping demo with visual effects and music to show the features of the Atari 400/800 computers in stores.[7] At the 1985 Consumer Electronics Show, Atari showed a demoscene-style demo for its latest 8-bit computers that alternated between a 3D walking robot and a flying spaceship, each with its own music, and animating larger objects than typically seen on those systems; the two sections were separated by the Atari logo.[8] The program was released to the public. Also in 1985, a large, spinning, checkered ball—casting a translucent shadow—was the signature demo of what the hardware was capable of when Commodore's Amiga was announced.
Simple demo-like music collections were put together on the C64 in 1985 by Charles Deenen, inspired by crack intros, using music taken from games and adding some homemade color graphics.[citation needed] In the following year the movement now known as the demoscene was born. The Dutch groups 1001 Crew and The Judges, both Commodore 64-based, are often mentioned[by whom?] among the earliest demo groups. While competing with each other in 1986, they both produced pure demos with original graphics and music involving more than just casual work, and used extensive hardware trickery. At the same time demos from others, such as Antony Crowther, had started circulating on Compunet in the United Kingdom.
Culture
The demoscene is mainly a European phenomenon.[9] It is a competition-oriented subculture, with groups and individual artists competing against each other in technical and artistic excellence. Those who achieve excellence are dubbed "elite", while those who do not follow the demoscene's implicit rules are called "lamers"; such rules emphasize creativity over "ripping" (or else using with permission) the works of others, having good contacts within the scene, and showing effort rather than asking for help.[9] Both this competitiveness and the sense of cooperation among demosceners have led to comparisons with the earlier hacker culture in academic computing.[9][10]: 159 The demoscene is a closed subculture, which seeks and receives little mainstream public interest.[3]: 4 As of 2010[update], the size of the scene was estimated at some 10,000.[11]
In the early days, competition came in the form of setting records, like the number of "bobs" (blitter objects) on the screen per frame, or the number of DYCP (Different Y Character Position) scrollers on a C64.[citation needed] These days, there are organized competitions, or compos, held at demoparties, although there have been some online competitions. It has also been common for diskmags to have voting-based charts which provide ranking lists for the best coders, graphicians, musicians, demos and other things.
In 2020, Finland added its demoscene to its national UNESCO list of intangible cultural heritage.[12] It is the first digital subculture to be put on an intangible cultural heritage list. In 2021, Germany and Poland also added its demoscene to its national UNESCO list of intangible cultural heritage,[13][14] followed by Netherlands in 2023.[15]
Groups
Demosceners typically organize in small groups, centered around a coder (programmer), a musician, a graphician (graphics designer) and a swapper (who spreads their own and others' creations by mail).
Groups always have names, and similarly the individual members pick a handle by which they will be addressed in the large community. While the practice of using handles rather than real names is a borrowing from the cracker/warez culture, where it serves to hide the identity of the cracker from law enforcement, in the demoscene (oriented toward legal activities) it mostly serves as a manner of self-expression. Group members tend to self-identify with the group, often extending their handle with their group's name, following the patterns "Handle of Group" or "Handle/Group".[3]: 31–32
Parties
A demoparty is an event where demosceners[16] and other computer enthusiasts gather to take part in competitions, nicknamed compos,[17] where they present demos (short audio-visual presentations of computer art) and other works such as digital art and music. A typical demoparty is a non-stop event spanning a weekend, providing the visitors a lot of time to socialize. The competing works, at least those in the most important competitions, are usually shown at night, using a video projector and loudspeakers.[18]
The most important competition is usually the demo compo.[19] The Assembly is the biggest demoscene party.[20] The Gathering became more of a players' party, the worlds largest computerparty.[21]
Concept
The visitors of a demoparty often bring their own computers to compete and show their works. To this end, most parties provide a large hall with tables, electricity and usually a local area network connected to the Internet. In this respect, many demoparties resemble LAN parties, and many of the largest events also gather gamers and other computer enthusiasts in addition to demosceners. A major difference between a real demoparty and a LAN party is that demosceners typically spend more time socializing (often outside the actual party hall) than in front of their computers.[22]
List of demoparties
Party name | Location | Years | Description |
---|---|---|---|
7DX Party | Istanbul, Turkey | 2002–2015 | 7DX was an annual demoparty that has been held since 2002 in Turkey. It is Turkey's first demo party that consists of demo-oriented competitions. |
Abstract | Gliwice, Poland | 2001–2005 | A demo party organized annually with lots of demos, intros, chiptune music. |
Alternative Party | Helsinki, Finland | 1998–2013 | An alternative party visited mostly by demo scene veterans. |
Arok Party | Ajka, Hungary | 1999– | 8-bit party, held each summer. |
Art Engine | São Paulo, Brazil | 2012 | The second Brazilian demoparty ever organized. |
Assembly | Helsinki, Finland | 1992– | One of the longest-running demo parties in the world. Associated with Boozembly. |
@party (Atparty) | Cambridge, Massachusetts, USA | 2010– | Annual demo party in Massachusetts. |
BIRDIE | Uppsala, Sweden | 1993– | Oldest LAN Party of Sweden with a Demoscene |
Bizarre | Etten-Leur, Netherlands | 1994–2000 | First PC demo party in The Netherlands. The first edition was held in Nijmegen, all others in Etten-Leur. |
Blockparty / PixelJam | Cleveland, Ohio, USA | 2007–2010, 2011–2012 | Both parties held in conjunction with Notacon. |
BCN Party | Barcelona | 2000–2007 | The only demoscene party in Barcelona. |
Breakpoint | Bingen, Germany | 2003–2010 | Formerly the world's largest "scene-only" demoparty, successor of the Mekka & Symposium party series. Followed by Revision. |
CAFePARTY | Kazan, Russia | 1999– | Main oldschool party in Russia. |
Chaos Constructions | Saint Petersburg, Russia | 1999– | The largest demoparty in ex-Soviet countries, successor of the Enlight parties. |
Cookie | Paris, France | 2016– | The demoparty in Paris succeeding to DemoJS, but leaving out the focus on web technologies. |
Coven | Adelaide, Australia | 1995–2001 | Started at Adelaide Uni then later changed venues to Ngapartji Multimedia Centre. Organised by local groups POP and FTS. |
Datastorm | Gothenburg, Sweden | 2010–2019 | Amiga/C64 copy party. |
Deadline | Berlin, Germany | 2014– | Annual demoparty/computer arts festival in Berlin, organized by Computerkunst e.V. |
Demobit | Bratislava, Slovakia | 1995– | The biggest multiplatform party in Slovakia. Resurrected after 20 years in 2017. |
DemoJS | Paris, France | 2011–2014 | The only demoparty strictly focused on open web technologies. Followed by Cookie. |
Demosplash | Pittsburgh, Pennsylvania, USA | 2011– | Hosted by the Carnegie Mellon University Computer Club. |
DiHalt [ru] | Nizhny Novgorod, Russia | 1999– | Second largest demoparty in Russia (after Chaos Constructions). |
DreamHack | Jönköping, Sweden | 1994– | World's largest LAN-party, which later became more of Gaming party / E-Sports event. |
Equinox[23] | France | 1988–2007 | Atari ST and PC |
Euskal Encounter | Basque Country, Spain | 1994– | Originated as a pure Amiga Demo Party, now is a Lan and Demo Party |
Evoke | Köln, Germany | 1997– | Demoparty organized by Digitale Kultur |
Flashback | Sydney, Australia | 2011–2015, 2019– | |
Flashparty | Buenos Aires, Argentina | 1998–2001, 2003–2005, 2007, 2018– | First Demoparty in Latin America |
Forever | Horná Súča, Slovakia | 2000– | 8-bit party, C64, Spectrum and Atari |
Function | Budapest, Hungary | 2003– | |
Gardening | Patras, Greece | 1995–1997 | First demoparty in Greece. |
The Gathering | Hamar, Norway | 1992– | Norway's largest demoparty, which later became more of a LAN/game-party. |
Gubbdata | Lund, Sweden | 2012–2022 | Amiga/C64 demo party. Organized by Genesis Project. |
Hackerence | Härnösand, Sweden | 1989–2000 | Organized by the youth club ComUn (Computer Union). |
Horde | Udine, Italy | 2007 | A result of a split from the computer event Codex Alpe Adria to focus on demo scene only. |
Icons Artparty | Helsinki, Finland | 2007, 2008, 2012– | Demoparty and a festival of electronic art. |
Inércia Demoparty | Portugal | 2001–2006, 2008, 2010, 2012, 2018–2022 | Oldest running Portuguese demoparty. |
Kindergarden | Haga, Norway | 1994–2014 | Used to be the oldest pure demoparty in the world, hasn't been held since 2014. |
Last Party | Opalenica, Poland | 1997–2003, 2017 | Winter Atari copy party. |
Lato Ludzików | Opalenica, Poland | 1999–2002 | Summer Atari copy party. |
LayerOne Demoparty | Pasadena, California | 2014– | Newish demoparty held every year at the LayerOne Security Conference |
Lost Party | Licheń Stary, Poland | 2019– | Summer 8-bit demo party. |
Lovebyte | Netherlands | 2021– | Demoparty dedicated to sizecoding |
Mekka & Symposium | Fallingbostel, Germany | 1996–2002 | One of the most respected demoparties. Part of the organizing staff went on to create Breakpoint. |
Movement | Ashkelon, Israel | 1995–1998 | The yearly demo party of the demoscene in Israel. |
NAID | Longueuil, Quebec, Canada | 1995–1996 | The first, and to date, largest demoparty in North America. |
Nordlicht | Bremen, Germany | 2012– | First pure demoscene party in Bremen since the Siliconvention in 1997. |
NOVA | Exeter, UK | 2017– | |
Nullarbor | Perth, Australia | 2006–2008 | [24][25][26] |
NVScene | San Jose, California, USA | 2008, 2014, 2015 | Held in conjunction with Nvision (an nVidia conference) in 2008. |
Optimise | Johannesburg, South Africa | 2000– | The primary SA demo party. |
Outline | Ommen, Netherlands | 2004– | Atari and all other platforms. |
The Party | Aars, Denmark | 1991–2002 | One of the oldest and largest parties.[27][28][29][30] |
Pilgrimage | Salt Lake City, Utah, USA | 2003–2005 | [31][32] |
QBParty | Sülysáp, Hungary | 2015– | On the first weekend after 10 May in each year. |
Revision | Saarbrücken, Germany | 2011– | The world's largest "scene-only" demoparty, successor of the Breakpoint party series. |
Rewired | Maaseik, Belgium Hasselt, Belgium |
2008–2014 | [33][34][35] |
Riverwash | Katowice, Poland | 2007–2018 | |
Saturne Party | Paris, France | 1993–1997 | |
Silly Venture | Gdańsk, Poland | 2000, 2010–2014, 2016–2019, 2021 | Originally exclusively for the Atari scene, since the 2020+1 Summer it has become multiplatform |
Solskogen | Flateby, Norway | 2002– | Started in Ås, Norway, but moved to Flateby in 2013. Close to 200 participants. |
Somewhere in Holland | Nijmegen, Netherlands | 1993, 1995 | Demoparty in The Netherlands. |
Sundown | Exeter, UK | 2005–2016 | The first UK-based party since 1999. |
Syntax Party | Melbourne, Australia | 2007– | Melbourne's biggest and (currently) only demoparty. |
Takeover | Eindhoven, The Netherlands | 1997–2001 | The first instalment was named X'97 Takeover, as it was held together with the X party. |
The Ultimate Meeting | Griesheim, Germany | 1999– | One of the biggest German demoparties, initially thought as a warm-up meeting for The Party. It finally moved to the same date as The Party when it was clear that The Party became obsolete. |
VIP | Lyon, France | 1999–2002, 2008– | Organized by PoPsY TeAm, this is the oldest pure demoscene party still ongoing in France. |
Wired | Mons, Belgium | 1994–1998 | [36][37][38] |
X | Someren, Netherlands | 1995– | Commodore 64 party, currently held about every second year. Last one was on June 2–4, 2023. In 1995 and 1996 also a PC demo party, in 1997 combined with Takeover.[39] |
Xenium | Katowice, Poland | 1999, 2019– | Successor of Riverwash event. |
64K intro
A 64K intro is a demo with an executable file size limit of 64 kibibytes, or 65,536 bytes. This is a traditional limit inherited from the maximum size of a COM file. Demos traditionally were limited by RAM size, or later by storage size. By the early 1990s, demo sizes grew, so categories were created for limited sizes that forced developers to not simply stream data from storage.
To reduce the file size, 64K intros often use executable compression and procedural generation, such as sound synthesis, mesh generation, procedural textures, and procedural animation.[40] [41]
fr-08, a 64k PC demo by Farbrausch released at The Party 2000 in Aars has since been claimed[42] to mark a watershed moment in the popularity of the category. Others include Chaos Theory by Conspiracy (2006), Gaia Machina by Approximate (2012),[43] F — Felix's Workshop by Ctrl-Alt-Test (2012)[44] Fermi paradox by Mercury (2016),[45][46] and Darkness Lay Your Eyes Upon Me by Conspiracy (2016).[46]
Awards
Every year, awards in the demoscene celebrate the creativity, technical prowess, and artistic vision of demoscene groups and individuals:
- The Scene.org Awards were an annual award presented by Scene.org from 2003 to 2012.
- The Meteoriks are an annual award that happens every year since 2014. The award ceremony is held at Revision.
Influence
Although demos are a rather obscure form of art, even in traditionally active demoscene countries, the scene has influenced areas such as computer games industry and new media art.[47][48][49]
Many European game programmers, artists, and musicians have come from the demoscene, often cultivating the learned techniques, practices and philosophies in their work. For example, the Finnish company Remedy Entertainment, known for the Max Payne series of games, was founded by the PC group Future Crew, and most of its employees are former or active Finnish demosceners.[50][51] Sometimes demos even provide direct influence even to game developers that have no demoscene affiliation: for instance, Will Wright names demoscene as a major influence on the Maxis game Spore, which is largely based on procedural content generation.[52] Similarly, at QuakeCon in 2011, John Carmack noted that he "thinks highly" of people who do 64k intros, as an example of artificial limitations encouraging creative programming.[53] Jerry Holkins from Penny Arcade claimed to have an "abiding love" for the demoscene, and noted that it is "stuff worth knowing".[54]
Certain forms of computer art have a strong affiliation with the demoscene. Tracker music, for example, originated in the Amiga game industry but was soon heavily dominated by demoscene musicians; producer Adam Fielding[55] claims to have tracker/demoscene roots. Currently, there is a major tracking scene separate from the actual demoscene. A form of static computer graphics where demosceners have traditionally excelled is pixel art; see artscene for more information on the related subculture.[citation needed] Origins of creative coding tools like Shadertoy and Three.js can be directly traced back to the scene.[56]
Over the years, desktop computer hardware capabilities have improved by orders of magnitude, and so for most programmers, tight hardware restrictions are no longer a common issue. Nevertheless, demosceners continue to study and experiment with creating impressive effects on limited hardware. Since handheld consoles and cellular phones have comparable processing power or capabilities to the desktop platforms of old (such as low resolution screens which require pixel art, or very limited storage and memory for music replay), many demosceners have been able to apply their niche skills to develop games for these platforms, and earn a living doing so.[citation needed] One particular example is Angry Birds, whose lead designer Jaakko Iisalo was an active and well-known demoscener in the 1990s.[57] Unity Technologies is another notable example; its technical leads on iPhone, Android and Nintendo Switch platforms Renaldas Zioma and Erik Hemming[58][59] are authors of Suicide Barbie[60] demo for the Playstation Portable console, which was released in 2007.
Some attempts have been made to increase the familiarity of demos as an art form. For example, there have been demo shows, demo galleries and demoscene-related books, sometimes even TV programs introducing the subculture and its works.[61][original research?]
The museum IT-ceum in Linköping, Sweden, has an exhibition about the demoscene.[62]
Video game industry
4players.de reported that "numerous" demo and intro programmers, artists, and musicians were employed in the games industry by 2007. Video game companies with demoscene members on staff included Digital Illusions, Starbreeze, Ascaron,[63] 49Games, Remedy, Techland, Lionhead Studios,[64] Bugbear, Digital Reality, Guerrilla Games, and Akella.[65]
The tracker music which is part of demoscene culture could be found in many video games of the late 1980s to early 2000s, such as Lemmings, Jazz Jackrabbit, One Must Fall: 2097, Crusader: No Remorse, the Unreal series, Deus Ex, Bejeweled, and Uplink.[66]
See also
Platforms
Software
Websites
References
- ^ "About the Demoscene". Demoscene - The Art of Coding. Archived from the original on 17 May 2020. Retrieved 22 May 2020.
- ^ Reunanen, Markku (15 April 2014). "How Those Crackers Became Us Demosceners". WiderScreen. Archived from the original on 24 May 2021. Retrieved 4 June 2021.
- ^ a b c Markku Reunanen (2010). Computer Demos—What Makes Them Tick? (Lic.). Aalto University.
- ^ "Slashdot's "Top 10 Hacks of All Time"". slashdot.org. 13 December 1999. Archived from the original on 2 May 2009. Retrieved 25 December 2010.
Second Reality by Future Crew – Awesome, Mindblowing, Unbelievable, Impossible. Some of the words used to describe what this piece of code from demoscene gods Future Crew did on 1993-era PC hardware. Even by today's standards, what this program can do without relying on any kind of 3D graphics acceleration is impressive. As if the graphics weren't impressive enough, it can even playback in Dolby Surround Sound.
- ^ Raymond, Eric S. "display hacks". The Jargon File. Archived from the original on 8 October 2017. Retrieved 18 March 2018.
- ^ Green, Dave (1 July 1995). "Demo or Die!". Wired. Archived from the original on 19 March 2018. Retrieved 18 March 2018.
- ^ "Atari In-Store Demonstration Program by Atari, 1980". YouTube. 23 April 2017. Archived from the original on 18 November 2021.
- ^ "Atari 1985 CES Demo". YouTube. 13 April 2016. Archived from the original on 18 November 2021.
- ^ a b c Reunanen, Markku; Silvast, Antti (2009). Demoscene Platforms: A Case Study on the Adoption of Home Computers. History of Nordic Computing. pp. 289–301. doi:10.1007/978-3-642-03757-3_30.
- ^ Turner-Rahman, Gregory (2013). "the demoscene". In Chris, Cynthia; Gerstner, David A. (eds.). Media Authorship. Routledge.
- ^ Hartmann, Doreen (2010). Computer Demos and the Demoscene: Artistic Subcultural Innovation in Real-Time (PDF). 16th International Symposium of Electronic Art. Archived from the original (PDF) on 5 August 2016.
- ^ "Breakthrough of Digital Culture: Finland accepts the Demoscene on its national UNESCO list of intangible cultural heritage of humanity". Demoscene - The Art of Coding. 15 April 2020. Archived from the original on 15 April 2020. Retrieved 15 April 2020.
- ^ "Demoscene accepted as UNESCO cultural heritage in Germany". 20 March 2021. Archived from the original on 7 June 2023. Retrieved 20 March 2021.
- ^ "Demoscene in Poland gets accepted as national immaterial cultural heritage". 17 December 2021. Archived from the original on 1 January 2022. Retrieved 1 January 2022.
- ^ "215th addition to Inventory of Intangible Heritage Netherlands". Immaterieel Erfgoed. Archived from the original on 17 July 2023. Retrieved 17 July 2023.
- ^ Borzyskowski, George (1997). "The Hacker Demo Scene And It's [sic] Cultural Artifacts". Curtin University. Archived from the original on 19 January 2017. Retrieved 11 November 2017.
- ^ "Demoparty". catb.org. Archived from the original on 11 November 2007. Retrieved 11 November 2017.
- ^ Williams, Jeremy (2002). "Demographics: Behind the Scene". Retrieved 17 February 2011.
- ^ Scheib, Vince. "Demos Explained; What are Demos? What is a Demo? - Vince Scheib". scheib.net. Archived from the original on 27 September 2017. Retrieved 11 November 2017.
- ^ "Demoscene Assembly 2019". Geeks3D.com. 5 August 2019.
- ^ "The Gathering 2006". Demoparty.net.
- ^ "Breakpoint 2010 - Like There's No Tomorrow // Bingen am Rhein, Germany, Easter Weekend 2010". Archived from the original on 10 November 2007. Retrieved 11 November 2017.
- ^ Mark J. P. Wolf, ed. (2021). Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (2nd ed.). Abc-Clio. p. 251. ISBN 978-1440870200. Archived from the original on 25 April 2023. Retrieved 19 March 2023.
- ^ "nullarbor". pouët.net. Retrieved 18 June 2024.
- ^ Edith Cowan University Corporate Communications (1 February 2006). "Electronic art on show at ECU". Archived from the original on 20 August 2006. Retrieved 10 January 2007.
- ^ "Official website". notrees.org. Archived from the original on 14 June 2008. Retrieved 18 June 2024.
- ^ "The Party". theparty.dk. Archived from the original on 6 February 2003. Retrieved 5 June 2024.
- ^ "The Party". pouët.net. Retrieved 5 June 2024.
- ^ "The Party 2002". Demozoo. Retrieved 5 June 2024.
- ^ "History - Year: 1992". Jesper Kyd. Archived from the original on 24 February 2008. Retrieved 5 June 2024.
- ^ "Pilgrimage". pilgrimage.scene.org. Archived from the original on 20 March 2005. Retrieved 26 June 2024.
- ^ Caballo, Enrique (29 August 2004). "Pilgrimage Inc Interview - Pilgrimage Demo Party 2004". 3DLUVR.com. Archived from the original on 27 September 2011.
- ^ "Rewired". rewired.be. Archived from the original on 5 March 2012. Retrieved 4 June 2024.
- ^ "Rewired". Demozoo. Retrieved 4 June 2024.
- ^ "ReWired". pouët.net. Retrieved 4 June 2024.
- ^ "Wired". demoparty.net. Retrieved 8 May 2021.
- ^ "Wired 1998". demozoo.org. Retrieved 8 May 2021.
- ^ "Paper: Alex's 64k demo from 1996". Media Molecule. Retrieved 8 May 2021.
- ^ "The X Party". xparty.net. Retrieved 26 June 2024.
- ^ Campbell-Dollaghan, Kelsey. "This Incredible Animation Was Made By Code That Could Fit on a Floppy". Gizmodo. Archived from the original on 10 December 2022. Retrieved 16 March 2018.
- ^ "Resources". 64K Scene. Archived from the original on 10 April 2024. Retrieved 10 April 2024.
- ^ "BitJam Episode #39 interview with Boyc that sums up how 64k's changed around 2000, because of fr-08. Features music from 64k intros". Archived from the original on 10 December 2022. Retrieved 10 December 2022.
- ^ "Gaia Machina by Approximate". 8 April 2012. Archived from the original on 10 December 2022. Retrieved 28 July 2018.
- ^ "Daytime Selects - Demoscene | SIGGRAPH 2013". 27 March 2017. Archived from the original on 27 March 2017. Retrieved 19 March 2018.
- ^ Miller, Paul (11 May 2016). "To explore space all you need is 64K". Archived from the original on 16 September 2021. Retrieved 10 November 2021 – via The Verge.
- ^ a b "Siggraph 2016 Advance Program" (PDF). 6 July 2016. p. 16. Archived (PDF) from the original on 19 March 2023. Retrieved 10 December 2022.
- ^ David 'Fargo' Kosak (14 March 2005). "Will Wright Presents Spore... and a New Way to Think About Games". GameSpy. Archived from the original on 11 February 2019. Retrieved 1 February 2019.
- ^ Moses Grohé (15 October 2006). "Warum Informatiker Demo-Codern mit offenem Mund zuhören - und was Will "Sims" Wright der Demoscene schuldet". Der Spiegel. Archived from the original on 2 September 2019. Retrieved 1 February 2019.
- ^ Bobic and Axel (1 August 2010). "Demo Effects in Games". Bitfellas. Archived from the original on 23 September 2019. Retrieved 1 February 2019.
- ^ Bobic (18 January 2007). "Sceners in the Games Industry". 4players.de. Archived from the original on 14 March 2012. Retrieved 17 February 2011.
- ^ "Jaakko Lehtinen appointed as a Professor in the School of Science". 28 September 2012. Archived from the original on 4 October 2012. Retrieved 2 October 2012.
The so-called demoscene has laid a foundation for the active and internationally astonishingly successful Finnish games industry.
- ^ Dave 'Fargo' Kosak (14 March 2005). "Will Wright Presents Spore... and a New Way to Think About Games". GameSpy. Archived from the original on 15 October 2007. Retrieved 16 October 2007.
- ^ "QuakeCon 2011 – John Carmack Keynote". YouTube. 5 August 2011. Archived from the original on 18 November 2021.
- ^ "Lickr". 13 April 2012. Archived from the original on 15 April 2012. Retrieved 21 April 2012.
- ^ Artist Feature: Adam Fielding on YouTube
- ^ NVScene (24 March 2015). "NVScene 2015 Session: Reinventing The Wheel - One Last Time (Ricardo Cabello)". YouTube. Archived from the original on 18 November 2021.
- ^ "Edge Magazine – GamesRadar+". edge-online.com. 7 August 2023. Archived from the original on 21 December 2012. Retrieved 16 December 2012.
- ^ Nutt, Christian (29 February 2012). "Unity's Future In High-Definition". www.gamasutra.com. Archived from the original on 1 December 2020. Retrieved 3 January 2021.
- ^ Nutt, Christian (5 January 2012). "How Unity tackles Android support, straight from its lead developer". www.gamasutra.com. Archived from the original on 6 August 2021. Retrieved 4 January 2021.
- ^ GitHub repository for Suicide Barbie a Playstation Portable demo, The Black Lotus, 3 January 2021, archived from the original on 2 January 2021, retrieved 3 January 2021
- ^ "scene.org file archive :: browsing /resources/media/". scene.org. Archived from the original on 17 May 2013. Retrieved 26 June 2017.
- ^ "Linköping – Do & See – Datamuseet It-ceum". Archived from the original on 1 April 2012. Retrieved 9 September 2011.
and visitors can also learn more about today's demo scene
- ^ Bobic (18 January 2007). "Spielkultur | Special | 4Sceners". 4players.de. p. 1. Archived from the original on 14 March 2012. Retrieved 21 September 2014.
- ^ Bobic (18 January 2007). "Spielkultur | Special | 4Sceners". 4players.de. p. 2. Archived from the original on 13 October 2013. Retrieved 21 September 2014.
- ^ Bobic (18 January 2007). "Spielkultur | Special | 4Sceners". 4players.de. p. 3. Archived from the original on 4 March 2016. Retrieved 21 September 2014.
- ^ Game Development and Production Archived 25 April 2023 at the Wayback Machine by Erik Bethke, page 341
Further reading
- Green, Dave (July 1995). "Demo or Die!". Wired. Vol. 3, no. 7. Retrieved 31 December 2007.
- Pirtola, Pilvari (2008). "Introduction to the Demoscene". Mustekala. Archived from the original on 21 May 2018. Retrieved 20 May 2018.
- Polgár, Tamás "Tomcat" (2005). FREAX: Volume 1. CSW-Verlag. ISBN 3-9810494-0-3.
- Reunanen, Markku (2010). Computer Demos – What Makes Them Tick? (PDF) (Licentiate). Aalto University School of Science and Technology.
- Reunanen, Markku (2017). Times of Change in the Demoscene: A Creative Community and Its Relationship with Technology (PDF) (PhD). University of Turku.
- Shor, Shirley; Eyal, Aviv (Winter 2004). "DEMOing: An Emerging Art Form or Just Another Craft? 1984–2002" (PDF). Intelligent Agent. 4 (1). Archived from the original (PDF) on 16 June 2004.
- Tasajärvi, Lassi (2004). DEMOSCENE: the Art of Real-Time. Evenlake Studios. ISBN 952-91-7022-X.
- Vigh, David; Polgár, Tamás "Tomcat" (2006). FREAX Art Album. CSW-Verlag.
- Vigh, David (2003). "Pixelstorm" (PDF). Archived from the original (PDF) on 22 August 2008.. Selected artworks of demoscene graphicians; bugfixed 2007.
- "The Demoscene" (PDF).. Flyer by Digitale Kultur.
- "Demoscene Research".. Bibliography of academic publications about the demoscene.
- The Demoscene Documentary's channel on YouTube. A seven-part documentary series about the Finnish demoscene.
- CRACKED, a Stories From The Eastern West podcast episode about the birth and rise of Finland's demoscene.
- About the Demoscene